1) Get items (Good Routing/Opportunity Cost)
2) Dodge and hit/punish boss (Boss Mechanics)
are the two things needed to master Nightreign. This guide doesn’t require specific spells, relics, RNG, or team compositions, to succeed or win consistently. It is also not just my opinion, rather it is knowledge I've compiled learning from other randoms and reading meta/Reddit, playing for 1000 hours. The first question new players ask is what relics they should use.
You don’t need crazy Evergaol, Invader relics, Spell Schools, specific team compositions, meta Nightfarers, or specialized builds like reapers. That’s not what’s going to contribute to your team DPS the most. Hitting the boss frequently is. Relics are included as part of this guide, as they make things easier, but you don’t need more than 6 useful lines. Only +40% damage from relics is enough at Depth 5 scaling.
When playing with random people, random relic RNG, random item drops, there are many things control, but if you understand the meta you can lead your trios and have a huge impact, and start your own 20, 50, 100, 200 winstreaks.
In Deep of Night, you need to get items before thinking about stacking damage from POIs like Evergaols. Getting items lets you stack damage. Focus on time-efficient POIs to get items for your team. Opening chests and clearing time-efficient POIs is more important for getting passives. More item opportunities = more damage and damage negation. Sometimes players get a few good items for themselves, tunnel vision that POI, when it's an accessory POI in Deep of Night, not a priority. Especially bad when their teammates might not have good items yet.
Knowing boss mechanics isn't enough, learning from your deaths and how to deal with certain attacks while in trios is needed too. that can change, you can carry sometimes, and you can consistently win. Don't have to follow the guide to a tee, but it should contain everything you need to get started, master, or enough to form your own strategies.
Much of the knowledge obtained in this guide was originated from other randoms, reading Reddit, watching videos, and taking feedback from comments (even hate comments). The rest was paying close attention to what was happening in each of my runs and watching other players. Instead of taking my words at face value, I've provided example clips from my runs demonstrate the points.
Videos clips are marked with parentheses like(Clip #1) or (Guide Video #1)- for easier searching.
(Guide Video #1)
The intention of this video is to be a shorter all-in-one guide. A shorter version of the next 3 videos. In this video I go over how newer, casual, or stuck players can improve I also cover important numbers/breakpoints for surviving getting one-shot, damage, what items to give to each Nightfarer, and the Core relics.
Another purpose of this video is to bring clarity to the numbers behind the meta because players may retire, while other players might start their climb in the future, without many hardcore players to help.
(Guide Video #2)
This video covers a lot of Boss Mechanics, Routing (Pathing), and general skills for trios. It was made before the DLC and was my first time making a guide video. I go in-depth into Boss Mechanics in particular. If you aren't here for Boss Mechanics clip analysis, you can skip this video now, but don't forget how important knowing certain Boss Mechanics is.
(Guide Video #3)
This video covers how to actually improve. And why you should focus on specific Boss Mechanics and Routing. Many players obsess over relics, but they are not that important. Boss Mechanics and Routing contributes to 80%, maybe even 90% of the success of a run.
When people look for help, the first thing people answer with is "What are your Relics?" The reality that the person seeking help, will not by fixed by adjusting a few relics. Especially not from Depth 1-3. Most of your damage and survivability come from good routing. Dying on a Nightlord plummets your team DPS for a period of time.
(Guide Video #4)
The end of my 70 Winstreak at Depth 5, with mostly randoms, and almost 1000 hours in the game, was a simple routing mistake. That should show say a lot on its own. I used mid relics with the core Wylder utility ones and some damage to try and prove a point. The video goes over an analysis of the gameplay of 8/70 of those games.
If you look at the scaling in Deep Of Night, it can help you make better decisions. For example, notice on the left that regular Evergaols and field bosses get a 65-80% HP increase for being blood/red. That's why Blood Ancient Beasts, Banished Knights, and Stoneskin lords are so tanky. Formidable ones only get a +15% HP increase.
The return on investment for your time doing the Red Formidable bosses can be much higher, if done at the right time. At the same time, they attack more frequently, and could cost you more time than just +15% HP alone, like the other Red bosses/mobs. Red Trash mobs give double runes and guarantee a drop. To get a drop in the base game you had to open interactables, chests, or kill special monsters. Your item pool potential has now increased if you kill red mobs.
Credit for table: https://docs.google.com/spreadsheets/d/1Yu1QWcDTBSIwx3NA9SuyrxqY7pCeE9jzzb9wcRInVJg/edit?gid=721645342#gid=72164534
The chart is above important to understand what you need to prevent getting one shot, how much damage you need, and which passives you should choose. Deep of Night is only a 1-shot fest if you choose to go glass cannon. I will start by analyzing numbers from Depth 4-5 as that is when the scaling becomes unfair (and as you can see in the chart). Depth 3 is pretty fair where you can pretty much run anything and be fine. Squishies start getting 1-shot often from there.
The number of times I got 1-shot 70 of games as Wylder at Depth 5 with 1355 HP?
0/70
The times were I got 1-shot were bad routing at Day 1 or I picked Libra's eventual greatness. You can also see the expedition in the video above - Guide Video #4.
You can make it so that you and your trio rarely get 1-shot by sharing items, good routing decisions, and/or passives from your relics. It is not a one-shot fest or damage sponge at Depth 4+. The game just doesn't tell you anything or guide your progression.
Below are some estimates you can use for survivability and damage. It's all estimations based on getting hit and watching my HP bar, analyzing 1000+ expeditions. The real number can be derived by seeing how calculating damage you take from your vigor bar, data-mining. Characters have slightly different base negations. Focus is on Depth 5, and lower depths later.
How much damage negation do you need at Depth 5 - Clip #1, Clip #5?
1200 Vigor + 40% Damage Negation as a melee at Depth 5.
Why this number? If you reference the chart above, bosses at Depth 5 do +231% damage versus the base game. This means they actually do 3.31x their base game damage.
These Nightfarers are close at lvl 15: Wylder = 1120 HP. Guardian = 1280. Raider = 1200. Executor = 1000. Undertaker = 1040.
Depth 5 Nightlords will deal 1500 damage on average per attack. They actually do ~1000-2200 depending on the type of attack, split physical/affinity damage. With 1000 being very light attacks like one slash from the Balancers. 2200 being attacks the Nightlord's heavy attacks & ultimates. Examples include: Dreglord's last phase transition with double explosion, many Everdark Gladius attacks, Everdark Caligo's armor phase transition. It is estimated after the Nightfarer-specific negations which slightly differ by a few percentages.
If the boss does 2000 damage, having 1 Damage Negation at Full HP +40% will mean it will do 2000 * (1-0.40) = 1200 damage to you
You can survive pretty much every hit at Depth 5 with those few exceptions doing slightly over 2000.
Should casters/ranged always go glass cannon then?
Depends on your preference. I recommend a hybrid build to start so that you can take hits, fail, learn boss mechanics at Depths 1-3. You will get severely punished for dying or losing at Depth 4-5. If you choose a hybrid build:
Depth 5
1000 Vigor and +40% Damage negation
Revenant 780 HP at Level 15. +40% Damage Negation at Full HP alone won't cut it for Depth 5 and at Depth 4. If you have +40% Damage Negation at Full HP & Damage Negation at Full HP +32%, that still might not be enough for the Nightlord ultimates/heaviest attacks at Depth 5.
2000 * (1 - 0.4) * (1 - 0.32) = 816.
816 > 760 HP = Dead.
On Revenant with 1000 HP, I don't get enough Damage Negation to avoid getting 1-shot on the Nightlord in
1/20
games at Depth 5.
It also doesn't mean as a glass cannon, that damage negation is useless. I also like to use bosses doing 1500 damage as a reference, as most of their attacks are around that range. Sometimes you might get hit by stray medium attacks, that do 1000-1500 damage, so having one Damage Negation at Full HP can still go a long way even with low vigor.
Depth 4
+30% Damage. Some Vigor/Negation +32% Damage Negation at Full HP to survive getting 1-shot. Not as much vigor as Depth 5.
Depth 3
+20% Damage. +32% Damage Negation at Full HP (isn't needed if you have 1000 HP) to survive 1-shots.
Depth 1-2
You're new learning the game, you will no idea what's going on. Just enjoy the ride! Defeating Enemies Fills Art Gauge is all you need to help you out, which I cover in the relics section.
How much damage should I have at Depth 4-5 from my relics?
Hybrid Builds: +40%
Glass Cannon: +60% - +100%. Realistically, +60% - +80% due to RNG.
*One thing to note, is almost all damage sources are multiplicative, not additive, so you will have more damage, the more you stack. But multiplicative is not exponential. And there are many many variables like how the fight goes, how often you punish the boss, that contribute to your damage.
4 stacks of Night Invader (+7%) is actually 31% damage, not 28%: 100 * (1.07)^4 = 131.
Isn't 1.4x Damage too low for Depth 5?
In the chart, Nightlord's have +116% HP. That means they have 2.16x their base game HP. At first glance that seems off. But 1.4x is enough because:
Most of your damage and survivability comes from items and passives you get from bosses/the expedition itself. The numbers below slightly lower than what you usually get in an expedition.
1 Everdark Balancer at Depth 5 Trios ~= 3200 HP - Clip #1, Clip #5
It may seem like you need to stack damage to one shot them, but it's trios, not solos. Your melee can whack it for 500-900 HP, another caster can do 1.3k, and you do 1.5k and it dies.
It can also be bad to have too much damage, because killing them too quickly will cause more another Everdark Balancers from the pack to aggro. If both of your teammates get downed you'll have to deal with 1 or 2 aggro-ing instead of 3. Damage can help if you don't know how to dodge the specific movesets. But if you don't have enough negation to survive one stray hit, the run could be over as well. It's a tradeoff.
Example 1 Fulghor Charged Lightning Spear
Revenant starting with +40% Damage (+21% from Night Invader at Depth 4-5, +19% from other lines). Being generous and assuming you don't get that many dormant powers.
Item Passives (4)
Improved Sorceries & Incantations (+8%), Improved Charged Incantations (+18%), Improved Affinity Attack Power (+8%), Improved Holy Attack Power (+12%)
Dormant Powers (3 Mini-Boss / Boss passives):
Improved Affinity Attack Power (+5%), Raises potency of sorceries and incantations (+7%), Raises potency of sorceries and incantations (+7%)
0.4+0.08+0.18+0.08+0.12+0.05+0.07+0.07 = +105% additive.
Charged Lightning Spear (Purple) = 450
450 * 1.4*1.08*1.18*1.08*1.12*1.05*1.07*1.07= 1167 damage. +105% is effectively 2.59x Damage.
*If you play Lightning Spear Revenant a lot, you will know that hitting Charged Lightning Spears is difficult on Fulghor. You can potentially do more DPS just using regular ones and not missing. Nightfarer mastery is very important)
Fulghor Lightning Resist = 1167 * 1.20 = 1400 damage
Skill% / Ash of War / Balancer Build / Melee builds can do more or as much as casters. The items from the expedition contribute the most. Running these two relics alone doesn't mean you'll do a lot of damage. Certain ash of wars may have a lower base damage than spells. Melees can also do a lot of damage with Melee attack power +15%.
Relics contributes to +40% Damage. Expedition contributes to +65% Damage.
Example 2 Heolstor Halo Scythe
Wylder/Duchess staring with 1.78x Damage from wearing Red and Blue Balancer relics (48%) and Affinity Up (30%).
Item Passives (5)
Improved Skill Attack Power (+21%), Improved Skill Attack Power (+21%), Improved Skill Attack Power (+18%), Improved Skill Attack Power (+15%), Improved Affinity Attack Power (+8%).
Dormant Powers (2 Mini-Boss / Boss Passives)
Improved Affinity Attack Power (+5%), Improved Affinity Attack Power (+5%).
0.78 + 0.21 + 0.21 + 0.18 + 0.15 + 0.08 + 0.05 + 0.05 = +171% additive.
Purple Halo Scythe = ~320
320*1.78*1.21*1.21 *1.18 *1.15 *1.08 *1.05 *1.05 = 1348 Skill Damage. +171% is effectively 4.2x Damage.
Heolstor Holy Resist = 1348 * 1.2 = 1617 damage
Relics contributes to +78% Damage. Expedition contributes to +93% Damage.
The actual number from an expedition can be higher. Your mileage may vary betwen runs/relics. You can hit 3000-4000 damage sometimes with or without specific buffs like Marais, Grafted Blade, Traces of Grace-Given Lord, Libra's Bone Plating, etc. Those are often present in clip farms.
Due to multiplicative damage, stacking damage is everything right?
I think this is a common trap many new and experienced players tunnel-vision on, which I try to from a lot of my guide videos. There are so many variables that contribute to damage to the boss.
If someone goes down, your total team damage drops significantly, by like from 100% -> 10%. Because when one teammate is occupied with reviving-> you take aggro while focusing on surviving. Sometimes team DPS will go from like 3000 DPS -> 0 DPS for 20-30 seconds period.
How frequently you hit / punish the boss matters a lot. DPS = Damage Per Second. If you're glass cannon, and not as familiar with the boss, you may be doing 0 damage if you're dead. Same goes for any player. If you play more cautiously because you can't afford to take one hit, you may be doing less damage than someone who's hitting a lot, being aggressive, and can survive.
Utility Effects / Defeating Enemies Fills Art Gauge / Ultimates often get overlooked. The expedition itself (Day 1 Boss, Day 2) can be difficult. Those utility relics can save you more of your team's limited time by providing i-frames, easier damage windows, help with reviving, recovering from bad routing /early game, etc.
The actual damage you deal to boss might look like this:
Recluse (40%/100% of Total Damage dealt to Fulghor)
Ironeye (35%/100% of Total Damage dealt to Fulghor)
Wylder (25%/100% of Total Damage dealt to Fulghor)
1 Death = Fight Extension for 20-30 Seconds
If Recluse gets downed every time Fulghor aggros her, she could do 20% of the Total damage in the fight instead of 40%. She will also extend the fight by 30 seconds or a couple of minutes. Same goes for any player. If Wylder goes down, the Recluse can't attack as aggressively.
If your entire team is skilled glass cannons, and understand boss mechanics, and never get down, then you can speedrun the Nightlords and speedrun the bosses. But we're human, everyone makes mistakes, and glass cannons are a bit more affected by RNG.
My personal play-style uses a hybrid build in #1 instead of #2:
1000 Damage per cast. Don't get 1-shot.
2000-3000 Damage. Get 1-shot most of the time.
As long as I don't get one shot, I can farm my ultimate and revive new players/experienced players almost forever.
I advocate for hybrid builds when learning from Depth 1-4. I use hybrid for 95% of my games and never switched off due to my preference. I also get to improve my Boss Mechanics because I can take a hit and easily adjust multiple times during a match. If I don't get 1-shot, I'm gonna be a lot more confident and have higher uptime on my DPS and punish windows.
However, if you run a hybrid or vigor build, and don't punish the boss aggressively, you could up contributing worse than someone who runs glass cannons and dodges most attacks. Even then, getting downed is so punishing, that probably won't be the case.
Glass cannon is perfectly fine too. But know the risk and opportunity cost of each type. If you go glass cannon, you are putting trust into your teammates to revive you if you mess up, but there's no guarantee they can handle reviving. You could end the fight faster if you don't get hit though.
I'm new, I don't have relics, what should I do for Depth 1-4?
Relics and these numbers are the least of your worries for these Depths, but you can kind of use scaling chart to derive the numbers from Depth 5. The guidelines I gave above in the Caster are not that much different because the boss HP is lower. The amount of damage you get from the expedition is roughly the same as Depth 5 if playing optimally. But probably a bit worse since you'd be a newer/casual less efficient.
Once you have a core 6 useful lines for your Nightfarer, you've already gotten 15% out of the 20% overall impact that relics have on runs.
The first thing I want to mention is that a lot of experienced players forget about when giving advice for getting unstuck- is forgetting context of what a newer/casual player has, knows, and how they can perform compared to what they had. This is especially prevalent with Relic advice.
If you never play with randoms, you may be missing out on a lot of learning - Clip #11. I often see Reddit posts about how some couple or group of friends is struggling to progress. In - Clip #11, the duo I played with, spammed Evergaols, skipped Castle, didn't bring the Less Likely to Be Targeted with to Libra, and they were perma-downed. After they played with me and I pinged the passive multiple times, they might've learned from me. This was also how I how I got better- learning from randoms to be able to make this guide. In order to solo ED Libra at Depth 5, I lost to him several times before. I noticed other experienced players staying alive forever by taking it slowly in a chaotic fight.
When Deep of Night first released, many experienced players/advice givers had around 100-200+ Hours in the base game before starting Deep of Night. You or a newer/casual player probably dont. That means we had time to mess around with builds, play all the Everdarks, figure out the meta, struggle, most importantly, learn Boss Mechanics.
A newer player can complete all the base bosses and Everdarks in under 20 hours. Then you'll likely jump straight into Deep of Night (I would too).
I will recommend starting with a hybrid/utility relic build with core 6 lines, and not obsess over them until Depth 4 at least. So you can get hit, struggle, and learn (and then be ready to fight any boss and aura farm). Your relics will not be holding you back.
Once you understand that Routing and Boss Mechanics which are responsible for 80-90% of the success and ease of a run, you can work with pretty much anything at any Depth. If you want big numbers as a Glass cannon, it's fine, but understand the risk, with less opportunities to fail/learn.
Depth 1 (Newbies/Quitters)
This is where there's no penalty for leaving or losing. As a newer player, I would just get used to the chaos and try to learn as much as you can. This is where you will get familiar with Red mobs and how important items are.
1. You can get an item with a passive from killing a red trash mob now.I recommend doing this during the mid game when you have some items.
2. Defeating Enemies Fills Art Gauge will help you and your team with clearing those difficult red mob POIs and dealing with dying a lot. This relic has the is just as effective if not more effective at Depth 5.
Depth 2 (Quitter Galore. Gain Experience for Duoing/Soloing)
The penalty for losing small, so there's a high chance especially on console you'll have players who quit as soon as something goes wrong on the first POI. There is none if you make it to the Nightlord.
Quitters are actually a genuine good learning opportunity which will help you later. Because in the future, at Depth 4-5, you may end up having to duo from time to time due to losing a teammate for whatever reason. And you're going to get penalized heavily. Probably didn't want that quitter anyway.
Relative scaling for Duos and Solo with poise is much lower than Trios. Duo bosses can die a lot faster with 2 skilled players contributing versus 2 skilled players, and 1 newbie. This means that a Duo run at Depth 5 Maris can take 1 minute to kill due to lower boss HP and much lower poise. A trio run at Depth 5 with the same players could take 3-4 minutes to kill.
Example:
Adel, Baron of the Night (Base Game)
Solo (1) = 150 Poise, 13140 HP
Duo (2) = 272 Poise, 26280 HP
Trio (3) = 500 Poise???, 39420 HP
Duos and solos are almost a different game mode because of the increase in boss and trash mob aggro. Can't distract the boss, while another revives. This is also a good opportunity for understanding how to dodge boss attacks and even trash mob attacks like the crucible knight, with little penalty.
Hello, again, it's Defeating Enemies Fills Art Gauge. It's here to help a bit with all three of those above points which you can see in every single. I highlight it in particular in a Duo Balancers Full run in - Clip #32 .
Depth 3 (Difficult, but fair)
Most players stop quitting around Depth 3, or stop playing. A lot of casual players stay here, or players get stuck between Depth 3-4. It's also a good stopping point for casual players. It's the game mode where I'd be comfortable running silly builds.
Squishy Nightfarers start getting one shot here. Dark Night of the Fathom and damage negation will help. I still recommend some at this stage so you have room to fail and can learn how to dodge enemy attacks by failing to.
This is the last chance you will have for a "fair" game mode for learning Routing and Boss Mechanics. The penalties for losing are tough , but it is way more fair and forgiving than Depth 4-5. You can still learn or brush up on a few at Depth 4-5 with enough negation and vigor though.
Depth 4 (Hell)
After you make it past Depth 3, you will now get destroyed if you didn't focus on developing your fundamentals with routing and boss mechanics. This is also a good stopping point if you'd only like to play casually. Bad relics will not be holding you back at Depth 4, but you should have a few okay ones to work with now.
Depth 4 in particular is difficult because
Damage dealt from bosses jump significantly from Depth 3 compared to Depth 1-3. In order to survive getting 1-Shot now, you need 1 Damage Negation at Full HP and a little bit of vigor or more negation somewhere else.
Day 1 Loss = -600. NightLord Loss = -400. Regular win = +200. Missing Map / Unknown Boss = +300.
Because the scaling was more "fair" at Depth 3, you could make it all the way into Depth 4 with mediocre fundamentals. If you don't have an understanding of the meta, you'll now die more often, if you path badly and don't share items, the runs become way more difficult.
Depth 4 is notoriously known to be "harder" than Depth 5 due to the experience of people you will be queuing with, including yourself. You will most likely get queued with other players who have just reached Depth 4 or are stuck with under 300 hours in the game. In Depth 5, you might get at least one player who has 800+ Hours and can impact the run significantly. That doesn't mean you can't trust your teammates on a basic level.
You'll notice in my videos I'm constantly checking the passives of my teammates. Because if you read the damage section earlier, your other two team members will likely contribute something. They are in the same Depth as you. But it will be way more difficult if they couldn't find a weapon, passives that prevent them from getting one shot, or are needed for their Nightfarer. This is a solo-climbing and aura farming guide, but you have to help your teammates and not be fully selfish. Helping your teammates makes it easier for you too.
Depth 5 (Don't expect to make it here until you have least 300-400 hours of playtime)
Don't be discouraged if you have more hours and aren't in Depth 5 either. This is more of a warning. Depending on whether you've found useful guides or play with only your friends, you may not have the knowledge or enough experience with boss mechanics yet. If you are thinking about going further, 300-400 hours is roughly the minimum hours of effort someone needs to play. This guide will help you find ways to improve, but it won't help you with giving you much experience and learning from your losses.
You can also still make mistakes in Depth 5. You can still tank hits, but the requirements are higher. As Recluse/Duchess, you might want to go glass cannon, but it's perfectly fine to do hybrid builds.
It is also not always an easy path to 9999. I got Depth 5 Everdark Libra 3 times in a row, deranked to Depth 4, 3 times in a row. Then I slowed down my fight and started solo-carrying Everdark Libra. Struggling through Depth 4 will help a lot with Depth 5 as it's not too too different, and you will be queued with more experienced players (not guaranteed).
Depth 5 is not "free" because:
If running a Glass cannon build, you will need 2 Damage Negation at Full HP to survive getting one shot as a caster. At Depth 4 you usually only need one. That means you are subject to more RNG as well. One will protect you somewhat but barely. Remember the average 1500 boss damage break-point I mentioned.
The players you queue with including yourself, may not be fully prepared for Depth 5 . In a lot of videos random trio could look like this
~300 Hour Newbie (You).
~500 Hour Player figuring it out, but can't carry much.
~800 Hour+ Player who can pull above their weight, but can't be perfect all the time.
The penalty for losing is extremely high. Even though you might win more with randoms, a loss is harsh. -800 from losing to Night 1, -600 on the Nightlord.
Beyond Depth 5 / 9999 (Aura Farming)
There is potential to climb beyond Depth 5 - 9999 by learning how to solo-carry (teaching/helping friends/randoms) every game.
Reaching 9999 still doesn’t mean you have fully mastered the game and have nothing to learn, you can still learn to hard-carry and aura farm.
I got an extra 300-400 hours of fun doing self-imposed challenges and helped some randoms along the way.
You can also start a new save, try a new Nightfarer, 0-9999 again, go for 20+ winstreaks. I played Revenant for 777 expeditions until I tried Wylder. I thought he would be boring, but I had a blast using any weapons, taking aggro, mobility, survivability, and of course, aura farming.
Know what items and passives your teammates are looking for, and share them. Take a look at their items every so often, and check their relics at the beginning of the match.
If you don’t help your teammates get what they need, they may become useless in fights and drop your DPS significantly more than any other relic or item would give you. Some might have the playstyle altering relics as well and have different needs. Revenants may struggle to get the right incantations due to RNG even in trios. But with the Strength relic, they can still contribute a lot using skills that scale on Strength we like Golden Land, Bubble Shower, Fire Candlestick, Grafted Dragon, etc.
Melees want Damage Negation on Successive Attacks/Charged Attacks, so that they can DPS at close range without worrying about getting 1 shot. A Wylder can trigger a Successive bubble by just spamming his hook skill twice at an enemy. A melee with enough vigor is usually fine with one Damage Negation at Full HP, or even none, if they have vigor or a +60% successive attack bubble for one item (can stack with other rarities). A Damage Negation at Full HP can only go up to +40%, multiplicative for stacking multiple. *In the video I was trying to get the point across that Damage Negation at Full HP can only go up to 40% for one item, while successive goes up to 60% for one item.
A squishy character could need 2 Full Damage Negation at Full HP to survive in Depth 5 (or vigor to need less). Usually one is sufficient at Depth 4, or you can compensate by using some other passive help elsewhere.
Revenant/Duchess needs shards from Rises. A Recluse could use a Rise. Recluse/Duchess might not get a Shattering Crystal from the rise due to RNG, but you could get it for them.
An Ironeye/Executor/Guardian/Duchess/Recluse might want a smithing stone to upgrade his base bow, ailment katana, shield from blue to purple, shattering crystal for +20% damage over having a blue weapon. They could come across a better item, but if a mine on the way in routing, it could be nice for a temporarily damage boost. This can be done at the end of Day 1 or Day 2 in case they get a purple weapon earlier. You can also do it alone, but sometimes it's beneficial to help your teammates since the monster can drop a Red item.
A weapon drop that is not your classes’ dormant power, could still be worth taking, giving to your teammates. It could be a big power spike for your team, especially if the Nightlord is weak to it.
As a Revenant, you can drop your starting claws for your teammates to use for faster Revives. Other Nightfarers have a faster attacking moveset while benefiting from the increased revive damage. This is the fastest way to revive teammates in the game. Especially at 3 bars. Most people at Depth 5 nowadays don't bring them to the Nightlord, due to wanting to have keep one more item passive, but it is still extremely strong if you're expecting to carry as another Nightfarer. It gets used by a Wylder to save our run at Everdark Maris- Clip #15, 9:30.
Aggro switching - Clip #2
You need to be prepared for the boss to switch aggro. This can happen immediately when someone gets downed or when you do many hits/high dps to the boss. Even with a Less Likely to be Targeted +12, Heolstor/Fulghor would still do a 180-snipe to 1-shot the 3-Bar Ironeye.
Some players build muscle memory, prepare for the worst, by dodging even when they don’t have aggro. It helps prevent getting cross-fired by your teammate dodging into you, or large aoes. Doing this will lower your DPS, but for some attacks, it may be worth it.
Reviving the one downed player - Clip #4
When ⅓ of the players get downed, the person holding aggro should try and keep aggro and focus on staying alive, drawing the boss away. The other person without aggro on the boss, should start reviving the other player. While you are reviving your teammates, there is a very high chance the boss will switch aggro and start targeting you. Your other teammate who lost aggro, needs to pick up the slack on the revive, or if you’re good enough, you can revive while dodging.
If someone is really throwing, it might not be worth reviving them at all, and you might want to finish the boss instead. But if you can, try to revive them a few times first.
Reviving teammates while dodging the boss at the same time - Clip #2, Clip #3, Clip #4
This is a skill that requires knowing how to dodge boss patterns at a close range, under pressure, and can save entire runs. All characters have a way to revive their 3-bar teammates, but some have it easier than others. The revive bars do not scale linearly. You can charge your ult by attacking downed teammates.
TLDR: Only 40 revive damage for the first bar is needed. A total of 240 revive damage is needed for depleting all 3 bars. Credit: https://docs.google.com/spreadsheets/d/1w1qkrqrbp3uQ7d4MyYv4CYAWhKfanQnhI2hLf1Fkn6k/edit?gid=1667142776#gid=1667142776
Wylder melee 1 bar, ult 2 bars.
Duchess must melee 1 bar, invisibility lasts for 2 bars of melee.
Raider ults for 1 bar, melees on Totem.
Revenant can use summons and melee, ult both teammates at 3 bars with decent range, or drop the claws for other characters to use for the fastest melee revives in the game, due to her special/limiting moveset.
Guardian has a shockwave relic and his ult picks up both at 3 bars.
Recluse ult is weak, only does 1 weak bar, but has extreme range. Spells, or even melee for the rest. The i-frame for your ult doesn’t last long and you can die while in animation. Cannon of Haima helps, but is RNG. If the boss is low enough, it may be better to solo the boss since she has high DPS.
Ironeye can ult for 2 lower bars at range, usually complement range/mark/melee.
Executors can melee for however long, ult for the iframe which does damage on activation/heals to finish off the bar, or spam shout.
Undertaker - holding down the skill button while having a fully charged ult = auto-dodge for the duration. Enough to get maybe 2 bars
Scholar - Activate Ult. When hitting linked enemies, it will also damage/revive teammates who are downed.
All ranged characters should try and learn how to dodge bosses at close range, so that they can revive their teammates while being under attack if needed. You get less room for error in Deep of Night over the base game, so this is why supplemental guides can help you with that if you don't want to do regular runs. But simply knowing them won't be enough to master them and the variables in trios.
Turn off camera lock-on when reviving teammates. Keep an eye on the boss while reviving - Clip #2, Clip #3, Clip #4
You'll probably notice that I do this often in the below aura farming clips. It pays off to watch the boss while reviving, as the aggro can switch to you.
Play the character you are most comfortable with instead of trying to “balance” the team comp.
The most broken team composition in DPS right now is Ironeye, Duchess, and Recluse. It works in Depth 5, because you can’t afford to get hit much anyway with enough damage negation. Throw in a Wylder and you have a "balanced" /solid team. You don't need a x y z comp with x y z characters for any bosses. Everyone can do damage, even Guardian. People get hit all the time in Depth 5. You can climb by playing only one character to 9999, but you need to know the limits, needs of your class, your team, and the bosses. If you don’t main Ironeye, Duchess, or Recluse, there’s a pretty good chance you’ll get some okay damage comp (Wylder, Executor, Revenant). Still perfectly fine.
The only "exception" is people will swap to Wylder/Ironeye specifically to counter Everdark Caligo's frost ultimate, as you lose resistance each time the frost from the ultimate triggers, Cancelling it means you don't have to burn heals - Clip #20. You can go without cancelling it, even at Depth 5.
The easiest way to counter Everdark Caligo is to simply have everyone apply a lot of fire, because it will break her stance and break her armor which will do a ton of damage on its own. I've won plenty of games on Everdark Caligo without those two characters, and/or those players miss the cancel. Fire gets a +35% damage bonus on Caligo. That means if you're an Ironeye, you might be better off using Vyke's War Spear, or use a Firebow to target specific parts of Caligo's armor. Players will call this fight a DPS check without Wylder and Ironeye, but it's mostly a Fire application check.
There's nothing wrong with being a flex/balanced player either. Character mastery can make a huge difference though.
A good Guardian can find ways to survive affinity damage while hitting the boss frequently.
Dagger Duchesses can do 300-500 damage per swing. But the catch is they have to avoid getting downed at all costs, while having a high uptime on their attacks, to make their builds effective. A dagger Duchess can do a lot of damage, but it can be risky since you are close range.
"My randoms are griefing/quitting/disconnecting". Common issue at lower Depths, but you probably didn't want them as a teammate anyway. Although you are getting griefed, duoing can be a blessing sometimes as the scaling is easier. But dealing with aggro and reviving is much harder. That's why there's 3 bullet points on teaching how you can revive teammates.
Duos means more boss aggro pressure, but take that opportunity to learn how to dodge the bosses due to the increased aggro, especially at lower Depths, where it's less punishing on losses and bosses do less damage. There were some games I hoped my random wouldn't come back because the Nightlord fight became that much easier.
Example: Dual-Greatsword Duchess with Blue weapons, Revenant (Me) with a blue Black Flame, no damage negation. We still won a Depth 5 Everdark Adel Fight - Clip #26.
A lot of boss attacks have lingering aoes, effects, elements from their attacks, that will damage you if you don't avoid those. Examples are
Everdark Gladius's fire, Adel's Lightning chomps, Adel's diving ground shockwave, Heolstor's darkness goo, Fulghor's goo, etc.
These effects can be even more dangerous when playing in trios, even though you might not have aggro, you could get hit by them. I try dodge them often in the Everdark Gladius videos I included. Some of them can be difficult to spot too.
To know what items you should give your teammates, you should check their relics at the start of a match and their inventory during the run. Some people noticed my habit of constantly checking my teammates inventories even during a boss fight. That's because I want them for them to be able to survive 1 hit, if possible. It is my #1 priority. As well as increasing their damage.
If someone's using Balancer relics, they probably want to use items with good ash of wars or Improved Skill Attack Power. If someone's spamming Rivers of Blood/Corpse Piler, Successive Attacks Negate Damage will make those melees tanky. I'm not including the Increased Maximum HP passive here as it's good on everyone. Many players don't know how much HP they need as covered in the above numbers section.
Wylder
Negation Priority
Successive Attacks Negate Damage (Can be triggered easily with two claw shots or Dual-Wield/Jump attacks)
Improved Damage Negation at Full HP
Taking Damage Boosts Damage Negation
Dmg Negation Up upon Landing Charge Attacks
Damage
Improved Melee Attack Power, Improved Physical Attack Power, Improved Skill Attack Power, Improved Jump Attacks
XYZ Follows Charge Attacks that Land
Ironeye
Negation Priority
Improved Damage Negation at Full HP
Successive Attacks Negate Damage (Melee Ironeye, or Skill Usage)
Less Likely to be Targeted
*XYZ Upon Precision Aiming. Anyone can use a bow with precision aiming. Two-hand the bow. Hold LB/L1 to precision aim. Mine is binded to a different button.
Damage
Improved Ranged Weapon Attacks, Improved Physical Attack Power, Improved Skill Attack Power, Improved Melee Attack Power
Duchess
Negation Priority
Improved Damage Negation at Full HP
Successive Attacks Negate Damage (Melee Duchess)
Less Likely to be Targeted
Damage
Improved Sorceries, Improved Magic Attack Power, Improved Charged Sorceries, Improved Affinity Attack Power, (Improved Holy Attack Power for Halo Scythe builds, etc)
Improved Skill Attack Power, Improved Melee Attacker Power, Improved Physical Attack Power
Recluse
Negation Priority
Improved Damage Negation at Full HP
Less Likely to be Targeted
Damage
Improved Sorceries, Improved Magic Attack Power, Improved Charged Sorceries, Improved Affinity Attack Power, Improved Incantations, Improved Charged Incantations.
Executor
Negation Priority
Successive Attacks Negate Damage (Rivers of Blood / Dual-Wield)
Improved Damage Negation at Full HP
Taking Damage Booosts Damage Negation
Damage
Improved Skill Attack Power, Improved Melee Attacker Power, Improved Physical Attack Power, Improved Affinity Attack Power
Revenant
Negation Priority
Improved Damage Negation at Full HP
Less Likely to be Targeted
Damage
Improved Incantations, Improved Charged Incantations, Improved Affinity Attack Power, Improved Lightning Attack Power, Improved Fire Attack Power, Improved Physical Attack Power (works on Beast Claw)
Raider
Negation Priority
Taking Damage Boosts Damage Negation <---- This is extreme priority for Raider. Hopefully you don't need me to explain why! But it's especially important at Depth 5 with enough vigor.
Dmg Negation Up upon Landing Charge Attacks
Successive Attacks Negate Damage
Improved Damage Negation at Full HP
Improved Damage Negation at Low HP
Damage
Improved Melee Attack Power, Improved Charged Attacks, Improved Physical Attack Power. Improved Jump Attacks.
*XYZ Follows Charge Attacks that Land. Raider can do a lot of damage with no damage ups in his kit at Depth 5. Running full vigor is like his best build because he can dish out a ton of damage, poise break, take aggro, etc. Passives picked up in the expedition help him out. Some damage ups can be helpful, but you'll see a lot of Raiders in my videos be very effective without many.
Guardian
Negation Priority
Successful Guarding Ups Dmg Negation
Taking Damage Boosts Damage Negation
Improved Guarding Ability (Reduces Stamina consumption from guarding)
Improved Holy, Lightning, Fire Damage Negation (Affinity Damage Negation or specific Shields)
Improved Damage Negation at Full HP (Only if everyone else has one)
Successive Attacks Negate Damage (Shield poke build)
Damage
Guardians can absolutely do damage while taking aggro, and the difference between a good and bad Guardian is night and day. Good Guardians do damage while drawing aggro. Either from Shield Poking or Guard Counters.
Most players struggle to play him well to get the damage output needed in Deep of Night though. You can feel the difference in routing during the day if they aren't contributing much. It's more important for him to pick up those survivability negation passives though. If you struggle with Guard Counters, Shield Poking is highly effective for both aggro and damage output. In order to get a Guard Counter you need aggro. Draw Enemy Attention Upon Guarding is important, but hitting the boss is important as well.
Improved Guard Counters (these build can do a lot of damage IF the Guardian is actually taking aggro). Improved Physical Attack Power, Improved Melee Attack Power. Improved Skill Attack Power works for Balancers, but playing Guardian without drawing aggro for your teammates is not for the weak.
Undertaker
Negation Priority
Successive Attacks Negate Damage
Improved Damage Negation at Full HP
Taking Damage Boosts Damage Negation
Dmg Negation Up upon Landing Charge Attacks
Damage
Improved Melee Attack Power, Improved Skill Attack Power, Improved Physical Attack Power, Improved Affinity Attack Power.
XYZ Follows Charge Attacks that Land
Scholar
Negation Priority
Successive Attacks Negate Damage
Improved Damage Negation at Full HP
Improved Skill Attack Power, Improved Melee Attack Power, Improved Physical Attack Power, Improved Affinity Attack Power. Bleed, Frost, Rot, or Poison weapons.
(Clip #1) - Full Run with Live Commentary (Everdark Balancers)
Everything I cover in this guide is used in this run. Routing, Boss Mechanics, and even the Top 3 Relic lines in my priority list, are used by all three players. There were no special performance or clutching needed for this run. This is one of the many the runs where almost all of the concepts written this guide are derived from. I also have really bad gameplay as it was one of the first times I was doing a live-voiceover.
But it's still an easy win anyway. I get enough damage negation as Revenant and learn/figure out how to take Worm aggro and dodge it- at Depth 5.
(Clip #2) - Aggro Switching
A really old video when Deep of Night first released. But it covers one of the most important skills to learn in Duos/Trios. One of the rare non Depth 5 videos in the guide, but could be useful to get an idea of scaling differences.
(Clip #3) - Reviving Teammates while Dodging Boss and Camera-Lock Off
(Clip #4 ) - Reviving teammate while boss switches aggro
Everything you do in this game takes time, no matter how easy the POI is. There is an opportunity cost, not just with time, but with drops/passives.
You have 4 minutes and 30 seconds before the first circle starts closing. Traveling takes time. The 30 seconds or minute you take greeding for a 3rd flask could’ve been used for another POI or two instead. Depth 5 players still struggle with optimal routing. Depending on your team composition, spells, skill level, and relics, you will do more or less damage and have to adjust/avoid certain fights. If we’re Guardian, Wylder, Revenant, I’m probably not gonna try to fight the blood magma at castle wyrm unless we all had bleed weapons or crater.
Circle Time Limitations
4 minutes and 30 seconds before the first circle starts closing.
3 minutes for the first circle to fully close.
3 minutes and 30 seconds before the second circle starts closing.
3 minutes for the second circle to fully close.
14 minutes per day in total.
There are set seeds/maps/poi placements in the game, but you don’t need to look at the seeds to master routing. https://www.nightreignmap.com/en.
You can get to level 15 every single game in any seed without the map, following a general formula. It’s still possible to kill ED Gladius at level 11, but reaching level 15 without the Crucible Knights runes, is a good indicator of efficient routing. It’s also a sign that your team had opportunities for getting good items/passives. If you’re not ending at lvl 15 almost every game, then you can improve your routing, and you are likely missing opportunities for good items.
Think about the time you spend at each POI, and whether the rewards were worth your time.
Focus on clearing hotspots POIs like Night Invader Camps and Castles with very high chances or drop opportunities to get Damage Negation first, then stack damage or pick up damage passives after. Also think about how much time you’ve spent already before the circle starts closing. It might be better to clear nearby POIs instead of backtracking. Take advantage of the Bird/Eagle Gliders. I use the same formula every time, with slight variations. POI priorities change based on where the Night Invader camps spawn. Maybe there will be a new meta, balance change in the DLC, or something I don’t know about that will pop up on Reddit in the future. I’m still improving my routing even after all these hours of playing.
If you want example videos, I use the same formula in my full runs.
Clip #1 (Routing for Trios). I timestamped everything about routing using the formula and getting items.
Clip #27 (Trios Map, no commentary) 03:29. Post-expedition map only. Has evergaols.
Clip #31 (Routing for Solo runs, base game, colossal sword Revenant)
Clip #32 (Routing for Duo runs - due to quitters/disconnects)
This routing formula is used in nearly every Depth 5 game with the base castle map. The only exception is when the Castle gets cut off on Day 1, so the next best thing is hunting any minor POIs with a lot of item opportunities red mini-bosses, chests, and trash mobs. Campsites, Marshes, Great Forts, etc. Only 2 Flasks are needed to succeed at Depth 5. 3 is only if it's super convenient, not worth going out of your way unless it's on the way of this formula
Day 1. Base Camp -> Level 2
Cathedral/Fort -> Level 3
Night Invader Camp if accessible by Bird -> Level 6. The only time where a Night Invader isn't worth going to, is if it's in the complete diagonal/other side of where you spawned on the map. 1 Flask/Church if on the way.
If it's a difficult Night Invader Camp one like a Marsh or Redknight Mane camp, you can do a Ruins/Cathedral/Fort/Camp -> Level 5 first.
Level 5-7 -> Castle Basement Boss
If the Castle Basement Boss is a difficult Red Boss like Red Royal Revenant, Red Wolf, Bell Bearing Hunter, then you can skip to #5 for now and return to later. This is an important POI because the dormant power has a higher chance of dropping whatever default "Dormant Power Discovers Weapon" your character has or relic.
Clear Castle Dormant Power Banished Knights/Trolls/Crucible Knights -> Level 9-12. You can actually do this before Step 4, and often it's better/easier than #4 when #4 is a Red Boss.
Level 9->12. Any POI. After clearing castle dormant power Night 1 Boss, you can clear any POIs like Mini-bosses, Cathedral, Forts, Ruins, Campsites, and Evergaols while on the way to the Night 1 Boss.
One special tip is that if you need "Less Likely To Be Targeted" for ED Libra, you should target Ruins and Campsites because they have a lot item opportunities from chests in/underneath them, as well as Red Trash mobs.
Night 1. If you have Defeating Enemies Fills Art Gauge, you can charge your ultimate on the way and during som fights
Day 2. Level 10+. The #1 priority after killing the Night 1 Boss is the second, or any leftover Night Invader camps.
Why? Because your team is limited on time for the First circle. It could potentially cut off the Night Invader camps. You can do any other POI as there are many Evergaols and bosses spread around the map. But the Night Invader camps are randomly selected, so they are first priority.
Level 10-15 (Flexible). Target Formidable Bosses, Finish Castle, Mini Bosses, or any POI with Red mobs. Camps with a lot of red trash mobs, mini-bosses, and chests are just as valuable as they were after clearing formidable bosses. 1 Flask/Church.
Night 2
Core Formula (With Details/Reasoning)
Base Camp -> Level 2.
If you have Revenant, Recluse, or Duchess, you need to go to a nearby Cathedral/Fort/Sorcerer Rise and get spells for them. Clear some extra mobs, red mobs as well for good passives. Pick up a stonesword key -> Level 3.
Evergaol? No, skip them for now, avoid doing them at level 2-3. I recommend to avoid doing one at this point, as they can waste time. The best time to do them is at the end of Day 1 or end of Day 2- after you fill your inventory with items.
Another reason why I prefer to skip Evergaols early, is to account for the seeds where the first circle cuts off the castle, due to the 4 minutes and 30 second time limit. Everything you do takes time, traveling, the Evergaol fight itself. When you have 4 minutes and 30 seconds, time matters. You are also gambling on the Evergaol being an easy one. If If you save Evergaols for late Day 1 or Day 2, you can clear extremely quickly, no matter which boss you get, for much less time with an inventory full of items.
Clearing other pois/finishing castle on Day 1 gives you a lot more for your buck, and your casters needs items. You may not be able to use the blue items yet, if you didn't kill trash mobs to get to lvl 3. One camp can give you 10-20x drop opportunities which is more important early game, and finding damage negation. Doing difficult Evergaols can cost you a ton of time, it's not worth it. Just because you have a key, and it's on the way, doesn't mean you have to open it and check. You might lose a key. You might not be able to path back to the ones you open, nor is it worth routing back to. They're still good at the right times. Not always the end of the world if you do an Evergaol at lvl 2-3. People will commonly do an Evergaol at these levels. Certain characters are extremely good at early-game Evergaols a Frost/Bleed Executor.
The ones worth doing this early would be Grave Warden Duelist, Bloodhound Knight, and Omen (including blood versions). If it’s anything besides those 3, try pinging away, and potentially, abandoning your teammates, and start clearing towards the castle. Hopefully they’ll realize it isn’t worth doing at lvl 2-3. It would be better for you to solo an easy POI for your team, join them later, than to stay and fight the Red Banished Knights.
If you take the lead on pinging, you might not have to do that lvl 2-3 Evergaol fight. Watch out for other pings from your teammates, they could have a better or a worse idea.
Actual Step 3. If there is a Night Invader/Cataclysm camp in your half of the map, lure them out and kill them. Clear an easy camp/ruins/field boss or two while on the way. It’s worth it, most of the time you don’t even have to clear the camp. They take at most 1-2 minutes, for so many runes, chances at really good passives, and buff people with the relic line. You can even do this at lvl 2 or at the first POI you do. If you’re scared, then learn how to deal with them because they become easy to kill. This is where Defeating enemies fills more of the Art gauge +0/+1 comes very handy. You can kill some trash mobs to charge up your ult before killing the invaders Pick up 1 Church/Flask on the way before going to Castle if it’s worth it. Certain characters like Ironeye or Recluse/Duchess may want to go to the mine for a purple smithing stone. It’s a 20% increase in damage from blue to purple, assuming they don’t get better weapons later on. That can also be done later -> Level 5-6.
Castle. The castle is very good for Rune/Reward/Chest Density. You want to hit it on Day 1, 90% of the time, be near it , or start it before the first circle starts closing to avoid being cut off from it.
If you are running late, and the circle completely cuts off the castle, it’s okay to do it on Day 2 instead, just speedrun easy POIs and Evergaols in the circle. It’s a valid strategy to not even do the Castle sometimes, but keep in mind you could give yourself less opportunities for big chests, items, and are susceptible to backtracking back to places you’ve already cleared, based on where the circles end.
If the basement is a difficult boss like a Blood/Red Wolf, Bell Bearing Hunter, go kill the Trolls/Banished Knights/Crucible Knights first, focusing on the ones that give dormant drops first. They are much easier to kill and can give you an early game power spike Those castle mobs are very valuable runes and drops for time. Clearing the ones that don’t drop anything usually aren’t worth your time with the circle/time limit. Open the 9+ chests around the castle -> Level 8-12.
On your way to the Night 1 Circle, you may be able to clear an easy POI before the rain gets to you. You may be able to greed in the rain, but if you all die outside of the circle, as the circle reaches the final perimeter, you may just lose the run outright and won’t be respawned. If you are in the rain for too long, you won’t have the flasks to help you easily clear the first boss. Sometimes one POI is enough, you don't need to squeeze a second in the rain. You can suicide outside the circle for a flask refresh, but you need someone alive when it is almost done closing, or the run will end -> Level 8-12.
Night 1 Boss. Learn the boss's mechanics, no more face tanking allowed. Learn aggro switching. Learn to revive people while dodging. Boss Mechanics guide is down below -> Level 8-12.
Because you cleared the mobs with dormant drops at the castle on Day 1 for a ton of runes, you now have lots more flexibility of where you can go on Day 2. You don’t even need to go back to the castle. In terms of general priority, not accounting for proximity:
Night Invader Camps. You want to path for this in mind first, in case the circle cuts it off. It shouldn’t take much time. Skip fighting the camp’s boss if it’s time wasteful. Though it does give more runes and can also drop red items from time to time.
Blood Formidable Bosses -> Regular Formidable/Blood Mini Bosses -> Regular Mini bosses. You want to prioritize routing around Blood Great Bosses first. Yes they are slightly more difficult, but the runes/rewards are better. Some are not even that more difficult. Remember that scaling chart earlier? A Formidable Boss only gets a +15% HP buff when it is the Blood variant. Meanwhile, Evergaols and Field Bosses get a +65-80% HP Buff for being a Blood variant. Both of them are generally easy for a chance of red items, but the Formidable bosses are not that much harder for better reward qualities.
Evergaols (they are with doing now as you have a lot more items to deal with the hard ones, and can get +5% damage for each one with the relic).
One more flask/church.
Regular Camps (for Red Mobs and chests). These have a ton of opportunities for drops and are underrated in Deep of Night, still worth doing on Day 2. If you don’t have “Less likely to be targeted” for ED Libra or Damage Negation at Full HP/Successive attacks, you want to be killing as many red mobs and opening chests as much as possible. This becomes the main priority for ED Libra over Evergaols.
Doing those POIs in that order will get you around -> Level 14-15. You might be able to squeeze 1-2 more POI as the circle is closing, calculate the risk. Preferably don’t do it in the rain because you need flasks for Day 2 boss -> Level 14-15
Learn the movesets for Night 2 bosses, as they can be run-enders -> Level 14-15
The prime example for Noklateo is in - Clip #5. It is best to do 0-2 Evergaols, and maybe 1-2 Night Invaders for shifting earths. The shifting earths simply give you way more items and benefits to skip out on. Sometimes you might have to give up a Night Invader camp if it spawns too far away to deal with Day 1 or Day 2.
Do the shifting earths over more Evergaols or outside bosses, is because the circle forces you to path there, and you might waste time traveling and not completing POIs on your way there.
If you waste time on the base map, then you'll only be able to partially clear the shifting earths, which is a decent opportunity cost. The bosses are general densely packed with less travel time between them than the base part of the map.
The only thing different about shifting earths is Day 2 routing. It’s common to head for the POI when the First circle on Day 2 starts closing, but I often find it better to go slightly earlier. This is where finishing Castle Day 1 for the dormant drops is important, as it makes routing more flexible. Shifting earth images were taken from the Fextralife Nightreign wiki: https://eldenringnightreign.wiki.fextralife.com/Shifting+Earth.
If you see interactables (like corpses) in the POI, they may be worth checking as they have chances to drop legendary weapons, about ~5%. For example, the Ice Crystals in Mountaintops have an interactable that can drop those items. There are specific locations that are capable of doing so, but I'm not including those in this guide.
These are general guides for routing on an average run, you don't have to follow them exactly.
(Clip #5) - Routing for Noklateo
This video also supports the section above with Deep of Night Numbers. I learn how to take Worm Aggro at Depth 5 and no-hit the aggro after 3 tries. Due to understanding the numbers of how to not get 1-shot, I tank hits as Revenant, mess up, and then figure out my own way of dealing with worm aggro.
After the Night 1 Boss, finish up any remaining POIs needed. Try to head to the crater before the First circle of Day 2 starts closing. This is a general path. In order to fully complete this path and Step 4, you need a decent DPS party. If you cleared the entirety of the dormant drops in the castle on Day 1, you can try killing the Fallingstar Beast or Valiant Gargoyle. Likewise if you didn’t finish castle Day 1, and aren’t at least level 10 after Night 1, you can quickly kill the mobs at the castle for more runes before heading to the crater. Skip certain checkpoints if running low on time.
After the Night 1 Boss, finish up any remaining POIs needed, and try to head to the Mountaintop before the First circle of Day 2 starts closing. Although the mobs are easy, and the circle is in your favor for the Mountaintop, it’s better to go slightly early, so you can get through the Ice Dragon for a guaranteed yellow item. Same strategy as crater, wipe out most of the Castle Day 1, shoot for 10-11. Wrap up POIs and kill castle at the start of Day 2 quickly for dormant powers and leave before the first circle.
There is an alternate path which I didn't include in the drawing. At Step 3, you can go North to the Giant Crows, then to the Demi Human Sword Master, then to the Snowfield Trolls. This path is recommended for collecting Frostbite damage if you have this map with Caligo, or went early Day 2.
Head for Noklateo immediately after killing the Night 1 boss. That extra field boss or POI probably isn’t worth it. You should be around level 9-10, if pathed efficiently on Day 1 with Night Invaders. If tight on time, make sure to prioritize Astel for the revive/guaranteed legendary. Path 6 is a bit wonky. Adjust if you already have good items and are tight on time/are a low dps team.
You want to duplicate Damage Negation at Full HP, Less Likely to be Targeted (for ED Libra), after killing Astel. At Depth 5, having two Damage Negation at Full HP, is much better than killing all the remaining ~2-3 bosses after killing Astel. If your team is already kitted out, have high DPS, or need items, you can kill the Dragonkin Soldier first in Path 6, but that consumes time for duplication. The duplication room has a lot of mobs and clearing them can burn more time than you think. The circle might be closing in as you kill those bosses, depending on how much DPS your trio does.
*Note that there is a Mausoleum Knight with a dormant drop, and purple+ tier chest at path/arrow 3->4, which is not shown in this map
Like the Mountaintops and Crater, you want to ideally leave Castle before the First circle of Day 2 starts closing. If you already cleared Castle for the dormant powers, pick up any remaining POIs, and head straight towards the woods. Level 10 is enough. There's no point in clearing the any other mini or great bosses outside of the woods, unless there are no Blood/Red bosses in the woods. Target the Blood/Red great bosses or easy ones first. The Rotted woods are pretty flexible on routing, and there are many extra runes you can get from clearing the trash mobs.
Find the Favor of the Rotted Woods buff by process of elimination because you want to save time from having to go to the Fort/Location Reveal. The second circle generally closes in towards the middle of the Woods, slightly toward the south. While killing the bosses, you’ll be near ⅔ of the buff locations, so you’ll know exactly which location has the buff, and you can see it from a far distance. If you happen to walk near one of the locations earlier, before attacking the bosses right away, you can grab it immediately and save time.
"Is clearing the Fort worth it for the chance at a Scarlet Rot weapon?"
Maybe, if you brought a purple smithing stone with you, and it's Adel. You likely have good items from killing the bosses, and scarlet rot gets tougher and tougher to apply to the Nightlords anyway. Not worth the time where you can kill another boss instead.
The formula for Great Hollows at Depth 5 has already been solved, it has the potential to give you more items and runes than any other map. Because graces are less accessible in this map, Defeating Enemies Charges Art Gauge is a must have, even though consuming your flasks with the Crystal buff recharges your ultimate. There are also many clumps of enemies that can overwhelm you if you don't have aoe to deal with them.
The most important thing to know is that Divine Towers are no longer worth doing in Deep of Night, which is a contrast to the base game. In the base game, you could do them at level 9-10 and get to level 15 easily with some decent items. In Deep of Night scaling, they are extremely tanky and time wasting. They become a time trap much like Evergaols getting blood variants did. They don't give many items/passvies for the time spent.
In Deep of Night, items get buffed, can have great passives and you can even get good ones from regular trash red mobs, red mini bosses. To best set yourself up for success, you need to be getting the most opportunities for good ones, for less time spent.
General Routing Formula:
Day 1 clear easy POIs depending on where you are for lvl 5-7. Look for Crystal spawns to unlock the great Crystal. Clear the easy South Castle mini-bosses for dormant powers and avoid the tougher fights like Cleanrot Knights or Divine Beast warriors.
Day 2. Immediately beeline for the North Castle no matter what and clear as much as it as you can. The Day 2 circle can cut off the North castle, so it's important to extract as much value as you can, since you extracted some from the South castle on Day 1 already.
In Depth - Explanation/Reasoning:
Focus on breaking Crystals Day 1 to unlock the Favor of the Great Hollow. Kill mini bosses/mobs/POIs, but don't over do it. Depending on the circle, it might be worth clearing the church for duplication or the West ruins, as that's a very easy way to get to level 8-10. You can clear few crystals on Day 1, focus on mini-bosses for levels/items, but this could potentially waste even more time on Day 2. You should have time to clear some of the South castle after, as they have some easy sewer/hallway mobs like Banished Knights, Omens, and Curseblades, and Hippos. Avoid fighting the high-poise monsters like Cleanrot Knights or the Divine Beast Warrior. You can come back to them later if the Day 2 circle closes on the south castle. The reason you should clear the South Castle first, always, is because of those low-poise, bleed susceptible mini bosses are easier to deal with.
On Day 2, focus on clearing the Castle at the North side of the map. There are so many mini bosses, great-bosses, chests in the castles which can also give you legendary items. They could be blood variants as well. It's important as you get as many loot opportunities versus 2-3 high grade/legendary items per tower which might not have good passives. On Day 2, if the circle closes on you, just take the teleporter to the South castle.
There are still Night Invaders in East Ruins, underground/South Church, Underground Ruins. They are still worth going for, especially if two are available. The chances for good damage negation passives is very high. But if the circle isn't in your favor, or you don't have spells/Defeating Enemies fills Art Gauge, then they are fine to skip. Some games, it's better to skip them for more loot/dormant powers from the castle because of difficult circle routing.
(Clip #6) - Great Hollows Double Castle Meta with bottom Spawn. Not perfect pathing now, but it was enough when it first released.
(Clip #7) - Double Castle Meta with Top Spawn. The top spawn is slightly harder, but is dealt with by using status ailments. Not perfect pathing now, but it was enough when it first released.
What if I told you can do 2x more damage to Animus in Everdark Gnoster, or that Melees can do more than Casters, by just learning 1 mechanic - Clip #8? Many Depth 5 players still aren’t aware of that mechanic as of this guide.
This guide does not cover all the mechanics and skips over many basic ones, but these are the ones most important ones I found off random Reddit posts and use, that might not be obvious to dodge by playing the game. I didn't even learn about that mechanic until Depth 4 even after seeing people attack Animus on solo videos. A Reddit thread dedicated to it reminded me of it.
Knowing 1 mechanic can save your runs, a team wipe, increase DPS, and save you from so much suffering/time. This is the boring part of the guide, but it is the most important part of the guide. Everyone skips learning them because they think they know them all already, or that they can't learn to dodge them. I included aura farming clips with them for entertainment, so that you can try aura farming as well.
1. Chris Chrass: https://www.youtube.com/@Chris_Chrass (All Boss attacks breakdowns).
2. Frame/Collider Data for Boss Attacks like Everdark Gladius's Map AOE/Transition move: https://youtu.be/zuS8ujML18o?si=FXgbTMGI0spf7tvz&t=788 by: https://www.youtube.com/@Babe1Babe2 (Helps with how to time your dodges, by understanding when the damage colliders appear).
Credit: https://www.reddit.com/r/Nightreign/comments/1pg7gtt/updated_boss_weakness_chart/
Having the right elements for the bosses can increase your damage way more than you'd expect. For example, Libra takes +35% more damage from holy, while only taking +20% more from fire. He also deals holy affinity damage from his sigil attacks. Holy spells can be even better than Frenzy weapons, which deal fire damage.
The weaknesses don't have to be followed to a tee. Shattering Crystal might not be effective on Gnoster (Moth), but it completely destroys Animus who has no resistances when it is separated. It does does fine against Faurtis (Scorpion). However, they can be a major part of the equation of your overall damage. Especially using Fire on Everdark Caligo to break her armor faster.
I could provide more examples at Depth 5 where people won't take weakness countering weapons which can make runs much harder or end in failures. I'm talking stuff Raider using bone fists with a bad passive on Everdark Gladius instead of Holy Claws. Those fists have a tiny range, which make it hard to hit Gladius. Players often don't think about small things like that.
*Note that Animus for Everdark Gnoster is not included in this chart. Animus has no Resistances and is vulnerable to any attack from melees and casters, but shares the damage negation of a bug when it possesses one of the them.
Everdark Gnoster
This boss can be a nightmare, if two people don’t know the fight. But it can become really easy knowing a few mechanics. Any character, including melees can do massive damage learning one mechanic. That mechanic?
Animus lands floats on the ground after casting her orbital laser attack - Clip #8 . All characters no matter what spell or weapon they have, can do massive damage to Animus in this 15 second window. It's okay if you can't due to the chaos though or have boss aggro. When dodging the orbital laser attack, you want to target your strafe to return back to where Animus was casting the spell. Don't do it if you have the giant laser. Be careful of aggro from Faurtis/Gnoster of course. Animus has no resistances when not possessing a bug, any character can do massive damage to animus with any spell or weapon.
There are other ways to damage Animus.
Hitting the model directly as it is possessing Faurtis/Gnoster (requires aerial projectile spells, certain items to be effective, short window)
Hitting enhanced Faurtis/Gnoster (there will be damage reduction on Animus). But you can proc bleed to chunk Animus while it is possessing one of the bugs - Clip #10.
There are also two main strategies for this fight.
Heavy DPS Animus, Faurtis, and Gnoster. Most players will use this strategy, but you have to know how to dodge every attack. Someone needs to know how to deal with aggro with Enhanced Gnoster. This is probably the more common method of fighting (or losing to) this boss, so don’t expect to always be able to do Strategy 2 which I find much easier. Unless you’re the lurer and your teammates don’t attack Gnoster. One benefit of this strategy is the other bug won't be revived for a while if you're able to kill both quickly.
Have anyone lure Gnoster (probably not Recluse/Duchess, so they can attack Animus), and never kill Gnoster. By never killing Gnoster, the lurer does not have to dodge Gnoster’s Enhanced regular homing missiles, which is a delayed attck. Your team doesn’t have to dodge the tracking missiles/ultimate. The catch is your teammates have to be comfortable fighting Faurtis only. They should attack Animus’s model during the possession window and/or after it lands on the ground. Or after the orbital laser attack. I prefer this strategy as I find it more stable, has less chaos, and you have to dodge less mechanics, but not everyone will want to do this strategy. Rarely does this ever happen when playing with randoms, and experienced players would probably prefer attacking everything.
Other Must-know Mechanics include
You can dodge the Animus’s orbital laser attack by regular sprinting (hold down dodge button) - Clip #9. You may need to conserve stamina for a few seconds if you have the aggro for the giant final beam. The final beam can be dodged without surge sprint, since the visual hitbox is a bit bigger than the actual hurtbox of the giant beam, which takes a bit to expand. If you conserve stamina, you can surge sprint away the last beam.
You can dodge Enhanced Gnoster’s falling rain attack, simply by regular sprinting back/to the side. You'll need to regular sprint either to the side or backwards, regular sprinting directly towards Animus will get you killed - Clip #9.
To survive against Faurtis, if you stay positioned by his tail, he can’t really harm you. To dodge the exploding red vines from enhanced Faurtis, you must wait for the particles/vines to travel to you, and then dodge, not right away when the ground gets highlighted. Move far away when he shouts.
(Clip #8) - Animus's 15 Second Damage Window
(Clip #9) - Dodging Gnoster's Enhanced Rain with regular sprint
(Clip #10) - Experienced random players (Wylder, 1200 hours) aggressively hunting down Enhanced Gnoster and stance-breaking it.
Only 2 Evergaols, 1 Night Invader, with Animus's Damage Negation while possessing Gnoster
Normal Gnoster
Have anyone lure regular Gnoster away from Faurtis in Phase 1, so you don't get cross-fired. It doesn't matter who it is. Even if you're the Guardian and no one else is, you can do it.
When combined Gnoster/Faurtis starts shouting charges at you, you can surge sprint the entire attack mid range without dodging. Once they charge past you, wait to recover stam and surgesprint again. If up close, dodge 2-3 times while sprinting to avoid the missiles from Gnoster.
When Faurtius goes underground and tunnels/charges towards you, you can just hold block with any weapon, and you won't get hurt. His tunnel attack does 100% physical damage, all characters, and all weapons can block the attack entirely. It'll just consume all your stamina and stagger you a bit.
*No accompanying video for normal Gnoster. I didn't save any unique runs. I also burnt out so I left a lot of the normal bosses without clips. It also helps reduce the guide length.
Everdark Libra
There are two ways to deal with ED Libra. The first is the easiest, but RNG dependent. This fight becomes trivial, solo carry-able, if at least one person has a passive of at least “Less Likely to be Targeted +9” - Clip #11, Clip #12.
Everyone should get at least +9. This makes the fight much easier. Don’t throw away the +6 you may find, as it would be worth combining with another +6. The condemned give up chasing you at +9 (they may aggro if you’re reviving someone). People with that passive can DPS Libra without worrying about the condemned. He uses a smaller moveset of his regular version. If you don’t have it, run, stay alive. You should run in case you need to revive your teammates later who are fighting Libra.
If someone does have the passive and you don't, your best bet is running for your life after a couple of waves when it gets out of control, waiting until the Riot phase, and then revive the DPSer with the passive if they mess up. If you play your life, your ultimate can charge, and the condemned won't be in the way of the DPSer.
At last resort, due to bad RNG, if you don't get Less Likely To be Targeted passives, you can still win. If your casters have good aoe spells (Mohg’s Spear), you can beat the condemned. Ifyou have confident melees with stance break, damage negation, ultimates like Duchess’s, and Defeating enemies fills more of the Art gauge +0/+1, you can kill all the condemned until the Riot phase.The spawns may get out of control, because you’re focused on dodging.
You’ll be attacking ED Libra a lot when the condemned are gone, so you can try to end the fight before it gets out of control or while it gets out of control. I’ve completed a few runs like this. Usually they include Mohg’s Spear/Duchess Ultimate, but those are not mandatory. Skilled players that know how to kill the condemned and survive is enough, but it's a tall order for random trios.
Without "Less Likely to be Targeted" - Clip #13. Your goal is to:
Kite the condemned. If you have a lot of DPS/AOE, damage negation, restoration, Recluse Cocktails, you can kill the condemned, but eventually they'll just be a waste of time and resources. Keep track of how much FP you consume doing this. Easier to do with a pre-made, but harder in reality with randoms.
Hit ED Libra once in a while (need to do this to end the fight).
Revive your teammates if they have Less Likely to be Targeted and are down.
Other Mechanics that are important to know
During the Day, your team needs to do everything in their power, opening chests, killing red mobs, focusing on Night Invaders, camps, checking merchants, instead of doing Evergaols or low-priority drop POIs. You can also get Less Likely to be Targeted by clearing any Field/Formidable bosses too. Unfortunately, your best chance at winning with the DoN scaling of the condemned, is getting at least one “Less likely to be targeted +9”. If you want to trio with a squad for more damage to burst the condemned, than you can do Evergaols on Day 2, but it's not mandatory, and having Less Likely to be targeted is just that much easier.
Take your time, it’s okay if your DPS is slow until the Riot phase. Ailments like poison and scarlet rot will help as well. It took several runs to slow down entirely and break my base game habits. Libra himself doesn’t have that many attacks. After the first Riot, the fight will go faster and become easier.
After attacking Libra enough times, he will go mad, and attack the condemned nearby. The condemned will also attack Libra. A Condemned Revenant can do 600-800 damage to Libra per lightning spear.
You cancel Libra's quadrant holy walls with certain ultimates like Ironeye. If you have Less Likely to be Targeted, it might be worth saving your Ultimate for emergencies/revives instead. A great time to cancel Libra's walls is when you are trying to DPS the condemned as a team.
Try luring Libra away from the condemned.
(Clip #11)- Extreme Carrying a Duo (16 Minutes) at Depth 5 ED Libra
The duo dropped multiple "Less Likely to be targeted" passives I tried to give them. We also have no items/damage negation because they wanted to skip castle and spam Evergaols.
This is also really good example of how playing with randoms can actually be better. If you only play with friends and never read guides, you might get stuck or learn slower. You never know what you can learn from your random. If they only played Duos together, they might never have encountered me and see me ping Less Likely to be Targeted like 10 times. Maybe they learned from this game. Much of what I know and what is this guide is the knowledge I've gained from randoms.
It also shows many players still aren't aware of how useful it is in Depth 5. I'm not mad at my randoms because now I'm searching for games like these as a challenge (to aura farm).
(Clip #12) - Depth 5 Everdark Libra - Revenant Hard Carry Example
It's not easy, but it's easier than it looks with enough practice and patience. Everdark Libra has a smaller moveset than his normal version. I lost to Everdark Libra at Depth 5 three times in a row before this run. Each run before it, I noticed that I could slow down my DPS to stay alive, and that he is easier to deal with than his regular version when you have Less Likely to be targeted.
My teammates also decided to both go Glass cannon, had Less Likely to be Targeted, but died often. In the end, they didn't do much DPS to Libra since they were dead.
(Clip #13) - Depth 5 ED Libra without Less Likely To be Targeted or "Damage"
Ironeye didn't contribute much in terms of damage in this fight even with "Less Likely to be Targeted". That's because he stopped proccing status ailments and shot Libra from so far, that his arrows only did 70-100 damage per hit due to projectile drop-off. I cheese Everdark Libra with Discus of Light which appears to not do a lot of damage. It starts at 200 per tick. But I do have damage ups, and its range, FP efficiency is enough to bring it to 400, or 800 damage per 3 FP.
Normal Libra
Most people know how to fight Normal Libra, but I still find teammates that 3-bar a lot in the fight, due to the punishing damage/scaling with madness and attacks. When Libra becomes enhanced after meditating, he can actually catch your team off guard by spawning a bunch of sigils and projectile sigils which rotate fast and kill you with madness buildup and multi-hits.
Your team comps might not have the ultimates/attacks/poise break to break Libra’s sigil/meditation at later stages. It’s fine, but focus on dodging before hitting while he’s enhanced.
If your teammates get downed, you can revive them when Libra starts meditating again.
If you really want to min-max the fight, you can save your frenzy spells. When your team is unable to break his meditation bubbles/sigils, you can start applying frenzy, to make him simmer down a bit.
(Clip #14) - Reviving 3-bar teammates due to Normal Enhanced Libra attacks
Everdark Maris
ED Maris is much easier when all 3 players know the mechanics. It can be very overwhelming and difficult to solo carry. But it can be done. Because it is so difficult, and rare of a boss, I was initially only able to get video of another random carrying me and the other random at the time of making this section.
There was some teamwork involved that you won't see, like sharing items, but we for sure would've lost if the Wylder wasn't good enough to know what to do to carry.
Charge Storm Ruler to damage Maris, the skill from the weapon that drops from killing Augur/Phase 1.
Storm Ruler's damage can be buffed to make the fight go faster. Evergaol, Invader, Skill Attack, Attack Power at Full HP, Physical Attack Buff, Magic Attack, Power up.
When Maris starts sending exploding water bomb balls at you, keep your lock-on on Maris, and use the light attack version of the Storm ruler skill. This will clear bombs around you even after they land, avoid spamming due to limited Stamina and FP - Clip #15, 5:46. Your light attack Storm ruler projectile will get rid of the bomb balls, and you barely have to move or dodge, if all 3 players are sending light attack projectiles out. Light attacks will drain your FP, so you need to charge your FP again by holding the heavy attack. It’s best to stay somewhat nearby to your teammates, and at a distance from Maris, so you don't get bombed from above.
For his Ground Exploding Laser Beam - Clip #15, 4:14), it is one of the hardest mechanics to learn due to how long this fight can become at Depth 5. There are barely any visual or sound anchors to time your dodge correctly. Unfortunately my best tip is just building muscle memory to dodge when actual explosion aoe approaches to your character, abuse i-frames, or surge sprint dodge away. You can use use the charge up sound cue as a reference, but the explosions you need to dodge, happen briefly after that laser charging noise plays.
Avoid reviving your teammates when Maris is sending out Tsunami Waves - Clip #15, 8:44. You might not want to be the last to die, but trying to revive your teammates can end entire runs, as you get surrounded by the waves. while reviving your teammates. Once your teammates are revived, they could get stuck in the wave and die again right away.
Maris’s Dark Balls. In this phase, getting downed can ruin the run, and can make solo carrying much more difficult, as Maris does other attacks with balls active. If your teammates are at 3 bars, it's best for you to solo take down all of the balls, and revive them after Maris is stunned - Clip #15, 9:22.
Use lock-onto the balls with and spam the light Storm Ruler skill attack. You can quickly lock onto the other ones if you think your projectile will get the job done.
Stay at a medium distance Maris so that your projectiles can lock onto all the Dark Balls.
If you can’t clear the Dark Balls in time, Maris might trigger his sleep skill. This can be cancelled with enough stance damage from charged Storm Ruler in solo mode, but he will have more stance in trios. Ideally clear his balls to stop this from happening, but it is technically possible to break his stance using charged Storm rulers while he has the balls active.
When you are actively casting your charged Storm Ruler heavy attack, the lasers from the Dark balls won’t damage you. Pretty niche, most of the time you want to strafe/dodge the lasers
(Clip #15) - Random Wylder Carries Team in Depth 5 Everdark Maris Fight (Example of how to to solo-carry)
(Clip #16) - Easy Everdark Maris when everyone knows that one mechanics
When everyone knows that you can clear all the bubbles around your area by yourself, with Storm Ruler light attacks and FP/Stamina management, ED Maris becomes a lot easier. That's one boss mechanic that is a must-know, that makes a huge difference. Below is a routine run before the Balancer relics became meta.
Normal Maris
Killing the suicide Jellyfish bombs will do damage and poise damage to Maris. It’s worth it for your trio to focus on killing them, so you don't get bombarded with explosions as well. Aoe spells help, and they still have low HP at Depth 5.
Everyone should have at least one lightning weapon or Ultimate to break Maris’s stance when he triggers Sleep skill. Sprint towards him as soon as he starts running away to cast his Sleep skill.
Clear one or two tentacles around you so you don’t get killed off-screen.
If desperate, have a melee comp with no bows/range, you can run away from the exploding teardrop nuke. But if you have range, then you should probably kill at least one and help your teammates out.
*Note there is no accompanying video for Normal Maris
Everdark Gladius
There are some confusing or crucial mechanics to learn aside from his base attacks.
To consistently survive ED Gladius’s second phase transition with torpedo clones in trios, it’s best to spread as far away as possible from your teammate, around the edge of the arena, to avoid getting cross-fired, or aggro switching after your teammate dies to a torpedo. Regular sprint to dodge the first two torpedoes, surge sprint to dodge the last two. You can dodge i-frame them, but it’s way too risky.
In a video clip below, there are two perspectives. The first split, I had aggro for one dog. The second split Wylder on my team dodged all of the aggro, while I was far away and safe. As you can see, all three of us split off from each other, and there is much less risk of getting hit if you are prepared for aggro switching, and you get a wide view of where dogs are.
To dodge Gladius’s map aoe attack, you must adjust the timing of when you dodge, based on how far away you are from him. There are safe spots at certain angles from this attack, but you need to learn how to dodge the ground aoe itself. You’re not dodging the initial slam if you’re far away, you’re dodging the ground aoe, which has a hitbox itself.
For dodging Gladius’s triple fire wave slash attack, you must also delay your dodge slightly after he swings, so that you dodge the fire wave itself. Dodging too early will get you killed. During this attack, he will switch aggro to other teammates.
Don't attack Gladius when he is slowly walking/aura farming. He will buff himself up to 3 times when he gets hit while aura farming. He will aura farm after doing a 2-hit attack which you can find in the video below. The dog with the sword in the split face, can aura farm as well. Even with Depth 5 damage being high already, try to avoid doing it. Some people will choose to do it at higher depths because it's a good damage window especially if it's a glass cannon team or there wasn't enough damage negation.
Some of his attacks have residual Flames which you need to consider when dodging. You need to avoid those too. Sometimes he randomly spins around which his collision with your character will damage you. The triple bite with flames is pretty much undodgeable at close range, so run away if he starts doing that.
When Gladius is in the clone phase, keep an eye on the dog holding the sword, ideally all of them. He can do a large aoe fire wave slash on anyone from far away.
(Clip #17) - How to deal with many types of Everdark Gladius attacks in Trios
Depth 5 Everdark Gladius with many examples. I had less likely to be targeted +12 to help me revive teammates easier, while the others drew aggro. Black flame is a flame spell, so don't use it on Gladius like if you can avoid it.
Both the other Revenant and I weren't able to get solid holy spells/weapons due to RNG. I was afraid to use Radagon's Ring of Light after the first phase due to the cast animation time.
00:00 Radagon's Ring of Light
01:24 Ground Aoe Dodge
03:44 Gladius Aura Farm Buffs Himself if you attack him. I'm not sure why the other Revenant attacked Gladius during the aura farm, whether they knew the mechanic, or believed that Gladius would one shot everyone regardless of the damage buff. I would still not recommend attacking him at Depth 5, because I had enough damage negation to survive his attacks, and hitting him could've put the damage over to one-shot me.
05:28 Dodging Phase Transition Torpedo Attack (w/ Aggro) in Trios
07:55 Dodging Phase Transition Torpedo Attack (w/o Aggro) in Trios.
(Clip #18) - Depth 5 Everdark Gladius Video of Revenant clutching with Triple Rings of Light
I could've probably clutched with Discus of Light only, but Triple rings of light does make it way easier to clutch.
The Duchess contributed a lot here and dropped me the wending grace that I didn't need, while the Ironeye seemed not to be familiar with the fight even at Depth 5. A lot of times Clutching/Carrying isn't done alone, usually there is another teammate who can contribute a great deal if you can pick them up.
Normal Gladius
I would recommend watching a moveset video on Youtube if you struggle to clear him. Earlier in the guide I mentioned when Nightreign first released, it took me 15 hours of gameplay to beat Regular Gladius for the first time with randoms.
1. His clones are super weak to holy and will get staggered very quickly with holy damage.
*Note, there is an accompanying video of regular Gladius!
The purpose of this accompanying video is showing how you can mess around at Depth 5 when you have an understanding of numbers with damage negation, damage, and boss mechanics.
I'm using Ornamental Straight Swords as Revenant, at Depth 5 because I was bored and don't find Regular Gladius challenging anymore. I had Discus of Light just in case. With the passives and hours I have in the game, I wanted to mess around with the swords for fun. My relics are the general 1000 Vigor, incant build I use often. An example of Depth 5 not being a one-shot fest. My relics didn't contribute much at all for the weapon I ended up using.
(Clip #19) - Depth 5 Regular Gladius- Ornamental Straight Sword Revenant with Incant Relics
Everdark Caligo
This is the one boss where many players feel like the only option is to have Wylder/Ironeye to cancel the Frost Ultimate. The most effective way to do damage and finish win the fight with any character is to have everyone cast fire skills to stun and break Caligo's armor. It’s still possible to go without these characters, but it can be smoother with them. Wylder/Ironeye cancelling the ultimate still isn't required at Depth 5 scaling. Fire is.
Cancelling Caligo’s exploding Frost Shard will make this fight much more manageable. You cancel it with Wylder, Ironeye, Raider, Guardian. Executor, Undertaker) by pre-positioning yourself to where Caligo will land after casting her Ice armor. Wylder, Undertaker, and Ironeye have the easiest time cancelling the attack - Clip #20.
The main reason why you want to cancel this attack is because getting frostbitten by the attack will continually reduce your Frost Resistance, so take more Frost buildup the next time they trigger.
You can “dodge” the attack Icicle Explosion/Whirlwind by i-framing the whirlwind with an ultimate, when it reaches your character, but you probably won’t have your ultimate charged for every whirlwind, save for a few fire aoe spells like Grafted Dragon.
There is a major punish/DPS window when Caligo lays down and builds her armor. You can continually hit her head while she charges up the attack. But you need to dodge when she slams her head to the ground to activate the attack. If you use fire spells during her first transition, you can cause Caligo to continually break her own armor immediately and kill itself, without having to do anything (hopefully Fromsoft will fix this bug if it gets more attention).
Usually as a caster, I prefer to run away from initial transition attack, because I’ve missed the dodge before, but eventually I want to get good at that punish window, and some people are pretty good at it. If you have enough damage negation to tank a 2000-2200 damage hit, that works too.
To dodge her breath attacks, dodge as soon as you are touching the ice breath/air hitboxes/particles.
After she does a vertical tail swipe, she will leave residual ice shards, which will explode shortly after. Unlike in the Normal Caligo fight, you have to dodge those explosions after the tail swipe as well.
Stay under her legs always except for when she stands up cast an ice breath at her stomach. Even if you’re a caster, the best place in general for dragon fights is to be at their legs. An alternate place you can stand is by the side of her wings, but you could draw her aggro, or she can turn around and catch you in her front spell attacks.
(Clip #20) - Depth 5 Ironeye and Undertaker Cancelling Everdark Caligo's Frostbite
(Clip #21)- Depth 5 Everdark Caligo's Damage Window during Phase Transition
*Note I have two 40% Damage Negation at Full HP equipped and 1000 vigor in this clip. X * 0.6 * 0.6 = 800 damage was dealt to me (video guide had the wrong math). You can kind of extrapolate how much damage the transition attack does. Roughly around 2222 (2000-2500) damage. I'm also teaching/duoing with a friend who is the Recluse. They are good at dodging the phase transition attack, and they dodged it here while I failed. Normally if I don't have good damage negation, I would run away to be safe.
(Clip #22) - Depth 3 Everdark Caligo Clutch Example
Showcases decision-making when Reviving with Revenant and summons.
It also shows how knowing how to dodge some key mechanics would save the run. I was low HP. I knew that Sebastian's roar can revive 2 bars on his own. Since Caligo was diving, I had to position away from the Wylder, just enough, so that Sebastian wouldn't get hit or de-summoned. It also is another example of the damage you lose when your teammates gets downed, and what it looks like with all teammates up. ED Caligo feels tanky, but fire armor breaks contribute a lot to the fight. This is a pretty old video.
(Clip #23) - Depth 5 Everdark Caligo - General Build/Dragon Communion/Melee Hybrid Undertaker
This is an example of me a super generic build without a lot of crazy damage ups. I had enough FP to use Dragon Communion on Undertaker to break Everdark Caligo's armor super quickly.
Normal Caligo
Stay under her legs always except for when she stands up cast an ice breath downwards.
When Caligo flies away and disappears, she can cast a map aoe ice breath, follow the sound cue to find the pillar to block the attack.
Beware of invisible ice shards that take a while to spawn/appear. Taking Damage Causes X Buildup can hurt here, but it's manageable.
When Caligo flies away and disappears, and you hear ice cracking, sprint towards the noise as fast as possible, and you can damage it while it is casting the spell. The ice ceiling has a hole above Caligo, so you won't get damaged if you make it to the boss.
To dodge her breath attacks, dodge into the breath soon as you are barely touching the iced air - Clip #22, 0:02. Takes a bit to get used to the hitbox.
*Note there is no accompanying video for Regular Caligo
Free win?
Many hardcore players at Depth 5 are actually really happy to see Heolstor. That’s because many of us have learned to solo Heolstor and know how to dodge the quirks of his moveset, all damage windows. I had nothing to do in the base game, so I did Colossal Sword Revenant solo and a Revenant Parry solo in the base game. I now know all my heal window opportunities for this fight as well. But not everyone will be comfortable with the fight, because not everyone wants to do solo runbacks, and casters might not be familiar with holding aggro, dodging attacks at close range. You don't need to do solo runs to learn the fight, I haven't done it for all of the bosses, but it can help. Another skill you won't develop by doing solo is dealing aggro-switching. Heolstor can frequently aggro switch - Clip #2.
The best thing you can do to learn Heolstor is to solo him in the base game, but that also requires learning how to clear Day 1 and Day 2 solo first. I cover it in another section below, in - Clip #31.
The next best thing you can do is watch a moveset analysis video like the other bosses.
For his map aoe, there is an angle from him that is safe from the ground aoe damage - Clip #24, 7:37. You need to adjust your dodge timing based on your distance from Heolstor. Relying on the safe spot angle only is risky, as he can change positioning or catch you out of position.
If you are far away, you want to delay your dodge to when the ground aoe is about to reach you, similarly to Everdark Gladius.
If you are up close, you want to dodge early when he accelerates into his slam. You’ll see some players walk right under him and attack him while he is charging up the aoe. This method is slightly riskier, but there are a lot of players who are confident dodging him up close.
For his charged darkness sword slams, the goo aoe might hurt you after you dodge his initial slam. To dodge both the sword slam and goo at the same time, you need to dodge right in front of him/up close as he accelerates his sword into you, or be very far away from the ground/goo.
To dodge the affinity after effects from swings, it’s best to dodge diagonally into the right of him after every swing he does.
(Clip #24) - Colossal Parry Revenant practice to learn Heolstor's Moveset before Deep of Night was Released
This is an example for how much room for error you get to learn in the base game by soloing. You don't have to solo every boss to learn them, I didn't for Libra. I actually learned how to fight Heolstor from trios only before this, and watching a moveset analysis video
But I spent 10-20 runs learning how to solo, and you really get to understand the boss attacks from these runs. It doesn't teach you much about the trio skills needed too, but it's a stark contrast to Deep of Night, where you get little room for error to learn. And it's another tool to get really good at aura farming specifically.
A full base game solo run video can be found in - Clip #31 for Normal Balancers.
Everdark Fulghor
Free win?
The reason I wouldn’t consider Everdark Fulghor a free win, even though he has a simple moveset because:
If your ranged characters aren’t used to dodging him at close range, or his aggro switches, it could make the fight much harder for the team. Many people start getting lazy in this fight since Fulghor is considered one of the easiest Everdarks to learn for valid reasons, which can also quickly kill runs.
For whatever reason, Less Likely to be Targeted seems to work the least on Fulghor. Two arrows from the Ironeye, and Fulghor will 180 snipe and kill the glass cannon Ironeye/Recluse with an arrow who didn’t want to pick up damage negation (I remember this vividly and it has happened more than I’d like to have seen in Depth 5). I wish I kept the receipts.
Laziness. If you’ve soloed him as melee or fought him frequently with melee, you can confidently dodge his attacks. I’ve also soloed him with Colossal Sword Revenant, so I can solo carry and build my ult to revive. Other characters have to put in more work to revive teammates. People start getting lazy as you can massively DPS him with bleed or spells/lightning, so a run can spiral out of control if people start getting downed.
Actual Boss Mechanic Tips
For Fulghor’s ultimate / ground aoe exploding arrow, you have many options. The simplest option is to run far away, or past him. However, sometimes I struggle to run away as Revenant, due to the character’s limited stamina. It can still be good to learn how to dodge the arrow explosion with a dodge roll. If you master that, you can Revive teammates while he is charging the arrow. He will track one player with a glowing light and aim the arrow. The arrow itself can hit you, so you might want to strafe to the side a bit, as he’ll lock onto one location eventually. Lots of aura farming potential.
His fast/sudden arrow snipe is mostly dodged by muscle memory. Seems scary, but play him enough and you’ll get used to it, and he can switch his aggro, do a 180 and snipe you or your teammate if you're not prepared. He can do two of them in a row when his HP gets low.
Fulghor’s triple attack with two swings and a slam is surprisingly easy to ledeal with. Before every attack he charges his sword while on his heels, dodge the initial swing, and simply spam dodge again to dodge the second swing (might need to wait a bit if Duchess, but I don’t remember), and wait a bit to dodge the third swing/slam.
Dodging Fulghor’s 10 hit combo can be easier than you think.
Get close to him
Dodge initial swing, spam Second dodge/spam after it
Surge sprint away for the rest of his attacks
(Clip #25) - Depth 5 Everdark Fulghor failed clutch, ending my 19 win streak at 9999.
Recluse struggled to survive basic attacks
Wylder does fine, but struggles to dodge basic attacks.
I had lazy/sloppy plays, couldn't find a Dragon Cult incant as Revenant, and I failed to clutch a combo due to panic, when I knew how to. In the beginning, we are busting Fulghor for 20k damage, as people start getting downed, and we start playing more cautiously and missing, our damage plummets.
Normal Fulghor
Free win?
Fulghor’s goo arm attacks are not really dodgeable at medium range due to the aoe of the goo being flung along with the swing. You can jump over the goo. The best way to survive the goo is to dodge close range to Fulghor. Casters are very susceptible to dying to the goo attacks since they are usually mid range or in casting range, where they can get hit by Fulghor speedy movement + goo aoe. You can avoid the goo attacks by being far away in the first place and surge sprinting, but if you’re in mid range, you want to dodge into him.
Fulghor will also frequently charge his holy spear attack that shoots a spear underneath everyone, which you need to cancel using lightning/charge attacks/poise damage. However, lightning on its own may not cancel his charged attack. If he has the visual lightning debuff on his armor, you may need to melee him as well to cancel the attack. For example, two light attack Lightning Spears seals, sometimes doesn’t cancel the attack/break his poise due to that existing debuff. Prepare yourself mentally for him to slam the ground and shoot a spear from underneath you, if his attack doesn't get cancelled.
*Note there is intentionally no accompanying video for Normal Fulghor
Everdark Adel
Free win?
This boss is also labeled as one of the easiest Everdarks, but he can still be tough in Deep of Night, and there are still min-max things you can do to help your runs. He does look more scary than he actually is with his ground explosions and lightning.
Everdark Adel is tough, because if your Melee is not comfortable weaving in attacks while dodging, your team DPS will drop significantly. It is even tougher when you don’t have Ironeye, or a Recluse on your team, or multiple range. The caster will likely take aggro if the melee aren’t hitting often, and have way less time to DPS if they are trying to stay alive. I’ve had plenty of Guardians/Executors who were pretty much cosmetic to the fight, because they played full survival, and were not comfortable with weaving in attacks.
Super min-maxy, but I recommend drawing aggro and fighting Adel, away from the hill where he casts the tornado/whirlwind. By pre-positioning far away from the whirlwind, where he casts at the same spot every time, you can easily reach the Spirit Streams and won’t get killed by the tornado expansion. It’s not worth ulting and staying inside either, as Adel also dives into the middle of the tornado.
You can jump or dodge to avoid the ground explosions.
The melee characters and Ironeye can cancel the tornado summon, but it’s only practical for Ironeye and maybe Wylder, as you have to run away from the lightning storm first, and then get to him before the tornado spawns to cancel it. Ironeye has range.
In this fight, you can charge your ult by dodging his grabs that have a sound queue. If you dodge into boss grabs in Nightreign, it will charge your ult a decent amount. As Revenant, if I dodge all of Adel’s attacks, I can solo carry by quickly charging my ult and revive my teammates, rinse and repeat.
Adel has a lot of lightning aoe with his chomps, I recommend watching moveset analysis videos for this, and his ground explosion can be jumped or dodged easily with patience. For one lighting AOE chomp, it's best to dodge twice into it.
(Clip #26) - Depth 5 Everdark Adel Duoing due to connection issues, Dual Greatsword Faith Duchesse, Black Flame Revenant with no Damage Negation
In this match, I lost connection twice, we barely got any POIs done, our third teammate was never able to reconnect. We have unoptimized builds, blue weapons, everything that could go wrong, went wrong. But we were still able to win, with the Duchess contributing a lot here with dual greatswords and damage negation. Everdark Adel/Adel is a boss I learned solely from playing trios and watching boss moveset analysis videos.
Normal Adel
Free win?
Certain characters can free your teammates from a grab with poison/charge attacks.
You learn the grab to charge your ult, dodge/jump ground waves, delayed chomp, etc.
Not much many hidden tricks to unveil for this boss, I would recommend watching using a moveset analysis video if you struggle with Adel. He's scary to learn the first time.
*Note there is an accompanying video for the normal version! It's an example of "perfect routing/pathing" where we also do 3 Evergaols which weren't that important since only the Ironeye benefited from it. There's also a vigor Raider who did a great job taking aggro.
(Clip #27) - Depth 5 Normal Adel with Non-Meta builds, okay relics. Melt run. Routing Formula used (no voice-over, just Expedition results Map)
Our team comprises of Vigor Raider, Ironeye with default Evergaol Relic, and me with my Night Invader + Vigor setup. I like this run because it contains two of the top 3 weakest characters in Deep of Night, yet we were still fine.
I like it because the routing starting from 03:29, skips the first Evergaol, following my personal routing section/formula below to a tee.
. Because we got Crucible Knights at Castle, we were able to deal with Red Banished Knights on late Day 1, after clearing castle with no issues
. Normally I only have time to path for 1 or 2 Evergaols with a map and Night Invader camps spread like these, but we were able to get 3.
I did get lucky with items to proc and counter status effects on Adel. You can see that Frost does lot of damage once it triggers Frostbite. The Scarlet Rot Incant was given to me by the Raider. Another example of the first skill you need to learn for Trios for item sharing, if you get a good item for someone else.
Everdark Balancers
Argubly the hardest fight you can counter ace in Deep of Night. But a coordinated team can cheese this boss easier than Everdark Libra, without RNG. The video below isn't as smooth as other fights I've completed at Depth 5, but the idea is there, and I deal with worm aggro due to having low stamina. Best and most consistent strategy is to keep running/kiting.
If you permanently kite the Balancers away from the pack, you only have to deal with 2-3 at a time for the rest of the fights. Each time a Balancer dies, one other Balancer will charge at someone with the most aggro, that person should focus on dodging the initial stab.
If you kite the worm, you can avoid getting body slammed at close range, the giant flower/phase end aoe, which I do properly the third worm phase in this video below.
The falling spears can be avoided by simply strafing to where each explosion ended.
The shockwaves can be jumped, run away from the worm to avoid getting hit by the initial ground slam, as it's very hard to dodge while under the worm. I'm not sure if it's possible to dodge both the worm slam and the shockwave at the same time.
The wave of gold can be jumped.
The worm does a straight charge that can be easily dodged by surge sprinting to the left or right. One of the skills you need to learn is to identify that straight charge vs the slither charge
The slithering of the worm and hitbox is kind of janky, he does a figure 8 pattern, but I found it best to keep running. If desperate, run and dodge towards he two holes are in the number "8" to dodge them.
The window to revive your teammates is during the phase end of the worm, where it does the giant flower bleed attack.
After the worm dies, a cluster of balancers will spawn at the location of its death, so you want to be as far away from that cluster as possible, so you can lure only 2 balancers again.
If you have a ton of vigor/damage negation, you can attack the worm during the flower attack, and burst the blobs on his body to deal damage and stance break/cancel the attack. Most people will run away from the phase end/flower attack to save flasks.
(Clip #28) (re-using Clip #5) - Depth 5 Everdark Balancers fight where I lgo over ED Balancers strategy, and how to survive worm aggro as Revenant. Also a routing/commentary guide included in the video for Noklateo. As I mentioned in Clip #2, it also shows that you can tank Depth 5 hits even as a squishy with enough Negations.
Normal Balancers
This fight actually is more trivial than you'd expect with a general strategy. The general strategy has two roles:
One person holds aggro from the Lead Valkyrie and focuses on staying alive. After your teammates do enough damage to the balancers, the Lead Valkyrie will switch aggro. It seems really difficult to transfer aggro unless your or your teammates do damage to other Valkyrie, so be prepared to deal with having aggro for some time.
The other two clear the rest of the balancers by fighting one or two at a time, separately or together. The balancers have low hp, short range attack, and easy stagger. Any AOE spells will work great. Single target is actually perfectly fine too, if not even better in certain situations.
Know how to deal with all of the movesets of the three valkyrie weapon types. There is always one valkyrie with a hammer. The others are hallberds/spears. It's important to know how to dodge all three weapon types, in case you get aggro from the lead valkyrie. Your role if you get aggro from the lead valkyrie, is to stay alive, while your teammates clear the normal balancers.
The hammer attacks can best be avoided by running away, or jumped if desperate.
The halberd attacks have a short range but wide swing, and can be strafed. The lead Balancer will shoot some projectile swings which can easily be on sight or like heolstor's projectiles.
The spear/poke attacks are better off dodged with side rolls or forward rolls, not backwards rolls.
For Melees, the valkyries are easily staggerable.
Parrying (Wylder's Buckler Parry) or Carian retaliation is effective, but it is harder to pull off in trios with latency, and little room for error. I wouldn't recommend losing a passive slot to it unless you're trying to clip farm.
To dodge the big aoe phase transition attack, it is best to regular sprint backwards/to the side, away from the group of valkyries.
The damage from the 6 shockwaves is from the explosion itself, not the initial hitbox/visual when the Valkyries charge through. In order to dodge those attacks, you have to dodge the hitbox of the explosion from the ground, which occurs slightly after the ground has broken. You can regular sprint from the initial attacks, for the final attack surge sprinting works, but you might be out of stam. You can wait a bit to dodge the ground explosion which is more reliable.
The falling spears attack can be blocked with any weapon and any character. It is 100% physical. It is also dodgeable. If you ran to the side enough, you might not even have to dodge the spears.
(Clip #29)- Depth 5 Regular Balancers Duo/Quitter. Dealing with Aggro from Regular Balancers at the end of this video.
The Dreglord has so many punish and revive windows. Even with the scarlet rot debuff making Damage Negation at Full HP less useful later in the fight, it is possible to fight the boss at lvl 12 for 10-20 minutes at Depth 5.
One of his multi-hit/swings attacks can be dodge with one roll, and you never have to move again while it swings. He can get staggered easily, he might take a breather sometimes after doing certain combos like a double slam. Pay attention to these punish windows, as knowing is also important for reviving your teammates or doing a lot of damage.
There are two meatball slams, and they have slightly different timings to dodge
The tiny meatball slams you want to dodge about when he slams.
The phase transition/giant meatball explosion/chargeup, you want to dodge slightly after his slam. When the sound cue goes off for those 2 slams, is what you need to dodge
For his triple/quad ground pound with has hammer, you can strafe backwards and jump over the waves from the slam. After the third slam, you need to strafe to the side, or dodge to the side, to dodge the fourth hit, where he jumps at you.
(Clip #30) - Depth 5 Dreglord, low team resources, newbie/scared Scholar.
Sometimes in my videos, I get hate comments about damage. But little do they know how much Discus of Light contribute to a fight, can do in 3 quick casts, and saves me so much FP for healing. It's not Revenant's job to take aggro, but I take a bit more here due to this comment I got in another video. The real reason these fights drag on is when one teammate is struggling. In this video there was no one to take aggro besides aggro. However, part of the fault lies on a failure to item share from Recluse.
I’m including a select amount of bosses, as this guide is very length. Other bosses aren’t as difficult, easier to learn, or won’t destroy your team as easily as these three can from my personal experience.
Night’s Calvary
Don't get killed from off-screen and try to dodge the swings.
After knocking a rider off by poise or killing the horse, try to continually backstab the calvary. Continual backstabs will help prevent the Knights from spawning in another horse, gives you an iframe, stops them from attacking.
Smelter Demon
The Smelter Demon has a pretty basic moveset, but if you don’t break his stance often, he can charge up to a blue flame phase. If he gets to that phase, everyone will take burn damage, as well as the Smelter demon himself. If you don’t have flasks because you spent so much time fighting in the rain, this can end a run. It hasn’t happened to me yet, but I’ve gotten close and have a heal seal. If you have enough Flasks, the demon can kill himself.
Sometimes I help break the Smelter Demon’s stance as a Revenant with a melee/strength relic to prevent the fight from going out of control
Battlefield Commander (Commander O’Neil Scarlet Rot)
There’s one move that can wipe a whole team, and that is the multi-hit Scarlet Rot Whirlwind. It’s even more dangerous at Night 1 because your melee might not have damage negation items or vigor yet. It's probably not very tankable at Depth 5, even Wylder might not be able to survive with his passive, but don't quote me on that.
If you’re a caster, try to stay away, if melee, get away when he charges up that attack. Ironeye cancelling his attack with an ult can sometimes cause him to trigger the multi-hit whirlwind.
DLC
Demon in Pain & Demon from Below (Balancers)
They commonly do a multi-swipe attack. Don't roll backwards, roll into them, and behind them. That will avoid most of the difficulty of the fight.
Divine Beast Warrior & Curseblade (Balancers
Ultimates on the curseblade to lift the fog.
Almost all of the Divine Beast Warrior attacks can be dodge but walking/strafing to the right of it. Dodge into/behind him.
Death Knights (Dreglord)
They can be back-stabbed.
Save your ultimates for the second wave of Knights
Great Red Bear (Dreglord)
Best countered with good routing. (Doing Night Invaders/Castle Day 1 and being 9-10 with an inventory of items).
Attack him from behind. He can also be kited by running/keeping a far distance.
He commonly does a follow-up ground slam which can be jumped
Nameless King
If you have a parry shield there is huge aura farm potential, but you probably don’t want to parry if you’re 2 bars, or low on flasks when trying.
The charged attack lightning/homing lightning strike attack from the Nameless king can wipe a whole team or make the fight worse. It’s essential to know the timing of this attack. The only thing you need to know, is the lightning takes about 1 second after he finishes his cast, to actually strike everyone on the team. So you want to delay your dodge about a second after he casts it. It’s in contrast to the Draconic Tree Sentinel, who strikes 1 person instantly after its cast with no delay.
Another deadly attack is the rock/wind wave swing. It has a wide hitbox, and you need to dodge into it to avoid it. Knowing how to dodge this will help with Ancient Dragon’s Lightning spears.
Ancient Dragon
This boss is a pain because it has high HP, high ailment resistance, extremely high poise to where it’s rare to break his poise even once during the fight.
Keep to his legs like every dragon fight.
Run away from fire breaths.
When the dragon stands up and charges his lightning spear/slam attack, wait for the initial slam, look for the projectile lightning wave to reach you, then dodge into the wave. He will do another slam, so dodge that wave that comes towards you as well. This can end runs or kill people frequently. Otherwise, the fight can be easier than you think.
Dancer of the Boreal Valley
At around half hp, she can cast the dreaded spin-to-win multi attack. It is actually dodgeable, but if you’re ranged, stay away and surge sprint away. To dodge this attack at close range, dodge forward once into the dancer for the first swing, dodge to the left for the second swing, and surge sprint away as the dancer turns around.
It’s actually weak to holy in Nightreign, with -26 resistance. Not really lightning and the other elements.
Outland Commander (Commander Niall)
The summons can end runs. There are multiple strategies to dealing with summons.
Have everyone focus dps on the summons, ults, spells, while dodging Niall.
Have one person take aggro from Niall, the other two fight the summons.
Ranged can cast spells and kite the summons to kill them, while someone holds aggro with Niall.
You can actually use a Bewitching Branch on the summons during the Night 2 fight and trivialize the fight.
Death Rite Bird
He’s aggressive, and does a lot of swings. It takes a bit to get used to him. Pay attention to all of the ghostflame trails he leaves behind from attacks, don’t step into them. For example the charged ghostflame explosion will expand N, S, E, W, like a cross shape from where he stabs.
To dodge the falling spears attack, you need to be next to the faraway/initial spears that will land first. Dodge into them, right after they land. This will let you avoid the spears that land at a staggered pace towards the deathbird.
DLC
Demon Prince (Balancers)
If you killed Demon in Pain first, the special attack of the Demon Prince is a giant laser. Can be avoided and punished by standing behind it. There is an after-explosion which you must walk away/dodge.
If you killed Demon from Below first, he throws slow-tracking meteors/fireballs. Easily strafed/walked away from.
Lord of Blood (Mohg, Balancers)
After reaching 50% of his HP in Phase 1, he will trigger Nihil. It can be avoided completely if you use the "Rite of Pure Blood" flask from the Libra Merchant, or killing specific enemies like the blood albanaurics which drop it. However, it's quite hard to obtain consistently, so you can save your ultimates to skip some of Nihil.
When Mohg summons red spears that cover the field, you must kill at least one or two of them and stand near where they were. He will later activate all of the spears which trigger a circular AOE that covers the entire ring. You can temporarily escape by going into the Night/out of the arena, but it's not worth it.
He is the hardest Night 2 boss because he is resistant to Magic (40%), Fire (80%), Holy (40%), Lightning (40%). His flames can ruin damage negation. That doesn't mean you can't hit him with elements, but physical is the most effective, as well as proccing bleed, poison, and rot. I wouldn't feel too bad about losing to him.
Divine Beast Dancing Lion (Dreglord)
To dodge its signature 360 rotating breath attack consistently, jump over the breath particles.
Knight Artorias (Dreglord)
He's pretty good at chasing you. Not much to say but to spam dodges.
The jumping Lion's Claw art of war he spams has really tricky timing. It can be dodged but keeping a distance helps.
Someone asked if I had any tips for soloing so I've included a few:
The key thing to note is that you have less time/pois to work with, but the enemy HP is relatively low. I do have a run where I run Colossal Sword Revenant on the regular Balancers below. I die to the Grafted Scion like 3 times, it would've been easier if I just had hoarfrost stomp or bleed. It took me like 10-20 runs just to figure out how to get to 13-15 solo for Heolstor back then. My tips are:
Learn the damage/punish windows for all the mobs/bosses. I'm aggressively hitting the bosses on Day 2 with a Colossal Sword while dodging. The only way to "skip" some fights is to use the Wraith Calling bell. Know which bosses you don't want to fight/take too much time
For routing, I recommend spawning the Rotted Woods shifting earth. Can't go wrong. I gather stuff like Wraith Calling Bell and Starlight shards on Day 1. Castle Immediately. Then I spend all of Day 2 fighting bosses in the Woods. You get a HP buff and partial restoration for some more tanking
Unlike trioing, there is no pressure to fail. All you're doing is using up your own time for learning. If something bad happens you can just run it again right away and use some runs just to experiment.
(Clip #31) - Base Game Solo run to learn Normal Balancers
In this video, you'll learn the importance of damage/punish windows when doing solo runs. It's also a mini tutorial on how to prioritize POIs, cheese bosses with Wraith Calling Bell, and melee-ing formidable bosses.
Defeating Enemies Fills Art Gauge is the only "mandatory" relic effect in Deep of Night for all Nightfarers due to the Utility it provides. It is hard to compare. I hate to weigh it, but it can potentially be more powerful than 24% damage. Sacrificing this for 12% damage is not worth it. A whole relic slot dedicated to this line as a beginner is worth it.
You can win without it, but you will feel naked without it. The pace of your expedition might become slower. You can always find more damage from the expedition itself, but you can't find the utility from the expedition.
Why?
It makes routing, trash mobs and boss encounters much easier, and saves time. 12% Damage can help speed up an expedition, but it can't: Stagger, iframe, help with revives, cheese Night Invaders, clear groups of mobs, cheese bosses.
It is also a survivability effect. It can help your team recover from a bad early game start, prevent one, or help you revive teammates. The easier the expedition, the easier the Nightlord fight will be. You can get more loot/passives by cheesing the expeditions. The more loot/passives you get, the more damage/survivability you will have for the Nightlord fight.
If your teammates also have it, killing one mob fills all of your Ultimates no matter where you are in the map. It does work on two Nightlords: Everdark Libra & Dreglord. Almost everyone on PC/Depth 5 has it in their build. The ones who don't? They're fresh/newbies/new to Depth 5 (under 300-400 hours of playtime).
Wylder
Staggers/cancel boss attacks.
Example, dragon tries to fly away, wasting another 30 seconds in your fight. Can be canceled.
It also does a lot of poise damage to the boss.
Even more powerful due to easier poise scaling in Solos/Duos.
Makes Balancer Raid easy.
AOE Clears early game POIs. Example, one ult does 80% of the Holy Church Oracles.
Relic Combos/Reviving.
"Art activation spreads fire in an area". It can do 2.5 bars of a revive from the ult. Also some damage/aoe for mobs.
Ult Damage.
I-frame.
Ironeye
Staggers/cancels boss attacks. Makes Balancer Raid easy.
Huge AOE clearing throughout the entire expedition. AOE clears also fills your teammates Ult gauges.
Relic Combos
"Art Charge Activation Adds Poison effect" combos with "Character Skill Inflicts Heavy Poison Damage on Poisoned Enemies"
Revives teammates from far away.
Ult Damage.
I-frame.
Executor (Very underrated)
Staggers/cancels boss attacks, groups of mobs. Also does multiple staggers and poise damage from the light attacks
AOE clearing on early game POIs. Makes Balancer Raid easy.
Relic Combos.
Shouting restores HP of teammates. Decent sustain, but not important.
Free heal to 100% for Executor on use.
Ultimate movement/speed for escaping the rain or saving on travel time.
Reviving 2-3 bars with the transformation animation, and roar attack.
Extremely tanky/damage reduction at Depth 5 Scaling too.
Kind of an I-frame.
Scholar
Amazing AOE clearing for linked mobs, huge range. The Ult will fill right back up after using it, as you kill the linked mobs.
Helps revive downed teammates when attacking linked monsters
Heals teammates when attacking linked monsters.
I-frame.
Recluse (Very underrated)
Enables Recluse to Self-Burst/Spam casts spells without needing to regen FP. Enables your teammates to spam balancers/ash of wars, or Duchess/Revenant to spam cast spells and heal. Without the ultimate, you will run out of FP and need to continually suck for more.
Healing for team.
Relics combos:
"Activating Ultimate Art raises Max HP (+50% for 30 seconds and stays forever until you get hit)" , can make Recluse a lot tankier during the expedition or fights like Everdark Libra or Dreglord.
Suffer blood loss and increase attack power upon Art Activation. Some more damage for speeding up the expedition. but lower priority. It comes with a default relic though.
Ult Damage/AOE Clearing. Recluses stack damage ups like Night Invaders. It can make it so that you Ultimate does enough damage to clear a ton of trash mobs, filling everyone's ult, giving people runes, making red trash mobs easier to kill.
Bad I-frame. Can easily die after animation ends.
Revenant (Underrated)
Revives teammates instantly from 3-Bars in a long ranges. Not just good in the Nightlord fights, but mistakes during the expedition/Night bosses. Extreme clutch potential. Even helps with clutching in Everdark Libra fight.
15 Second Immortality/I-frame for your whole team . Lets your teammates unga-buna the bosses, clear POIs mobs, survive the rain or POI, with no flasks.
Relic combos:
"Trigger ghostflame explosion upon activation." This does decent damage, and okay AOE. It's best used to help with clearing POIs/staggering groups of enemies in ruins, churches, camps, Night invaders, etc. Ult Damage.
"Strengthens family and allies when Ultimate art is activated." Gives your teammates and summons 25% damage to help speed up expedition boss fights/POIs primarily. Speeding up expedition = more loot/passives you can bring to the Nightlord.
Makes Balancer Raid Easier.
Duchess (Underrated)
Invisibility enables your team to:
Cheese hard fights like Night Invaders, any POI, any boss without worrying about dodging much.
You can almost always freely hit the bosses.
Because how often you hit the boss is an equation in DPS, then it can help your team DPS more.
Makes Balancer raid easy.
Helps with Everdark Libra fight.
Reviving. Invisibility last long enough to do 2 bars of a revive. If you start the revive, and then pop the ultimate, you can finish off those 2 bars from 3.
Relic Combos:
"Defeating enemies while Art is active ups attack power". This is a niche line, but the crazy temporary damage stacking be used to delete bosses during the expedition. That means more loot for your teammates.
I-frame.
Undertaker (Underrated)
Staggers/cancels boss attacks.
Teammates' ultimates enable you to use your Ult. If they also have Defeating Enemies fills Art gauge, they will Ult more.
Relic Combos.
"Activating Ultimate Art increases Attack Power +18%". If your ult fills up more, you'll have more uptime. If your teammates ults fill up more, you'll have more uptime.
Reviving/taking aggro. When holding down your skill to consume your ultimate, you get the auto-dodge effect for a long duration. This can help with 2 bars of revives, or help with taking aggro/free DPSing a boss.
Iframe.
Guardian (Maybe, but still good)
Staggers/cancels boss attacks.
Decent AOE for clearing trash mobs/POIs.
Relic Combos:
"Slowly restores nearby allies' HP while Art is Active" Very good utility to save on Flasks- specifically on difficult Night boss fights.
"Successful guarding fills more of the Art Gauge". This relic effect is pretty much Mandatory for Guardian. It only becomes useful, if you maintain aggro. That's what Defeating Enemies Fills Art Gauge as an accessory can still help with the expedition. As Guardian, you will naturally be doing less damage and requires a ton of skill to do good damage, but you can help clear POIs faster with your ultimate.
Immortality for teammates standing in the ultimate. They can freely DPS mobs/bosses/recover.
Raider (Maybe, but still good)
Staggers/cancels boss attacks.
Decent AOE for clearing trash mobs/POIs. It's not that amazing on Raider due to blocking your teammates sometimes, but it's still very useful and nice to have. The problem is Raider needs around 1700 HP at Depth 5 to be really effective, and relics are needed to do that.
Relic Combos:
Not worth mentioning.
Reviving. Can hypothetically be a 2-3 bar reviver due to elevating your teammates from mobs/bosses.
When thinking your about Damage/Relics Build Remember:
Damage = Actually Hitting the Boss Often x Damage from passives
Everyone wants to know what relics they should run, especially if you’re new to the mode. It doesn’t matter that much for Depth 1-3. The scaling is not that crazy compared to later Depths and the base game as seen in the first table/chart. Take this time to get good at handling boss aggro. You could just run full vigor or whatever, or even run no relics if you developed your mechanics.
If you skipped the Deep of Night Scaling chart/image at the very beginning of this guide, go take a look, as Nightlords in Depth 5 only have 2.16x (+116%) their base HP. You don't need any Invader or Evergaol lines to succeed and do enough damage at Depth 5, but most players are not mechanically strong, and play more cautiously, so they hit less often and need damage to compensate. The fights feel and become much slower due to careful play.
However, once you are mechanically strong and you combine both, you can melt the game with any character, even as a full melee team. Once you're mechanically strong, your damage output will be fine either way, with generic damage ups on your relics. I also discuss more numbers in Section 2 if you skipped to this section without reading it.
Damage ups mean little if you can’t dodge the boss mechanics and weave attacks.
The players not hitting the bosses often or getting downed too quickly, are usually the main reason for low DPS. Bad relics are fine. Having only 1.4x damage from okay relics instead of glass cannon perfect relics at Depth 5, resulting in 2x damage is fine. One person at 3 bars will destroy your DPS.
Having 3 people consistently hitting the boss is a ton of damage already - Clip #10.
Past the core lines, they don’t matter that much. You still want to have the best effects you have to work with to make your climb easier and runs go smoothly.
You don’t need massive luck, good relics to win consistently, or to maintain Depth 5 - 9999. Knowing routing and boss mechanics are the most important part of mastering Nightreign, but less exciting.
Essentials for Almost Everyone and Every Character
1. Defeating enemies fills more of the Art gauge +0/+1
After the DLC, this is indisputably the best individual relic line. It's a underrated line that is misunderstood.
People may skip this line because they think it's not useful for the Nightlord fight (except it’s amazing for Everdark Libra, Balancer Raid, Dreglord, & Bosses), but that's not the way it should be looked at. This line will make everything you do during the expedition, way easier.
Most importantly, it helps you get tons of items faster which is the most important in Deep of Night, as well as deal with many difficult special situations. Killing bosses, red mobs, clearing camps, night invaders, everything faster. The more stuff you kill, the more/better gear/passives you can get that will make the Nightlord fight easier. It helps you clear POIs/red mobs for good passives like Damage negation at Full HP or Less likely to be targeted for ED Libra and runes. Even if you get level 15 without it, doesn't mean you got as many items as you could've with this line. It's way more important than 12% damage, it's very difficult to justify other lines if you're trying to help your team. It also lets you be really lazy during the day.
Extremely broken on Ironeye and Scholar, great for Duchess, Wylder, Revenant, Undertaker, Guardian. Recluse sitill gets lots of value out of it like bursting spells or helping Revenant use spells during the day. For Raider it’s just ok, but again, opportunity cost/substitute-able for lines/needs of those characters. Even though Recluses may opt out, it's still a great way to sustain yourself and your teammates HP/FP. You can win without this line, but the difference when one person doesn't have for clearing, is night and day.
2. Attack power increased for each Night Invader defeated +7%
Almost a must-have to dedicate a whole relic for one line at Depths 3-5 due to very high chances of having two camps/cataclysm (2-4 invaders). Sometimes you will only get one camp like in the Great Hollows. The passive from items/runes/damage buff you get from them are worth the 30 seconds it takes to lure and kill them. This line is good for Depth 1-3, but less so, since there’s a lower chance for two camps at those Depths. If you are a newer player, chances are you don't have this relic line. It’s not a big deal if you don’t have it while going through Depths 1-3.
3. Red/Blue Balancer Relics, Undertaker Remembrance Relic
With the addition of the DLC, you can get 48% damage right out of the gate spamming melee skills/ash of war, without having to complete any POIs. The Undertaker relic for Successive Attacks is great, but that means high uptime. I'd only recommend it for confident melee that can weave attacks frequently, especially with the ability to face-tank the base game. Stack these with the +21% skill damage passive from items in the game, and you can go nuts.
4. Night of the Fathom - Maris Relic (Vigor +5/+100 HP) / Increased Maximum HP (+10%), Vigor +3 (60HP)
Vigor is still useful even at Depth 5. It is covered in Section 2 above with numbers.. Getting a +3 with other good stuff can be considered a perfect roll. Having only vigor is probably not a good choice past Depth 4, besides maybe Raider.
If you do, your teammates have to pick up the slack on getting hits in. Using the Night of the Fathom relic, or having +3 Vigor lines is nice. If you stack get enough vigor at Depth 3 as Revenant, you wouldn’t even need a Damage negation at Full HP. Some boss attacks also do “chip” damage which your vigor can help with.
Quick example of why vigor can still be very useful, even as Revenant in Depth 5. Assuming a boss does 2000 damage on average, with no physical/affinity damage negation. Napkin math/estimations.
A base level 15 Revenant has 760 hp.
Damage negation at Full HP +40%. The boss will do 2000*(1-0.4) = 1200 damage. I’m dead. One damage negation at full hp is not enough unless you have around +9-11 vigor from your relics/passives, and then some.
Damage negation at Full HP +40% + Damage negation at Full HP + 32%. The boss will do 2000 * (1-0.4) * (1-0.32) = 816 damage. I’m still dead.
That’s assuming the boss does exactly 2000 damage, no other passives. If you have this calculation in mind, vigor can become way more useful than you might think.
5. Max FP increased for each Sorcerer's Rise unlocked +18%
This line is all you need for Duchess and Revenant’s FP issues. You’ll want to unlock at least 1 Rise every game for the starlight shards. The alternative 3+ staves/seals line can be limiting or worthless due to the passives being able to appear on any type of weapon. I don’t find that line to be worth aiming for. I would rather use Dark Night of the Wise if I needed to.
6. General damage buffs that apply to many weapons like Affinity Damage, Incantations, Sorceries, Physical Attack Up, Evergaol, are all nice to have. They are consistent and work perfectly fine for comfortably clearing at Depth 5 scaling. Affinity Damage is pretty high/consistent value now.
If you think that you are not clearing Depth 5 consistently runs without specialized relic builds like only Shattering Crystal, Halo Scythe, then it's likely you or your teammates have not learned how to weave in attacks while dodging at a good pace.
There's no shame in wanting to climb with certain builds, but you need to be able to adapt when they don't work out. You alone having high damage uptime on the boss is what you can control. Pay close attention to when your melees are not meleeing, and when your casters are having trouble surviving aggro or reviving you. Those will tank your dps. You can see it in clips I included. Once you are good at weaving attacks, then you can consistently melt runs with your trios.
a. *Attack power increased for each Evergaol prisoner defeated +5% (Less meta due to Great Hollows/DLC)
This line is so broken for the base game, and it can work in the right situations in Deep of Night, but many players would over-obsess/tunnel vision about not running this relic because they saw a 60-second clip of a coordinated, experienced trio speed running a boss (but you can do that without this line and good items).
With or without this line, Evergaols are the worst-value POI for time spent and your team in Deep of Night.
You get 1 passive or a bad random item most of the time.
The runes you get aren't worth your time because you get runes from doing anything.
Blood Evergaols can waste too much time, it's not worth gambling for a good one.
Evergaols give you the least items of all POIs, rarely even one good one. You can open a chest, kill a red trash mob, and get a powerful item opportunity for 1 second of effort in Deep of Night.
With the Great Hollows not having any, and new relic alternatives options, guaranteed starting spells, it has lost a lot of value.
In Deep of Night it's important to get as many items chances as you can before trying to stack damage. That means shifts in routing, like not doing Divine Towers in the Great Hollow for Deep of Night, last priority, which give you barely any items compared to clearing the mini bosses in the Castle for your time.
10k-20k runes, one random stat increase, 5% damage, is not really worth the effort until you've gotten good items for your team because those items give stuff like Damage Negation at Full HP +32%, or Skill Damage +21%, or just a basic spell or staff your caster can actually use. Upgrading your weapons from white to blue is somehwere around 15-20% damage and blue to purple is another 15-20% increase on top of that.
Red Bosses in Evergaols also scale up in HP. All other POIS have red trash mobs to kill which give one item each, chests to open for good items. Some items have two passives that are useful. Treat the Evergaol effect as a 5-10% damage line instead.
It's also personally boring for me and I never found myself excited to do them like I do with Night Invaders which are rewarding with or without the relics
4+ months into the DLC, and it is rarely seen on PC/Depth 5 for above reasons. It's still common for Depths 1-3 since it's good in the base game and okay at those depths as they are less punishing.
7. Class-Specific Relics that boosts skills, passives, ultimates.
You will find varying opinions on class specific relics. Observe how much value you actually get out of them. For Revenant, I only can't live without Ghostflame Explosion, I've tried all the Revenant ones, and they were okay for niche situations. Certain classes like Ironeye and Wylder can get +1 Additional Skill usage, which can heavily increase their utility/mobility/i-frames. I really miss going without Wylder's trail flames from his ultimates. You get to pick based on how you want to play. The ones I can't live without on Revenant, I can win without anyway.
I cover the core ones below for all Nightfarers. You don't have to copy them, but those are going to be the bang for your buck/low RNG ones. I also explain much of the value of the effects I selected.
*Closing Note. Most of the relic editors / cheaters I end up playing with 3-bar and need to be carried in the bossfight. I can only think of maybe 1 or two at most that were decent, and even then they weren't anything special. It's actually pretty rare for me to encounter a skilled player that has cheated relics. Maybe it's because the skilled players know they don't need much. You don’t want to be the one folding over at 3 bars quickly to all types of attacks, if a fight goes longer for whatever reason, or you didn't get a halo scythe drop.
I will include the reasoning for some effects, as they are not obvious. These are generally the most common/useful/bang-for-your-buck ones you'll encounter without my specific examples. These core utility relics will help you the most with easing the difficulty of the entire game.
They increase the pace of your team in which you kill trash mobs or bosses, revive, time-saving, etc. Vigor ones enable you to avoid getting one shot in most games. Most of them in not-so-obvious ways. I include the 6 minimum slots assuming you only get 1 useful line. Some Nightfarers don't need all 6.
For specific numbers not covered of the effects try: https://relics.pro/compendium
3 Relic effects worth dedicating a single slot for everyone
I'm not including #2 and #3 as part of the core Nightfarer builds because they can be skipped in certain situations.
Defeating Enemies Fills Art Gauge
Dark Night of the Fathom
I don't consider this to as part of the Core 6, but it is a very solid, RNG-Free relic. I used for most of my climb as Revenant on launch. It helps surviving getting one-shot throughout all Depths, even 5. The +100 HP (+5 Vigor) will help you reach the damage breakpoints I cover in Numbers to prevent getting One-Shot & Damage Formula. It's used a bit less often Post-Deep of Night because of the Increases Maximum HP (10%) that can show up on DoN relics. But it can be considered an essential for Raider even still.
Attack power increased for each Night Invader defeated +7% (Depths 3-5)
Why is Attack power increased for each Evergaol prisoner defeated +5% not recommended anymore?
As explained above, Evergaols become an accessory POI. It is a potential noob trap in Deep of Night- especially doing one at level 3 when your team has no items. I've explained the reasoning in the relic section above if you skipped to this section.
Wylder
Regular Chalice
[Wylder] +1 Additional Skill Usage. (Mobility, Successive Attacks Negate Damage, Character Skill inflicts Blood Loss)
The Will of Balance - Red Balancers (Occasionally Nullify Attacks When Damage Negation is Lowered" can save getting one-shot, save a flask, etc)
[Wylder] Art activation spreads fire in area - Underrated effect. It will help you the most with defeating the Red Lobsters in Great hollows and Night Invaders. The leftover fire does a lot of damage, and increase your reviving/clutch potential significantly.
Deep of Night Chalice
[Wylder] Character Skill inflicts Blood Loss
Defeating Enemies Fills Art Gauge 0 or +1 (Covered this in above sections)
Partial HP Restoration upon Post-Damage Attacks +1/2
Ironeye
Regular Chalice
[Ironeye] +1 Additional Skill Usage (Long I-Frame, Mark Application, Reviving)
Deep of Night Chalice
[Ironeye] Character Skill Inflicts Heavy Poison Damage on Poisoned Enemies
Defeating Enemies Fills Art Gauge and/or +1 (If you don't run this on Ironeye, I hate you)
[Ironeye] Art Charge Activation Adds Poison Effect (300 poison. Can go without but chains with #1 and #2 for clearing trash mobs and chunking mini-bosses.)
Duchess
Regular Chalice
[Duchess] Improved Character Skill Attack Power (You could go without it. Skill on 2000 damage = 1000. Relic +10% = 1200)
Max FP increased for each Sorcerer's Rise unlocked (+18% FP per Rise)
Deep of Night Chalice
[Duchess] Use Character Skill for Brief Invulnerability (Another i-frame)
Defeating Enemies Fills Art Gauge and/or +1
Recluse
Regular Chalice
[Recluse] Activating Ultimate Art raises Max HP (+50% HP for 30 seconds AND until you get hit!!!) It got buffed and old wikis are wrong. Now think about the chain effects of having Defeating Enemies fills your art Gauge that I listed earlier).
Deep of Night Chalice
Defeating Enemies Fills Art Gauge 0 or +1
Executor
Regular Chalice
The Will of Balance - Red Balancers
Deep of Night Chalice
Defeating Enemies Fills Art Gauge and/or +1 (Executor has best Ultimate in the game as explained above)
Successful guarding fills more of the Art gauge (Aura farming/clutching only)
Partial HP Restoration upon Post-Damage Attacks +1/2 (Extremely tankiness with Rivers of Blood + Successive Attacks Negate Damage)
Revenant
Changes compatible armament's incantation to [Beast Claw, Lightning Spear, O Flame] at the start of expedition. (Relic, RNG, DLC Only). These can also be seen as Utility Relics. As broken as Beast Claw is, you can just use it as a temporarily early-game utility incant if you want. At the time of when I created the first version of the guide, it was not available, and I used whatever I found during the expedition. Was still fine.
[Revenant] Trigger ghostflame explosion during Ultimate Art activation
This one is more opinionated. The reason why I've brought this relic effect for 95% of my games is subtle. Many Ultimates give a hidden benefit with the staggers they offer.
Ghostflame explosion lets you: Run into a POI/Group of Mobs -> Ult -> Enemies Are Now Staggered/Fall Down -> Revenant can freely cast spells without dying and kill them. Especially useful for the early game.Much more useful without DLC's starting spell relics
Max FP increased for each Sorcerer's Rise unlocked (+18% FP per Rise). Needed for Giantsflame builds. The more FP the better, because you can just spam heal if you run out of Flasks. You also open up your options to use expensive incants like Elden Stars, Dragonfire, etc.
Deep of Night Chalice
Defeating Enemies Fills Art Gauge
Raider
Regular Chalice
Vigor/ Dark Night of Fathom. Ideally 1600+ Vigor at lvl 15 at Depth 5.
Deep of Night Chalice
[Raider] Hit With Character Skill to Reduce Enemy Attack Power
Increased Maximum HP (+10%)
Partial HP Restoration upon Post-Damage Attacks +1/2
Guardian `
Unfortunately Guardian is pretty Relic Heavy to play comfortably and do his job. Some of these combos come with default relics or only require 2 good relics lines.
Regular Chalice
[Guardian] Successful guards send out shockwaves while ability is active
[Guardian] Slowly restores nearby allies' HP while Art is active
Stamina Recovery upon Landing Attacks
Deep of Night Chalice
Successful guarding fills more of the Art gauge (This + Defeating is still good)
Partial HP Restoration upon Post-Damage Attacks +1/2
Undertaker
Regular Chalice
[Undertaker] Activating Ultimate Art increases attack power
Deep of Night Chalice
Defeating Enemies Fills Art Gauge and/or +1
Partial HP Restoration upon Post-Damage Attacks +1/2
Scholar
Regular Chalice
The Will of Balance - Red Balancers
Deep of Night Chalice
[Scholar] Improved Endurance and Dexterity, Reduced Intelligence and Arcane
Items confer effect to all nearby allies
Defeating Enemies Fills Art Gauge and/or +1
As always, you can win without the effect. The video below is a demonstration of changing pace of the expedition and provides value by staggering enemies/mobs, giving your team damage windows, aoe/cc for clearing mobs, and some damage. This is why I rank it the #1 relic line. It also is more effective in some ways as a Duo, due to bosses having lower relative poise scaling.
(Clip #32) Duo-ing Depth 5 Normal Balancers with a Revenant/Disconnect
In this full run, I take aggro as Wylder and track all of the times we used Defeating Enemies Fills Art Gauge/Ults to help cheese POIs and poise break bosses.
Here is a site with the list of relic effects and if they can be stacked: https://relics.pro/compendium
Best builds Video by Pike Analysis (Post-DLC): https://www.youtube.com/watch?v=oHhliGbsYRY
Hopefully I've provided enough analysis for you to make your own decisions at this point on on how to improve. I'll adjust this guide from time to time, but the principles have stayed the same for 4+ months.
Simply reading this guide won't make you win more instantly, but it can help you with building consistency and getting started. Knowing how to deal with that one mechanic, knowledge check, or leading routing, can save you entire runs.
Don't forget to have fun, and enjoy the chaos, process, and laugh at the suffering and losses you may experience.
Background
I have 1000 hours/746 expedition hours in Nightreign (3/25/2026). I was reluctant to make a scrappy guide, but I know that knowledge spreads fast in this community. Hopefully it helps others improve and I can play with better randoms, you get better randoms, or you become a better random.
This is my experience after playing months of Depth 5 daily. I didn’t reach 9999 right away. It took me a month of playing after work to get to 9999, and other players got there way faster. I’ve deranked from Depth 5 to Depth 3, 2 times. I’ve been through Depth 4 hell and my skill level belonged there at some point.
I lost to ED Libra 3 times in a row at Depth 5, but now I can solo carry the fight at Depth 5. Mastery to me means being able to solo carry every boss. I still need to improve at ED Maris in Depth 5. Though there are many ways to play the game, I still observe the decision-making of my teammates and wonder how they even got to Depth 5 (no-offense), about 10-20% of the time. In some games during my climb, I’ve been carried as well. I haven’t found a good guide that hits the important marks, so I made this. It’s not feasible to expect every casual player to find and look for every trick in the book posted on Reddit. I’m pretty confident in what I’ve learned so far, and a lot of players who have finished their grind, have similar strategies, and had evidence to provide.
All of this information came from thinking about every single game, whether a POI was worth my time, reading Reddit new tricks or watching Youtube videos. Learning from other randoms. This guide is also subjective on certain parts. It’s based on heavily analyzing my own matches, playing as Revenant primarily, thinking about what I could’ve done better after every decision. I learned a lot of things from the randoms I played with, and you can too.
The goal of this guide is to supposed to be an all-in-one place for what you need to know to master Nightreign to the point of carrying your friends or randoms. Stuff like switching switching to another character like Wylder and soloing regular ED Gladius will become no problem for you, once you can dodge a lot of boss mechanics and unerstand what each character needs.
After my 777th Revenant expedition, I played Wylder for ~150 expeditions. Of those 150 expeditions, 70 of them were on a winstreak in Depth 5. No dodging, no edited relics, no starting spell, just a core/generic build.
Around 10 of those games I duoed into trios with a random with a friend I made. Some of those expeditions had players with Edited Relics. Only a few of them particularly skilled compared to other Depth 5 players I encounter. The 70 streak ended due to a common routing mistake I made. Failure to account for the third player disconnecting and then fighting a Red Royal Revenant too early on Day 1. I failed to help/carry both newbies.
Main Go-to/lazy Revenant relic setup used for 9999, 20, 19 winstreak Pre-DLC (not important, only 10/18 useful lines)
As I analyzed in the relic section, I chose to have roll vigor to give me the base chances of surviving one hit, though I still need to find around +50-60% damage negation in total during a run. I don't want to lock in every run to run full glass cannon, or need more damage negation because I didn't run vigor. I can't wait to get better relics, but you don't really get a choice.
This Evergaol + Invader relic setup below looks crazy at first glance, but I've only used this setup 2 times? Why didn't I use it while climbing.
The first relic looks great, until it isn’t. I don’t want lines to become useless if I don’t get a specific incantation and troll my team. Fundamentalist Incantations pretty much requires me to have Discus of Light or Triple Rings of Light to get value out of it. I don’t get those every game, due to the bad incant pool and incant combos. I can go 10-12 games without seeing the incants. Power up while fighting alongside family is not that great at Depth 5 for me. I can get 10% damage for 10 seconds- the time Frederick stays alive on the field. Maybe Revenant summons will get buffed in the future. It sure is lucky and insane, but I quickly swapped out of it and prefer to run a hybrid vigor/general damage build.
Relic Setup in November 26, 2025
I kept adjusting my relics as I find better ones. But I tried to slot in Maris from time to time because I liked having the Continuous Hp Recovery to top off my health and save on a heal/flask. But Revenant can self heal in fights anyway. They don't matter that much, but the reason why I adjusted is because the Madness buildup ruined an ED Libra solo carry, so I got rid of that relic. There are still about 6 not very helpful lines here, so only 12/18 slots are filled, and RNG is nice to me in some ways after 600 hours, others not.
On average, I'm only boosting my damage about 1.4x, but that was always solid for me, as I like having 1000 vigor to help make damage negation better, instead of 780 vigor with full glass cannon.
The other main reason is I get easily bored using the same spell over and over again. I like the variety of using whatever I get during a run.
First Depth 5 Game - 9/27/2025
Reaching 9999 - October, 30, 2025
Battle Record - Summary in November 12, 2025
Closing Thoughts/More Game Profile / Unimportant Information / If you're curious and made it this far
Luck can play a huge factor in your climb with bosses, but you should be prepared to fight any boss and not play the hope game. As players get better and better, the climb can become easier. Most of my gametime (95%) of the time, I was playing solo randoms, and teaching a friend what I learned. I went from 6000-9999 with random trios.
On average, from checking Steam profiles of my teammates, it takes a player about 400 hours to reach Depth 5. If I had all of this knowledge beforehand, it would’ve saved me many runs, and I could’ve climbed in less time. Just need to play the game and have fun naturally, for all of the stuff to sink in and perform under pressure. I still panic sometimes, less often, but that's the thrill of the game.
Plenty solo climb to 9999 with bad relics, non min-max strategies, and found different things worked for them. What’s the same in every climb, and not RNG dependent, is that the players knew how to deal with most of the boss mechanics, and understand routing/opportunity cost of their decisions/tradeoffs. Analyze your own games, playstyle, your trios/friends (this guide is for people who don’t have many), have fun, instead of blindly following this guide, metas, or other strategies.