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We must put the night sky to rights, to see its beauty once more...
- The Recluse
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We must put the night sky to rights, to see its beauty once more...
- The Recluse
VigorMindEnduranceStrengthDexterityIntelligenceFaithArcane
D
A
C
D
C
S
S
C
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6
7
3
1
2
5
5
10
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33
30
23
12
19
51
51
10
Passive AbilityElemental DefenseCharacter SkillMagic CocktailUltimate ArtSoulblood Song
The Recluse is one of the eight playable characters in ELDEN RING NIGHTREIGN.
Description
Recluse
One of the Witches of the Deep Forest. A caster of ancient sorceries who dwells in obscurity, far into the heart ofthe woods. She came to the Lands Between to answer a burning question.
Boasts high intelligence and faith, and is able to deftly cast all manner of spells.
Preference: None
Overview
A witch of the Deep Forest who specializes in cursed ancient sorceries. The Recluse is one of the Nightfarers tasked with defeating the Nightlord.
The Recluse is the spellcasting specialist of the main cast, having the best FP and casting stats but with poor Vigor, Endurance, and physical stats. While she has a preference for using staves, she is equally competent at both sorceries and incantations. Through absorption of residual elemental energies from attacks made by herself, teammates, or enemies, she can refill her FP to continue casting spells. She also has a unique dodge roll that has plenty of invincibility frames and covers a lot of ground, letting her create distance against pursuing enemies.
Abilities
Passive Ability: Elemental Defense
The Recluse can discover affinity residues that, when collected, replenish FP. These residues are created when allies or foes are damaged by attacks with affinities.[1]
- Affinity residues take the form of small colored rings on the target. The last type of affinity damage the target has taken affects the type of affinity residue absorbed.
- Residue from the locked-on-target will be prioritized. Residue from teammates is absorbed if there is no valid residue to be gained from enemies.
- After a residue is collected from the target, another residue will only appear the next time that target takes affinity damage.
Skill: Magic Cocktail
Main Article: Magic Cocktail
Absorb the affinity residue of a nearby damaged enemy or ally, replenishing own FP. After three residues have been collected, cast a Magic Cocktail Spell instead.
- This skill has no cooldown.
- The order in which the residues are collected does not matter. For example, Magic-Fire-Magic, Magic-Magic-Fire, and Fire-Fire-Magic will all produce the same Magic/Fire Cocktail.
Cocktail Combinations
All of the following cocktails will have their damage boosted with the applicable affinity up relics, passives, and dormant powers.
| Single Element Cocktails
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Description, Advice, & Strategy
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Video
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Affixes a magic-damage dealing ball of light that performs four AOE slashes before dissipating. Leaves magic stacks. The damage is unimpressive, but guarantees a flinch on a lot of enemies, and some smaller bosses. Affix to enemies your team is fighting to interrupt enemy attacks and allow your team to attack safely.
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Shoots an arcing ball of exploding fire in a short range, leaves and AOE of fire on the ground dealing extra damage. Leaves fire stacks. Short range for mediocre damage, can be useful if an enemy can remain in the lingering fire. This is a good cocktail for regening FP when the bar is low.
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Imbue your feet with lightning and gain an enhanced dodge for ~20 seconds, visually similar to Elden Ring's Bloodhound Step. Grants the enhanced dodging passive for a roughly 20 seconds which adds 10 iframes to dodge in 60fps. The animation of the dodge will change but this cocktail will not stack with Crucible Feather Talisman or the improved dodging passive if selected from a boss drop.
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Improves poise and increases resistances by 10% for 30 seconds. Not nearly as good as Fire/Holy's buff but still worthwhile if it is all that is available.
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| Double Element Cocktails
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Description, Advice, & Strategy
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Video
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Summons a ball of fairy fire that hugs close to a targeted enemy, doing repeated fire damage on contact before exploding in a fire AOE. Causes most small to medium enemies to flinch, interrupting their attacks. Leaves fire stacks, Similar to Magic*3 but with higher damage and constant fire stacks instead of magic.
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Summons a beam of magical lightning, launching a piercing horizontal slash that leaves a lightning stack on those hit. One of the best cocktails. Does more damage in melee range if both the sword slash and the beam hit.
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8 seconds of no FP costs for self and entire team, a glowing blue aura on the player character will show the effect is currently active. Fairly niche, if you have comet azure on any staff it can be worthwhile, but otherwise enough FP is sustained to make this a waste of time.
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Summons a lightning shield in front of your that autoparries attacks for ~10 seconds. Can parry/recoil a lot of major enemies, even the final boss. Able to block most attacks, like massive phase change AoEs, with minor chip but major stamina cost.
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Casts a holy orb which lasts for 15 seconds. This reduces the max hp of enemies by 5% once applied and lasts for 3 seconds, it will continue to reset as long as the enemy is inside the AoE (up to 18s). The caster and allies gain a 30% hp boost for 60 seconds, which also resets as long as they're inside the AoE (up to 75s). Excellent for playing with a team as long as allies are close, can be utilized as often as the caster is able to collect the correct affinity. Two orbs will not stack with each other in terms of effects.
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Turn into lightning, dashing through and damaging enemies in your path, exploding in AOE lightning at your destination. Good damage, comparable to Magic/Lightning. Leaves lightning stacks.
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| Triple Element Cocktails
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Description, Advice, & Strategy
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Video
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Spit out a long range wave of mixed flames, leaving fire stacks on enemies hit. Stuns small to medium enemies and pushes them back, leaves behind fire stacks. Great for crowd control if the cast is not interrupted. This cocktail deals damage while rapidly healing allies hit by the flames. This effect can be very helpful if used correctly.
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Encase yourself in ice, rendering yourself invulnerable for the entire duration while covering a wide area in an icy storm. Leaves magic stacks. One of the best cocktails in the game. Decent tick damage and applies frostbite to enemies. If timed correctly this cocktail can be used to avoid damage from phase change AoEs. Leaves magic stacks.
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Call down a lightning strike that does damage on cast, then detonates for a larger burst of damage ~6 seconds later. Excellent damage if you can keep enemies inside of it. Leaves lightning stacks.
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Summon a black hole that does rapid tick damage while pulling in smaller enemies before imploding in a massive AOE. Excellent for crowd control. Leaves magic stacks. Largest AOE next to the ice storm. High commitment for high damage.
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Ultimate Art: Soulblood Song
The Recluse chants a blood magic spell that brands enemies with red sigils; enemies that are branded will receive extra damage and Nightfarers will have both their HP and FP restored with every hit. This ability resembles the Briars of Sin. This Utimate Art does 40 Revival damage, enough to instantly clear a single-bar Near-Death Gauge.
Relic Rites
Level Up
Leveling up Recluse
| Level
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Total
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Gain
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| Grade
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D
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A
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C
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D
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C
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S
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S
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C
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|
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D
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A
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C
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| Lv. 1
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6
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7
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3
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1
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2
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5
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5
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10
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-
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200
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80
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54
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| Lv. 2
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10
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11
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5
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2
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4
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15
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15
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10
|
-
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-
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280
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100
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58
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| Lv. 3
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12
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12
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6
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2
|
5
|
18
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18
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10
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-
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-
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320
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105
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60
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| Lv. 4
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14
|
14
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8
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3
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6
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21
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21
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10
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-
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-
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360
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115
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64
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| Lv. 5
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16
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15
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9
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4
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7
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24
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24
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10
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-
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-
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400
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120
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66
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| Lv. 6
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18
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17
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11
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4
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8
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27
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27
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10
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-
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-
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440
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130
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70
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| Lv. 7
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20
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19
|
12
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5
|
10
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30
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30
|
10
|
-
|
-
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480
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140
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72
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| Lv. 8
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22
|
20
|
14
|
6
|
11
|
33
|
33
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10
|
-
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-
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520
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145
|
76
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| Lv. 9
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24
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22
|
15
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6
|
12
|
36
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36
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10
|
-
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-
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560
|
155
|
78
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| Lv. 10
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26
|
23
|
17
|
7
|
13
|
39
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39
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10
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-
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-
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600
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160
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82
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| Lv. 11
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28
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25
|
18
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8
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14
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42
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42
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10
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-
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-
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640
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170
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84
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| Lv. 12
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30
|
27
|
20
|
9
|
16
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45
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45
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10
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-
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-
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670
|
180
|
88
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| Lv. 13
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31
|
28
|
21
|
10
|
17
|
47
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47
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10
|
-
|
-
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700
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185
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90
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| Lv. 14
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32
|
29
|
22
|
11
|
18
|
49
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49
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10
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-
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-
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720
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190
|
92
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| Lv. 15
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33
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30
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23
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12
|
19
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51
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51
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10
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-
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-
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740
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195
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94
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Dawn
Defeat any two Nightlords
Darkness
Defeat any two Nightlords
Remembrance
Complete all of the Remembrance Quests.
Heretic Sorcerer
Defeat the Night Aspect
Emerald Fate
Defeat the Night Aspect
Journal
Chapter 1
Though my fellows call me by the name of "Recluse", mine origin is as one of many — a witch of the deep woods.
From mine seclusion amongst the trees, cause did I have to journey forth, to Limveld.
For I had mind to search — for a certain something, coiled in shadow.
Chapter 2
I search for, yes, my "beloved infant."
If I am to find it, I must recognize the signs that shall point the way. First, I aim to approach the menial.
The Beloved Infant:
The being that I, as a witch, birthed.
It was never a true name bequeathed, though with a certain mirth we spoke of it as "the gnawling."
Following a trail of ancient magic, its whereabouts are approximately known — it remaineth in somewhere in Limveld, I am sure.
I seek a Shard of Night, that the babe's connection to the night might be ascertained.
Chapter 3
While I await the outcome of the menial's investigation, my thoughts turn to an old companion, now passed. For my search, in some ways, is an atonement for what happened to her.
The Witch of the Wheel:
An old friend, who is learned in the same ways as I. She was, in a sense, the Infant's nurse.
The gnawling would eat anything and everything, in quantities most vast. As such, I left its feeding to mine old companion.
The witch of the wheel was a woman of deceit. Her wiles were sword and shield to her.
Chapter 4
The menial left a note.
His investigation seemeth to have borne fruit. From the Night Shard, vestiges of the Infant can be traced. I shall ask for the shard's return, that I might verify this myself.
The Menial:
Appears to be a carved mannequin-like creature.
Hath taken to aiding me in my search.
Perhaps I have tasked him overmuch, I have seen him converse passing little with the other warriors of late. His presence seemeth to recede at the Roundtable.
Chapter 5
Using the Night Shard, I found a vestige connected to the Infant. Here is all I have learned thus far.
The Vestige of Night:
Teeth marks found in the Night Shard, alongside the Vestige of Night found embedded in the Roundtable Hold. Both seem to radiate an ancient magic which I myself imbued.
I am certain, after mine Infant disappeared itself that day, it must have had an audience with the Nightlord.
It ravened as if its appetite knew no bound — it would devour shadows of any stripe. The Nightlord's own shade surely seemed irresistible to it. What must have become of my creature, after it did feast...
Chapter 6
I sensed another familiar magic within the Vestige of Night. I believe now that mine old companion is the key to finding the Infant. The Witch of the Wheel, who should be long departed.
Using the clues I have gathered, I must seek her in her hiding place within the Roundtable Hold.
The Demise of the Witch of the Wheel:
During a great clash of armies, the Infant overran the enemy, devouring their shadows. It was then that it lost itself, and bared its fangs at us.
With time I have come to understand. It was yet young, and afraid, and I did not think to take it in my arms. To offer comfort of any kind.
The price I paid was the loss of an old friend. I still remember, clear as day, her remains — shorn of any shadow.
Chapter 7
The child with the Nightlord bequeathed me the last thing I needed in my search.
Bone-Like Stone:
The Infant's voice can be heard when softly touching the stone.
Please, have patience. I shall come to thee, I swear.
Chapter 8
"I thank thee, for bestowing thy love upon our Night."
Thus did mine old companion speak to me in parting. The words resounded within, as I took the Infant in mine arms.
As I did what I once could not, all those years ago.
The crying hath now ceased. The gentle night within its breast knoweth now a peaceful slumber.
Gallery
Promotional Screenshots
Promotional screenshot of Recluse overlooking the southern fields of Limveld during the
second day.
Promotional screenshot of the Recluse, Duchess and Wylder fighting against
Duke's Dear Freja.
In-Game Screenshots
The Recluse reading a book in the study.
Character Portraits
Portrait of the Recluse from promotional websites.
In-game character portrait of Recluse's default garb.
Character portrait of Recluse's "Dawn" garb.
Character portrait of Recluse's "Darkness" garb.
Character portrait of Recluse's "Remembrance" garb.
Character portrait of Recluse's "Heretic Sorcerer" garb.
Character portrait of Recluse's "Emerald Fate" garb.
Change Garb Icons
Icon of the Recluse's default garb.
Icon of the Recluse's "Dawn" garb.
Icon of the Recluse's "Darkness" garb.
Icon of the Recluse's "Remembrance" garb.
Icon of the Recluse's "Heretic Sorcerer" garb.
Icon of the Recluse's "Emerald Fate" garb.
Network Test
The Recluse as she appeared on the Character Selection screen in the
Network Test
Icon of the Recluse, cropped from the "Quit Game" screen in the
Network Test.
Trivia
- Two of Recluse's garbs reference past material from the DARK SOULS series.
References