Infernal Stronghold/Guide: Difference between revisions

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{{V|1.0.4}}
{{Template:DungeonGuide|This guide is meant for single clears and to enable idling with as low as possible requirements. Not to be the most effective method. <br> Information on equipment, mechanics and strategies are on this page.}}
{{Otheruses|the guide for Infernal Stronghold|the dungeon itself|Infernal Stronghold}}
{{V|1.2.2}}


===Why Clear Infernal Stronghold?===
=Why Clear Infernal Stronghold?=
There three main reasons for completing the {{ZoneIcon|Infernal Stronghold}}:
There three main reasons for completing the {{ZoneIcon|Infernal Stronghold}}:
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
Line 8: Line 8:
* Clear it 100+ times to complete more township tasks, or earn a lot of {{GP}}.
* Clear it 100+ times to complete more township tasks, or earn a lot of {{GP}}.


===Manual-Eating Build===
=Standard Guides=
The guide assumes that you have completed {{ZoneIcon|Volcanic Cave}} at least once, and have obtained the {{ItemIcon|Ancient Claw}}. If not, then check out this {{Icon|Ancient Claw/Guide|type=item|Ancient Claw Guide}} for how to obtain this key item.


Before attempting {{ZoneIcon|Infernal Stronghold}}, it is strongly recommended that your {{Icon|Auto Eat|type=upgrade}} threshold is higher than all of {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} moves when you are not stunned. This build can achieve that with 900 HP, although it is advised to check it with the [[Combat Simulator]] to be sure.
==Pre-Ancient Build==
The guide provides a build that does not use any ancient armour and will require manual eating to survive. This build should be able to get you though the dungeon one time, but you will need to time your eating carefully, especially when you are stunned.


The boss in this dungeon is {{MonsterIcon|Malcs, the Leader of Dragons}} (Malcs), and the strongest attack is the combination of Sealing (Stun) + Penetrating Claws.
This build can achieve that with as low as {{SkillReq|Hitpoints|80}}, but if you are attempting this dungeon under levelled then it is recommended that you check the [[Combat Simulator]] to see if there are any improvements that can be made, especially if you are in . Improvements that give a higher DR, higher HP or higher auto-eat threshold will give you a better chance of survival. Improvements that give a stronger attack will reduce the time taken to complete the dungeon, but are secondary to DR improvements.
 
* {{SkillReq|Attack|80}} {{SkillReq|Strength|80}} {{SkillReq|Defence|80}}
* {{SkillReq|Hitpoints|80}}
* {{SkillReq|Prayer|80}}
* {{SkillReq|Slayer|75}}
* {{Icon|Auto Eat - Tier III|type=upgrade}}
 
 
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Chivalry}} (or better) for 3% DR and accuracy.
* Use {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3 synergy to give extra 2% DR against melee.
* Equip {{ItemIcon|Damage Reduction Potion III}} (or higher) for improved DR.
 
{{Equipment/Recommended
|style=Melee
|showDR=true
|helm1=(G) Rune Helmet
|neck1=Elite Amulet of Defence
|cape1=Fire Cape
|body1=(G) Rune Platebody
|legs1=(G) Rune Platelegs
|weapon1=Sunset Rapier
|shield1=(G) Rune Shield
|gloves1=Paladin Gloves
|boots1=(G) Rune Boots
|ring1=Silver Diamond Ring
}}
 
==Ancient Build==
 
This build is designed to make it easier to obtain the {{ItemIcon|Infernal Core|qty=10}} and allows you to complete the dungeon without manual eating. However, this build is not recommended for idling as it will use a lot of resources. This build increases DR so that auto-eat makes the dungeon survivable, but also has a reasonable attack level.
 
* {{SkillReq|Attack|90}}
* {{SkillReq|Strength|90}}
* {{SkillReq|Defence|90}}
* {{SkillReq|Prayer|90}}
* {{SkillReq|Slayer|75}}
* {{Icon|Hitpoints|type=skill|HP}} 940 '''OR''' {{Icon|Hitpoints|type=skill|HP}} 920 if {{PetIcon|Leonardo}} has been obtained.
 
===Gear===
 
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Chivalry}} for 3% DR and an increase in accuracy.
* Use {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3 synergy to give extra 2% DR against melee.
* Equip {{ItemIcon|Damage Reduction Potion IV}} for 10% DR.


{{Equipment/Recommended
{{Equipment/Recommended
Line 25: Line 68:
|weapon1=Ancient Claw
|weapon1=Ancient Claw
|shield1=(G) Ancient Shield
|shield1=(G) Ancient Shield
|gloves1=(U) Ancient D-hide Vambraces
|gloves1=Paladin Gloves
|boots1=(G) Dragon Boots
|boots1=(G) Rune Boots
|ring1=Sandstorm Ring
|ring1=Silver Diamond Ring
}}
}}


The {{ItemIcon|Ancient Claw}} can be substituted for the {{ItemIcon|Sunset Rapier}} at a push, but due to the boss stun attack being very powerful, the faster you can attack after stun, the better your overall chances.
Use prayers to increase your accuracy, as without your hit chance against {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}} will be very low e.g. ~25% without prayers, compared to ~40% with. Using {{ItemIcon|Diamond Luck Potion}} (any level) will give you a significant advantage.
Equipping the {{ItemIcon|Infernal Cape}} after the first clear as this will increase DR, and will make it easier to get the {{ItemIcon|Infernal Claw|qty=10}} needed for upgrading.


The {{ItemIcon|Dragonfire Shield}} (DFS) which can be obtained from the {{ZoneIcon|Volcanic Cave}} is another good option, and can be paired with {{SpellIcon|Icicle Volley}} and {{ItemIcon|Witch}}. This combination is very effective against the {{MonsterIcon|Green Dragon}}. Similarly, with at least 20,000 Accuracy {{SpellIcon|Slicing Winds|type=spell}} is another good option.
==Gear Options==
 
There are many options with this build:
The {{ItemIcon|Dragonfire Shield|DFS}} is one of the best defences against {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}. However, for an extra increase in DR, consider equipping {{ItemIcon|Silver Diamond Ring}}. Doing so will reduce your Dungeon clear time, but may increase your chances of survival. With {{ItemIcon|Dragonfire Shield|DFS}} equipped as well as 990 HP it should be sufficient to clear this dungeon with ease.
* Equip the {{ItemIcon|Infernal Cape}} after the first clear to further increase DR, and will make it easier to get the {{ItemIcon|Infernal Core|qty=10}} needed to get the {{ItemIcon|Infernal Claw}}.
* Use {{ItemIcon|Ancient Claw}} over the {{ItemIcon|Sunset Rapier}}. If you do not have the {{ItemIcon|Ancient Claw}} then check out the [[Ancient Claw/Guide|Ancient Claw Guide]].
* Use {{ItemIcon|Sandstorm Ring}} to increase your dungeon clear time if you DR is sufficient.
* Use {{ItemIcon|Dragonfire Shield}} over the {{ItemIcon|Ancient Shield}} for better defence.
* Once you can survive, use stronger prayers to increase your accuracy at the expense of DR.
* Use {{ItemIcon|Diamond Luck Potion}} (any level) to give an attack advantage, but only if you can survive the dungeon easily - you will lose up to 10% DR.


====Malcs Special Moves====
====Malcs Special Moves====


Pay attention to the following special moves from {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}:
When eating, pay special attention to the following special moves from {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}:


* '''Sealing + Penetrating Claws''': do not underestimate this combo. The [[Spam Eating]] kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use [[Spam Eating]]. The damage from Penetrating Claws is calculated as <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.
* '''Sealing + Penetrating Claws''': do not underestimate this combo. The [[Spam Eating]] kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use [[Spam Eating]]. The damage from Penetrating Claws is calculated as <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.
Line 55: Line 98:
This build relies on high DR and a high HP and the top tier of {{Icon|Auto Eat|type=upgrade}} and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.
This build relies on high DR and a high HP and the top tier of {{Icon|Auto Eat|type=upgrade}} and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.


* {{SkillReq|Hitpoints|90}}
* {{Icon|Hitpoints|type=skill|HP}} 1030
* {{SkillReq|Prayer|80}}
* {{SkillReq|Prayer|80}}
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
Line 66: Line 109:
|helm1=(G) Ancient Helmet
|helm1=(G) Ancient Helmet
|neck1=Elite Amulet of Defence
|neck1=Elite Amulet of Defence
|cape1=Fire Cape
|cape1=Infernal Cape
|body1=(G) Ancient Platebody
|body1=(G) Ancient Platebody
|legs1=(G) Ancient Platelegs
|legs1=(G) Ancient Platelegs
Line 72: Line 115:
|shield1=Dragonfire Shield
|shield1=Dragonfire Shield
|gloves1=(U) Ancient D-hide Vambraces
|gloves1=(U) Ancient D-hide Vambraces
|boots1=(G) Dragon Boots
|boots1=(G) Rune Boots
|ring1=Silver Diamond Ring
|ring1=Silver Diamond Ring
|familiar11=Yak
|familiar11=!{{Synergy|Yak|Witch}}
|familiar21=Witch
}}
}}


Line 86: Line 128:
| Armour/weapons (as above)
| Armour/weapons (as above)
| {{Skill|Melee}}
| {{Skill|Melee}}
| 46%
| 47%
|-
|-
| {{PrayerIcon|Safeguard}}
| {{PrayerIcon|Safeguard}}
Line 102: Line 144:
| {{ItemIcon|Yak}} + {{ItemIcon|Witch}}
| {{ItemIcon|Yak}} + {{ItemIcon|Witch}}
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| 2% against {{Skill|Melee}}
| 3% against {{Skill|Melee}}
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| 59% (58%)
| 61% (60%)
|}
|}


The {{ItemIcon|Prayer Scroll}} or {{ItemIcon|Alchemist's Bag}} can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.
The {{ItemIcon|Prayer Scroll}} or {{ItemIcon|Alchemist's Bag}} can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.


Alternative options are available if the {{ZoneIcon|Air God Dungeon}} has been completed. The {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} each give an additional 2% DR. Similarly, once the {{ZoneIcon|Infernal Stronghold}} has been completed the {{ItemIcon|Infernal Cape}} can give another 2% DR. In {{Skill|Agility}} the {{AgilityIcon|Lake Swim}} can be used to give an extra +1% DR.
Alternative options are available if the {{ZoneIcon|Air God Dungeon}} has been completed. The {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} each give an additional 2% DR. The {{ItemIcon|Infernal Cape}} can be swapped for the {{ItemIcon|Fire Cape}} but this will lose 2% DR. In {{Skill|Agility}} the {{AgilityIcon|Lake Swim}} can be used to give an extra +1% DR.


Once you have sufficient DR to idle comfortable, you can also consider wearing the {{ItemIcon|Chapeau Noir}} for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.
Once you have sufficient DR to idle comfortable, you can also consider wearing the {{ItemIcon|Chapeau Noir}} for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.


===Bonuses that improve HP===
Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.
* {{SkillReq|Attack|20}}
* {{SkillReq|Strength|70}}
* {{SkillReq|Ranged|20}}
* {{SkillReq|Magic|20}}
* {{SkillReq|Cooking|60}}
* {{SkillReq|Mining|60}}
* {{SkillReq|Thieving|80}}
* {{SkillReq|Agility|80}}
{| class="wikitable"
|-
! Item
! Position
! +HP
|-
| {{AgilityIcon|Cliff Balance}}<sup>1</sup>
| Slot 5 Obstacle
| +20
|-
| {{AgilityIcon|Rocky Waters}}
| Slot 6 Obstacle
| +50
|-
| {{AgilityIcon|Raft Building}}
| Slot 8 Obstacle
| +20
|-
| {{AgilityIcon|Ice Jump}}
| Slot 9 Obstacle
| +20
|-
| {{ItemIcon|Dragonfire Shield}}
| Off-hand
| +30
|-
| {{PetIcon|Finn, the Cat}}<sup>2</sup>
| N/A
| +10
|-
! scope="row" colspan="2" | Total
| +140
|}
Notes:
# The {{AgilityIcon|Cliff Balance}} will use +2 extra prayers each hit
# Without {{PetIcon|Finn, the Cat|Finn}} you will lose out on roughly 1% DR
For example, a {{SkillReq|Hitpoints|90}} with all of the extra HP listed above, would drop the overall DR requirement from 59% down to 53%. Lower DR means that you reduce the use of potions, Prayers and the {{ItemIcon|Witch}} summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around {{SkillReq|Hitpoints|76}}.


===After Water God Dungeon===
==Late-game idling==
With access to [[Ancient Magicks]] and late-game armour and boosts, the dungeon can be idled with magic more quickly due to the [[Combat Triangle]] advantage. With this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.
After completing the {{ZoneIcon|Water God Dungeon}} you will have access to [[Ancient Magicks]] and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the [[Combat Triangle]] advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.


{{Equipment/Recommended
{{Equipment/Recommended
Line 172: Line 164:
|showDR=true
|showDR=true
|helm1=Chapeau Noir
|helm1=Chapeau Noir
|neck1=Elite Amulet of Defence
|neck1=Elite Amulet of Magic
|cape1=Skull Cape
|cape1=Skull Cape
|body1=Glacia God Platebody
|body1=Glacia God Platebody
|legs1=Glacia God Platelegs
|legs1=Glacia God Platelegs
|weapon1=Fire Imbued Wand
|weapon1=Air Imbued Wand
|shield1=Scaled Shield
|shield1=Scaled Shield
|gloves1=Glacia God Gloves
|gloves1=Glacia God Gloves
Line 182: Line 174:
|ring1=Ring of Wealth
|ring1=Ring of Wealth
}}
}}
Spell: {{Icon|Slicing Winds|type=spell}} <br>
Prayers: {{PrayerIcon|Mystic Lore}}  & {{PrayerIcon|Mystic Mastery}} if your accuracy is below 20,000. Otherwise don't use any.


There is flexibility on this build. For example, {{ItemIcon|Aorpheat's Signet Ring}} can be used instead of {{ItemIcon|Ring of Wealth}} to get an additional {{GP|100000}}+ per clear, but this reduces chance of doubling {{ItemIcon|Infernal Core|Infernal Cores}} e.g. from 10% down to 5% chance.
There is flexibility on this build. For example, {{ItemIcon|Aorpheat's Signet Ring}} can be used instead of {{ItemIcon|Ring of Wealth}} to get an additional {{GP|100000}}+ per clear, but this reduces chance of doubling {{ItemIcon|Infernal Core|Infernal Cores}} e.g. from 10% down to 5% chance.


{{CombatNav|Guide}}
=Ancient Relics Guides=
 
==Pre God Dungeons Clears==
 
 
===Melee===
 
The clear speed of {{ItemIcon|(G) Adamant Helmet|notext=true}}[[Adamant_Equipment#Armour|Adamant Armour]] and {{ItemIcon|(G) Rune Helmet|notext=true}}[[Rune_Equipment#Armour|Rune Armour]] is about the same.
* {{ItemIcon|(G) Adamant Helmet|Adamant Armour}} uses roughly {{ItemIcon|Lobster|qty=790}} for a single clear.
* {{ItemIcon|(G) Rune Helmet|Rune Armour}} uses roughly {{ItemIcon|Lobster|qty=690}} for a single clear.
Both have an average 14 minute clear time.
 
====Gear====
 
The clear speed of {{ItemIcon|Sunset Rapier}} and {{ItemIcon|Ancient Claw}} is roughly the same.
 
* The {{Synergy|Occultist|Minotaur}} Synergy almost doubles the clear speed.
 
 
* Prayers: {{PrayerIcon|Incredible Reflexes}} &  {{PrayerIcon|Chivalry}}
 
 
{{Equipment/Recommended
|style = Melee
|helm1 = (G) Rune Helmet
|body1 = (G) Rune Platebody
|legs1 = (G) Rune Platelegs
|boots1 = (G) Rune Boots
|gloves1 = Paladin Gloves
|cape1 = Fire Cape
|neck1 = Elite Amulet of Defence
|ring1 = Silver Diamond Ring
|weapon1 = Ancient Claw
|shield1 = (G) Rune Shield
|familiar11 = !{{Synergy|Occultist|Minotaur}}
}}
 
====[[Combat Simulator]] Export====
 
[https://pastebin.com/33tynzqx Combat Simulator Export]
 
===Magic===
 
This is an opportune time to use the newly obtained [[Ancient Magick]] as it almost doubles the clear speed over Normal Spells, even without getting the benefit from the guaranteed hits from {{Icon|Slicing Winds|type=spell}} at 20,000 [[Accuracy]].
 
====Gear====
 
* {{ItemIcon|Air Adept Wizard Hat|Air Adept Wizard Gear}} uses roughly {{ItemIcon|Lobster|qty=690}} for a single clear. Taking roughly 11 minutes.
* {{ItemIcon|Air Expert Wizard Hat|Air Expert Wizard Gear}} uses roughly {{ItemIcon|Lobster|qty=520}} for a single clear. Taking roughly 9 minutes.
 
 
* Spell: {{Icon|Slicing Winds|type=spell}}
* Aurora: {{Icon|Surge II|type=aurora}} '''(Optional)'''
* Prayers: {{PrayerIcon|Mystic Lore}} & {{PrayerIcon|Mystic Might}}
 
{{Equipment/Recommended
|style = Magic
|helm1 = Air Adept Wizard Hat
|body1 = Air Adept Wizard Robes
|legs1 = Air Adept Wizard Bottoms
|boots1 = Air Adept Wizard Boots
|gloves1 = Paladin Gloves
|cape1 = Skull Cape
|neck1 = Elite Amulet of Defence
|ring1 = Silver Diamond Ring
|weapon1 = Magic Wand (Powerful)
|shield1 = (G) Rune Shield
|familiar11 = !{{Synergy|Occultist|Witch}}
}}
 
====[[Combat Simulator]] Export====
 
[https://pastebin.com/Gjxu62HC Combat Simulator Export]
 
 
==Post God Dungeons Guide==
 
===Melee===
 
This setup will still require Manual Eating unless {{ItemIcon|Damage Reduction Potion IV}} is used, which enables fully Idling this Dungeon.
 
====Gear====
 
* {{ItemIcon|Sunset Rapier}} uses roughly {{ItemIcon|Lobster|qty=310}} for a single clear. Taking roughly 9 minutes.
* {{ItemIcon|Ancient Claw}} uses roughly {{ItemIcon|Lobster|qty=290}} for a single clear. Taking roughly 8 minutes.
 
 
* Prayers: {{PrayerIcon|Chivalry}} &  {{PrayerIcon|Piety}}
 
{{Equipment/Recommended
|style = Melee
|helm1 = Terran God Helmet
|body1 = Terran God Platebody
|legs1 = Terran God Platelegs
|boots1 = Terran God Boots
|gloves1 = Terran God Gloves
|cape1 = Fire Cape
|neck1 = Elite Amulet of Defence
|ring1 = Silver Diamond Ring
|weapon1 = Ancient Claw
|shield1 = (G) Rune Shield
|familiar11 = !{{Synergy|Occultist|Minotaur}}
}}
 
====[[Combat Simulator]] Export====
 
[https://pastebin.com/W2UbYfDs Combat Simulator Export]
 
===Magic===
 
This style makes this dungeon Fully [[Idle]] at this stage. This can be done by having the following:
* The the posted recommended setup of {{ItemIcon|Magic Wand (Powerful)}}/{{ItemIcon|(G) Rune Shield}}
* {{ItemIcon|Cloudburst Staff}} with one of the following:
** [[Relics|Defence Relic #5]]
** {{SkillReq|Agility|50}} and either {{PetIcon|Leonardo}}, {{PetIcon|Erran}} or {{ItemIcon|Fury of the Elemental Zodiacs}}
 
====Gear====
 
* {{ItemIcon|Magic Wand (Powerful)}}/{{ItemIcon|(G) Rune Shield}} using {{Icon|Frostbite|type=spell}} uses roughly {{ItemIcon|Lobster|qty=49}} for a single clear. Taking roughly 3.6 minutes.
* {{ItemIcon|Cloudburst Staff}} using {{Icon|Water Surge|type=spell}} uses roughly {{ItemIcon|Lobster|qty=56}} for a single clear. Taking roughly 2.8 minutes.
 
 
* Spell: {{Icon|Frostbite|type=spell}} or {{Icon|Gust|type=spell}} for roughly 30 second slower kills.
* Aurora: {{Icon|Surge II|type=aurora}} '''(Optional)'''
* Prayers: {{PrayerIcon|Mystic Might}} & {{PrayerIcon|Mystic Mastery}}
 
{{Equipment/Recommended
|style = Magic
|helm1 = Glacia God Helmet
|body1 = Glacia God Platebody
|legs1 = Glacia God Platelegs
|boots1 = Glacia God Boots
|gloves1 = Glacia God Gloves
|cape1 = Skull Cape
|neck1 = Elite Amulet of Magic
|ring1 = Warlock Ring
|weapon1 = Magic Wand (Powerful)
|shield1 = (G) Rune Shield
|familiar11 = !{{Synergy|Occultist|Witch}}
}}
 
 
====Agility====
 
* Only required for {{ItemIcon|Cloudburst Staff}} if [[Relics|Defence Relic #5]] is not owned.
* Will also require either {{PetIcon|Leonardo}}, {{PetIcon|Erran}} or {{ItemIcon|Fury of the Elemental Zodiacs}}
 
{{AgilityCourseTable
|Cargo Net
|Rope Jump
|Pipe Climb
|Coal Stones
|Cliff Balance
|Rocky Waters
|showtotals = false
|showcosts = false
|showrequirements = false
}}
 
====[[Combat Simulator]] Export====
 
[https://pastebin.com/mQrBw85v Combat Simulator Export]
 
<br> <br>
{{CombatNav|Dungeon}}
{{Menu}}
{{Menu}}
[[Category:Guides]]

Latest revision as of 15:41, 8 June 2024

This page was last updated for (v1.2.2).

Why Clear Infernal Stronghold?

There three main reasons for completing the   Infernal Stronghold:

Standard Guides

Pre-Ancient Build

The guide provides a build that does not use any ancient armour and will require manual eating to survive. This build should be able to get you though the dungeon one time, but you will need to time your eating carefully, especially when you are stunned.

This build can achieve that with as low as   Level 80, but if you are attempting this dungeon under levelled then it is recommended that you check the Combat Simulator to see if there are any improvements that can be made, especially if you are in . Improvements that give a higher DR, higher HP or higher auto-eat threshold will give you a better chance of survival. Improvements that give a stronger attack will reduce the time taken to complete the dungeon, but are secondary to DR improvements.


Ancient Build

This build is designed to make it easier to obtain the 10   Infernal Core and allows you to complete the dungeon without manual eating. However, this build is not recommended for idling as it will use a lot of resources. This build increases DR so that auto-eat makes the dungeon survivable, but also has a reasonable attack level.

Gear


Gear Options

There are many options with this build:

Malcs Special Moves

When eating, pay special attention to the following special moves from   Malcs:

  • Sealing + Penetrating Claws: do not underestimate this combo. The Spam Eating kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use Spam Eating. The damage from Penetrating Claws is calculated as [math]\displaystyle{ 640 \times (1-\text{DR}) \times 1.3 \times 2 }[/math].
  • Sealing + Tail Whip: Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as [math]\displaystyle{ 690 \times (1-\text{DR}) \times 1.3 }[/math].
  • Sealing + Usual Attack: Occurs when   Malcs uses two Sealing attacks in row. The approach given in Tail Whip works well here.
  • Sealing + Inferno: Not as strong as the other attacks, and one that you can normally rely on   Auto Eat to survive.

Idling Build

This build relies on high DR and a high HP and the top tier of   Auto Eat and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.

The   Prayer Scroll or   Alchemist's Bag can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.

Alternative options are available if the   Air God Dungeon has been completed. The   Aeris God Gloves and   Aeris God Boots each give an additional 2% DR. The   Infernal Cape can be swapped for the   Fire Cape but this will lose 2% DR. In   Agility the   Lake Swim can be used to give an extra +1% DR.

Once you have sufficient DR to idle comfortable, you can also consider wearing the   Chapeau Noir for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.


Late-game idling

After completing the   Water God Dungeon you will have access to Ancient Magicks and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the Combat Triangle advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.

Spell:   Slicing Winds
Prayers:   Mystic Lore &   Mystic Mastery if your accuracy is below 20,000. Otherwise don't use any.

There is flexibility on this build. For example,   Aorpheat's Signet Ring can be used instead of   Ring of Wealth to get an additional 100,000 + per clear, but this reduces chance of doubling   Infernal Cores e.g. from 10% down to 5% chance.

Ancient Relics Guides

Pre God Dungeons Clears

Melee

The clear speed of  Adamant Armour and  Rune Armour is about the same.

Both have an average 14 minute clear time.

Gear

The clear speed of   Sunset Rapier and   Ancient Claw is roughly the same.



Combat Simulator Export

Combat Simulator Export

Magic

This is an opportune time to use the newly obtained Ancient Magick as it almost doubles the clear speed over Normal Spells, even without getting the benefit from the guaranteed hits from   Slicing Winds at 20,000 Accuracy.

Gear


Combat Simulator Export

Combat Simulator Export


Post God Dungeons Guide

Melee

This setup will still require Manual Eating unless   Damage Reduction Potion IV is used, which enables fully Idling this Dungeon.

Gear


Combat Simulator Export

Combat Simulator Export

Magic

This style makes this dungeon Fully Idle at this stage. This can be done by having the following:

Gear



Agility

Combat Simulator Export

Combat Simulator Export