0:00 Hello and welcome back to Rage Gaming
0:01 and in a matter of days, Night Rain.
0:03 This spin-off version of Elder Ring has
0:05 the Elder Ring tag before its name, but
0:07 it's more of a roglike version of the
0:09 game. You got like a set map that
0:11 shrinks and forces you to slowly face
0:13 the hardest challenges whether you're
0:15 ready or not. And within that, we have
0:16 eight set classes at the launch of the
0:18 game to play, each with their own
0:20 skills, passives, equipment, pros and
0:22 cons, and more. So, today we're going to
0:23 cover everything we know about each and
0:25 the fact that we expect more in the
0:27 future. So, let's get started. The eight
0:28 classes of the game are known as the
0:30 night farers. Each night farer comes
0:32 with one character skill, one passive,
0:34 one ultimate art, and each of these is
0:37 based on the night farer that you're
0:38 playing. So of course, the duchess can't
0:40 be using the ultimate art of say the
0:42 guardian. On top of that, there are
0:43 other details you want to consider. So
0:45 each one has initial starting equipment
0:47 with the skin of your choosing, but we
0:49 will find more. There's going to be
0:51 varying levels of HP, FP, and stamina
0:53 per class, of course, and there will
0:56 also be different relic slot options
0:58 based on the class you're playing. Now,
1:00 despite the many class specific details
1:02 we've just mentioned, there are a few
1:03 universal details that are important to
1:05 know. Firstly, the fact that all Night
1:07 Farahers can use any weapon technically.
1:10 There's no full restriction on that.
1:12 Secondly, with all of that, we're going
1:14 to start every run at level one, no
1:15 matter the class that you pick. A quick
1:17 word on that then is that leveling is
1:19 different in Night Rain. It's heavily
1:20 simplified. Each run known as an
1:22 expedition basically resets you. So,
1:24 you're always starting each run at level
1:26 one. To gain XP, you just go kill stuff,
1:29 explore, you know, the usual classic XP
1:31 means. But when you're ready to level,
1:33 you do it as you'd expect at a bonfire
1:35 or a grace like normal. In this game,
1:38 though, you basically autole, meaning
1:40 you do not choose the stats to raise in
1:42 any specific way. It just kind of does
1:44 it for you, already decided by the class
1:46 that you picked. For main forms of
1:48 progression, those come through, say,
1:49 the NPC story lines, but importantly,
1:52 your relics and the setups that you set.
1:54 So, at the end of an expedition, you're
1:55 rewarded with the relics and currency
1:57 based on what you did and how you did.
1:59 And we can see different examples of
2:00 that here, like this polished burning
2:02 scene. It provides improved dragon cult
2:04 incantations and one extra level to
2:06 faith. So, that'd be great if you're a
2:07 faith or dragon cult user, but not
2:09 relevant if you're not. They've shown us
2:11 the relic rights menu briefly to look
2:12 at. This is found in the round table
2:14 hold, the hub of the game. As you can
2:16 see, the guardian can at least slot in
2:18 three relics from what we've been shown
2:19 so far because, you know, you have a
2:20 different tab for each class and
2:22 different relic slots based on that. But
2:23 yeah, we're looking at the guardian
2:24 night farer here on the right. Then we
2:26 have the current list of available
2:27 relics they found so far. The yellow
2:29 relic here is the polished luminous
2:31 scene providing one more endurance and
2:33 magic attack powerup. Pretty good for a
2:35 lot of classes since all are going to
2:37 benefit from a bit of endurance and that
2:38 magic attack could be relevant for a lot
2:40 of us. The next example with the grand
2:42 luminous scene, improved stone digger
2:44 sorcery, one level poise, one level of
2:46 holy attack power. You could argue that
2:48 this could be used by a caster who will
2:50 also benefit from the poise. Or maybe
2:52 someone that doesn't care about the
2:53 stone digging sorcery at all, but are
2:56 using holy attacks. And again, everyone
2:58 benefits from the poise. We get more
3:00 specific examples as we go. This one's
3:02 called the Grand Luminous scene,
3:03 providing increased duration for
3:05 character skill. Specifically though for
3:07 the guardian character skill in this
3:10 case that would be the whirlwind skill.
3:12 An AoE around the guardian dealing
3:13 damage, knocking enemies back,
3:15 deflecting arrows during its effect. So
3:17 the relic would increase the duration of
3:19 that arrow protection and even longer
3:21 time for that damage and control of the
3:23 winds. There's a cool clip here showing
3:25 that relic being used, meaning the CC of
3:28 the group of enemies goes on for longer,
3:29 giving the recluse that time to cast a
3:32 spell and blast them. So lots of relics
3:34 will have universal benefits. Some will
3:36 have specific considerations or even
3:38 ones that only work for set night
3:40 farers. For other main progression, then
3:42 there's the memory fragments. You'll
3:44 find the fragments for your own night
3:46 farer, but also other night farers found
3:48 in the round table hold when you're not
3:50 playing them, so you can have
3:51 conversations with them. This will often
3:53 provide you with side missions you might
3:54 try to complete while out on the next
3:56 expedition. And doing this kind of
3:58 stuff, you'll find the origin of each
4:00 night farer and their purpose.
4:01 Encouraging you probably to play a
4:03 variety of night farers so you can
4:05 progress all the stories. But while in
4:07 the hub, there's also the fitting
4:09 mirror. This will let you change the
4:10 cosmetic appearance of your chosen night
4:13 farer. Using this system, we see a
4:15 return of different fan favorite looks
4:16 from the different games, but just
4:18 consider it cosmetic fun. It's not too
4:20 serious, but it does seem like what your
4:23 options will be will be based on what
4:24 night farer you're looking at. So,
4:26 that's the universal stuff. Let's now
4:28 run through everything we know as a fact
4:30 for each night farer and also mention
4:32 what we don't know. First up, we have
4:34 Wilder, which is basically the Storm
4:36 Knight generic standard knight guy. He's
4:38 going to be good in general for
4:40 everything, not specifically focused on
4:42 anything for him. We know that he's got
4:44 a great sword and small shield to start
4:46 with, and his passive is sixth sense.
4:49 This in the network test was basically a
4:52 death prevention, allowing you to ignore
4:54 death at least once in your expedition,
4:57 which certainly seems relevant and again
4:59 great for learning the game. In the
5:00 network test, this would actually reset
5:03 if you used a grace. So yeah, absolutely
5:05 fantastic. The skill is clawshot, a
5:08 unique and cool grapple effect that
5:10 allows you to pull enemies towards you,
5:12 but also pull yourself around, seemingly
5:14 not just to targets, but around the map
5:16 in general. Great for traversal. This
5:18 will allow you to really close the gaps
5:21 or pull out specific enemies, ones that
5:23 are pesky, like a ranger or caster or
5:25 something. Should be really useful.
5:27 Lastly, we have the ultimate, the
5:29 onslaught stake. This ridiculous shot
5:31 from the hand crossbow that launches
5:33 this massive explosion in a single big
5:36 hit. It must be done like a shotgun up
5:38 close. You also have protection during
5:40 the animation, so you could even use it
5:42 to evade a big attack by timing it
5:45 correctly, which is quite exciting.
5:46 Right. Next up, we have the guardian,
5:48 that birdman knight that you've seen
5:50 throughout all of the footage. He is the
5:52 tank essentially with the biggest health
5:54 pool in the game, as well as other
5:56 benefits like damage resistance. So, if
5:58 you want to be tanky, this is the guy.
5:59 He comes with a halbird, but also
6:01 importantly that great shield to hide
6:03 behind and reduce damage. His passive is
6:05 steel guard, which allows you to kind of
6:07 hunker down using a guard effect that's
6:10 noticeably stronger than a regular
6:11 guard. It reminds me in Monster Hunter
6:13 of say the power guard when using the
6:16 lance and its huge shield. You can move
6:18 around while it's active, but only
6:20 minimally. For the character skill, as
6:22 we discussed earlier, it is whirlwind
6:23 that causes that AoE around you of the
6:26 wind that does deflect arrows, dealing
6:28 ticks of damage and also slightly
6:30 controlling enemies by knocking them
6:32 about. Weaker enemies will be fully CCd
6:34 by this, and if you increase its
6:35 duration through relics, it can be very
6:37 effective. There's also one that you can
6:39 charge up to make last longer and deal
6:40 more damage, which is good to know. The
6:42 ultimate skill for the guardian is the
6:44 incredible wings of salvation, allowing
6:46 you to leap up high and fly for a moment
6:47 to dive down and slam down. It actually
6:50 gives you a defensive buff, and those
6:52 allies that are in that circle of AoE
6:54 will also benefit from it. And in the
6:56 game overview trailer that they
6:57 released, they said it's great for
6:59 reviving your team if they're down in a
7:01 tough moment. All right, next up we have
7:02 the Iron Eye, the archer or Ranger type,
7:04 which is going to be abusing the
7:06 weaknesses of the targets. We do not
7:08 know everything about this yet. We've
7:10 only had recent reveals of it. So, while
7:12 we don't know the starting gear, you can
7:13 expect that it's going to have access to
7:15 different bows and arrows and ammo types
7:18 because of it. We do know the passive
7:19 though, eagle-eye. Simply put, this will
7:21 increase the amount of items that
7:23 enemies drop, which is going to be great
7:24 to have in the team. For the skill
7:26 marking, we learned more about that
7:27 recently, where basically it's reducing
7:30 the targets poise, making them much more
7:32 susceptible to basic hits, meaning
7:34 they're going to be attackable for free
7:36 quite easily. And we've seen how this
7:38 builds up enough stagger to get a proper
7:40 knockdown and then critical hit as a
7:42 follow-up. Finally, the ultimate skill
7:43 is single shot. They describe it as a
7:46 supersonic arrow that will pierce
7:48 through any target. Seemingly, it just
7:50 won't stop going. Great for AoE or just
7:52 a really big hit with some careful
7:54 positioning. Next up, we have the
7:56 Duchess, a Lady Maria looking character,
7:59 there's basically the rogue of the game
8:00 with lower health, but a lot more
8:02 agility to it. Starting with a dagger
8:05 and effect, shield grease. You'll have
8:07 three of these as a consumable that will
8:09 boost your guarding and just damage
8:11 negation for a survivability tool.
8:13 Anyway, her passive is magnificent pose.
8:15 We see this through the movement of the
8:17 class where she's instead of rolling
8:19 around doing flips and side steps,
8:21 dodging quickly again like she's from
8:23 Bloodborne. It's a particularly good
8:25 dodge that has fast speed to it and
8:27 increased eye frames. To my
8:29 understanding, her skill though is
8:31 restage where basically you do an attack
8:33 and then repeat that attack suddenly by
8:35 using this skill. The specific
8:36 information on this is that you deal
8:38 damage and then repeat that damage
8:40 within the last few seconds on use of
8:42 restage. So, in the last few seconds,
8:44 you and your team have hit something
8:46 really hard, you repeat that again. So,
8:48 the timing of that seems important. The
8:50 ultimate skill is finale, though, which
8:52 is essentially a stealth AOE that
8:54 affects you and your allies. It's got a
8:56 very cool animation, but I will be
8:58 interested to see how this truly works.
9:00 You get a period of stealth, a pretty
9:02 decent amount of time. Enemies will
9:03 completely lose sight of you, allowing
9:05 you to back up, heal, maybe sort out the
9:07 dire situation you're in, completely
9:09 evade an encounter, or set up an ambush.
9:11 There certainly will be uses for it, but
9:13 you'll need to use it at the right time.
9:14 All right, next up we have the recently
9:16 revealed raider, the Viking type that is
9:19 built like a brick wall. We don't know a
9:21 ton about the equipment that you're
9:22 going to get, but I would fully expect
9:24 some sort of big blunt weapon as we've
9:26 seen. So, if you like big weapons, this
9:27 is the one for you. What we do know is
9:29 it comes with the fighter's resolve
9:31 passive. It means that he basically
9:32 isn't going to flinch when you take a
9:34 minor attack from a basic enemy and
9:37 leads into retaliate. the idea that it
9:39 cannot be knocked down while using its
9:42 retaliate skill. So retaliate is
9:44 basically you do this punch that's
9:46 ridiculously strong and stronger if
9:49 you've taken a hit during it. You
9:50 basically got hyper armor during it. So
9:52 you use it intentionally take a hit and
9:54 then retaliate with this ridiculous hit.
9:57 Even against a massive enemy, it builds
9:59 up a massive amount of stagger. So
10:01 you're essentially going to try to parry
10:03 with the initial effect of this skill to
10:06 get the big retaliation off. I would
10:08 view it if you played Monster Hunter as
10:09 almost like using the shoulder tackle of
10:11 the great sword. He has quite a weird
10:14 ultimate skill, Totem Stellar, which
10:16 generates this big gravestone that takes
10:18 up a physical space in the world,
10:20 meaning you can hide behind projectiles,
10:22 magic attacks, archery shots, using it
10:25 as cover. And with the movement system
10:26 of Night Rain allowing you to climb
10:28 terrain like this, you and your allies
10:30 can climb up top and get a quite clever
10:32 vantage point. You could use this, as we
10:34 see here, with the iron eye to get up
10:36 high and have some free shooting because
10:38 the melee enemies just can't reach you.
10:40 It does deal damage on summon though,
10:42 and the idea is it's going to boost your
10:43 allies and give you like some sort of
10:45 benefit. We don't know the exact value
10:47 of it. Does seem useful if you can be
10:49 creative with it, though. All right, for
10:50 the last class we know a lot about, we
10:52 have the recluse, which was playable in
10:53 the network test, so we know a lot about
10:55 it. So, if you want to use sorcery and
10:57 magic, this is the one for you. It has
10:58 the highest FP count out of all the
11:00 classes, and will maintain that as you
11:02 level it up. But in exchange, you'll
11:04 have the lowest health pool. So, you got
11:05 to be careful. Anyway, it starts with a
11:07 staff so that you're able to cast
11:08 spells. Obviously, the basic spells that
11:10 we started with in the network test was
11:12 the classic pebble shot, a quick small
11:15 glintstone hit, and glintstone arc,
11:17 which is kind of a nice basic AoE
11:19 shotgun hit. The passive is called
11:21 elemental defense. It lets you see
11:23 elemental residue, and it ties into your
11:26 skill, magic cocktail. The idea is that
11:28 your allies have elemental attributes,
11:30 and so do the enemies. and you're going
11:32 to collect that and turn it into
11:34 something. We know from the network test
11:36 that this can involve magic, fire,
11:38 lightning, and holy effects. And on
11:39 every fourth cast of this, it did
11:42 something particularly special based on
11:44 the combination of elements that you
11:45 were collecting. So, this could just be
11:47 a damaging spell, movement, as we've
11:49 seen, or it could just straight up give
11:50 you a buff. Examples that we saw during
11:52 the network test were the summoning of
11:54 wisps, fire AoE, the blood hound step,
11:56 which is cool. AoE freeze during of
11:59 which you encase yourself in ice, that's
12:01 what we see in the footage here,
12:03 becoming immune to damage. There is
12:05 magic fire breath, a way to generate
12:07 infinite FP, classic carry and slash
12:09 attacks, and quite a few more.
12:11 Thankfully, the ultimate skill for
12:13 recluse is a lot simpler. It's soul
12:15 blood song. You're basically just
12:16 marking a target with this glyph. And
12:19 those affected by that glyph as they
12:21 take damage from you or allies, you get
12:23 a little bit of healing as well as FP,
12:25 which is very important. This is going
12:26 to be great like in the midstage of a
12:29 fight, especially a boss fight to give
12:30 your allies some easy life steal, but
12:32 also to recover your FP so you can keep
12:35 casting. It does have a longer animation
12:37 and not infinite range, so you will need
12:39 to time it correctly. But during the
12:40 network test, it did have some
12:42 protection during it, so we'll see how
12:43 that works out in live. Right. All
12:45 right, for the final two, we don't know
12:47 a lot about them, unfortunately. Here's
12:48 what we do know. This armored knight
12:51 that uses a katana is the executive,
12:53 able to use their big blade in one or
12:55 two hands and has this heavy focus on
12:58 parrying as a concept. It very much
12:59 feels like the class inspired from Searo
13:02 where we have the Duchess as the
13:03 Bloodborne character. So, we see these
13:05 clips of perfect parry timing at the
13:07 last moment. In SEO, you were basically
13:10 hitting L1, the block button, to parry
13:12 right as you're about to be hit, and
13:14 then you'd repeatedly do that to destroy
13:16 the enemy's poise. I could expect then a
13:19 system of that nature based on what
13:20 they've shown us. But for the moment,
13:22 they've barely shown anything other than
13:24 the fact that it seems to be able to
13:25 buff up its weapon and holy damage and
13:27 use holy arcs, a semi-ranged ability
13:30 because of that. For this class though,
13:31 we did just get a new character trailer.
13:33 So, it shows us some new stuff we've not
13:35 seen before, highlighting the fact that
13:37 that holy blade seems to be generated as
13:40 you land those perfect parries like the
13:41 Searo style parry. Then, unleashed when
13:44 charged up enough. The other absolutely
13:46 insane unexpected thing is probably the
13:48 ultimate art, which turns it into a
13:50 giant beast. It's been shown to do basic
13:52 combos and a big slam and one charged up
13:54 attack that seems to have a holy blade
13:56 that thrusts forward. People are
13:58 commenting on the reveal calling it the
14:00 Crucible Wolf transformation, and I
14:02 think that's probably right. Lastly, we
14:04 have the Revenant, of which we know very
14:06 little about. There's people saying that
14:08 it's going to be one that's tying into
14:09 the spirit ash mechanics of Elder Ring.
14:12 So, basically, it's your summoner class,
14:14 but we've not seen any direct examples.
14:16 What we have seen is it's using some
14:18 sort of scythe. It looks like the halo
14:20 scythe with familiar holy arcs during a
14:22 brief moment. So, you can of course
14:24 fight directly, too. But the skills and
14:26 powers of this one is very much unknown
14:28 and we do think it's going to be your
14:30 summoner class for the moment. In
14:32 regards to the future of the game and
14:34 other content that's coming, we do know
14:36 that DLC is actually already confirmed
14:38 and in development. What we can expect
14:39 from that, we don't know, but I would
14:41 strongly expect more Nightfares to play
14:43 alongside more content like new areas to
14:46 explore and new bosses and so on is
14:48 definitely coming. But yeah, that's my
14:50 overview of the classes, the night
14:52 farers, and basically everything we know
14:54 about them and around them. I hope that
14:55 was particularly informative and maybe
14:57 gives you an idea of what you want to
14:58 try at launch. We'll be covering all
15:00 things Night Rain at launch with lots of
15:02 advice and guides for you soon. So, be
15:04 sure to check that out. For now then,
15:05 I've been hollow. You've been Thanks for
15:09 watching. Josh Cotton and Hollow with
15:12 the videos. Dropping the humor like a
15:14 hammer on your tippy toes. Bringing
15:15 entertainment on a daily arrangement to
15:17 take our insanity and turn it into
15:19 entertainment. Yes, I said entertainment
15:21 twice. to reiterate that it is nice to
15:24 look into your faces on a mostly daily
15:26 basis when you let us in your homes and
15:28 make the whole world our stage is uh
15:31 goodbye.