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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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