Elden Ring Nightreign Releases Second Update for September 2025

FromSoftware has just released Update 1.02.3 for Elden Ring Nightreign. This update includes bug fixes and gameplay balancing adjustments, including changes to the recently added Deep of Night mode in the co-op game.

Released in May 2025, *Elden Ring Nightreign* is the newest game from FromSoftware. It has quickly become a success, selling over 5 million copies and receiving generally positive feedback. Critics have highlighted the engaging combat and addictive gameplay, though some initially found it challenging to play alone or felt it could have offered more diverse content.

The latest update, Patch 1.02.03 for *Elden Ring Nightreign*, includes several important improvements and fixes. This update adjusts the strength and impact of various attacks and abilities, and modifies how certain items and enemies work. Many changes specifically target the recently added Deep of the Night mode. A new feature lets players reduce their Deep of the Night Depth level by one, making the mode more approachable. Players will also be protected from rank loss at Depth levels 3, 4, and 5, preventing demotion after a loss. Players at Depth level 1 will no longer lose points when matched with higher-level opponents. Finally, the update resolves numerous bugs, with roughly half affecting the main game and the other half related to the Deep of the Night mode.

The latest update focuses primarily on changes to *Elden Ring Nightreign*’s Deep of the Night mode. Added on September 11th, this more difficult mode significantly increases the game’s challenge with tougher expeditions and new Depth Relics. These relics provide powerful advantages, but come with substantial drawbacks.

This new update follows closely after the recent *Elden Ring Nightreign* update, which launched with the new game mode. The patch primarily addresses bugs and adjusts gameplay to improve balance, impacting certain classes and Everdark Sovereigns. We hope FromSoftware continues to release updates to maintain balance and add more content to *Elden Ring Nightreign* for players.

Elden Ring Nightreign – Patch Notes Version 1.02.3

New features and adjustments

Additions and Changes Related to “The Deep of Night”

• Added a feature to decrease your Deep of Night Depth level by one level.

Note: Your ranking will be adjusted to the midpoint value of the lower level.

As you progress to Depth levels 3, 4, and 5, you’ll gain protection against rank demotion. This means you won’t lose a level after a loss that would normally cause you to drop down a rank.

To protect against rank drops, players at Depth level 3 will be safe after one loss, while players at Depth levels 4 and 5 will be safe after two losses.

o This protection also applies even after reaching these levels again after a Depth level demotion.

During expeditions at Depth level 2 or higher, if a player at Depth level 1 is matched against stronger opponents, they won’t lose any points if they lose the match.

We’ve updated the Expedition menu icon to reflect when you’ve achieved the highest Depth rating (5) in Deep of Night mode.

Players who previously earned the highest rating at Depth 5 will automatically get the new icon with this update, even if they already had the maximum rating.

Balance Adjustments

Nightfarers Adjustments

• Increased the attack power and stagger damage of Dash & Strong attacks for most weapon types.

• Increased the stagger damage for dual-wielding jump attacks for Thrusting Swords .

We’ve reduced the amount of stagger damage caused by jump attacks when using Curved Greatswords and Heavy Thrusting Swords while dual-wielding.

• Increased the potency of the “Improved Skill Attack Power (+1, +2)” Passive Effects.

Relic effects that build up bonuses when you take damage, and the passive effect that increases damage negation from taking damage, will no longer trigger when you block enemy attacks.

We’ve updated the ‘[Revenant] Expend own HP to fully heal nearby allies when activating Art’ Relic Effect so that it now also works on allies who were recently saved from being defeated.

We’ve updated the ‘Gradual Restoration by Flask’ effect so that using a Flask now provides a small immediate heal, on top of the healing it already provides over time.

We fixed an issue with the ‘Guard counters trigger holy bursts’ effect where the explosion was interrupting the stagger effect on enemies. Now, enemies will remain staggered after being hit by the burst.

We’ve re-implemented this fix because the version included in update 1.02.2 didn’t work as expected.

Improved how much bleeding the Depth Relic effect from the Wylder character skill causes.

We’ve increased how long the ‘Hit with Character Skill to Reduce Enemy Attack Power’ Depth Relic effect lasts, making enemies weaker for a longer period.

Reduced the amount of Poison applied by the Depth Relic effect of the [Ironeye] Character Skill, which deals extra damage to enemies already poisoned.

o The damage dealt to poisoned enemies when hit by the skill is now based on their remaining HP.

We’ve tweaked how much extra Focus Points you get from the ‘Revenant’ relic when you use an ability.

Combat & Enemies balance adjustments

We’ve lowered the health points of several night boss versions of dragons: Ancient Dragon, The Duke’s Dear Freja, Tibia Mariner, and Great Wyrm. This makes them a bit easier to defeat.

• Made “Valiant Gargoyle” easier to stagger and reduced its HP.

Made ‘Fallingstar Beast’ and ‘Full-Grown Fallingstar Beast’ less vulnerable to poison, rot, and bleeding.

We’ve lowered the health and attack strength of the ‘Maris, Fathom of Night’ boss during ‘Augur’ Expeditions in the ‘Deep of Night’ mode of Everdark Sovereign.

Bug Fixes and Improvements

We fixed an issue where the second part of the “Siluria’s Woe” skill – the wind vortex – wasn’t hitting enemies after the initial weapon strike. Now, both parts of the skill should connect as intended.

We fixed an issue where the temporary effect from the “Crimsonwhorl Bubbletear” item could sometimes restart unexpectedly after it was supposed to end.

Hey everyone, just wanted to let you know I squashed a bug that was messing with healing! Basically, if you had both the ‘Flask Also Heals Allies’ perk AND the ‘Gradual Restoration by Flask’ effect, your allies weren’t getting healed correctly when you used a flask. It’s fixed now, so your whole team should benefit from those healing potions!

We fixed an issue where Flask wasn’t recharging properly for players with the “Unifying Fate” effect under certain circumstances.

We fixed an issue where the mist created by the “Sleep Produces a Mist of Sleep” ability could sometimes keep appearing endlessly.

We fixed an issue where the relic effect that restores health to the player and nearby allies when health is low was incorrectly applying to Maris, Fathom of Night when the player was put to sleep by its attacks.

We fixed an issue in the Everdark Sovereign Tricephalos fight where attacks from the “Gladius, Beast of Night” weren’t always landing on the player, even though they should have.

We fixed an issue where creatures summoned by the ability ‘Libra, Creature of Night’ weren’t always appearing correctly during the battle with the Everdark Sovereign Equilibrious Beast.

We fixed an issue that caused the near-death meter to incorrectly fill up during the fight with the final Nightlord boss.

We fixed an issue in Deep of Night mode where defeating the Night Assassin was accidentally adding an extra skill to Wylder’s Greatsword. This has now been corrected.

We fixed an issue in the Relic Rites menu that allowed players to accidentally sell Deep Relics equipped by their Nightfarer allies.

Fixes and Improvements Related to the Deep of Night

• Rate Reflection Fixes for “the Deep of Night

We have identified the following issues with the Deep of Night rankings calculations:

o Ranking changes not being correctly applied after the end of an Expedition.

o Ranking changes being applied cumulatively with the ranking changes of a subsequent Expedition.

We’ve released a temporary fix in Patch 1.02.3, and we’re still working on a more complete solution that will be included in future updates.

• Added a sound effect when the “Attacks Impaired on Occasion” passive effect is triggered.

We fixed an issue where the duration of the ‘Guarding Ups Sorceries & Incantations’ and ‘Shielding Creates Holy Ground’ effects would unexpectedly restart if you blocked an enemy’s attack. Now, the timer should continue normally even when guarding.

We fixed an issue where the wrong icon appeared in the game log when you pinned enemies in Evergaol. Previously, it showed the icon for standard tough enemies instead of the correct icon for the Deep of Night versions.

We fixed an issue where the color of icons showing how much harmful Passive Effects increased or decreased a value wasn’t displaying correctly.

• Fixed a bug where unique armaments did not appear in the Sorcerer’s Rise Untold Power.

We fixed an issue in Shifting Earth: Noklateo, the Shrouded City where too many scarab variants were appearing.

We fixed an issue in Shifting Earth: Rotted Woods where map graces weren’t showing up if map data was missing.

Hey everyone, just wanted to let you know I fixed a weird glitch. Basically, if you used a specific Depth relic – the one that lets your character skills lower enemy attack power – sometimes enemies *wouldn’t* flinch when you hit them with those skills. It was super annoying, but it’s all sorted now, so your skills should reliably stagger enemies again!

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2025-09-24 18:10