Volcanic Cave/Guide: Difference between revisions

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The guide is written with the goal of idling the dungeon. If you want to do it manually, the requirements are much more relaxed, although the more DR you have, the easier it is to do anyway.
The Volcanic Cave is the dungeon that unlocks all of the Legendary dungeons. The guide covers gives recommendations on gear needed to idle this dungeon. Idling has a significantly higher skill and equipment requirements than manual clears.


=== Summary ===
==Why Clear Volcanic Cave?==
# Get the {{ItemIcon|Sunset Rapier}},
# Get the {{ItemIcon|Sandstorm Ring}},
# Do 100 {{ZoneIcon|Volcanic Cave}} clears as Melee,
# Do the rest of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}}. Don't forget to enable the Surge aurora.


===Why Clear Volcanic Cave?===
* Clear 1 time:
On each clear, you get the {{ItemIcon|Fire Cape}} that gives 2% DR.
** To unlock {{ZoneIcon|Air God Dungeon}} and {{ZoneIcon|Infernal Stronghold}}
** To get the {{ItemIcon|Fire Cape}} which grants 2% DR
** To get the {{ItemIcon|Elite Chest}}
* Clear 50 times:
** For a [[Township Task]] that gives {{ItemIcon|Dragon Bones|qtr=500}}, {{SC}} and {{GP}}
** To start obtaining {{ItemIcon|Ancient Helmet|ancient armour}} in preparation for the {{ZoneIcon|Air God Dungeon}}
* Clear 100 times:
** To unlock Ancient Magicks which gives you powerful spells such as {{Icon|Slicing Winds|type=spell}}, {{Icon|Icicle Volley|type=spell}}, and {{Icon|Ignite|type=spell}}.
* Clear 100+ times:
** To farm for the full {{ItemIcon|(G) Ancient Helmet|ancient armour}} set and {{ItemIcon|Ancient Crossbow}}
** To farm for the {{Icon|Amulet of Fury|qty=10|type=item|Amulets of Fury}} needed for the {{ItemIcon|Fury of the Elemental Zodiacs}} (FEZ). Check the [[Fury_of_the_Elemental_Zodiacs/Guide|FEZ/Guide]] for more details.


{{ZoneIcon|Volcanic Cave}} is the place where you gear up in preparation for the {{ZoneIcon|Air God Dungeon}}. According to the [https://github.com/hm0809/MelvorProbDist/blob/main/main.py simulation] - the average amount of clears it will take to get the full {{ItemIcon|(G) Ancient Helmet|ancient}} set, is 640 clears. It takes 817 clears to get the full {{ItemIcon|(G) Ancient Helmet|ancient}} set with 75% probability and 1377 clears to get it with 95% probability.
According to [https://github.com/hm0809/MelvorProbDist/blob/main/main.py simulations], to get the full {{ItemIcon|(G) Ancient Helmet|ancient armour}} set it will likely take:
* 640 clears with a 50% chance
* 817 clears with a 75% chance
* 1377 clears with a 95% chance


It is also a place to farm {{Icon|Amulet of Fury|qty=10|type=item|Amulets of Fury}} for {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}. Check the [[Fury_of_the_Elemental_Zodiacs/Guide|FEZ/Guide]] to see if it's the best option for you.
===When to Clear Volcanic Cave?===


After you clear the Volcanic Cave 100 times, you will unlock Ancient Magicks - {{Icon|Slicing Winds|type=spell}}, {{Icon|Icicle Volley|type=spell}}, and {{Icon|Ignite|type=spell}}.<br>
There are no downsides to attempting Volcanic Cave early as you will obtain powerful gear if you manage to complete it. However, it will be a significant challenge if you attempt this dungeon under-levelled.
{{Icon|Slicing Winds|type=spell|Winds}} are used when the hit chance of everything else is not high. They don't miss if you have more than 20k accuracy;<br>
{{Icon|Ignite|type=spell}} is used to one-shot;<br>
{{Icon|Icicle Volley|type=spell|Volley}} is used for everything else.


Ancient Magicks are not affected by damage amplification in any way except the [[Combat Triangle]]. No curses, no debuffs, no gear buffs. Following normal progression, it is generally stronger than the basic magic at this stage. However, due to the non-scaling nature of Ancient Magicks, it is very easy to outgear them and render them obsolete, generally this happens when the player obtains the {{ItemIcon|Cloudburst Staff}}, but many new items and buffs - most notably the {{ItemIcon|Ring of Spirit Power}} now exist that make it possible for normal magics to be more powerful than Ancients.
In general, you will want at least {{SkillReq|Hitpoints|80}} and you should be able to complete {{ZoneIcon|Dragons Den}} relatively  easily before attempting this dungeon. Ideally, you will want sufficient {{UpgradeIcon|Auto Eat}} to survive the dungeon without resorting to manual eating.


===Gear To Idle===
=== Ancient Magicks ===
The main heavy-hitter of the {{ZoneIcon|Volcanic Cave}} uses the {{Icon|Melee}} style. Therefore, clearing it with pre-Volcanic {{Skill|Ranged}} build is unfeasible due to the [[Combat Triangle]] penalties.
After you clear the Volcanic Cave 100 times you gain access to [[Ancient Magicks]] which are a more powerful form of magic. When you have a Ancient Magicks spell equipped, there are no curses available, but you can still use Auroras.


It is assumed that you have {{UpgradeIcon|Auto Eat - Tier III}}.
In general, the spells you receive are very powerful:
* {{Icon|Slicing Winds|type=spell|Winds}} is best used when your chance to hit is relatively low because you are guaranteed not to miss if your accuracy is 20,000+.
* {{Icon|Ignite|type=spell}} is a more powerful spell and has a good chance of killing monsters in one-shot.
* {{Icon|Icicle Volley|type=spell}} is a good all rounder, and can be used in all other cases.


All calculations are done for the {{Icon|Hardcore}}/{{Icon|Adventure}}.<br>
Ancient Magick spells do not scale in the same way as standard magic (i.e. with equipment buffs and debuffs), but they are still impacted by the [[Combat Triangle]] in the normal way. Typically, when you first obtain [[Ancient Magicks]] it is more powerful than the regular magic and so should used in preference. However, late-game these spells will not scale with gear and so will become less useful.
If you play {{Icon|Melee|notext=true}} [[Game_Mode#Official_Game_Modes|Standard]] and have lower HP or DR, use [https://zxv975.github.io/CanIIdle/ Can I Idle] or [[Combat Simulator]] to check if you can survive with your build.


====Melee====
==Gear To Idle==
{{ZoneIcon|Volcanic Cave}} is usually done with {{Icon|Melee}} because the {{ItemIcon|Dragon Helmet|dragon}} armor set requires only {{SkillReq|Smithing|99}} to produce. It then can be [[Upgrading Items|trimmed]] to provide 30% DR.  
The boss of {{ZoneIcon|Volcanic Cave}} uses the {{Icon|Melee}} style and so it is not recommended that you attempt to idle this dungeon with {{Skill|Ranged}} due to the [[Combat Triangle]] penalties. This guide assumes that you have {{UpgradeIcon|Auto Eat - Tier III}} equipped which greatly reduces the DR requirements.


Below is the melee build that requires {{Icon|Hitpoints|qty=820|type=skill}} to idle the dungeon on any game mode. However, pay attention that even slightly less DR or HP will mean death for this build because it hangs a hair breadth away from the max hit of {{Icon|Malcs, the Guardian of Melvor|type=monster|Malcs}}. Check with [https://zxv975.github.io/CanIIdle/ Can I Idle] or [[Combat Simulator]] to see if you can idle with your build. Also, the {{ItemIcon|Sandstorm Ring}} is very important for your clear time.
The calculations in this guide are against the {{Icon|Hardcore}}/{{Icon|Adventure}} modes, and so should work for most play styles, however if you have lower HP or DR than the guide recommends then check out [https://zxv975.github.io/CanIIdle/ Can I Idle] or the [[Combat Simulator]] to see if you build will survive.


Lower tiers of armor may be used if HP/DR is increased through other sources such as {{Skill|Agility}}, {{Skill|Summoning}}, or more {{Skill|Hitpoints}} levels.
===Melee===
{{ZoneIcon|Volcanic Cave}} is often idled with {{Icon|Melee}} because the {{ItemIcon|Dragon Helmet|dragon}} armor set can be obtained with {{SkillReq|Smithing|99}}, further, the armour can be [[Upgrading Items|upgraded]] to provide 30% DR.
 
This {{Icon|Melee}} build requires {{Icon|Hitpoints|qty=820|type=skill}} to idle the dungeon. However, this should be seen as a minimum DR + HP, as any less will be below the max hit of {{Icon|Malcs, the Guardian of Melvor|type=monster|Malcs}}.The {{ItemIcon|Sandstorm Ring}} can be omitted, but at the expense of clear time.
 
Lower tiers of armor may be used if HP or DR is increased through other sources such as {{Skill|Agility}}, {{Skill|Summoning}}, or more {{Skill|Hitpoints}} levels, etc.


{{Equipment/Recommended
{{Equipment/Recommended
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}}
}}


====Pre-Volcanic Magic====
===Pre-Volcanic Magic===
 
The other possible option is {{Skill|Magic}}. Clearing the Volcano with Magic from the start is not recommended because its adjusted clear time is slower and more complicated to set up than the available melee builds.
 
{{ItemIcon|Fire Expert Wizard Robes|Fire Robes}} have the exact same stats as {{ItemIcon|Air Expert Wizard Robes|Air Robes}}. The secondary effect of robes (+20 minimum hit for matching spells) outweighs the damage increase of higher level spells, therefore, use the highest level spell and robe combination available to you.


If available to you, use the {{ItemIcon|Ring of Spirit Power}} instead of the {{ItemIcon|Aorpheat's Signet Ring}}
Idling with {{Skill|Magic}} is only recommended once you have stronger equipment because it will often end up with a slower clear time, or a more complicated setup.


To idle the dungeon with the build below, you need {{Icon|Hitpoints|qty=780|type=skill}} and {{Icon|Weakening III|type=curse}} active.
To idle the dungeon with the build below, you need {{Icon|Hitpoints|qty=780|type=skill}} and {{Icon|Weakening III|type=curse}} active.
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|body1=Air Expert Wizard Robes
|body1=Air Expert Wizard Robes
|legs1=Air Expert Wizard Bottoms
|legs1=Air Expert Wizard Bottoms
|weapon1=!Any {{Skill|Magic}}
|weapon1=!Any {{Skill|Magic|Magic weapon}}
|shield1=(G) Dragon Shield  
|shield1=(G) Dragon Shield  
|gloves1=(U) Ancient D-hide Vambraces
|gloves1=(U) Ancient D-hide Vambraces
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}}
}}


====100-Volcanoes Magic====
{{ItemIcon|Fire Expert Wizard Robes|Fire Robes}} have the exact same stats as {{ItemIcon|Air Expert Wizard Robes|Air Robes}}. The secondary effect of robes (+20 minimum hit for matching spells) outweighs the damage increase of higher level spells, therefore, use the highest level spell and robe combination available to you.  If available to you, use the {{ItemIcon|Ring of Spirit Power}} instead of the {{ItemIcon|Aorpheat's Signet Ring}}
 
{{Equipment/Recommended
|ring1 = Ring of Spirit Power
|ring2 = Aorpheat's Signet Ring
|body1 = Air Expert Wizard Robes
|body2 = Fire Expert Wizard Robes
|legs1 = Air Expert Wizard Bottoms
|legs2 = Fire Expert Wizard Bottoms
|helm1 = Air Expert Wizard Hat
|helm2 = Fire Expert Wizard Hat
}}
 
===100+ Volcanoes Magic===


After clearing the {{ZoneIcon|Volcanic Cave}} 100 times, you will unlock [[Ancient Magicks]].
After clearing the {{ZoneIcon|Volcanic Cave}} 100 times, you will unlock [[Ancient Magicks]].
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|}
|}


== Conclusion ==
=== TL/DR ===
The suggested order of actions with the LEAST effort put into support skills is as follows:
In summary, the suggested order of equipment is:
# Get the {{ItemIcon|Sunset Rapier}},
# Obtain the {{ItemIcon|Sunset Rapier}} and the {{ItemIcon|Sandstorm Ring}}
# Get the {{ItemIcon|Sandstorm Ring}},
# Perform 100 {{ZoneIcon|Volcanic Cave}} clears as Melee to unclock {{Icon|Slicing Winds|type=spell}}
# Do 100 {{ZoneIcon|Volcanic Cave}} clears as Melee,
# Do the remainder of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}} with the Surge aurora.
# Do the rest of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}}.





Revision as of 19:08, 27 April 2024

This page is up to date (v1.2.2).

The Volcanic Cave is the dungeon that unlocks all of the Legendary dungeons. The guide covers gives recommendations on gear needed to idle this dungeon. Idling has a significantly higher skill and equipment requirements than manual clears.

Why Clear Volcanic Cave?

According to simulations, to get the full ancient armour set it will likely take:

  • 640 clears with a 50% chance
  • 817 clears with a 75% chance
  • 1377 clears with a 95% chance

When to Clear Volcanic Cave?

There are no downsides to attempting Volcanic Cave early as you will obtain powerful gear if you manage to complete it. However, it will be a significant challenge if you attempt this dungeon under-levelled.

In general, you will want at least Hitpoints Level 80 and you should be able to complete Dragons Den relatively easily before attempting this dungeon. Ideally, you will want sufficient Auto Eat to survive the dungeon without resorting to manual eating.

Ancient Magicks

After you clear the Volcanic Cave 100 times you gain access to Ancient Magicks which are a more powerful form of magic. When you have a Ancient Magicks spell equipped, there are no curses available, but you can still use Auroras.

In general, the spells you receive are very powerful:

  • Winds is best used when your chance to hit is relatively low because you are guaranteed not to miss if your accuracy is 20,000+.
  • Ignite is a more powerful spell and has a good chance of killing monsters in one-shot.
  • Icicle Volley is a good all rounder, and can be used in all other cases.

Ancient Magick spells do not scale in the same way as standard magic (i.e. with equipment buffs and debuffs), but they are still impacted by the Combat Triangle in the normal way. Typically, when you first obtain Ancient Magicks it is more powerful than the regular magic and so should used in preference. However, late-game these spells will not scale with gear and so will become less useful.

Gear To Idle

The boss of Volcanic Cave uses the Melee style and so it is not recommended that you attempt to idle this dungeon with Ranged due to the Combat Triangle penalties. This guide assumes that you have Auto Eat - Tier III equipped which greatly reduces the DR requirements.

The calculations in this guide are against the Hardcore/ Adventure modes, and so should work for most play styles, however if you have lower HP or DR than the guide recommends then check out Can I Idle or the Combat Simulator to see if you build will survive.

Melee

Volcanic Cave is often idled with Melee because the dragon armor set can be obtained with Smithing Level 99, further, the armour can be upgraded to provide 30% DR.

This Melee build requires 820 Hitpoints to idle the dungeon. However, this should be seen as a minimum DR + HP, as any less will be below the max hit of Malcs.The Sandstorm Ring can be omitted, but at the expense of clear time.

Lower tiers of armor may be used if HP or DR is increased through other sources such as Agility, Summoning, or more Hitpoints levels, etc.

Pre-Volcanic Magic

Idling with Magic is only recommended once you have stronger equipment because it will often end up with a slower clear time, or a more complicated setup.

To idle the dungeon with the build below, you need 780 Hitpoints and Weakening III active.

Fire Robes have the exact same stats as Air Robes. The secondary effect of robes (+20 minimum hit for matching spells) outweighs the damage increase of higher level spells, therefore, use the highest level spell and robe combination available to you. If available to you, use the Ring of Spirit Power instead of the Aorpheat's Signet Ring

100+ Volcanoes Magic

After clearing the Volcanic Cave 100 times, you will unlock Ancient Magicks.

Your first goal with this build is to reach 20k accuracy for Slicing Winds, which means the spell won't miss at all. Therefore, while the build only requires Magic Level 72 at minimum, you will need at most level Magic Level 93 or multiple Accuracy bonuses from various other skills to achieve 20k Accuracy Rating, including:

It's possible to farm the Volcanic Cave with the 20k-accuracy Slicing Winds on the following build if you have 880 HP and a Stone Skin prayer active.

To farm the dungeon with 33% DR and without the prayer or potions, you need 910 HP. Your biggest threat is Prat, the Protector of Secrets with the monsters Max Hit being inches above your Auto-Eat threshhold

Check if you can fulfil the accuracy quota with the gear available to you either with the Combat Simulator or by checking your out of combat stats. 20k accuracy is important because after that number Slicing Winds cannot miss, becoming a top-DPS spell against the dungeon at this point of progression.

With sufficient accuracy rating, Miolite Shield may be swapped out for a ranged or melee shield with more DR such as (G) Dragon Shield to lower other HP/DR requirements.

Weapon Choice

This table plots some Combat Simulator results adjusted by the time it takes to produce all of the required consumables with some assumptions made about the exact bonuses available for each skill.

You can view the spreadsheet here. Make a copy to tailor the resource values to match your own, there is also a column on each table that allows you to input your own Sim results. (link)

Weapon Adjusted Chests per Hour Potential Chests per Hour Buff compared to previous
Pre-Volcanic 3.8 20+ 0%
Dragon Sword 7.6 24+ 20%
Dragon Claw 8 26.3+ 9%
Ancient Sword 8.16 26.2+ 0%
Sunset Rapier 9.6 31.4+ 19%
Ancient Claw 10 34.7+ 10%
Slicing Winds 23.5 25.8 0%
Icicle Volley 18.1 28.3+ 0%

Magic builds using Ancient Magicks are generally better than their Melee counterparts when not using all buffs available to the player. Due to the large amount of runes required to cast, and the non-scaling nature of Ancient Magicks, eventually they fall behind Melee builds for adjusted clear times.

The usual food expenditure is approximately 200,000 HP to 250,000 HP per hour.

Gear Options

Gloves
Item DR Requirements
Paladin Gloves 4% none
(U) Red D-hide Vambraces 4% Ranged Level 60
(U) Black D-hide Vambraces 5% Ranged Level 70
(U) Ancient D-hide Vambraces 6% Ranged Level 80

The Ancient vambraces drop from the Dragons Den. You will very likely need them to idle the Air God Dungeon, so might as well get them now.
The Red and Black vambraces can be either crafted with Crafting or dropped from the Spider Forest.
Or you might just farm some Paladins for their Gloves.

Cape
Item Upside Downside
Knight's Cape 1% DR Thieving Level 66 area unique drop
Skull Cape 3% DR Screws up Melee accuracy
Firemaking Skillcape XP boost Firemaking Level 99, no DR increase
Obsidian Cape Spend less food Rare drop, no DR increase
Fire Cape 2% DR You need to clear Volcanic Cave once
Boots

The choice of boots is small because we don't want to drop in DR too much.

Item DR% Requirements
(G) Dragon Boots 6% Defence Level 60
(G) Rune Boots 5% Defence Level 40
Ring
Item Benefit
Sandstorm Ring Solid DPS increase for Melee, falls off in power if using enough buffs from other skills.
Silver Diamond Ring 1% DR
Aorpheat's Signet Ring 5% chance to double Elite Chest and 100% more money.
Ring of Wealth 7% chance to double Elite Chest.
Ring of Blade Echoes Powerful melee dps increase, costs more prayer/potions per hit.
Ring of Spirit Power Powerful magic dps increase, does not affect Ancient Magicks.

TL/DR

In summary, the suggested order of equipment is:

  1. Obtain the Sunset Rapier and the Sandstorm Ring
  2. Perform 100 Volcanic Cave clears as Melee to unclock Slicing Winds
  3. Do the remainder of Volcanic Cave clears with Slicing Winds with the Surge aurora.