Magic Woods Guide

Last updated: Exalt Version 2.2.3.0 (Feb 2022)
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Contents


How to find the Magic Woods


Magic Woods are dropped by Ent Ancients and Ent Gods, along with a guaranteed drop from the rare Lucky Ent God. Their drop frequency is similar to that of the Toxic Sewers so they are somewhat uncommon. For lower-level players, Ent Ancients provide a much safer access point to this dungeon than going up against Ent Gods.

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Loot and Purpose


The Magic Woods can drop the full Spirit Mystic Set, a set of decent midgame UT’s. The Spirit Staff sacrifices damage for a higher rate of fire, making it more effective for crowd clearing. The Enchantment Orb has great rushing potential as it is a good utility orb for inflicting Curse Curse on crowds of enemies instead of Stasis on them. The Woodland Robe offers low stats, but can be serviceable for a balance between offense and mobility. However, it can be seen as beaten out by something like the Water Dragon Silk Robe. Finally, the Fairy Ring provides very low stats which see some use early game, but is highly outclassed by many other rings later in the game.

Shield of Flowing Clarity
The boss also has a very rare chance of dropping the Shield of Flowing Clarity. This shield acts as a support shield for the Knight, as it does not inflict Gold Five Pointed Star Stunned, but instead Red Down Arrow Slowed, which can be useful for slowing enemies and damaging them. Again, this shield does not Stun, so it is best used as a swapout.

Lifebringing Lotus
The boss can drop the Lifebringing Lotus, the trap piece for the Horticultural Huntress Set. It serves as a support trap, inflicting no debuffs nor damage but instead giving both Red Cross Healing and Red Sword Berserk to nearby players for 4 seconds. This trap is useful for when there aren’t any Warriors, Priests, or Paladins to give you Healing or Berserk.


This dungeon is an easier source of Potions of Speed and Potions of Dexterity compared to later dungeons such as Deadwater Docks or The Nest. It can still be useful midgame if one is not yet confident in higher difficulty dungeons. The Magic Woods can also drop Fairy Dust, a situational consumable that boosts WIS and MP in addition to temporarily giving the user Mushroom Hallucinating. It can be useful as a boost to WisMod classes, but not much else.


As with most dungeons, the Magic Woods has a rare chance to drop a Pet skin based off its dungeon, in this case the boss.

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Layout and Navigation Throughout the Dungeon

Example Layout


The Magic Woods has a relatively small layout, but it can be confusing to navigate due to the various dead ends. The Enchanted Fountain Water in particular can be a double edged sword, as while it does grant Healing, it also gives Hallucinating, while also slowing your movement. The reduced mobility in particular can be deadly given a room has a large crowd of enemies. It is best to only move on the grass pathways and avoid stepping in the Enchanted Fountain Water entirely.

The best way to avoid all that hassle however is to bring a Trickster or a Rogue with a Cloak of the Planewalker, as they can both easily teleport over to rooms. It is even possible for the boss room to generate close to spawn, allowing Tricksters and Rogues to teleport straight to the boss, easily skipping the rest of the dungeon.

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Enemies

Note: due to the sheer amount of unique enemies within this dungeon, the enemies will instead be split into their three main ranks.

Lesser Fairies
The Lesser Fairies are usually found in groups around Standard Fairies or Greater Fairies. The best course of action is to take down these ones as much as possible in order to deal damage to their spawners. This is especially recommended if you can’t pierce multiple enemies. Each Lesser Fairy has its own unique but simple attack, so you don’t have to know exactly how they work. You don’t have to work very hard to dodge them, but letting them swarm on you can be fatal, especially since some of their shots armor pierce.

Standard Fairies
Similarly to the Lesser Fairies, Standard Fairies mostly group up near Greater Fairies, although they also attack independently. These enemies are considered more dangerous as they not only stay near Greater Fairies, the most dangerous enemies in the dungeon, but they also chase you, with some even attempting to sit on you. Stay wary when near these, as they may indicate a Greater Fairy nearby, or will attempt to chase you and sit on you to deal a lot of damage. Just keep away from these and you should be fine.

Greater Fairies
The Greater Fairies are the largest and most dangerous enemies in the dungeon. They not only spawn other smaller enemies, but they also have powerful attacks and will attempt to get close to players, whether that entails charging them, circling them, or straight up sitting on players. The Rayr in particular is very deadly, as it will sit on players before exploding into several armor piercing shots, resulting in at best, a large amount of HP lost, and at worst, an instant death. Treat these enemies with extreme caution, and never get close to them.

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Fountain Spirit

The Fountain Spirit will first be concealed within a large fountain in the middle of the boss room. The fountain itself armor pierces when walked through, so don’t get too close yet. Upon detecting a player, the Fountain Spirit will taunt the following:
Initial Taunt: “Ah, so this must be the guest I have felt the presence of! Strike my flowing waters and I shall richly reward you!”
Once shot: “…In an eternity with US!”
When you attack the Fountain Spirit, the boss will begin throwing four AOE grenades, alternating between the four cardinal and intercardinal directions. Meanwhile, throughout the whole fight, random enemies from within the dungeon will spawn from the four smaller water fountains at the intercardinal directions of the room. Dodging the four AOE grenades is easy. You can even push in closer towards the boss to completely avoid them. The larger issue is the various minions spawning, which can be troubling if you either don’t have enough DPS to push the boss quickly before minions spawn, or don’t have the crowd clearing capability to quickly dispatch of the minions. Chip away at the boss’s health while occasionally stopping to clear out minions. Alternatively, you could focus on the boss while dodging the minions, but it’s much more dangerous to do so, as you’re constantly being attacked.

After the Fountain Spirit takes enough damage, the fountain it resides in will break open to reveal the boss. The Fountain Spirit will also go Mithril Shield Invulnerable, slowly grow, and heal itself. The boss will then choose randomly from one of five attacks. This transitional phase can give you time to clear out minions and heal, since the boss will not be doing anything for a short period of time. Furthermore, the boss will always return to the center after the end of a phase in order to switch phases. The five phases are:

  • Chasing players similarly to Limon the Sprite Goddess while circling them and simultaneously firing widespread arcs of spikes.
  • Circling players while firing moderately damaging shots in an arc.
  • Remaining stationary and firing both moderately damaging shots in a circle and aimed Gold Four Pointed Star Armor Broken shots, with the latter dealing 0 damage.
  • Remaining stationary and firing both aimed radial bursts of Swirl Confused shots and erratic, zig-zagging, parametric shots.
  • Remaining stationary and firing slow moving, highly damaging, parametric shots, along with aimed spreads of wave-like shots towards players that get close enough.

Knights are great for avoiding most of the attacks, especially during her stationary phases where it’s very easy to aim a Stun at her. Items that Slow are also great for making it easier to predict the boss’s movements during her more mobile phases. If neither are present, then the tried and true dodging works too. Stationary phases are easier to dodge, as you know where the boss will be, whereas during more mobile phases, the boss can be a bit more unpredictable. During chase phases, try to sort of circle against the boss. What I mean is, if the boss is circling in one direction, circle in that same direction. That way, the Fountain Spirit will always be opposite of you and you’ll know where to shoot and dodge. As mentioned before, her stationary phases are much more predictable, albeit more dangerous due to the more damaging shots, especially when she fires her Gold Four Pointed Star Armor Broken shots. For her Armor Break phase, it is best to circle the boss at all times. As long as you are circling, even if you get Armor Broken, you won’t get hit by the Fountain Spirit’s actually damaging shots. Her zig-zagging shot phase is also very dangerous, as not only are the zig-zagging shots harder to dodge, but the Swirl Confused shots mean you’re risking accidentally running into the boss’s shots. It is best to keep your distance in order to attack. Melee classes may have a harder time with this, but it’s safer than trying to push in and accidentally running on top of the boss. Finally, for the Fountain Spirit’s parametric shots, make sure to pay attention to where every shot is, and how fast it’s moving. Fast moving shots are more likely to return to the boss, so prepare yourself to sidestep those. Other than that, weave into the gaps to push in, and don’t get too close as you’ll most likely get hit by the wave-like shot spread. A reminder that minions will continue to spawn throughout the phases, so pay attention for those too.

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Overview

The Magic Woods is an easy but fairly uncommon dungeon that acts as a great mid game source of Speed and Dex, along with a decent UT set for the Mystic.

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