Card Quest

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Wizard ENCHANTRESS SUBCLASS Unlocking Guide
由 Deaf Sparrow 制作
This guide is a look at how to unlock the Enchantress Subclass of the Wizard Class in Card Quest. This Subclass is the most difficult of the Wizard Class to unlock and takes a great deal of skill to complete. The guide includes detailed information on how to build your character to complete the unlock, as well as how to deal with particular monsters you will encounter.
   
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Setup for Unlocking the Enchantress Subclass
The Enchantress Subclass can only be unlocked by completing the Enchanted Forest. Though you can complete it from the beginning should you wish, this is not recommended because of the amount of difficulty faced in the final Level, Beast Trail. Unfortunately the Dragon Whistle cannot be used as a Trinket to save time. The image above shows you the setup you need to use. I've experimented with all possibilities but trust me, this is the only way. Below is then an explanation of why you should choose these particular items as opposed to others as well as the basics of the card function. You should be familiar with how the cards work at this point, so I will not be as detailed as my Electromistic build for the Wizard Class (see separate guide).

Style: Arcane School
This is the Style required for this unlock. Blink is extremely useful for avoiding any direct attack, but for this unlock you can usually discard it except for the Beast Trail Level unless you need to gain DISTANT for at least a turn. In Beast Trail, try to always use this card at the reduced STAMINA rate in a CHAIN because the DISTANT effect lasts 2 full turns. It's best to have 1 stored for defense when the time comes. Arcane Flow provides a small STAMINA increase and 2-card draw for 1 ARCANE CHARGE. Note it initiates a CHAIN when used, and this will help with attacks for more card draws. Lightning Charge is a must because ARCANE CHARGES need to be kept high for this build. If you have a STAMINA regeneration card on hand, then it can be safely used in most cases. Inner Strength, in fact, will replace it entirely or leave you +1 STAMINA depending on CHAIN effects. The real benefit of Lightning Charge is that it charges your Wizard for 2 damage. Since it can be stacked you can wipe out whole lines of weaker monsters in a single defensive phase or at least whittle away at the HEALTH of stronger monsters.

Primary: Arcane Grimoire
Book of Arcana is another option but you'll find it far too weak in the long run. It simply cannot deal the damage you need. Arcane Grimoire, however, is extremely powerful. Your 2 primary cards are Repulsion Blast and Reality Rip. Arcane Shards is great for a line of 3 monsters, but if they have DODGE it's a waste because it will burn all of your available ARCANE CHARGES in a single use unless you have none, then it only uses 2 STAMINA but deals a mere 3 damage. You need to be extremely careful with using this card. Pay attention to ARMOR and subtract that number from the total damage, and if a monster has DODGE that also needs to be taken into account. Repulsion Blast is a primary card for generating more ARCANE CHARGES with this build and note that it will generate them even if the monster has DODGE and the first attack misses. In a CHAIN it deals 2 cards, which is a blessing. Reality Rip is your primary attack. In a CHAIN it deals almost the same damage, so my preference was to use it outside of one unless I had nothing else, because it only nets a single card if in a CHAIN but costs 4 ARCANE CHARGES instead of 2. When it hits it will set any living monster (not a statue or stone) with 1 DODGE, so be aware.

Secondary: Ward Scrolls
Mirror Scrolls could also be used here and though they provide DODGE against any attack, the extra damage netted by the Ward Scrolls is far more valuable and the defense with Magic Circle is more useful. Arcane Ward deals 8 damage (deducting ARMOR first if present) to any attacker and defends against 2 damage. Coupled with Magic Circle, however, it defends up to 6 damage total. Magic Circle should be utilized any time you get it until you reach max stacking, unless it's unnecessary and can be discarded. It would be great if you could stack this to an unlimited degree, but 9 total attacks to defend against is the maximum. For each attack you take it will defend 4 points of damage. This card is only available during your attack phase too, by the way, so make sure you remember that. It sets up a CHAIN as well.

Armor: Illusion Robes

The Illusion Robes are required for this unlock. We are not concerned with the WIZARDS it generates before a battle or when used. The 4 extra HEALTH is a boon, and it provides 1 ARCANE CHARGE before every battle and generates 1 when used. It can be utilized to DODGE any attack and also sets up a CHAIN as well. This is critical for the Beast Trail battles, as you'll see.

Trinket: Arcane Channeler

The Ring of Shielding is another possibility for your Trinket, but though its defense is useful it will not prove to your benefit in the long run. The Arcane Channeler, by contrast, increases your STAMINA by 2, lowers the cost of all spells by 1 STAMINA for 2 turns, and generates 2 ARCANE CHARGES when used. It has a total of 3 uses and 1 use is recharged after each battle, so it reaches max usage quickly, unlike the Ring of Shielding, which requires 2 battles per recharge. FIRE MAGIC is nothing we are concerned with, so ignore that aspect.

Bag: Owl Familiar

You can have any Bag Item here, but the Owl Familiar will give you the necessary edge. It provides 1 ARCANE CHARGE and a 2-card draw and only requires 1 battle to recharge. Also note it initiates a CHAIN when used. You'll use it every encounter because the 2-card draw typically leads to at least 1 card that provides more draws. In many cases I laid waste to every monster on-screen before they even had a turn to attack. The Owl Familiar also provides 1 ARCANE CHARGE at the start of every battle. We are not concerned with the WIZARDS aspect for this build.

Max Level Perks
I've tried different layouts of perks for this unlock, but the following, in order of selection, is what I found works the best. Choose the following perks as you level, starting from those provided at Round 4: Arcane Affinity (increase ARCANE CHARGES by 2), Spell Preparation (first 4 spells cost -1 STAMINA), Arcane Expertise (start battles with 1 ARCANE CHARGE), Arcane Affinity again, Clarity of Mind (increase STAMINA by 1), Spell Preparation again, Arcane Mastery (gain 1 ARCANE CHARGE every turn), Arcane Expertise again, and Arcane Affinity one final time. You might wonder why I chose that final one but here's the deal. You need to keep your ARCANE CHARGES high and generally avoid taking too much damage. If you get hit enough it won't matter how much HEALTH you have, so these perks keep the build strong with rapid card draws and ARCANE CHARGE stability. Now that you understand the basic setup I will go through the recommended path with full explanation of monsters you can encounter. In this case you can choose either one of two Levels to begin, but both lead to the same destination after.
First Level (Choice One): Black Castle
This may seem an unusual pick for the first Level towards the Enchantress Subclass unlock, but it is surprisingly easy with the build presented here, and one of two options for the first Level you can choose. Black Castle has enemies that summon as well as reanimate, which makes for an annoying series of battles with other Classes, but with the build you're using you'll find it rather simple. The monsters of Black Castle are unique to this Level and things which you have not encountered before. I've presented explanations here of every possible appearance, in alphabetical order. There are no purchases after Black Castle, so move on to the next section of the guide for the next Level after you complete it.

Animated Broom

These appear throughout Black Castle. They have low HEALTH and are easy to kill but have 1 DODGE so you need to eliminate that before they're destroyed. Generally you'll find that 1 Lightning Charge will be active before they attack and this will kill them immediately.

Animated Bucket

The Animated Bucket is the mid-range animated furniture enemy in Black Castle. It has low damage like all of them, however, and only slightly more HEALTH than the Animated Broom (see separate entry above). Since it lacks DODGE, however, it's easy to destroy. Like the Animated Chair (see separate entry below), it's immune to STUN, but this is not a concern.

Animated Chair

This is the strongest animated piece of furniture you'll encounter in Black Castle. It has the most HEALTH out of any of them, but its attack is weak. Since they don't have DODGE you'll wipe them out quickly. They are immune to STUN but this is not a problem.

Animated Armor

This looks similar to the Undead Guard you find in the City of the Undead, but it's entirely different. The Animated Armor has high ARMOR and cannot be fully killed until it first turns into Armor (see separate entry below) after its HEALTH reaches 0. The best way to deal with these, as they tend to appear in rows, is to utilize Repulsion Blast to gain ARCANE CHARGES while keeping them away. Kill off easier monsters and then when you have them as regular Armor use Arcane Shards to wipe them out, being careful to pay attention to the total damage you will do versus the ARMOR they possess. Another trick is to wait until a defensive phase and use Arcane Ward to kill them, but there may be more than you can handle with the number have in your hand.

Animated Skeleton

Like the Animated Armor (see separate entry above), the Animated Skeleton is not fully destroyed until broken down into their inanimate form, which is the Skeleton (see separate entry below). However, unlike the Animated Armor they have no ARMOR and less HEALTH and are easier to deal with. Like the Animated Armor your best route is to use Repulsion Blast to bring them into Skeleton form or keep them temporarily DISTANT while dealing with lesser monsters. When they attack Arcane Charge will immediately bring them to 0 HEALTH and put them into Skeleton form as well, another nice trick to use.

Armor

These rarely appear by themselves, and typically start out as Animated Armor (see separate entry above). The Armor must be killed in a single turn, otherwise it will reanimate into the Animated Armor. Luckily, with Arcane Shards, once you have a row of 3 Armors you can wipe them all out. A single Reality Rip will also destroy one of these in spite of their ARMOR.

Closed Rift

These are what remains after an Open Rift (see separate entry below) is reduced to 0 HEALTH. If you do not kill a Closed Rift in a single turn, it will become an Open Rift again. They have 12 HEALTH total, which makes them a bit harder to deal with than the Animated Armor or Animated Skeleton (see separate entries above), but luckily this is exactly the amount of damage a single Reality Rip will deliver. The best option for this is to have one ready when you know an Open Rift is going to turn into a Closed Rift and destroy it before its next turn.

The Countess

This is the boss of Black Castle. She's actually quite easy except for the fact that she summons a Closed Rift every turn (see separate entry above). This annoying aspect will not end until she's reduced to 0 HEALTH and turned into a Wraith (shown directly above). To kill her as quickly as possible use Arcane Ward on her for 2 defensive phases. Then charge up with Lightning Charge and have a Reality Rip in a CHAIN ready to bring her to 0 HEALTH. Another option is to use Reality Rip on her and then 2 Arcane Ward cards since she'll attack twice. This will reduce her HEALTH to 0. As a Wraith she has no special abilities and a single Arcane Ward will kill her when she attacks.

Open Rift

This is the only thing that makes the boss, The Countess (see separate entry above), a challenge. Every turn she will summon 1 Closed Rift (see separate entry above), which will turn into an Open Rift in 1 turn. An Open Rift will release 1 Spectre (see separate entry below) every turn until turned into a Closed Rift again. Like the Animated Armor and Animated Skeleton (see separate entries above), it is not destroyed until the Closed Rift is brought to 0 HEALTH and will become an Open Rift again on its next turn if you do not accomplish this. The best way to deal with these is reduce their HEALTH slowly using Repulsion Blast and have Reality Rip ready when they become a Closed Rift.

Poltergeist

The Poltergeist already has DODGE capabilities, so destroying them while DISTANT, where they start, is tricky. Though they will animate furniture (see separate entries for Animated Broom, Animated Bucket, and Animated Chair above) every turn, these pose no challenge. It's best to just let the Poltergeist come to you and use Arcane Charge in your defensive phase twice to kill them because it works even while DISTANT. Even with 3 Poltergeists in a mob, an annoying grouping that sometimes appears, they can only summon so many pieces of furniture in the playing field. When there's no room they can only attack.

Skeleton

The Skeleton is the remains of an Animated Skeleton (see separate entry above). Like the Animated Armor (see separate entry above), if you do not kill a Skeleton in 1 turn it will reanimate. Because of their low HEALTH Skeletons are easy to destroy, especially in a row utilizing Arcane Shards. But, due to their low ARMOR, even Repulsion Blast, if charged up and/or in a CHAIN, will kill them.

Spectre

The Spectre has DODGE and can attack when DISTANT by using BLINK to come to the front of the playing field, but the best option is to simply wait and use Arcane Charge for defense to kill them immediately. You may find, at times, you also have enough Lightning Charge built up that they'll die on contact. Don't bother trying to strike them while DISTANT or wasting anything but Repulsion Blast on them when close.
First Level (Choice Two): Forgotten Ruins
Forgotten Ruins is the other potential choice for the first Level towards the Enchantress Subclass unlock. This and Black Castle are both easy and both lead to the next choice for the second Level. I'd say Forgotten Ruins has an easier final boss, but you'll find completing either of them a breeze with this build so take your pick. The only thing to note about choosing the Forgotten Ruins is that it's impossible to gather enough GOLD to purchase the items available after completing it. As before I have presented here all possible monster encounters with explanations of how to deal with them. After this are the potential purchases upon competing Forgotten Ruins, but this only applies if you decided to complete other Levels prior to this one to gather enough GOLD.

Animated Statue

The Animated Statue is frequently encountered in the Forgotten Ruins. They also occasionally appear as HIDDEN ENEMIES, but in small numbers if it occurs, which is not often. The only danger they pose is in high ARMOR and HEALTH, but they're easy to keep away with Repulsion Blast, and this will STUN them if in a CHAIN. One Reality Rip on an Animated Statue, inside or outside of a CHAIN, will kill them, so they're nothing to worry about and serve as a good way to generate ARCANE CHARGES as needed. To reduce the number you make DISTANT with a little trick, choose the one on the far left or right and only the one next to it will be made DISTANT as well. This way you can strike more than one monster with another Repulsion Blast to generate more ARCANE CHARGES.

Fairy Stone

The Fairy Stone has strong ARMOR and a large amount of HEALTH. The most important detail about them, however, is that they generate 1 Forgotten Warrior (see separate entry below) per turn until destroyed. This can be dangerous because they have DODGE and FURY, but luckily it doesn't matter which Fairy Stone generates a Forgotten Warrior. The first one that you destroy eliminates all on-screen for that turn. Using a single Reality Rip card will decimate any Fairy Stone. They always start DISTANT in every encounter as well, but this does not matter for your attacks.

Forgotten King

The Forgotten King is the boss of the Forgotten Ruins. Though he has DODGE and FURY, this battle is extremely easy for the build. Note that you cannot kill the Forgotten King until all the Fairy Stones (see separate entry above) are destroyed. You can reduce his HEALTH on occasion, but he fully regenerates every turn so don't waste time on him except with Repulsion Blast to generate ARCANE CHARGES. On either side of him are 3 Fairy Stones and they will each summon 1 Forgotten Warrior per turn provided there is enough space in the playing field. Each of these, as you'll know at this point, are destroyed with a single Reality Rip. However, my suggestion for the start of the battle is to juggle your cards until 1 Arcane Shards card does enough damage to destroy the 3 on the left or right of the Forgotten King. Simply look at the total possible damage and subtract from the Fairy Stones' ARMOR to make sure you have the kill. This approach is not necessary, it simply saves time so less turns are spent finishing the battle. Any time you kill a Fairy Stone any summoned Forgotten Warriors disappear, but instead of waiting every turn to do this, if you can, use Arcane Shards to destroy 3 of them immediately and then use Reality Rip on the others as you juggle cards for the next few turns. Be careful to keep your defense high for your defensive phases so you don't take any damage. You should be able to complete this without even getting hit. Then, you go to the purchases (see further below) before the the next Level.

Forgotten Warrior

These occasionally appear without being summoned by a Fairy Stone (see separate entry above), but in most cases you won't see them until this occurs. Any Forgotten Warriors on-screen are eliminated the moment you destroy any Fairy Stone. Because they have high HEALTH a strong attack and a lot of DODGE this is the only way you can kill them. If there are too many on screen their FURY will make defending against all of their attacks impossible. Unless you get extremely unlucky (I never did in all the playthroughs I tried), you won't have to worry about this.

Sprite

The Sprite is a rare appearance in the Forgotten Ruins. They pose no danger at all when they appear. The only thing to note is they have DODGE, but a single Lightning Charge before your defensive phase or 1 Repulsion Blast after removing DODGE will kill them. As you can see they take two different forms, but it's just a different look.

Strangling Vines

Strangling Vines appear frequently as HIDDEN ENEMIES, sometimes in numbers as high as 4, but they also appear at the beginning of an encounter. They have low HEALTH, however, so 2 Lightning Charge cards utilized before your defensive phase will destroy them on contact. This is a priority, note, because if a Strangling Vines hits you and does damage, it will also eliminate a single card from your hand, so this needs to avoided.

Purchases after the Forgotten Ruins
I'm showing these only because you could buy them if you played levels prior to the Forgotten Ruins. The Forgotten Ruins itself does not generate enough GOLD to buy anything in this set of items, as you can see by the screenshot I show above (anything in red cannot be purchased). Only the Healing Potion or Life Fruit would be something to consider, because nothing in the Beast Trail can cause disease, only damage, and in the next Level you have no risk of disease either. Though you could grind for GOLD before the Forgotten Ruins, I do not recommend this because the amount of time you spend doing that to die in the Beast Trail will only frustrate you. The next Level is thankfully easy with enemies similar to those you've just encountered in the Forgotten Ruins before you even reach that point. Let's move on to the Fairy Grove.
Second Level: Fairy Grove
Regardless of which first Level you chose for this unlock, the Fairy Grove should be your next pick before the Beast Trail. It features some enemies you already encountered in the Forgotten Ruins, as well as some new ones, but you should find it almost as easy to complete. As before, all potential encounters are described in alphabetical order below with full explanations.

Bush

The Bush appears frequently in the Fairy Grove. They have no attack or defense and only 6 HEALTH, but inside is hiding either a Fairy or Sprite (see separate listings below). You can use them as a way to generate ARCANE CHARGES with Repulsion Blast. There is no need to make a priority out of eliminating them. After all monsters are destroyed, if there are any Bushes left, they simply disappear and unless a Sprite is present the battle is over.

Changeling

These are the most difficult monsters in the entirety of the Fairy Grove, even more difficult than the boss if you're not careful with them. Changelings always start DISTANT and occur in some Rounds as HIDDEN ENEMIES, as many as 4 total, which can be a pain. The primary reason is the Changeling attacks twice every turn and has DODGE, so your normal attacks will be wasted and drain ARCANE CHARGES quickly. Any other potential build for the Enchantress Subclass unlock is decimated by the Changeling for this reason. However, with the build you're using a single Arcane Ward will kill them, so it's good to have at least 2 on-hand before your defensive phase in case any Changelings appear. They are not frequently HIDDEN ENEMIES but this is likely to occur in at least 1 Round of the Fairy Grove. The set of 4 as HIDDEN ENEMIES, usually with 2 already present, are a rare encounter thankfully. The Changeling can also HIDE but this is unlikely to happen with this build.

Fairy

You'll encounter a number of these in the Fairy Grove. They deal no damage but can heal all other monsters for 3 HEALTH every turn. Therefore, it's best to destroy them as soon as you can. They have DODGE, however, so utilize Repulsion Blast unless you know you can kill them with a card like Arcane Shards. The Fairy Treant (see separate entry below) can summon 1 Fairy per turn and they are often hiding inside of a Bush (see separate entry above). If you leave a Bush until after all monsters are killed or if 1 or more Fairies remain after other monsters are killed, they will simply disappear and the battle is over.

Fairy Champion

The Fairy Champion is the boss of the Fairy Grove. By itself it's pathetic, but what happens after its HEALTH is reduced to 0 is where the real battle begins. Using Repulsion Blast on it to reduce its DODGE before dealing out a single Reality Rip will reduce its HEALTH enough that 1 defensive phase, if you're ready with Lightning Charge and have Arcane Ward cards, will kill it. When it dies it turns into the Fairy King and Fairy Queen (see separate entries below).

Fairy King

The Fairy King is half of the split that occurs after the Fairy Champion (see separate entry above) dies. The other half is the Fairy Queen (see next entry below), which is more difficult. The Fairy King will immediately attack once he appears, but you'll likely have Lightning Charge already set up and he will die on contact. Otherwise a single Arcane Ward will kill him.

Fairy Queen

This is the more difficult half of the Fairy Champion (see separate entry above). The Fairy Queen can be killed with a single Reality Rip, but has 3 DODGE. Though she never attacks, every turn she'll summon a Fairy, Pixie, and Sprite combination (see separate entries above and below). Ignore them at first because she only has so much space to summon them. More important is to save up 3 Repulsion Blast cards. Remove her DODGE and then apply Reality Rip to finish her. Then, worry about any remaining monsters. After her it's on to the Beast Trail. There are no purchases.

Fairy Stone

The Fairy Stone is less common in the Fairy Grove than in the Forgotten Ruins. Deal with the same way you did in the previous Level.

Fairy Treant

A slightly more powerful version of the Treant (see separate entry below) with an additional feature. They have 1 extra ARMOR, but the important feature is they'll summon 1 Fairy (see separate entry above) every turn until killed or in STUN. Luckily with a Repulsion Blast you can keep summoning to a minimum and they can only summon as many Fairies as space permits. Since they tend to appear in large groups with other monsters, there's usually only 1 or 2 active slots where a Fairy can be summoned. Deal with them just like the Treant.

Forgotten Warrior

These are exactly the same as those you encountered in the Forgotten Ruins. Deal with them the same way.

Pixie

The Pixie can appear as a regular monster or spawns from a Pixie Hive (see separate entry below). The Pixie gives 1 damage and has only 1 HEALTH. A single Lightning Charge card active will eliminate them, but be careful. When a Pixie dies they drain you of 2 STAMINA unless DISTANT. During the boss battle if there are enough of them and they die close to you you could lose all your STAMINA. Luckily, Repulsion Blast keeps them away and avoids the loss of STAMINA. They have DODGE but like the Sprite (see separate entry below) another Repulsion Blast will kill them immediately.

Pixie Hive

The Pixie Hive has no attack. It only generates 1 Pixie (see separate entry above) every turn. I always took them out first when I was ready, just to save time battling Pixies.

Sprite

These are a common enemy in the Fairy Grove and they should be deal with just as you did in the Forgotten Ruins. They can BLINK to the foreground to attack if they happen to be DISTANT, but a single Lightning Charge will make them die on contact.

Strangling Vines

These are exactly the same as the Strangling Vines you encountered in the Forgotten Ruins, so treat them the same. And, as before, they can appear as HIDDEN ENEMIES.

Treant

Treants have decent ARMOR and a great deal of HEALTH, but they start out SLOW. When DISTANT they can throw a rock, but it does the same damage as a proximity attack and is easy to defend. With Magic Circle active and Arcane Ward, along with Lightning Charge, you'll eliminate them quite often in your defensive phase provided you've struck them with at least 1 Reality Rip prior.

Treantling

The Treantling starts out SLOW. Though they have 1 ARMOR and decent HEALTH they pose no danger. A single Reality Rip will destroy one of these. Do not consider them a priority if more powerful monsters, such as the Fairy Treant or Treant are present (see separate entries above).
Beast Trail
This is most difficult challenge for the Enchantress Subclass unlock and arguably the most difficult experience in the entirety of Card Quest. The Beast Trail is the final Level of the Enchanted Forest and it's going to seem impossible at first with this build. However, from experience, it's entirely skill; there's less luck than you'd think. The monster set is limited, but the difficulty lies in some having DODGE, FURY, and the ability to remove 1 or 2 DISTANT in a single turn, which makes your defensive phase a real challenge. Arcane Ward, the Illusion Robes, Magic Circle, and Blink are crucial. As before I've detailed all possible monsters below and how to face them. Beating the Beast Trail with the build you're using will tax your abilities to their maximum.

Alpha Worg

More dangerous than a regular Worg (see separate entry below), the Alpha Worg has more ARMOR and HEALTH, as well as both DODGE and FURY. Luckily, unlike some other monsters in the Beast Trail, they cannot eliminate DISTANT status in a single turn. Keep them away to deal with stronger monsters first, and then kill them.

Bear

The Bear is easy to deal with. Though it has good damage and high HEALTH, it gets no initiative at the start of a battle and is easily made DISTANT using Repulsion Blast.

Bush

The Bush has the same functions as those you encountered in the Fairy Grove. Treat them the same.

Cave Bear

This is a more powerful version of the Bear (see separate entry above) with 1 ARMOR and a ton of HEALTH. Deal with them the same way, however, but note they can RAGE and increase damage so if they get close utilize Magic Circle and Arcane Ward. They are not as common as the regular Bear.

Dire Boar

A more powerful version of the Wild Boar (see separate entry below). They should be treated the same. Like the Wild Boar, if you see one of these present they get initiative and will charge. Use the Illusion Robes and have Blink ready. You absolutely need this approach to win.

Fairy

These are exactly the same as the Fairies you encountered in the Fairy Grove. You have more important monsters to worry about but kill them when you have the chance.

Fairy Treant

These are exactly the same as the monsters you encountered in the Fairy Grove. Treat them the same.

The Forest King

The Forest King is the ultimate test. First, please note, he does appear in some Rounds randomly and will flee after taking roughly 1/4 of his HEALTH in damage. Using the Illusion Robes and then Blink to make him DISTANT will save you because he immediately attacks. Since he has FURY and is STUN immune you need to remove him temporarily from play. Use Mulligan until you get Blink because you will not be able to withstand his attacks. As a boss, he gets initiative and will attack, so the Illusion Robe and Blink trick applies, but you only have the first turn to do this. There are 2 Forest Lions (see separate entry below) flanking him, so deal with these first. Since they sit in a row, 2 Repulsion Blast cards will enable you to knock them back and STUN the lions while generating ARCANE CHARGES. The important detail, once you get this down, is the Forest King will flee and summon animals at 60, 40, and 20 HEALTH. At 60 he summons 4 Bears and 2 Cave Bears (see separate entries above). The Cave Bears start DISTANT. At 40 he summons 4 Worgs and 2 Alpha Worgs (see separate entries above and below). Finally, at 20, he summons 6 Dire Boars (see separate entry above). Deal with these as you have and stay defensive! You'll eventually get it and congratulations the Enchantress Subclass is unlocked!

Forest Lion

The Forest Lion has good stats, including DODGE, but most important is its ability to remove DISTANT status with LEAP and its FURY. Like the Dire Boar (see separate entry above), you need to keep them away using Blink in a CHAIN so you can slowly wipe them out. It's very important to note that they also frequently appear as HIDDEN ENEMIES, sometimes upwards of 4! Be certain to have at least 2 Magic Circle cards utilized and 3 Lightning Charge, if possible. This way you can kill some of them from the combined damage of Arcane Ward and Lightning Charge when they get close. When using Blink in a CHAIN if any more Forest Lions are present, including those that appear from HIDE if there's enough space, they will move to DISTANT and then move back up but will not attack. Thus, use Arcane Ward and Blink to avoid damage. Since Forest Lions lack regeneration they will eventually die from the combination of Arcane Ward and Lightning Charge. If you do not have a Blink card handy make sure you use Mulligan until you get one, because they'll kill you quickly in their turn if you have not prepared to defend.

Giant Boar

Like the Dire Boar and Wild Boar (see separate entries above and below), the Giant Boar can charge at the start of a battle. It's a rare encounter in the Beast Trail. If it appears, it will have 2 Dire Boars next to it and you will utilize the Illusion Robes and then Blink on the Giant Boar. Keep it DISTANT at first because it has way more HEALTH and can RAGE to do more damage. If you have Magic Circle active an Arcane Ward will keep the damage off, but you need 2 of them ready because it has FURY as well when it gets close.

Pixie

In the Beast Trail the Pixie only spawns from a Pixie Hive (see separate entry below). They deal 1 damage and have only 1 HEALTH, but be careful of their STAMINA drain if they're close!

Pixie Hive

The Pixie Hive is a rare appearance on the Beast Trail. It generates 1 Pixie (see separate entry above) each turn. When it appears there will be 2. Take them out first to avoid dealing with Pixies.

Sprite

These are exactly the same as those you encountered in the previous 2 Levels. Treat them the same.

Wild Boar

The Wild Boar charges immediately. The best approach is to make certain you have a Blink card in your hand. When a Wild Boar attacks, use your Illusion Robes to dodge, then initiate Blink on the next one (there are always 2). This way Blink nets the 2-turn DISTANT bonus. If any other enemies charge or leap, they cannot attack you but will advance to the front.

Worg

The Worg has FURY and decent HEALTH but since they lack DODGE you should have no difficulty putting them in STUN with Repulsion Blast as you first deal with more dangerous monsters. They do have regeneration, but it won't pose a problem.