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Ancient Mushroom Boss Guide - Two Forms, Two Woods Floors

The Ancient Mushroom in Elderfield: 450 HP in the Old Woods, 600 in the Old Woods Mines, six named skills and a Living Soul drop — Mycelicide sits at 2.5%.

9/16/2026 Last updated: 9/19/2026 4 min read
Ancient Mushroom Boss Guide - Two Forms, Two Woods Floors

FAQ

What is the Ancient Mushroom weak to?
Nothing is documented. The community stat block lists no element or weakness for either form, which makes this a raw stats fight rather than an element puzzle.
Where do you fight the Ancient Mushroom?
The LV1 form is recorded in the Old Woods; the LV2 form is in the Old Woods Mines, the same floors the mining guide covers for mithril.
What does the Ancient Mushroom drop?
A Living Soul, per the community wiki. No use for the item is documented yet.

Of the bosses in the current community tables, the Ancient Mushroom carries the most complete kit list — six named combat skills — and the least explanation of what any of them do. That combination makes it the honest frontier of Elderfield’s data: the numbers are firm, the behavior is not, and the fight plan has to respect both facts.

How big is the Ancient Mushroom, exactly?

Stat LV1 — Old Woods LV2 — Old Woods Mines
HP 450 600
Defense 35 52
Magic Defense 43 57
Attack 22 34
Magic Attack 26 38
Agility 0 0
Drops Living Soul (entry-level record) Living Soul (entry-level record)

The scale jumps out: this is not the Mall’s 150 HP tier. Even the LV1 form out-healths the Weird Fish’ demo-era 400, and the LV2 form sits within reach of the Catacombs end of the ladder. Its magic defense runs ahead of its physical defense at both levels (43/35, then 57/52) — the softest recorded flank is physical, though only modestly.

The two locations tell a progression story the mining guide maps independently: the Old Woods Mines sit deeper in the mine ladder and carry the mithril tier. The LV2 mushroom is part of that deeper layer’s toll — you meet it while mining, not before.

What do the six named skills do?

The wiki records a combat skill list — Attack, Evil Eye, Frenzy Slash, Heavy Slam, Sludge Blast, Soul Drain — and no descriptions for any of them. Two observations are safe from names alone: the kit spans both damage flavors (a Slash and a Blast), and Soul Drain’s name implies some form of sustain, though what it drains and how much is exactly the kind of detail that needs in-game verification before this wiki commits to it.

What the skill list does confirm is variety. A six-skill boss at 0 Agility is not a passive target — it is a slow, rotating threat that will cycle options you cannot yet predict. Against an undocumented kit, the general rules do the work: keep healing rhythm, watch which skills recur, and read the damage types as they land. The combat guide’s defense-split math tells you which of your own options to lean on once you see where the pain actually comes from.

How do you fight a boss with no weakness?

The same way the demo’s stat-check bosses taught: with numbers and discipline. No recorded weakness means no element multiplier — every point of damage comes from gear, levels and sustain. Both forms’ magic defense leads their physical, so physical output has the narrower gap to close; and the jump from 22/26 to 34/38 attack between forms is the cue the LV1 fight hands you. If LV1 strains your healing, the Mines form is not your next fight.

Clearing it logs Mycelicide — 2.5% of players hold it, per the achievements guide — and drops the Living Soul, whose use the community has not yet documented. The Ancient Tree rounds out the woods pair as the other no-weakness ancient; between them, the Old Woods are where element-training ends and stat-training begins.

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