
Game intel
Elden Ring Nightreign
Elden Ring: Nightreign is a standalone adventure within the ELDEN RING universe, crafted to offer players a new gaming experience by reimagining the game’s cor…
This caught my attention because Nightreign’s balance updates have been the DLC’s missing ingredient: the Forsaken Hollows gave us cool toys and locations, but Nightfarers felt uneven. Patch 1.03.2 is the first large rebalancing that actually leans into player feedback-especially for Executors with their Cursed Sword skill.
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Publisher|FromSoftware / Bandai Namco
Release Date|Patch 1.03.2 (Nightreign update)
Category|Balance Update / Bug Fixes / DLC Tuning
Platform|PC, PS5, Xbox Series X|S
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Patch 1.03.2 is one of Nightreign’s largest balance passes so far. Rather than a scattershot tweak list, FromSoftware focused on a few clear goals: elevate underused Nightfarers, tighten Relic and weapon-scaling interactions, and stabilize the Deep of Night experience introduced in The Forsaken Hollows DLC. The changes range from the mechanical—attack speed and guard behavior—to the systemic, like altering relic effects and how distance affects status buildup.

Executors are the headline: the “Cursed Sword” skill now increases critical hit power, improves guard boost and stagger on deflection, and removes the annoying guard-break-on-empty-stamina case. That last bit is a practical change: aggressive, risk-heavy Executor play feels less like a trap and more like a deliberate tradeoff. If you liked the aesthetic of life-drain, but hated the insta-death flaws, this patch leans into the fantasy while smoothing the rough edges.
Raiders and Guardians received speed and guard tweaks — Raiders gain faster normals (except certain jump/dual-wield attacks) and extended range on Totem Stela Ultimate Art — which should make hit windows cleaner and Totem plays more reliable. Revenants’ summoned spirits and Immortal March now scale better with Deep of Night depth, which both increases co-op power and raises questions about balancing matched Expeditions where not everyone owns the DLC (FromSoftware notes some adjustments only apply when all players have the DLC).

Relics got a careful pruning and rebalancing: several effects were increased (HP recovery on guard, poise near Totem Stela, guardian shockwave power), while others were intentionally nerfed (bow buffs and successive-attack stacking). The patch also fixes an earlier bug where “Improved Attack Power” effects mistakenly amplified bows—so expect bow players to feel that correction.
Beyond numbers, the update nails several frustrating bugs: unique DLC relics and costumes that could disappear are recoverable again, duplicate relic exploits are fixed, and a raft of hitbox and FX oddities on weapon arts and spells were corrected. Those fixes reduce the weird edge-case frustrations that turn experimental builds into lottery tickets.

From my time playing Nightreign, the most exciting element is balance that respects risk. Executorship—trading HP for power—was always compelling on paper. Now it actually works without feeling like a trap. My one skeptical note: power-scaling tied to Deep of Night depth risks power creep in DLC runs if not monitored; cruise control for scaling could make higher-depth runs trivial if paired with the stronger relics patched here.
TL;DR — Patch 1.03.2 is a meaningful balance pass that makes several Nightfarer playstyles playable and less brittle, gives Executors a genuine moment to shine, corrects relic oddities, and cleans up many annoying bugs. It’s the kind of update that turns DLC novelty into a more polished meta.
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