EE:Mire's Heart

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Like all wiki pages, SPOILERS ALERT!

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Mire's Heart
Region Extreme South
Difficulty Vicious
Monster Stats 150%
Population Monster: Nameless Beast Nameless Beast, Monster: Soul Sucker Soul Sucker, Monster: Vileblood Vileblood, Monster: Forgotten Soul Forgotten Soul, Monster: Shadow Fiend Shadow Fiend, Monster: Ratling Warrior Ratling Warrior
Bosses 3 Champions, and 10 Forms of The Blasphemer
Suggested Classes Class: Paladin Paladin, Class: Rogue Rogue, Class: Sorcerer Sorcerer
Quests Complicated Tasks pt 8
Unlock Complete Fearsome Foliage in Tainted Marsh
File:Mire's Heart.png
Mire's Heart Map

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Special Rules

The dungeon has the same layout as shadow bog, with a ring of sparse bushes around a circular pond in the middle. You start next to a subdungeon, which is fully explored and contains an altar to every god. Each god offers a special boon in exchange for a unique geas. The options are:

Jehora Jeheyu - Lose 50 piety to get +20 max HP, +3 max mana, and Chaos Avatar.
Mystera - spend 250 mana to get +2 fireball damage per level.
Earthmother - gain 60 experience to get 10 damage reduction and +30 max HP.
Tikki Tooki - kill 10 lower level monster to get 5 poisonous strike.
Pactmaker - no requirements, gives you +75 piety and -25 max piety.
Dracul - lose 600 health to gain 10% sanguine and 1 lifesteal.
Taurog - kill 10 monsters to get his equipment.
Binlor - explore 250 tiles to get 50% knockback.
Glowing Guardian - level up 3 times to earn a reduction in level without losing stats and +5 max mana.

After finishing a pact, the swamp in the middle will partially recede.

When you finish 3 pacts, the swamp fully recedes. Additionally, all enemies are replaced with level 1 Mire Sludges, and the 3x3 squares around these enemies are reshrouded. Also, the 3 minibosses spawn in the center. After killing them, the subdungeon to the Blasphemer appears. This subdungeon is full of altars, but they are inaccessible.


Strategy

This dungeon has a tough monster pool with a very high (150%) difficulty modifier, the bosses require a lot of endurance. However, this is made easier by the powerful special boons you can get from the gods. Proper use of these can make you VERY powerful. You will need to be careful about which ones you pick, since you will need to succesfully complete 3 geas to clear out the swamp - it's possible to lock yourself out of winning by picking a geas you can't complete.

Depending on your build, you will want different geases.
- For most builds, the God: Glowing Guardian Glowing Guardian has an excellent starting geas - you just have to reach level 4 and you get a significant immediate power boost, plus a higher stat cap which is a HUGE help here.
- If you have a physical build, another good early option is God: Binlor Ironshield Binlor Ironshield, as his geas requires exploring 250 tiles and gives you powerful knockback damage.
- For a magical build, another option would be God: Mystera Annur Mystera Annur, who provides a 50% boost to fireball damage after spending 250 mana.

For your second pact, you can pick one with a geas that's easy to complete in the midgame.
- God: Tikki Tooki Tikki Tooki is a decent choice for a regen fighter, since you will probably have plenty of lower level monsters to kill - although doing that will lose you some blackspace later on, so you might have a hard time leveraging the poison.
- Similarly, God: Taurog Taurog is pretty easy (kill 10 enemies), and for a physical fighter with lots of spare inventory space it will give you a strong boost.
- God: The Earthmother The Earthmother (gain 60 experience) is a great choice for a physical build, giving solid benefits and not requiring special effort.
- God: Jehora Jeheyu Jehora Jeheyu (lose 50 piety - spending doesn't count) works too - Chaos form won't net you lots of XP, but lets you catapult.

For your final geas, you have a few choices. Keep in mind that as soon as you satisfy the geas you enter the next phase of the dungeon and lose access to all the existing monsters and most of their XP, so be careful not to activate it too soon!
- Jehora Jeheyu can be an excellent option since it gives a big stat boost and allows you to reach level 10 without fighting as many monsters which is great for the next step, but depending on what god you are worshipping losing 50 piety can be a very tough task. If you do take it, the corrupting aura enemies can help - keep in mind spending piety doesn't count as losing it.
- God: Dracul Dracul is also good for a physical build, because losing 600 health at high level isn't a massive task and the benefits help against the Blasphemer, only one of his forms is immune to lifesteal.
- If you can't easily meet any other geas's, God: The Pactmaker The Pactmaker (no requirements, -25 max piety) is an option, and 75 piety is definitely still pretty useful.

After taking all 3 pacts, you will need to fight the 3 champions. They have pretty weak stats but some nasty abilities you will need to be careful of.

You will need to think about what order you want to fight them in. Whichever traits are worst for your build, save that one for last. Usually that will be the Champion of Filth, since Ensnare is a VERY nasty trait that gets even worse when paired with Trait: Fast regen Fast regen. The other two depend on if you are using a more physical build (fight Decay first) or magical build (fight Discord first), but keep in mind you'll need at least some physical prowess for all of them (and for the Blasphemer) so don't plan on going all in on Glyph: BURNDAYRAZ BURNDAYRAZ.

The more enemies and blackspace you saved in phase 1, the easier this part will be, because you can regen between the champions and between phases of the Blasphemer fight.

For The Blasphemer, identify which phases will be most problematic for your build and make sure you are properly prepared for them. Bringing a burn salve and/or fortitude tonic can help with the Earthmother and Tikki Tooki forms. Otherwise, usually one of the first two forms is hardest since they have huge resists. The Glowing Guardian form is also notable since it cannot be regen fought, so make sure you have enough resources to spike it.

You will also need to be ready for the Dying form after the Pactmaker - it's not too hard since you only have to hit it four times, but you will need a solid health spike and probably a lot of piety. DO NOT explore (at least no more than a few tiles between DPs) after getting to this form - I promise you no matter how good of a regen fighter you are you do not want to regen fight an enemy with 82 attack and 100 corrupting aura. Ideally, you can save an altar or two to desecrate for this phase - every indulgence you get here saves you 100 health!

Bosses

Traits
Trophy
25 Gold
Found
Mire's Heart
Traits
Trophy
25 Gold
Found
Mire's Heart
Boss: Champion of Filth
Hard Difficulty with Vicious Token
Attack 89 ?
Health Points 357 ?
Traits
Trophy
25 Gold
Found
Mire's Heart

When another member of the trio is killed, inherits all of their current traits on top of its own, so the final Champion will have all six traits.
















Cursed Dragon Monster Icon.pngThe Blasphemer - Mystera:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Magic resist 75%
Special: All forms except the final form effectively have no Death Protections: When reduced to 1 health, The Blasphemer smashes Myster's altar and switches to Binlor, refilling 50% of your health and mana (this also happens on later altar smashes). All transformation except the final one start at full health (or, for Dracul, overheal).

The Blasphemer - Binlor:
Attack: 90
Health: 556
Death Protection (5)
Physical resist 75%
Special: When reduced to 1 health, smashes Binlor's altar and switches to the Earthmother. Also fills the subdungeon with the plants from Tainted Marsh.

The Blasphemer - Earthmother:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Corrosive
Retaliate: Fireball
Special: When reduced to 1 health, smashes Earthmother's altar and switches to Glowing Guardian.

The Blasphemer - Glowing Guardian:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Crazed Regeneration
Special: When reduced to 1 health, smashes Glowing Guardian's altar and switches to Jehora Jeheyu.

The Blasphemer - Jehora Jeheyu:
Attack: 90
Health: 556
Death Protection (5)
Magical Attack
Curse Bearer
Special: When reduced to 1 health, smashes JJ's altar and switches to Dracul.

The Blasphemer - Dracul:
Attack: 90
Health: 556
Death Protection (5)
Undead
Bloodless
Special: Starts overhealed to 774. When reduced to 1 health, smashes Dracul's altar and switches to Taurog.

The Blasphemer - Taurog:
Attack: 90
Health: 556
Death Protection (5)
Berserks at 75%
Special: When reduced to 1 health, smashes Taurog's altar and switches to Tikki Tooki.

The Blasphemer - Tikki Tooki:
Attack: 90
Health: 556
Death Protection (5)
Weakening Blow
Riposte 1%
Special: When reduced to 1 health, smashes Tikki Tooki's altar and switches to The Pactmaker.

The Blasphemer - The Pactmaker:
Attack: 90
Health: 556
Death Protection (5)
Special: When reduced to 1 health, smashes The Pactmaker's altar and switches to Dying form.

Rusalka Monster Icon.pngThe Blasphemer - Dying:
Attack: 76
Health: 556
Death Protection (4)
Magical Attack
Corrupting Aura 100
Special: Starts at 1 health.
Trophy: Severed Tail, an item which reduces the XP threshold for all levels by 40% and gives permanent XP boost status effect, but leveling up alternates between actually increasing your level and giving you a stack of Prestige.

Quests

Complicated Tasks pt. 8: Win as a Warlord and earn Specialist (only one type of damage to the final boss).
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For this quest, you need to only do one type of damage to the final boss - keep in mind that applies to ALL forms of the Blasphemer. That type better be physical damage or you will have a TERRIBLE time with this. This makes the dungeon a bit harder, but isn't terrible - the hardest part will be the second form of The Blasphemer, and you will need a HUGE spike to get through that. Everything else can be handled with the usual strategies here. For boons, the Glowing Guardian's is critical here for the extra mana and higher stats. Jehora Jeheyu's is also a great option but should be taken last, and satisfied while at level 9 or 8 (but make sure you have IMAWAL if you do it at 8 so you can reach level 10). Other options are Binlor (has to be taken first or maaaybe second but decently useful), the Earthmother (useful against some forms and helps with a health spike), Taurog (if you have the inventory space), Tikki Tooki, or the Pactmaker (if you can't satisfy anything else).

For preps, I recommend Conjunction, Dwarven Gauntlets (for Orc) or Cursed Cutlass (for Human), Badge, Compression Seal, Attack Boosters, Quest items, Black market, mana potion, reflex potion, quicksilver potion, and a fortitude tonic.

There are several good gods for this one - Mystera is solid for the extra mana, refills, and cheaper casts, Jehora is always great (although ironically it's hard to satisfy JJ's geas if worshipping JJ), and Glowing Guardian is very strong here for an early worship (that you convert out of later) for humility. Binlor can also help to punch through Blasphemer's resistances. If you can't find Binlor or would rather worship another god, Bysseps is also great for that (although it interacts poorly with Mystera).

Winning this quest will unlock a new potion which gives you 3 indulgences.