In 2026, I logged into Elden Ring Nightreign on my PS5 at 2 a.m., coffee in hand, expecting the usual post-patch chaos. Instead, I saw App Ver. 1.03.2 and Regulation Ver. 1.03.4 glowing in the corner, and my tired brain whispered: maybe the developers actually listened this time. The update hit PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Steam, and after a quick restart and login, I dove straight into the Deep of Night. No cap, the first run felt different.

The Character Buffs I Felt Immediately โ๏ธ
I started with Executor because I am a sucker for high-risk, high-reward swordplay. The Cursed Sword character skill now boosts critical hit power, guard boost, and stagger damage on successful deflection, while reducing stamina drain. Running out of stamina after a deflect no longer guard breaks you. That alone saved my hide three times in one expedition. Weapon arts also benefit from Improved Skill Attack Power and Improved Melee Attack Power while Cursed Sword is active, which makes my favorite combos hit like a truck. Aspects of the Crucible: Beast got more attack power, better damage negation during the L2/LT/Q skill attack, and a short window where you cannot be critically wounded. If your HP hits zero during activation, you end the transformation with 1 HP. In Deep of Night, its non-Roar attacks now scale with depth level. That is huge.
| Character | Key changes I noticed | My honest reaction |
|---|---|---|
| Duchess | More damage negation and guard boost | Finally, less paper-thin |
| Guardian | Better guard, stronger shockwave relic, more poise near Totem Stela | Tank life is good |
| Raider | Faster attacks with greataxes, great hammers, colossal weapons; Fighter's Resolve attack boost when HP drops; wider Totem Stela range | Unga bunga approved |
| Revenant | Summoned spirits hit harder during Immortal March; Deep of Night summons scale with depth | My little army eats |
| Executor | Cursed Sword and Crucible Beast buffs | Anime sword mode online |
| Scholar / Undertaker | Hammer movement tweaks, relic healing and attack boosts | Small but tasty |
I also took Revenant for a spin. When Immortal March triggers with active summoned spirits, their special attacks now deal more damage. In Deep of Night, spirits summoned through Summon Spirit gain attack power and damage negation scaling with expedition depth. That means my skeletal buddies are no longer just distractions; they are actual threats. Guardian mains got love too: increased damage negation, guard boost, and relic effects for HP recovery from successful guarding, drawing enemy attention, and shockwaves during successful guards. The Totem Stela relic effects now restore more HP and grant better poise nearby. Raider players can finally swing greataxes, great hammers, and colossal weapons with faster various attacks, except dual-wield and jump attacks, and some movement distances were adjusted. Fighter's Resolve now gives an attack boost when HP is significantly reduced, which fits the berserker fantasy perfectly.
Relics, Sorceries, and the Nerf Bat ๐งช
The relic tuning is where I felt the patch most. The Wylder relic effect that spreads fire in an area now increases the art gauge, which makes burn builds more rewarding. The Executor relic that boosts attack but drains HP was renamed and changed to lower damage negation while attacking, and the attack power boost was increased. The Undertaker relic for landing the final blow of a chain attack now gives a bigger boost. On the flip side, Successive Attacks Boost Attack Power was decreased, and Improved Bow Attack Power plus Improved Attack Power with 3+ Bows Equipped were nerfed. Apparently, Patch 1.03 accidentally applied those bow effects to the bow weapon category, so this is a bug fix, not a hate crime against archers.
Sorceries and incantations got shuffled too. The Rotten Crystal Staff now uses Crystal Release instead of Shattering Crystal, and Shattering Crystal costs more FP. Beast Claw also costs more FP. The Primal Glintstone Blade talisman has a reduced maximum HP penalty, and the Crucible Feather Talisman has reduced impaired damage negation. Fire Pots and Throwing Knives now have a maximum purchase amount in shops. As a consumable hoarder, I felt that in my runes.
Deep of Night and Raid Adjustments ๐
In the Marsh Key location, cataclysms now spawn more Night Invaders. Blacksmith Village enemy numbers were adjusted, and some enemies in The Deep of Night hit less hard. Both Marsh and Blacksmith Village now give more runes and better chances for rare weapons and items from some treasure chests. The Great Hollow Shifting Earth has an adjusted special shop spawn rate. Tricephalos raid event: Beast's Hunt now fully restores stamina for surrounding allies during continuous attacks, players take less continuous damage, and visibility was adjusted. Fissure in the Fog got visibility tweaks and reduced falling hail damage in Deep of Night. Balancers raid event has fewer enemies entering Charm state at some points, and Charmed enemies get less attack power. The DLC The Forsaken Hollows target bosses, key locations, and Shifting Earth appearance rates were adjusted in The Deep of Night, but only when matched with other DLC owners.
Bug Fixes That Made Me Cheer ๐ ๏ธ
The patch notes are a novel, but a few fixes deserve a shout-out. Costumes for Scholar and Undertaker, plus unique one-time DLC relics, no longer disappear, and you can re-acquire them at Roundtable Hold. Multiple copies of The Will of the Balancers relic are fixed, and only one activates if you somehow equip several. Raider's Retaliate now staggers enemies properly with the hit-to-reduce-enemy-attack-power relic. Revenant spirits are no longer staggered inside Guardian's Wings of Salvation. Executor's Crucible Beast no longer causes unintended status ailment damage. Scholar's Warming Stone near-death gauge reduction now applies to the user. Beast Claw hitbox no longer vanishes. Whip first normal attack now benefits from Improved Melee Attack Power. Many weapon arts now correctly receive Improved Skill Attack Power and Improved Melee Attack Power, including Waves of Darkness, Eruption, Lightning Slash, Golden Land, Ice Lightning Sword, Sorcery of the Crozier, Sacred Phalanx, and Flame Dance. Torch Attack, Starscourge gravitational wave, and continuous attack relic triggers were fixed for several weapon arts. Golden shockwave now leaves elemental marks. Switching weapons with an affinity relic no longer deletes the opposite hand attribute. Glintstone Scrap and Large Glintstone Scrap now scale with the Improved Glintstone and Gravity Stone Damage relic. Several relic effects now work in near-death state, including Max FP from Sorcerer's Rise, runes and item discovery from fort great enemies, attack power from evergaol prisoners, and attack power from Night Invaders.
There are also fixes for grab attacks causing instant death without near-death state, critical hits damaging nearby allies, ice mist from Fissure in the Fog triggering during Executor's Ultimate Art, Albinauric Archers not dropping Untold Power, Night's Cavalry not flinching while mounted, Royal Cavalryman HP gauge display, Divine Beast Dancing Lion BGM timing, Knight Artorias temporary effects persisting, Balancers boss progression and audio, Dreglord skipped combat, Nox Flowing Hammer weapon art, Sorcerer's Rise gimmick objects buried in the ground, Tricephalos rewards, Balancers multiplayer HP and Great Church events, host leaving after embarking, and Steam matchmaking connection issues. The version number is App Ver. 1.03.2 and Regulation Ver. 1.03.4. If you are on PS4, PS5, Xbox One, or Xbox Series X|S, log in to download the regulation file. Online play requires the update, so restart after downloading.
Final Thoughts ๐ฅ
This patch feels like a love letter to the players who stick with Nightreign through the jank. The buffs to Executor, Revenant, Guardian, and Raider make the power fantasy sharper, while the nerfs to bows and successive attacks keep the sweatlords honest. The Deep of Night changes make expeditions more rewarding, and the raid visibility and damage tweaks make group play less of a headache. I am going back in tonight. If you see a Nightfarer with a cursed sword and 1 HP left, say hello. We are all just trying to survive until the next update.
Data referenced from GamesIndustry.biz helps frame why a balance patch like Elden Ring Nightreign 1.03.2 matters beyond simple buffs and nerfs, since sustained post-launch tuning, player retention, and clearer multiplayer stability often shape how live-service-adjacent action RPGs maintain momentum after major updates.