Here we are at the Swamp. The Swamp is a branch filled with water (deep and shallow), hydras, and various other sea creatures. At the bottom lies the decaying rune of Zot. Out of 3 branches in the Lair (Swamp, Shoals, and Snake Pit) only 2 are generated, meaning the Swamp is not guaranteed to appear in your playthrough. This place is much easier than either the Shoals or Snake Pit.
Alligators are one of the toughest monsters in this place. They move quickly in the water, deal a lot of damage, and they can cast swiftness. Baby alligators are weaker, but come in packs.
Trog gave me more silver bullets.
Poor stranded animals.
I'll put you all out of your misery... after I'm done looking around.
People usually run to the bottom of the Swamp to grab the rune, because there isn't much loot here and swaddling around in water is annoying. Thanks to my obsessive need to explore everything I found some steel bullets!
A scroll of enchant weapon i increases a weapon's accuracy by 1, enchant weapon ii increases a weapon's damage by 1, and enchant weapon iii increases both accuracy and damage randomly (up to +2 each).
I and II will try to enchant wielded ammunition by +1, III by up to +2. You're better off using enchant weapon iii for weapons, rather than ammo.
I always keep my promises. Time for some sweet mercy!
Trog gave me some exploding darts. I used it on the last yak, then I threw them away. Anyway, I should probably tell you about the main hazard of this branch: water.
There are two types of water in Crawl, shallow and deep. Walking in shallow water reduces your movement speed by a lot and causes you to fumble your attack (fail to connect). Land monsters will also fumble their attacks, but not as often as you.
Falling in deep water is instant death, unless you manage to scramble free. Scrambling depends on how much weight you're carrying, so pack rats are practically guaranteed to drown. Merfolk, grey draconians (trunk), and giant species can enter deep water and pick up items. Ice form and dragon form (trunk) are also walk around in deep water without dying.
In 0.8, giant monsters can walk around in deep water now, so you can't drown them anymore. Anyway, you need a source of levitation and rPois (or Clarity) for this place. I'll tell you why soon.
Say hello to the most annoying monsters in the game: insubstantial wisps! I hate them! They have huge AC and EV, blink around constantly, resistant to everything, and come in packs. What's worse is that they aren't worth killing, as they don't give much exp and they're unlikely to kill you.
I'm going to try to avoid the wisps. On the edge of the level I encountered a swamp drake. These monsters are why you need rPois or clarity. They breathe noxious clouds that will confuse you. Moving around while confused next to deep water will lead to YASD. Otherwise, these drakes are harmless if you're immune.
Trog gave me frost bullets for my sacrifice. Meh.
I found another nice item around here. A staff of energy. This staff eliminates all hunger costs for spells, so you can cast all your high level spells without fear of starving!
There's not much else to say. This place is easy.
Level 18! I picked intelligence.
Another gift from Trog.
I had to retreat upstairs temporarily after killing a hydra. This place is kinda boring, so far.