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{{V|1.0.4}}
{{StrategyGuide|This guide is meant for single clears and to enable idling with as low as possible requirements. Not to be the most effective method. Information on equipment, mechanics and strategies are on this page.}}
{{Otheruses|the guide for Infernal Stronghold|the dungeon itself|Infernal Stronghold}}
{{UserContentVersion|1.3}}


===Why Clear Infernal Stronghold?===
* If you wish to tweak the [[Combat Simulator]] Exports yourself, they can be found [[/Sims|here]].
There are three main uses for {{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 10 {{ItemIcon|Infernal Core|Infernal Cores}} to merge {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into {{ItemIcon|Infernal Claw}}.
* Clear it infinitely to farm money. This option is feasible closer to the end of the game.


===Manual-Eating Build===
=Why Clear Infernal Stronghold?=
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.


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.
 
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}}.
* Clear it 100 times to unlock the [[Stronghold of Dragons]]
 
=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 {{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.
* 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
|familiar11=!{{Synergy|Witch|Yak}}
}}
 
 
==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.
 
 
* Use {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Chivalry}} for 3% DR and an increase in accuracy.
* Equip {{ItemIcon|Damage Reduction Potion IV}} for 10% DR.


{{Equipment/Recommended
{{Equipment/Recommended
Line 23: Line 72:
|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
|familiar11=!{{Synergy|Witch|Yak}}
}}
}}


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.
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>
If you have {{ItemIcon|Diamond Luck Potion|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 get the {{ItemIcon|Dragonfire Shield|DFS}}, preferably with {{Icon|Icicle Volley|type=spell}} and {{ItemIcon|Witch}} because it oneshots {{Icon|Green Dragon|type=monster|Green Dragons}} or with 20k-accuracy {{Icon|Slicing Winds|type=spell}} otherwise. DFS will increase the margin of error that you can make when fighting {{Icon|Malcs, the Leader of Dragons|type=monster|Malcs's}}.
==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.


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 Special Moves====


====Malcs's Combos====
When eating, pay special attention to the following special moves from {{MonsterIcon|Malcs, the Leader of Dragons|Malcs}}:
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 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.
* '''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>.


Check your thresholds in the first fight just in case.
* '''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>.


You will need to manually eat when Malcs uses Sealing:
* '''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 + Penetrating Claws'': It will be '''your cause of death''' if you underestimate it. Be aware that the [[Spam Eating]] 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 Eating]] 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>.
* '''Sealing + Inferno''': Not as strong as the other attacks, and one that you can normally rely on {{Icon|Auto Eat|type=upgrade}} to survive.


* ''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>.
==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.


* ''Sealing + Usual Attack'': Happens when Malcs uses another Sealing after the first one. Use the same logic as with Tail Whip.
* {{Icon|Hitpoints|type=skill|HP}} 1030
 
* ''Sealing + Inferno'': A "Get Out of Jail Free" card. You don't need to manually eat at all.
 
===AFK Options===
For those with {{SkillReq|Hitpoints|90}} who have completed their {{ItemIcon|Dragonfire Shield}}, consumable resources can provide enough additional DR to push the build above into something that can survive purely by Auto-Eating, as long as none of them run out.
====Requirements====
* {{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]]
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{SkillReq|Summoning|65}} with {{Icon|Witch|type=mark}} level 4 and {{Icon|Yak|type=mark}} level 3.
* {{Icon|Auto Eat - Tier III|type=upgrade}}


{{Equipment/Recommended
{{Equipment/Recommended
Line 68: Line 114:
|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 74: Line 120:
|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
}}
}}


{| class="wikitable stickyHeader"
|- class="headerRow-0"
! Boost
! Type
! DR%
|-
| Equipment (Above)
| [[Equipment]]
| 46%
|-
| {{PrayerIcon|Safeguard}}
| {{Skill|Prayer}}
| 1%
|-
| {{PrayerIcon|Stone Skin}}
| {{Skill|Prayer}}
| 3%
|-
| {{ItemIcon|Damage Reduction Potion III}}
| {{Skill|Herblore|Potions}}
| 6%
|-
| {{ItemIcon|Yak}}
| {{Skill|Summoning|Familiar}}
| 1%
|-
| {{ItemIcon|Yak}} & {{ItemIcon|Witch}}
| {{Skill|Summoning|Familiar|nolink=true}} [[Synergy]]
| 2% vs {{Icon|Melee}}
|-
! scope="row" colspan="2" | Total
| 59%
|}
{{ItemIcon|Prayer Scroll|Prayer Scrolls}} or {{ItemIcon|Alchemist's Bag|Alchemist's Bags}} can be used to reduce total prayer point costs or number of potions needed to survive 10 Infernal Stronghold runs, respectively.
If one has cleared {{ZoneIcon|Air God Dungeon}} a handful of times, {{ItemIcon|Aeris God Gloves}} and {{ItemIcon|Aeris God Boots}} can be used instead for an additional 2% DR each. Similarly, after your first clear of Infernal Stronghold, swapping to your newly acquired {{ItemIcon|Infernal Cape}} will net another 2% DR. Combined with +1% DR from {{Skill|Agility|Lake Swim}} that's enough to swap your helmet for a {{ItemIcon|Chapeau Noir}} for a reoccuring 10% chance to need one less run.
===Agility===
Bonuses from Agility Obstacles can reduce the amount of DR required considerably by increasing your Maximum Hitpoints.
====Requirements====
* {{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
! Slot
! +HP
|-
| {{Skill|Agility|Cliff Balance}}
| Slot 5 Obstacle
| +20
|-
| {{Skill|Agility|Rocky Waters}}
| Slot 6 Obstacle
| +50
|-
| {{Skill|Agility|Raft Building}}
| Slot 8 Obstacle
| +20
|-
| {{Skill|Agility|Ice Jump}}
| Slot 9 Obstacle
| +20
|-
| {{ItemIcon|Dragonfire Shield}}
| Off-hand
| +30
|-
! scope="row" colspan="2" | Total
| +140
|}
For instance, assuming the same {{SkillReq|Hitpoints|90}} as before, after these HP bonuses, the DR required to AFK has dropped to only 54%. If you're lucky enough to have {{PetIcon|Finn, the Cat}}, hitting only {{SkillReq|Hitpoints|91}} for a total of 1060 HP would let you drop as far as 53%, eliminating the need for either DR potions, or Prayers and Witch Summoning Tablets, or when combined with the equipment improvements mentioned above, both. Or used with everything above to lower minimum HP to {{SkillReq|Hitpoints|76}}, though using {{Skill|Agility|Cliff Balance}} and prayers together is costly.


===After Water God Dungeon===
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.
With access to magic armor with late-game DRs, you can now take on this dungeon with proper [[Combat Triangle]] advantage, meaning no need for expendable resources besides food and runes, no need for agility boosts, and even still enough DR to spare some for item doubling.
 
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.
 
 
==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.


{{Equipment/Recommended
{{Equipment/Recommended
Line 164: Line 140:
|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 175: Line 151:
}}
}}


Instead of the {{ItemIcon|Ring of Wealth}}, a {{ItemIcon|Aorpheat's Signet Ring}} can be used; it will give you an additional 100k-150K GP per clear, but only a 5% chance to double Infernal Core drops, making it worse for those farming only {{ItemIcon|Infernal Core|Infernal Cores}} but better for those also farming GP.
Spell: {{Icon|Slicing Winds|type=spell}} <br>
For those who have already acquired their {{ItemIcon|Infernal Claw}}, thus exclusively interested in GP, please see [[Money_Making#Combat|the Combat section of the Money-Making Guide]].
Prayers: {{PrayerIcon|Mystic Might}}  & {{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.
 
 
=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.
 
 
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}}
}}
 
 
===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]].
 
 
* {{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}}
}}
 
 
 
==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.
 
 
* {{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}}
}}
 
 
===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
}}
 


{{CombatNav|Guide}}
<br> <br>
{{CombatNav|Dungeon}}
{{Menu}}
{{Menu}}
[[Category:Guides]]

Latest revision as of 02:07, 4 July 2024

Why Clear Infernal Stronghold?

There three main reasons for completing the

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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

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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.

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    Level 80
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    Level 80
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    Level 80
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    Level 80
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    Level 80
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    Level 75
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    Auto Eat - Tier III



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.

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    Level 90
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    Level 90
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    Level 90
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    Level 90
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    Level 75
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    HP
    940 OR
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    HP
    920 if
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    Leonardo
    has been obtained.



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
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    Auto Eat
    to survive.

Idling Build

This build relies on high DR and a high HP and the top tier of

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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.

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    HP
    1030
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    Level 80
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    Level 90
    with
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    Level 50
    Damage Reduction Potion
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    Level 65
    with Witch level 4 and Yak level 3.
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    Auto Eat - Tier III


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

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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

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Agility

the

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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

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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:

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Slicing Winds


Prayers:

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Mystic Might

&

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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 100,000GP+ 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.


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

  • The
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    Occultist
    SynergyIcon.png
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    Minotaur
    Synergy almost doubles the clear speed.




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

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Slicing Winds

at 20,000 Accuracy.



  • Spell:
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    Slicing Winds
  • Aurora:
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    Surge II
    (Optional)
  • Prayers:
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    Mystic Lore
    &
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    Mystic Might


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.



  • Prayers:
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    Chivalry
    &
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    Piety


Magic

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

Gear


  • Spell:
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    Frostbite
    or
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    Gust
    for roughly 30 second slower kills.
  • Aurora:
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    Surge II
    (Optional)
  • Prayers:
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    Mystic Might
    &
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    Mystic Mastery


Agility