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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|70}} so that you can equip the {{ItemIcon|Ancient Helmet|Ancient Armor}} 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, but if you take this route then see the last section for further recommendations on how to survive the dungeon the hard way.


===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://silberdrachi.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://silberdrachi.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 assume {{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.
 
===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, and any less will push you 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.


{{Equipment/Recommended
{{Equipment/Recommended
Line 51: Line 64:
}}
}}


====Pre-Volcanic Magic====
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.
 
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.
===Pre-Volcanic Magic===


If available to you, use the {{ItemIcon|Ring of Spirit Power}} instead of the {{ItemIcon|Aorpheat's Signet Ring}}
Idling with {{Skill|Magic}} is recommended once you have stronger gear as it will ultimately speed up your clear times.


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.
Line 69: Line 80:
|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
Line 76: Line 87:
}}
}}


====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. However, you should use the highest level spell and robe combination available to you. For example, if available, use the {{ItemIcon|Ring of Spirit Power}} instead of the {{ItemIcon|Aorpheat's Signet Ring}} for more damage/second.


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


Your first goal with this build is to reach 20k accuracy for {{Icon|Slicing Winds|type=spell}}, which means the spell won't miss at all. Therefore, while the build only requires {{SkillReq|Magic|72}} at minimum, you will need at most level {{SkillReq|Magic|93}} or multiple Accuracy bonuses from various other skills to achieve 20k Accuracy Rating, including:
===100+ Volcanoes Magic===


After clearing the {{ZoneIcon|Volcanic Cave}} 100 times you will unlock [[Ancient Magicks]] which require a minimum of {{SkillReq|Magic|72}}.
It is recommended that you have 20,000+ accuracy when using the {{Icon|Slicing Winds|type=spell}} as this means that the spell will never miss. This is important because you will want to keep a high DPS to make idling worthwhile. You can improve your Accuracy with:
* {{ItemIcon|Magic Assistance Potion|Magic Assistance Potions}}
* {{ItemIcon|Magic Assistance Potion|Magic Assistance Potions}}
* {{Skill|Astrology}}
* {{Skill|Astrology}}
* {{Skill|Prayer}}
* {{Skill|Prayer}}
* {{Skill|Agility}}
* {{Skill|Agility}}
* Increase {{Skill|Magic}}, for example at {{SkillReq|Magic|93}}


It's possible to farm the Volcanic Cave with the 20k-accuracy {{Icon|Slicing Winds|type=spell}} on the following build if you have {{Skill|Hitpoints|qty=880|HP}} '''and''' a {{Icon|Stone Skin|type=prayer}} prayer active.
For a magic build {{MonsterIcon|Prat, the Protector of Secrets}} will be the biggest hitter, and with this build it will be very close to your Auto-Eat threshold, so if you need to deviate, then check your setup with the [[Combat Simulator]].
 
To farm the dungeon with 33% DR and without the prayer or potions, you need {{Skill|Hitpoints|qty=910|HP}}. Your biggest threat is {{Icon|Prat, the Protector of Secrets|type=monster}} 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 {{Icon|Slicing Winds|type=spell}} cannot miss, becoming a top-DPS spell against the dungeon at this point of progression.
Using this build you may need extra DR:
* At {{Skill|Hitpoints|qty=910|HP}} and with 33% DR, you can farm the dungeon without without extra DR.
* At {{Skill|Hitpoints|qty=880|HP}} you can equip the {{Icon|Stone Skin|type=prayer}} prayer to provide extra DR.
* Below {{Skill|Hitpoints|qty=880|HP}} it is not recommended that you attempt to idle this dungeon.  


{{Equipment/Recommended
{{Equipment/Recommended
Line 107: Line 132:
|boots1=Ancient Wizard Boots
|boots1=Ancient Wizard Boots
}}
}}
In addition equip:
* {{Icon|Slicing Winds|type=spell}} and {{Icon|Surge II|type=aurora}}
* Optionally, equip {{ItemIcon|Yak}} and {{ItemIcon|Dragon}} to not take any damage from burning (if you have enough marks)
Once you have sufficient accuracy rating, the {{ItemIcon|Miolite Shield}} cam be swapped out for a ranged or melee shield with more DR such as {{ItemIcon|(G) Dragon Shield}} to lower other HP/DR requirements.
For this build, food usage is {{Icon|Hitpoints|qty=200000|type=skill|HP}} to {{Icon|Hitpoints|qty=250000|type=skill|HP}} per hour.


===Weapon Choice===
===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.
Weapon choice makes a big difference to the number of chests that can realistically be obtained per hour when idling. This table shows how the weapons compare when adjusted to include time required to produce consumables, with reasonable assumptions:
 
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.
([https://docs.google.com/spreadsheets/d/1JAuROH4I_dNph9VwBXx7ffoGnWcoHlbsW0doWMBIPU0/edit?usp=sharing link])


{| class="wikitable"  
{| class="wikitable"  
|- class="headerRow-0"
|- class="headerRow-0"
! Weapon
! Weapon
! Adjusted Chests per Hour
! Adjusted Chests/Hour
! Potential Chests per Hour
! Potential Chests/Hour
! Buff compared to previous
|-
|-
| {{ItemIcon|Magic Wand (Powerful)|Pre-Volcanic}}
| {{ItemIcon|Magic Wand (Powerful)|Pre-Volcanic}}
| 3.8
| 3.8
| 20+
| 20+
| 0%
|-
|-
| {{ItemIcon|Dragon Sword}}
| {{ItemIcon|Dragon Sword}}
| 7.6
| 7.6
| 24+
| 24+
| 20%
|-
|-
| {{ItemIcon|Dragon Claw}}
| {{ItemIcon|Dragon Claw}}
| 8
| 8
| 26.3+
| 26.3+
| 9%
|-
|-
| {{ItemIcon|Ancient Sword}}
| {{ItemIcon|Ancient Sword}}
| 8.16
| 8.16
| 26.2+
| 26.2+
| 0%
|-
|-
| {{ItemIcon|Sunset Rapier}}
| {{ItemIcon|Sunset Rapier}}
| 9.6
| 9.6
| 31.4+
| 31.4+
| 19%
|-
|-
| {{ItemIcon|Ancient Claw}}
| {{ItemIcon|Ancient Claw}}
| 10
| 10
| 34.7+
| 34.7+
| 10%
|-
| {{Icon|Icicle Volley|type=spell}}
| 18.1
| 28.3+
|-
|-
| {{Icon|Slicing Winds|type=spell}}
| {{Icon|Slicing Winds|type=spell}}
| 23.5
| 23.5
| 25.8
| 25.8
| 0%
|-
| {{Icon|Icicle Volley|type=spell}}
| 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.  
Magic builds using [[Ancient Magicks]] generally produce more drops per hour than the Melee equivalents. However, due to the number of runes needed, and the non-scaling nature of [[Ancient Magicks]], as you progress {{Skill|Melee}} builds will eventually give faster clear times.


The usual food expenditure is approximately {{Icon|Hitpoints|qty=200000|type=skill|HP}} to {{Icon|Hitpoints|qty=250000|type=skill|HP}} per hour.
This table uses data obtained from the [[Combat Simulator]], and was adjusted by the time it takes to produce the required consumables with some assumptions made about the exact bonuses available for each skill. Use a copy of this spreadsheet to compare with your builds ([https://docs.google.com/spreadsheets/d/1JAuROH4I_dNph9VwBXx7ffoGnWcoHlbsW0doWMBIPU0/edit?usp=sharing link]).


===Gear Options===
==Gear Options==


=====Gloves=====
This section gives some alternative gear suggestions, in descending order of preference, based on the equipment available while idling the {{ZoneIcon|Volcanic Cave}}.
 
===Gloves===


{| class="wikitable"  
{| class="wikitable"  
Line 194: Line 217:
|}
|}


The {{ItemIcon|(U) Ancient D-hide Vambraces|Ancient}} vambraces drop from the {{ZoneIcon|Dragons Den}}. You will very likely need them to idle the {{ZoneIcon|Air God Dungeon}}, so might as well get them now.<br>
Note:
The {{ItemIcon|(U) Red D-hide Vambraces|Red}} and {{ItemIcon|(U) Black D-hide Vambraces|Black}} vambraces can be either crafted with {{Skill|Crafting}} or dropped from the {{ZoneIcon|Spider Forest}}.<br>
* Get the {{ItemIcon|(U) Ancient D-hide Vambraces}} from the {{ZoneIcon|Dragons Den}} and these provide a good mid-game DR.
Or you might just farm some {{Icon|Paladin|type=monster|Paladins}} for their {{ItemIcon|Paladin Gloves|Gloves}}.
* Craft the {{ItemIcon|(U) Red D-hide Vambraces}} and {{ItemIcon|(U) Black D-hide Vambraces}} with {{SkillReq|Crafting|73}} or higher, or as a reward from the {{ZoneIcon|Spider Forest}}
* Get the {{ItemIcon|Paladin Gloves|Gloves}} from the {{Icon|Paladin|type=monster}}


=====Cape=====
===Cape===


{| class="wikitable"  
{| class="wikitable"  
|-
|-
! Item
! Item
! Upside
! Provides
! Downside
! Notes
|-
| {{ItemIcon|Knight's Cape}}
| 1% DR
| {{SkillReq|Thieving|66}} area unique drop
|-
|-
| {{ItemIcon|Skull Cape}}
| {{ItemIcon|Skull Cape}}
| 3% DR
| 3% DR
| Screws up {{Icon|Melee}} accuracy
| Reduces {{Skill|Melee}} accuracy, so best for {{Skill|Magic}} builds
|-
|-
| {{ItemIcon|Firemaking Skillcape}}
| {{AoD}} {{ItemIcon|Golden Fire Cape}}
| XP boost
| 3% DR
| {{SkillReq|Firemaking|99}}, no DR increase
| Upgrade of the {{ItemIcon|Fire Cape}}
|-
| {{ItemIcon|Obsidian Cape}}
| Spend less food
| Rare drop, no DR increase
|-
|-
| {{ItemIcon|Fire Cape}}
| {{ItemIcon|Fire Cape}}
| 2% DR
| 2% DR
| You need to clear {{ZoneIcon|Volcanic Cave}} once
| After clearing {{ZoneIcon|Volcanic Cave}} once
|}
 
=====Boots=====
 
The choice of boots is small because we don't want to drop in DR too much.
 
{| class="wikitable"
|-
|-
! Item
| {{ItemIcon|Knight's Cape}}
! DR%
| 1% DR
! Requirements
| {{SkillReq|Thieving|66}}
|-
|-
| {{ItemIcon|(G) Dragon Boots}}
| {{ItemIcon|Firemaking Skillcape}}
| 6%
| XP boost
| {{SkillReq|Defence|60}}
| {{SkillReq|Firemaking|99}} and no DR increase
|-
|-
| {{ItemIcon|(G) Rune Boots}}
| {{ItemIcon|Obsidian Cape}}
| 5%
| Reduce food/hour
| {{SkillReq|Defence|40}}
| No DR increase
|}
|}


=====Ring=====
===Ring===


{| class="wikitable"  
{| class="wikitable"  
Line 254: Line 263:
|-
|-
| {{ItemIcon|Sandstorm Ring}}
| {{ItemIcon|Sandstorm Ring}}
| Solid DPS increase for Melee, falls off in power if using enough buffs from other skills.
| Solid DPS increase for Melee, but can increase clear time for stronger builds.
|-
|-
| {{ItemIcon|Silver Diamond Ring}}
| {{ItemIcon|Silver Diamond Ring}}
Line 266: Line 275:
|-
|-
| {{ItemIcon|Ring of Blade Echoes}}
| {{ItemIcon|Ring of Blade Echoes}}
| Powerful melee dps increase, costs more prayer/potions per hit.
| Powerful melee DPS increase, costs more prayer/potions per hit.
|-
|-
| {{ItemIcon|Ring of Spirit Power}}
| {{ItemIcon|Ring of Spirit Power}}
| Powerful magic dps increase, does not affect Ancient Magicks.
| Powerful magic DPS increase, does not affect Ancient Magicks.
|}
|}


== Conclusion ==
==Manual eating==
The suggested order of actions is as follows:
The gear needed for a manual run through the dungeon is significantly lower than needed for idling. However, it also depends on how well you time your eating as this will interrupt your attack and lengthen the combat time.
# Get {{ItemIcon|Sunset Rapier}},  
 
# Get {{ItemIcon|Sandstorm Ring}},
In general, if you are considering a manual run it is recommended that:
# Do 100 {{ZoneIcon|Volcanic Cave}} clears as Melee,
* You have {{SkillReq|Defence|70}} so that you can equip the {{ItemIcon|Ancient Helmet|Ancient armor}} as soon as it becomes available.
# Do the rest of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}}. Don't forget to enable the Surge aurora.
* You have the highest {{UpgradeIcon|Auto Eat}} tier possible to avoid accidental deaths
* You use a {{Skill|Melee}} build with a fast weapon, such as {{ItemIcon|Sunset Rapier}}, so that you can recover quickly after eating.
* You start with the highest DR and HP so that you have an easier time.
 
For example, in theory, this build could work with a hard cap of 40 for all skills (i.e. {{SkillReq|Hitpoints|40}}):
{{Equipment/Recommended
|style=Melee
|showDR=true
|helm1=(G) Adamant Helmet
|neck1=Silver Topaz Necklace
|cape1=Knight's Cape
|body1=(G) Adamant Platebody
|legs1=(G) Adamant Platelegs
|weapon1=Adamant Sword
|shield1=(G) Adamant Shield
|gloves1=Adamant Gloves
|ring1=Silver Diamond Ring
|boots1=(G) Adamant Boots
}}
 
In addition:
* Optionally, equip {{Icon|Ultimate Strength|type=prayer}} and {{Icon|Safeguard|type=prayer}}
* Optionally, equip {{ItemIcon|Wolf}} and {{ItemIcon|Yak}}
 
However, any improvements on this equipment set would be highly recommended as clearing the dungeon with this build would take around {{time|780}}.
 
== TL/DR ==
In summary, the suggested order for idling is:
# Obtain the {{ItemIcon|Sunset Rapier}} and the {{ItemIcon|Sandstorm Ring}}
# Perform 100 {{ZoneIcon|Volcanic Cave}} clears as Melee to unclock {{Icon|Slicing Winds|type=spell}}
# Do the remainder of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}} with the Surge aurora.
 
Manual eating has a significantly lower requirement, but requires skill to not die.


{{CombatNav|Guide}}
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[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 22:01, 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 70 so that you can equip the Ancient Armor 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, but if you take this route then see the last section for further recommendations on how to survive the dungeon the hard way.

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 assume 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, and any less will push you 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 recommended once you have stronger gear as it will ultimately speed up your clear times.

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. However, you should use the highest level spell and robe combination available to you. For example, if available, use the Ring of Spirit Power instead of the Aorpheat's Signet Ring for more damage/second.

100+ Volcanoes Magic

After clearing the Volcanic Cave 100 times you will unlock Ancient Magicks which require a minimum of Magic Level 72.

It is recommended that you have 20,000+ accuracy when using the Slicing Winds as this means that the spell will never miss. This is important because you will want to keep a high DPS to make idling worthwhile. You can improve your Accuracy with:

For a magic build Prat, the Protector of Secrets will be the biggest hitter, and with this build it will be very close to your Auto-Eat threshold, so if you need to deviate, then check your setup with the Combat Simulator.

Using this build you may need extra DR:

  • At 910 HP and with 33% DR, you can farm the dungeon without without extra DR.
  • At 880 HP you can equip the Stone Skin prayer to provide extra DR.
  • Below 880 HP it is not recommended that you attempt to idle this dungeon.

In addition equip:

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

For this build, food usage is 200,000 HP to 250,000 HP per hour.

Weapon Choice

Weapon choice makes a big difference to the number of chests that can realistically be obtained per hour when idling. This table shows how the weapons compare when adjusted to include time required to produce consumables, with reasonable assumptions:

Weapon Adjusted Chests/Hour Potential Chests/Hour
Pre-Volcanic 3.8 20+
Dragon Sword 7.6 24+
Dragon Claw 8 26.3+
Ancient Sword 8.16 26.2+
Sunset Rapier 9.6 31.4+
Ancient Claw 10 34.7+
Icicle Volley 18.1 28.3+
Slicing Winds 23.5 25.8

Magic builds using Ancient Magicks generally produce more drops per hour than the Melee equivalents. However, due to the number of runes needed, and the non-scaling nature of Ancient Magicks, as you progress Melee builds will eventually give faster clear times.

This table uses data obtained from the Combat Simulator, and was adjusted by the time it takes to produce the required consumables with some assumptions made about the exact bonuses available for each skill. Use a copy of this spreadsheet to compare with your builds (link).

Gear Options

This section gives some alternative gear suggestions, in descending order of preference, based on the equipment available while idling the Volcanic Cave.

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

Note:

Cape

Item Provides Notes
Skull Cape 3% DR Reduces Melee accuracy, so best for Magic builds
Golden Fire Cape 3% DR Upgrade of the Fire Cape
Fire Cape 2% DR After clearing Volcanic Cave once
Knight's Cape 1% DR Thieving Level 66
Firemaking Skillcape XP boost Firemaking Level 99 and no DR increase
Obsidian Cape Reduce food/hour No DR increase

Ring

Item Benefit
Sandstorm Ring Solid DPS increase for Melee, but can increase clear time for stronger builds.
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.

Manual eating

The gear needed for a manual run through the dungeon is significantly lower than needed for idling. However, it also depends on how well you time your eating as this will interrupt your attack and lengthen the combat time.

In general, if you are considering a manual run it is recommended that:

  • You have Defence Level 70 so that you can equip the Ancient armor as soon as it becomes available.
  • You have the highest Auto Eat tier possible to avoid accidental deaths
  • You use a Melee build with a fast weapon, such as Sunset Rapier, so that you can recover quickly after eating.
  • You start with the highest DR and HP so that you have an easier time.

For example, in theory, this build could work with a hard cap of 40 for all skills (i.e. Hitpoints Level 40):

In addition:

However, any improvements on this equipment set would be highly recommended as clearing the dungeon with this build would take around 13 minutes.

TL/DR

In summary, the suggested order for idling 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.

Manual eating has a significantly lower requirement, but requires skill to not die.