In the Deep of Night mode of Elden Ring Nightreign, there are plenty of new relic perks that can be equipped to strengthen your character. Which Deep Relics are more powerful? This article will update a Deep of Night Relic tier list to pick up the best relic effects in Nightreign and a complete cheat sheet/spreadsheet with all information.
Deep of Night Relics in Elden Ring Nightreign provide players with a variety of passive bonuses that can improve both offense and defense during combat. When you get a Deep Relic, its effects are randomly assigned, so you might find one that’s tailored to a specific character or one that grants general buffs like increased critical damage, better stamina recovery, or damage reduction. These Depth relics come in different rarities: the simplest Delicate relics offer one effect, Polished relics give two effects, and the rare Grand relics carry three bonuses. Some relics are unique and can only be used by certain Nightfarers, also known as character-specific perks.
S Tier Nightreign Deep of Night Relics
S Tier Deep of Night relics are the ones that really make a difference in your game. They often give you big boosts to damage or defense, work well in most fights, and help you stay alive longer. These perks usually fit many playstyles and can stack with other strong perks, which makes your Nightfarers stronger.
Improved Guard Counters +1/2
This relic perk is especially strong for the Guardian class. The +2 version can boost damage from guard counters by 26%, and if you stack multiple of these perks, the damage increases a lot. It works really well with affinity damage reduction for a very solid build.
Improved Physical Damage Negation +1/2
Since most enemies deal physical damage, this perk is very important for surviving. It’s reliable and makes a big difference in fights.
Improved Affinity Damage Negation +0/1/2
This relic helps block damage from various elements and attack types. It’s often better than choosing resistances to only one element and is great for tanky builds like the Guardian.
Art Gauge Charged from Successful Guarding +1
This one lets you fill your ultimate art gauge when you block attacks, which is really useful if you prefer playing defensively.
Art Gauge Fills Moderately Upon Critical Hit +1
If your build focuses on critical hits, this relic helps you get your ultimate art back faster after landing those critical strikes.
Defeating Enemies Fills More of the Art Gauge +1
Killing enemies gives you more ultimate art charge, so you can use your powerful abilities more often. This is very helpful for sustained fights.
Attack Power Up When Facing Poison/Scarlet Rot/Frostbite-afflicted Enemy +1/2
This perk boosts your damage against enemies affected by poison, rot, or frostbite. The boost can be really high, up to 40%.
Physical Attack Up +3/4
Boosting physical attack is a straightforward way to increase your damage, and it benefits almost any melee build.
Improved Affinity Attack Power +0/1/2
This perk increases damage from affinity-based attacks, including weapons and spells.
[Element] Attack Up +3/4
If your build focuses on a certain element, this perk raises that element’s damage significantly.
Partial HP Restoration Upon Post-Damage Attacks +1/2
This is one of the best relics for staying alive. It heals you a bit after you take damage, which helps you avoid using healing items all the time.
A Tier Nightreign Deep of Night Relics
A Tier relics offer solid benefits but tends to be more situational or smaller in effect. They can help you out in certain builds or when combined with other perks, but on their own, they don’t change the game as much. Some increase your stats after you clear certain areas or boost your magic or stamina a bit. They’re useful if you find them alongside stronger perks, but you probably wouldn’t build your whole character around them.
Arcane Increased for Each Great Enemy Defeated at a Ruin
You gain some extra Arcane after clearing ruins. It’s useful but limited because not many weapons scale with Arcane damage.
Max Stamina Increased for Each Great Enemy Defeated at a Great Encampment
This gives you a small stamina boost, which helps if your build uses stamina a lot, but the increase is modest.
Runes and Item Discovery Increased for Each Great Enemy Defeated at a Fort
You get a slight boost to runes and item drop rates. It’s helpful but not game-changing.
Max HP Increased for Each Great Enemy Defeated at a Great Church
Clearing Great Churches gives you extra health. This is good for tanky builds, but it depends on luck to find and clear these places.
Increased Maximum Stamina
A general stamina boost that’s good if your character uses stamina a lot, but it comes with some drawbacks that might cancel out the benefit.
Physical Attack Power Increases After Using Grease Items +1/2
Using grease items temporarily raises your physical damage by 20%. It’s a solid boost but requires you to use consumables frequently.
Improved Sorceries/Incantations +0/1/2
This boosts magic damage by up to 10%. It’s a good option if you don’t have access to affinity attack power.
Improved [Element] Damage Negation +1/2
Elemental resistances are helpful but not as flexible as affinity damage negation.
Improved Flask HP Restoration
Makes your healing flasks heal more, which helps you stay in the fight longer, although it’s not as strong as increasing your max HP.
B Tier Nightreign Deep of Night Relics
B Tier relics usually provide minor or very specific bonuses that don’t impact your overall performance much. Some only help with consumables you might rarely use, or they rely on conditions that don’t come up often. Others offer small healing or resistance boosts that might help a little but aren’t worth focusing on. These are generally more of a filler until you find better perks to use.
Improved [Consumable] Damage +1/2
Increases the damage of items like throwing knives and pots, but since you can only carry a few and they don’t do much damage anyway, this perk isn’t very useful.
HP Restored When Using Medicinal Boluses +1
Restores about 80 HP when you use boluses, but since you can only carry a few, it’s not a very impactful perk.
[Item] in Possession at Start of Expedition
Starts you off with a specific consumable item. This is of limited value since you usually want to save these items for tough fights.
HP Restoration Upon Thrusting Counterattack +1
Restores a small amount of HP after a successful thrusting counterattack, but those counterattacks don’t happen often enough for this to matter much.
Sleep/Madness in Vicinity Improves Attack Power +0/+1
Gives you a damage boost if you or nearby enemies are affected by sleep or madness. This is risky and hard to rely on.
Improved [Status] Resistance +1/2
Slightly improves resistance to status effects. Sometimes useful if combined with curses, but usually not very effective on its own.
Category | Relic Description | Effect | Stackable |
Stat | Increased Maximum HP | Increases maximum HP by 1.1x | Yes |
Stat | Increased Maximum FP | Increases maximum FP by 1.15x | Yes |
Stat | Increased Maximum Stamina | Increases maximum stamina by 1.12x | Yes |
Utility | [Item] in Possession at Start of Expedition | Starts the game with the specified item | Yes |
Exploration | Max HP Increased for Each Great Enemy Defeated at a Great Church | Increases maximum HP by 1.05x for each boss killed at a great church | No |
Exploration | Runes and Item Discovery Increased for Each Great Enemy Defeated at a Fort | Increases discovery by 16 and rune gain by 1.055x for each boss killed at a fort | No |
Exploration | Arcane Increased for Each Great Enemy Defeated at a Ruin | Increases arcane by 4 for each boss killed at a ruin | No |
Exploration | Max Stamina Increased for Each Great Enemy Defeated at a Great Encampment | Increases maximum stamina by 1.075x for each boss killed at a camp | No |
Exploration | Dormant Power Helps Discover [Weapon Class] | Changes the preferred weapon class to the specified class, making it more likely to obtain it | No |
Offensive | Physical Attack Up +3/4 | Increases physical damage by 1.085x/1.1x | Yes |
Offensive | [Element] Attack Up +3/4 | Increases magic/fire/lightning/holy damage by 1.105x/1.12x | Yes |
Offensive | Improved Affinity Attack Power +0/1/2 | Increases magic, fire, lightning, and holy damage by 1.05x/1.08x/1.1x | Yes |
Offensive | Physical Attack Power Increases after Using Grease Items +1/2 | Increases physical damage by 1.17x/1.2x for 30 seconds after using grease | No |
Offensive | Attack Power up When Facing Poison/Scarlet Rot/Frostbite-Afflicted Enemy +1/2 | Increases damage by 1.16x/1.2x when attacking an enemy suffering from the specified status | No |
Offensive | Sleep/Madness in Vicinity Improves Attack Power +0/+1 | Increases damage by 1.12x/1.22x after sleep/madness procs | No |
Offensive | Improved Guard Counters +1/2 | Increases guard counter damage by 1.22x/1.26x | Yes |
Offensive | Improved [Consumable] Damage +1/2 | Increases pot/knife/stone/perfume damage by 1.3x/1.35x | Yes |
Offensive | Art Gauge Charged from Successful Guarding +1 | Increases characterSkillGauge by 1.5 upon blocking an attack | No |
Offensive | Art Gauge Fills Moderately upon Critical Hit +1 | Increases characterSkillGauge by 6.5 upon riposte | No |
Offensive | Defeating Enemies Fills More of the Art gauge +1 | Increases characterSkillGauge by 6.5 upon killing enemies | No |
Offensive | Improved Sorceries/Incantations +0/1/2 | Increases sorcery/incant damage by 1.05x/1.085x/1.1x | Yes |
Offensive | Reduced FP Consumption +0/1/2 | Reduces FP consumption by 0.92x/0.87x/0.84x | Yes |
Defensive | Improved Physical Damage Negation +1/2 | Increases physical damage negation by 10.5%/12% | Yes |
Defensive | Improved [Element] Damage Negation +1/2 | Increases magic/fire/lightning/holy damage negation by 15%/16% | Yes |
Defensive | Improved Affinity Damage Negation +0/1/2 | Increases magic, fire, lightning, and holy damage negation by 6/10.5/12% | Yes |
Defensive | Improved [Status] Resistance +1/2 | Increases specified status resistance by 110/130 | Yes |
Regen | Partial HP Restoration upon Post-Damage Attacks +1/2 | Same as original, but increases HP gained per hit by 25%/35% | No |
Regen | HP Restoration upon Thrusting Counterattack +1 | Restores [MaxHP * 0.033] on counterhits | No |
Regen | HP Restored When Using Medicinal Boluses, etc. +1 | Replenish 80 HP from certain consumables | No |
Regen | Improved Flask HP Restoration | Increases HP gained from flasks by 1.1x | Yes |
Character | [Wylder] Character Skill inflicts Blood Loss | Skill inflicts 60 (impact) / 55 (pull) bleed on hit | No |
Character | [Guardian] Character Skill Boosts Damage Negation of Nearby Allies | Increases damage negation for self and allies by 12% for 30 seconds after using skill | No |
Character | [Ironeye] Character Skill Inflicts Heavy Poison Damage on Poisoned Enemies | Skill inflicts 70 poison. Deals [MaxHP * 0.0025] + 250 damage on poison-afflicted enemies | No |
Character | [Duchess] Use Character Skill for Brief Invulnerability | Makes you immune to damage for 0.4 seconds after using skill | No |
Character | [Raider] Hit With Character Skill to Reduce Enemy Attack Power | Decreases enemy damage dealt by 0.87x after hitting them with skill for 13 seconds | No |
Character | [Revenant] Increases Max FP upon Ability Activation | Permamently increases maximum FP by 1.0075x up to 20 stacks Permamently increases maximum FP by 1.0085x up to 40 stacks Permamently increases maximum FP by 1.0095x up to 60 stacks (cap, total 51% increased max FP) | No |
Character | [Recluse] Collect Affinity Residues to Negate Affinity | Increases magic/fire/lightning/holy damage negation by 20% upon absorbing respective residue for 30 seconds | No |
Character | [Executor] Slowly Restore HP upon Ability Activation | Restores [MaxHP * 0.0027] + 3 for 30 seconds after passive activates (recovering from status effect) | No |
Character | [Wylder] Improved Mind, Reduced Vigor | Decreases vigor by 5, increases mind by 10 | No |
Character | [Wylder] Improved Intelligence and Faith, Reduced Strength and Dexterity | Decreases strength by 7 and dexterity by 5, increases intelligence and faith by 15 | No |
Character | [Guardian] Improved Strength and Dexterity, Reduced Vigor | Decreases vigor by 8, increases strength by 9 and dexterity by 19 | No |
Character | [Guardian] Improved Mind and Faith, Reduced Vigor | Decreases vigor by 6, increases mind by 8 and faith by 17 | No |
Character | [Ironeye] Improved Arcane, Reduced Dexterity | Decreases dexterity by 9, increases arcane by 15 | No |
Character | [Ironeye] Improved Vigor and Strength, Reduced Dexterity | Decreases dexterity by 13, increases strength by 20 and vigor by 5 | No |
Character | [Duchess] Improved Vigor and Strength, Reduced Mind | Decreases mind by 14, increases strength by 24 and vigor by 3 | No |
Character | [Duchess] Improved Mind and Faith, Reduced Intelligence | Decreases intelligence by 5, increases faith by 13 and mind by 3 | No |
Character | [Raider] Improved Mind and Intelligence, Reduced Vigor and Endurance | Decreases vigor by 8 and endurance by 4, increases intelligence by 35 and mind by 9 | No |
Character | [Raider] Improved Arcane, Reduced Vigor | Decreases vigor by 4, increases arcane by 17 | No |
Character | [Revenant] Improved Vigor and Endurance, Reduced Mind | Decreases mind by 11, increases vigor by 5 and endurance by 5 | No |
Character | [Revenant] Improved Strength, Reduced Faith | Decreases faith by 6, increases strength by 25 | No |
Character | [Recluse] Improved Vigor, Endurance, and Dexterity, Reduced Intelligence and Faith | Decreases intelligence and faith by 10, increases dexterity by 20, endurance by 5, and vigor by 4 | No |
Character | [Recluse] Improved Intelligence and Faith, Reduced Mind | Decreases mind by 13, increases intelligence and faith by 12 | No |
Character | [Executor] Improved Vigor and Endurance, Reduced Arcane | Decreases arcane by 13, increases vigor by 5 and endurance by 6 | No |
Character | [Executor] Improved Dexterity and Arcane, Reduced Vigor | Decreases vigor by 7, increases arcane by 9 and dexterity by 12 | No |
Curse | Taking Damage Causes [Status] Buildup | Taking damage inflicts 32 (deathblight) / 40 (madness, sleep) / 44 (bleed, rot, frostbite) / 52 (poison) buildup on the user | Yes |
Curse | Reduced Strength and Intelligence | Decreases strength and intelligence by 3 | Yes |
Curse | Reduced Dexterity and Faith | Decreases dexterity and faith by 3 | Yes |
Curse | Reduced Dexterity and Intelligence | Decreases dexterity and intelligence by 3 | Yes |
Curse | Reduced Strength and Faith | Decreases strength and faith by 3 | Yes |
Curse | Reduced Vigor and Arcane | Decreases vigor and arcane by 3 | Yes |
Curse | Reduced Rune Acquisition | Decreases rune gain by 0.9x | Yes |
Curse | Reduced Flask HP Restoration | Reduces HP gained from flasks by 0.85x | Yes |
Curse | Ultimate Art Charging Impaired | Decreases ultimate gauge gain by 0.85x | Yes |
Curse | All Resistances Down | Decreases all status resist by 80 | Yes |
Curse | Continuous HP Loss | Decreases HP by 2/s | Yes |
Curse | More Damage Taken After Evasion | Decreases damage negations by 45% right after rolling | Yes |
Curse | Repeated Evasions Lower Damage Negation | Decreases damage negations by 23% / 35% for 15 seconds on repeat rolls | Yes |
Curse | Reduced Damage Negation for Flask Usages | Decreases damage negations by 45% while using flasks | Yes |
Curse | Lower Attack When Below Max HP | Decreases damage by 0.915x when HP is below 85% | Yes |
Curse | Poison Buildup When Below Max HP | Inflicts the user with 2 poison buildup per 0.22s when HP is below 85% | Yes |
Curse | Rot Buildup When Below Max HP | Inflicts the user with 2 rot buildup per 0.24s when HP is below 85% | Yes |
Curse | Near Death Reduces Max HP | Reduces maximum HP by 0.75x for 60 seconds after being downed | Yes |
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