Infernal Stronghold/Guide

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Why Clear Infernal Stronghold?

There three main reasons for completing the

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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

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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
  • Use
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    Stone Skin
    and
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    Chivalry
    (or better) for 3% DR and accuracy.
  • Use Witch level 4 and Yak level 3 synergy to give extra 2% DR against melee.
  • Equip Damage Reduction Potion III (or higher) for improved DR.

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.
  • Use
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    Stone Skin
    and
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    Chivalry
    for 3% DR and an increase in accuracy.
  • Use Witch level 4 and Yak level 3 synergy to give extra 2% DR against melee.
  • Equip Damage Reduction Potion IV for 10% DR.

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.

Bonuses that improve HP

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

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    Level 20
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    Level 70
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    Level 20
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    Level 20
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    Level 60
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    Level 60
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    Level 80
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    Level 80
Item Position +HP
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Cliff Balance
1
Slot 5 Obstacle +20
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Rocky Waters
Slot 6 Obstacle +50
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Raft Building
Slot 8 Obstacle +20
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Ice Jump
Slot 9 Obstacle +20
  Dragonfire Shield Off-hand +30
  Finn, the Cat2 N/A +10
Total +140

Notes:

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

For example, a

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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

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Witch

summon. When combined with all of the equipment improvements mentioned earlier results in a lower minimum HP of around

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Level 76

.

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 Lore

&

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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 100,000 + per clear, but this reduces chance of doubling   Infernal Cores e.g. from 10% down to 5% chance.