Swamp Caves
Swamp Caves | |
---|---|
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 |
Level Range | High |
Boss Mob | Kri'Nakh Shaman |
Mobs | Small Kri'Nakh Slimeworm Kri'Nakh Slimeworm Kri'Nakh Flapper |
Welcome to the Swamp Caves! Underground caves with poison!
The boss of this dungeon is the Kri'Nakh Shaman which drops the Kri'nakh Mushroom
Modifiers
Bonuses | Malus |
INT: +10 PSI: +5 | : : |
Modifiers
Bonuses | Malus |
STR: +10 M-C: +40 AGL: +25 | HLT: -15 |
.
Gearing Up
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
STR: 60
Modifiers
Bonuses | Malus |
PRC: +37 FOR: +18 POR: +37 | : : : : : |
is a plus.
The Enemies
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. |
Tactics
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.