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