|Entrances||F 02 Swamp Cave 1|
D 06 Swamp Cave 2
F 03 Swamp Cave 3
H 03 Swamp Cave 4
G 03 Swamp Cave 5
I 03 Swamp Cave 6
|Boss Mob||Kri'Nakh Shaman|
|Mobs||Small Kri'Nakh Slimeworm|
Welcome to the Swamp Caves! Underground caves with poison!
You might want to worry about your poison resists here. Poison Belts, Poison Resist skill and Hazard Booster buffs help here. Being able to equip a Viper King Armor
| PRC: +37|
| : |
is a plus.
|Small Kri'Nakh Slimeworm 70/70 and|
Kri'Nakh Slimeworm 80/80
|Like gliders on the surface. Launches an arcing poison attack that does weak yet long lasting poison stacks.|
|Kri'Nakh Flapper 90/90 and|
Big Kri'Nakh Flapper 100/100
|A large mutated bat. Like the Slimeworm, deals an arcing poison blast. In addition, delivers a pierce-based bite at close range.|
|Kri'Nakh Shaman 120/120||The boss of the Swamp Caves and only present in some of the caves. Spawns a collection of the other mobs if approached, in addition to dealing out very, very painful poison stacks. Engage with caution.|
The mobs in the swampcave reist poison more than other damage types. The water in the caves will shield you from the majority of the mobs poison attacks, while still being shallow enough to allow firing back - be cautious of caves with bugged water, which does not slow your mevement - this also fails to provide the protection from the mobs. Many runners leave ammo and medkits in the boxes around swamp caves, so check them if you are short. Poison resists are of course hugley benefical, with it being almost the exclusive damage type. You would be advised to try and avoid getting too close to the bats, as their bite will sometimes be suprisingly effective. For most runners, sticking to the water and healing reguarly will get them through all but the shaman.