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Mohg's Great Rune
Mohg's Great Rune
0
Location
Divine Tower of East AltusGrace
Dynasty Mausoleum MidpointGrace
Mohgwyn Dynasty MausoleumLandmark
Dropped by
Mohg, Lord of Blood
Description
A Great Rune of the shardbearer Mohg. Its blessing grants a blessing of blood to summoned phantoms, and imparts a Phantom Great Rune upon successful invasion. Mohg and Morgott are twin brothers, and their Great Runes are naturally similar. But Mohg's rune is soaked in accursed blood, from his devout love for the wretched mire that he was born into far below the earth. Inflicted
Notes
Dropped as a reward for defeating Mohg, Lord of Blood at the Mohgwyn Dynasty MausoleumLandmark. Since the effect only applies to allied Non-Player-Characters (summoned as Host, or native to the world as Invader), if none are present, the effect of the rune is wasted. If the player himself wishes to have effects similar to the ones granted by the Blessing of Blood, the talisman Lord of Blood's Exultation gives the same damage boost every time blood-loss is applied in the vicinity and the talisman Taker's Cameo heals when enemies are defeated in the vicinity. If the player were to summon a Mimic Tear spirit (which copies the current equipment of the player who summoned it), those effects would stack with the Blessing of Blood effects powering the Mimic Tear even more. Since the duration of the Blessing of Blood buff is infinite, when the player is invading another player's world it's a good idea to buff monsters/bosses the player expects the invaded players to encounter either to set up ambushes or weaken the invaded player. Confirmation is required of whether or not blessed monsters retain their blessing even if the invader (the user of the Phantom Great Rune) dies and leaves the world. In short, the afore-mentioned effects leads to a few possible uses for this Great Rune:. If the player is the Host, it is useful to increase the damage of summoned spirits, assuming either the spirit or the Host has the means of applying blood-loss. But even if no blood-loss is present, it can be very useful for giving summons the ability of healing the Host for every enemy they kill, aiding the survivability of the Host. This is a strong buff given the player has the chance to defeat many monsters in-between bosses, and most of the time Spirits are available for summon is to fight big groups of enemies. If the fight were to be against only a boss though, the healing effect would be far less useful (since once the boss dies the fight is over and a 10 HP heal becomes irrelevant). If the player is Invading another player's world, it is useful only to boost the damage of monsters and bosses if blood-loss is triggered in their vicinity. The main problem with this is players move a lot and it is not rare for a blood-loss to trigger when the enemies are too far to benefit from it; specially since NPCs are not good at inflicting blood-loss to experienced players. Either way, the life-steal effect does apply to the monsters too, but since the monsters are only hostile to the rival player, they'd have to sucessfully defeat a player which, again, is a hard feat to pull off for a monster, specially since the monster has to be the one that lands the killing blow for the heal effect to activate. As such, and maybe ironically, it seems this rune is far more useful for when the player is the Host, rather than invading.