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{{Otheruses|the guide for Infernal Stronghold|the dungeon itself|Infernal Stronghold}}


===Why clear Infernal Stronghold?===
===Why Clear 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 10 times to get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to complete a township task, and to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it 100+ times to complete more township tasks, or earn a lot of {{GP}}.
 
===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 {{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}}


There are three main uses for {{ZoneIcon|Infernal Stronghold}}:
{{Equipment/Recommended
* Clear it once after 100 {{ZoneIcon|Volcanic Cave|Volcanic Caves}} to get the {{ItemIcon|Infernal Cape}} that has 4% DR.  
|style=Melee
* Clear it 10 times to get 10 {{ItemIcon|Infernal Core|Infernal Cores}} to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
|showDR=true
* Clear it infinitely to farm money. This option is feasible closer to the end of the game.
|helm1=(G) Dragon Helmet
|neck1=Elite Amulet of Defence
|cape1=Fire Cape
|body1=(G) Dragon Platebody
|legs1=(G) Dragon Platelegs
|weapon1=Sunset Rapier
|shield1=(G) Dragon Shield
|gloves1=Paladin Gloves
|boots1=(G) Dragon Boots
|ring1=Silver Diamond Ring
}}
* 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 ranged.
* Equip {{ItemIcon|Damage Reduction Potion III}} (or higher) for improved DR.
 
===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|Hitpoints|90}}
* {{SkillReq|Prayer|90}}
* {{SkillReq|Slayer|75}}
 
{{Equipment/Recommended
|style=Melee
|showDR=true
|helm1=(G) Ancient Helmet
|neck1=Elite Amulet of Defence
|cape1=Fire Cape
|body1=(G) Ancient Platebody
|legs1=(G) Ancient Platelegs
|weapon1=Ancient Claw
|shield1=(G) Ancient Shield
|gloves1=Aeris God Gloves
|boots1=(G) Dragon Boots
|ring1=Silver Diamond Ring
}}
 
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Redemption}} (or better) 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 ranged.
* Equip {{ItemIcon|Damage Reduction Potion IV}} for 10% DR.
 
===Gear Options===
There are many options with this build:
* 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====
 
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 + 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>690 \times (1-\text{DR}) \times 1.3</math>.
 
* '''Sealing + Usual Attack''': Occurs when {{MonsterIcon|Malcs, the Leader of Dragons|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 {{Icon|Auto Eat|type=upgrade}} to survive.
 
==Idling Build==
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.


===Manual-eating build===
* {{SkillReq|Hitpoints|90}}
The following build is for the players who just finished the {{ZoneIcon|Volcanic Cave}} and the subsequent {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} grind.
* {{SkillReq|Prayer|80}}
* {{SkillReq|Herblore|90}} with {{MasteryReq|Damage Reduction Potion III|50}} [[Damage Reduction Potion]]
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{Icon|Auto Eat - Tier III|type=upgrade}}


Without manual eating, the main cause of death for the build below is {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}} combo of Sealing (Stun) + Penetrating Claws.
{{Equipment/Recommended
|style=Melee
|showDR=true
|helm1=(G) Ancient Helmet
|neck1=Elite Amulet of Defence
|cape1=Infernal Cape
|body1=(G) Ancient Platebody
|legs1=(G) Ancient Platelegs
|weapon1=Ancient Claw
|shield1=Dragonfire Shield
|gloves1=(U) Ancient D-hide Vambraces
|boots1=(G) Dragon Boots
|ring1=Silver Diamond Ring
|familiar11=Yak
|familiar21=Witch
}}


{| class="wikitable"  
{| class="wikitable stickyHeader"
|-
|- class="headerRow-0"
! Item
! Boost
! Slot
! Type
! DR%
! DR%
|-
|-
| {{ItemIcon|(G) Ancient Helmet}}
| Armour/weapons (as above)
| Head
| {{Skill|Melee}}
| 7%
| 48%
|-
|-
| {{ItemIcon|(G) Ancient Platebody}}
| {{PrayerIcon|Safeguard}}
| Body
| {{Skill|Prayer}}
| 7%
| 1%
|-
|-
| {{ItemIcon|(G) Ancient Platelegs}}
| {{PrayerIcon|Stone Skin}}
| Leggings
| {{Skill|Prayer}}
| 7%
| 3%
|-
|-
| {{ItemIcon|(G) Dragon Boots}}
| {{ItemIcon|Damage Reduction Potion III}}
| Boots
| {{Skill|Herblore|Potions}}
| 6%
| 6%
|-
|-
| {{ItemIcon|(U) Ancient D-hide Vambraces}}
| {{ItemIcon|Yak}} + {{ItemIcon|Witch}}
| Hands
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| 6%
| 2% against {{Skill|Melee}}
|-
! scope="row" colspan="2" | Total
| 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.
 
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.
 
===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"
|-
|-
! scope="row" colspan="2" | Subtotal
! Item
| 33%
! Position
! +HP
|-
|-
| {{ItemIcon|Fire Cape}}
| {{AgilityIcon|Cliff Balance}}<sup>1</sup>
| Cape
| Slot 5 Obstacle
| 2%
| +20
|-
|-
| {{ItemIcon|Elite Amulet of Defence}}
| {{AgilityIcon|Rocky Waters}}
| Neck
| Slot 6 Obstacle
| 2%
| +50
|-
|-
| {{ItemIcon|Sandstorm Ring}}
| {{AgilityIcon|Raft Building}}
| Ring
| Slot 8 Obstacle
| 0%
| +20
|-
|-
| {{ItemIcon|Ancient Claw}}
| {{AgilityIcon|Ice Jump}}
| Main Weapon
| Slot 9 Obstacle
| 0%
| +20
|-
|-
| {{ItemIcon|(G) Ancient Shield}}
| {{ItemIcon|Dragonfire Shield}}
| Off-hand
| Off-hand
| 7%
| +30
|-
| {{PetIcon|Finn, the Cat}}<sup>2</sup>
| N/A
| +10
|-
|-
! scope="row" colspan="2" | Total
! scope="row" colspan="2" | Total
| 44%
| +140
|}
|}


It is heavily advised to use either the {{Icon|Ancient Claw/Guide|type=item|Ancient Claw}} or at the very least {{ItemIcon|Sunset Rapier}} because you want to get out of stun quickly, and the faster your attack speed is, the faster you will do it.
Notes:
 
# The {{AgilityIcon|Cliff Balance}} will use +2 extra prayers each hit
You might want to use prayers to increase your accuracy. Without the prayers, your hit chance against Malcs will likely be around 25%. With them, it's around 40%.<br>
# Without {{PetIcon|Finn, the Cat|Finn}} you will lose out on roughly 1% DR
If you have Diamond Luck potions, it might be the right occasion to use them.
 
Getting the {{ItemIcon|Infernal Cape}} after the first clear should make it a bit easier to clear it for the next 9 times if you aim for the {{ItemIcon|Infernal Claw}}.
 
Optionally, it is advised to grind out the {{ItemIcon|Dragonfire Shield|DFS}}, preferably with {{Icon|Icicle Volley|type=spell}} because it oneshots {{Icon|Green Dragon|type=monster|Green Dragons}} or with 20k-accuracy {{Icon|Slicing Winds|type=spell}} otherwise. DFS can make your fight with Malcs more relaxed if you can't yet survive {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}} Sealing+Penetrating Claws from full health.
 
You also can swap the {{ItemIcon|Sandstorm Ring}} for the {{ItemIcon|Silver Diamond Ring}} if you don't have enough DR to be comfortable, but it will drastically reduce your clear speed.
 
===Malcs's Combos===
To attempt {{ZoneIcon|Infernal Stronghold}}, it is heavily advised to have the AutoEat threshold above all Malcs's moves when you're not stunned. The build above and can do that with 900 HP, although it is advised to check it with the [[Combat Simulator]] if you're not sure. As additional info, with {{ItemIcon|Dragonfire Shield|DFS}} and 990 total HP, you definitely can do it like that.
 
Otherwise, you would need to keep track of many moves, which will likely lead to death and lost gear that needs hundreds of hours to get again.
 
Check your thresholds in the first fight just in case.
 
You will need to manually eat when Malcs uses Sealing:


* ''Sealing + Penetrating Claws'': It will be '''your cause of death''' if you underestimate it. Be aware that the [[Spam Autoeat]] kicks in with a delay after you push a keyboard button, so press it before the Penetrating Claws hit you. Also, the two instances of damage are separated by less than half a second, so use [[Spam Autoeat]] to be on the safe side. Calculate the damage from Penetrating Claws by <math>640 \times (1-\text{DR}) \times 1.3 \times 2</math>.
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}}.


* ''Sealing + Tail Whip'': Heal to full HP. If you have time, look what the max damage of the Tail Whip is when you are stunned, so you can refrain from manual eating when your HP allows it. Or you can calculate it before the fight by <math>690 \times (1-\text{DR}) \times 1.3</math>.
==Late-game idling==
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.


* ''Sealing + Usual Attack'': Happens when Malcs uses another Sealing after the first one. Use the same logic as with Tail Whip.
{{Equipment/Recommended
|style=Magic
|showDR=true
|helm1=Chapeau Noir
|neck1=Elite Amulet of Defence
|cape1=Skull Cape
|body1=Glacia God Platebody
|legs1=Glacia God Platelegs
|weapon1=Fire Imbued Wand
|shield1=Scaled Shield
|gloves1=Glacia God Gloves
|boots1=Glacia God Boots
|ring1=Ring of Wealth
}}


* ''Sealing + Inferno'': A free get-out-of-jail card. You don't need to manually eat at all.
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}}
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[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 21:09, 25 April 2024

This page was last updated for (v1.0.4).
This article is about the guide for Infernal Stronghold. For the dungeon itself, see Infernal Stronghold.

Why Clear Infernal Stronghold?

There three main reasons for completing the Infernal Stronghold:

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 Hitpoints 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.

  • Attack Level 90
  • Strength Level 90
  • Defence Level 90
  • Hitpoints Level 90
  • Prayer Level 90
  • Slayer Level 75

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.

Bonuses that improve HP

Bonuses from Agility Obstacles and certain items can reduce the amount of DR required considerably by increasing your maximum HP.

  • Attack Level 20
  • Strength Level 70
  • Ranged Level 20
  • Magic Level 20
  • Cooking Level 60
  • Mining Level 60
  • Thieving Level 80
  • Agility Level 80
Item Position +HP
Cliff Balance1 Slot 5 Obstacle +20
Rocky Waters Slot 6 Obstacle +50
Raft Building Slot 8 Obstacle +20
Ice Jump Slot 9 Obstacle +20
Dragonfire Shield Off-hand +30
Finn, the Cat2 N/A +10
Total +140

Notes:

  1. The Cliff Balance will use +2 extra prayers each hit
  2. Without Finn you will lose out on roughly 1% DR

For example, a Hitpoints Level 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 Witch summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around Hitpoints Level 76.

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.

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