Infernal Stronghold/Guide

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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