The Will of the Balancers

the will of the balance nightreign wiki guide
Characteristics Blue
Relic Effects
Improved Melee Attack Power
Improved Skill Attack Power
Continuous FP Recovery

The Will of the Balancers is a Relic in Nightreign, introduced as a brand-new unique relic alongside The Forsaken Hollows DLC. It can be equipped by any Nightfarer and is obtained by successfully defeating Weapon Bequeathed Harmonia Calamity for the first time. Relics in general serve as permanent rewards earned by Nightfarers after every expedition, win or lose, randomly generating passive benefits that apply bonuses or other effects to a Nightfarer's stats, skills, and combat performance. Managing these Relics is done through a relic rite, accessible via the Relic Rites area in the Roundtable Hold. Importantly, Relics used in a rite aren't consumed in the process, meaning they can be reused repeatedly in future relic rites. The Relic Rite menu itself can be reached directly from the Roundtable Hold menu.

 

The will of the Harmonia, left upon their defeat.

The power of its namesake can be unlocked by performing a relic rite.

A tiny farming village was besieged by bandits, who proceeded to ravage both its plots and people.

A young village girl, seeking help, dashed into the forest, where she prayed to the statue of a protective deity that held a weapon raised overhead.

By the end the village was steeped in red and settled in silence. The village girl, drenched in blood, stood with a vacant stare and a heroic weapon in her grip.

 

Elden Ring Nightreign The Will of the Balancers Table of Contents

  1. ER Nightreign The Will of the Balancers: How to Get
  2. ER Nightreign The Will of the Balancers: Information
  3. ER Nightreign The Will of the Balancers: Video Tips

 

How to Get The Will of the Balancers in Elden Ring Nightreign

 

Effects & Information of The Will of the Balancers in ER Nightreign

The Will of the Balancers Relic Effects:

  • Improved Melee Attack Power (5% damage increase, stacks with another version of the relic)
  • Improved Skill Attack Power (15% damage increase, stacks with another version of the relic)
  • Continuous FP Recovery (1 FP / 4 secs)

 

Video tips of The Will of the Balancers in ER Nightreign

Nightreign Everdark Sovereign Salvation's Standard-Bearers Balancers BOSS GUIDE & TIPS & New GEAR

 

 

 

 

 

Elden Ring The Will of the Balancers Notes & Tips

  • Notes, Tips, and other Trivia for the The Will of the Balancers go here.
  • For all Chalices, Urns, and Goblets used to change the vessel characteristics of a Nightfarer,  please check our Vessels page.
  • By equipping the "Relics" obtained when returning from a mission on your character, you can gain the powers embedded in the relics whenever you set out on your next expeditions. Relics come with up to three random effects, and each character can equip up to three relics on their designated vessels. Some relics have effects that work in any situation, while others are specific to certain characters or abilities. Relics can be managed via the Relic Rites Menu, which can be found at the Roundtable Hold.

 

All Relics in Elden Ring Nightreign
Besmirched Frame  ♦  Black Claw Necklace  ♦  Blessed Flowers  ♦  Blessed Iron Coin  ♦  Bone-Like Stone  ♦  Cleansing Tear  ♦  Cracked Sealing Wax  ♦  Cracked Witch's Brooch  ♦  Crown Medal  ♦  Dark Night of the Baron  ♦  Dark Night of the Beast  ♦  Dark Night of the Champion  ♦  Dark Night of the Demon  ♦  Dark Night of the Fathom  ♦  Dark Night of the Miasma  ♦  Dark Night of the Wise  ♦  Deep Delicate Burning Scene  ♦  Deep Delicate Drizzly Scene  ♦  Deep Delicate Luminous Scene  ♦  Deep Delicate Tranquil Scene  ♦  Deep Grand Burning Scene  ♦  Deep Grand Drizzly Scene  ♦  Deep Grand Luminous Scene  ♦  Deep Grand Tranquil Scene  ♦  Deep Polished Burning Scene  ♦  Deep Polished Drizzly Scene  ♦  Deep Polished Luminous Scene  ♦  Deep Polished Tranquil Scene  ♦  Deep Scenic Flatstone  ♦  Delicate Burning Scene  ♦  Delicate Drizzly Scene  ♦  Delicate Luminous Scene  ♦  Delicate Tranquil Scene  ♦  Edge of Order  ♦  Fell Omen Fetish  ♦  Glass Necklace  ♦  Golden Dew  ♦  Golden Sprout  ♦  Grand Burning Scene  ♦  Grand Drizzly Scene  ♦  Grand Luminous Scene  ♦  Grand Tranquil Scene  ♦  Impaired Damage Negation  ♦  Impaired Physical Damage Negation (Deep)  ♦  Large Scenic Flatstone  ♦  Leather Monocle Case  ♦  Night of the Baron  ♦  Night of the Beast  ♦  Night of the Champion  ♦  Night of the Demon  ♦  Night of the Fathom  ♦  Night of the Lord  ♦  Night of the Miasma  ♦  Night of the Wise  ♦  Note My Dear Successor  ♦  Old Pocketwatch  ♦  Old Portrait  ♦  Poison and Rot in Vicinity Increases Attack Power (Deep)  ♦  Polished Burning Scene  ♦  Polished Drizzly Scene  ♦  Polished Luminous Scene  ♦  Polished Tranquil Scene  ♦  Scenic Flatstone  ♦  Silver Tear  ♦  Slate Whetstone  ♦  Small Makeup Brush  ♦  Stone Stake  ♦  The Night of Dregs  ♦  The Will of Balance  ♦  The Wylder's Earring  ♦  Third Volume  ♦  Torn Braided Cord  ♦  Vestige of Night  ♦  Witch's Brooch



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    • Anonymous

      Redditors CANNOT comprehend this concept;

      -"A degenerate strategy is one option, mechanic, build, or tactic that is so strong or efficient that it crowds out meaningful choices. Once players discover it, much of the game's intended decision-making disappears because the optimal action becomes obvious."

      • Anonymous

        Double balancers meta sucks, but even worse is the reddit brigade giving MLK speeches about how heccin valid they are for optimizing all the fun out of a multiplayer game. Believe it or not I bought the game to have fun? And, like, actually play it??? And not just kinda sit around for 40 minutes so I can see a victory screen and get some dopamine??? It's a game balance issue first and foremost on the part of FROM, but you can't even mention that without double balancer users shouting about how much of a jobless loser you are for caring. Excuse me for getting annoyed that the only game I've seriously gotten into in the past decade is being left in awful shape by the developers. :(

        • Anonymous

          it sucks to have double balancers and doing night invaders or gaols anyway because your teammates are stacking but you are not

          • Anonymous

            balancers vs evergaol+nightinvader sums up to:

            do you want to start stronger than normal, but thats it?
            or do you want to start weaker but you can become stronger than ever throughout the match?

            • Anonymous

              w this, I can shine as a Raider main, in a world of l2 spammers, Dmg negation goes brrr (I carried 100 times)

              • Anonymous

                If you can't dodge then you NEED to get damage negation. Tired of braindead melees stacking only skill attack then chain dying to random bs.

                • Anonymous

                  Spamming l2 is so much fun... If you're not using these you pretty much are contributing nothing to the team. Makes the game so boring when every single teammate is running these and melting bosses while you do barely any damage comparatively. At least before it was only the squishy casters that did this kind of damage, now it's everyone. Spending 30+ minutes steamrolling everything to then just kill the final boss in seconds is so lame. There is no strategy involved anymore its just spam l2 spam l2 spam l2

                  • Anonymous

                    People don't know how motion values work and run this over evergaol and nightvader in deep of night. This relic increases your skill attack motion value including the melee attacks which isn't a lot. Melee attacks normally have only 100% (daggers) to 117% (colossal weapons) Evergael just increases your damage. If you have more damage for you motion value to add to you'll do more damage then balancers (You only need 20-25 percent more to do more damage then balancers.) 2 evergaols 2 nightvaders) Unless u run your third slot with one balancer relic you'll do more. Also depending on the weapon and ash of war that it has it will either do more or less (Colossal stamp vs Great sword stamp) they may differ in motion value.

                    • Anonymous

                      So, if you have both Balancer Relics, plus the Undertaker's relic with successive attacks boost damage, you get a whopping 100% extra damage.

                      Each Balancer relic has improved melee attack power by 6% and improved skill (AoW) attack power by 15%. Both of these traits stack on AoWs like Unsheath, Lion’s Claw, Storm Blade, and Impaling Thrust (basically any AoW that involves hitting someone with your weapon…which is basically all of them). This adds up to a whopping 21% increase in damage, since 1.06*1.15 = 1.219.

                      However, because both of these stack, the total damage buff ends up at a staggering 48% extra damage (1.06*1.15*1.06*1.15 = 1.486)

                      This is already pretty nuts, since this is the equivalent of clearing out every single Evergaol and Invader Camp at the very beginning of the run, but when you add in the Undertaker’s Glass Necklace, this damage jumps STUPIDLY high.

                      Unlike the Winged Sword Talismans and Millicent’s Prosthesis, the attacks stack on top of each other instead of replacing the previous level, as was the intended infect. So instead of doing 6% extra damage, then 10.5%, then 15%, the Glass Necklace attack buff does 6%, 17%, THEN 35%.

                      (1.06*1.105*1.15 instead of just 1.06, 1.105, and 1.15 independently).

                      Combining these three relics together, you get:

                      1.06*1.15*1.06*1.15*1.15*1.06*1.105*1.15 = 2.00158

                      That is a whopping 100% increase to ALL melee AoWs. Not only that, but you even get FP restoration over time to keep up the FP costs, AND the chance to completely nullify any and all damage if you have ANY damage negation debuff on you. These includes stuff like any of the Scorpion Charms (which debuff your damage negation by 3%), the Crucible Feather 10%), any DoN debuffs like reduce damage negation during flask usage, rolling (both repeated and normal), and just straight up any debuff attached to a weapon that reduces physical or elemental damage negation.

                      You can stack as many of these debuffs as you want (don’t, btw), and every time you get hit, you get to flip a coin and just go “nuh uh.”

                      Of course, you don’t WANT to gamble your life, especially in DoN where anything and everything can oneshot you, but as anyone who’s played Silksong before and ran the Magnetite Dice before can tell you, if you have a 10% chance to avoid taking damage when hit, 10% of of time it works 100% of the time.

                      • Anonymous

                        So, if you have both Balancer Relics, plus the Undertaker's relic with successive attacks boost damage, you get a whopping 100% extra damage.

                        Each Balancer relic has improved melee attack power by 6% and improved skill (AoW) attack power by 15%. Both of these traits stack on AoWs like Unsheath, Lion’s Claw, Storm Blade, and Impaling Thrust (basically any AoW that involves hitting someone with your weapon…which is basically all of them). This adds up to a whopping 21% increase in damage, since 1.06*1.15 = 1.219.

                        However, because both of these stack, the total damage buff ends up at a staggering 48% extra damage (1.06*1.15*1.06*1.15 = 1.486)

                        This is already pretty nuts, since this is the equivalent of clearing out every single Evergaol and Invader Camp at the very beginning of the run, but when you add in the Undertaker’s Glass Necklace, this damage jumps STUPIDLY high.

                        Unlike the Winged Sword Talismans and Millicent’s Prosthesis, the attacks stack on top of each other instead of replacing the previous level, as was the intended infect. So instead of doing 6% extra damage, then 10.5%, then 15%, the Glass Necklace attack buff does 6%, 17%, THEN 35%.

                        (1.06*1.105*1.15 instead of just 1.06, 1.105, and 1.15 independently).

                        Combining these three relics together, you get:

                        1.06*1.15*1.06*1.15*1.15*1.06*1.105*1.15 = 2.00158

                        That is a whopping 100% increase to ALL melee AoWs. Not only that, but you even get FP restoration over time to keep up the FP costs, AND the chance to completely nullify any and all damage if you have ANY damage negation debuff on you. These includes stuff like any of the Scorpion Charms (which debuff your damage negation by 3%), the Crucible Feather 10%), any DoN debuffs like reduce damage negation during flask usage, rolling (both repeated and normal), and just straight up any debuff attached to a weapon that reduces physical or elemental damage negation.

                        You can stack as many of these debuffs as you want (don’t, btw), and every time you get hit, you get to flip a coin and just go “nuh uh.”

                        Of course, you don’t WANT to gamble your life, especially in DoN where anything and everything can oneshot you, but as anyone who’s played Silksong before and ran the Magnetite Dice before can tell you, if you have a 10% chance to avoid taking damage when hit, 10% of of time it works 100% of the time.

                        • Anonymous

                          So, if you have both Balancer Relics, plus the Undertaker's relic with successive attacks boost damage, you get a whopping 100% extra damage.


                          Each Balancer relic has improved melee attack power by 6% and improved skill (AoW) attack power by 15%. Both of these traits stack on AoWs like Unsheath, Lion’s Claw, Storm Blade, and Impaling Thrust (basically any AoW that involves hitting someone with your weapon…which is basically all of them). This adds up to a whopping 21% increase in damage, since 1.06*1.15 = 1.219.

                          However, because both of these stack, the total damage buff ends up at a staggering 48% extra damage (1.06*1.15*1.06*1.15 = 1.486)

                          This is already pretty nuts, since this is the equivalent of clearing out every single Evergaol and Invader Camp at the very beginning of the run, but when you add in the Undertaker’s Glass Necklace, this damage jumps STUPIDLY high.

                          Unlike the Winged Sword Talismans and Millicent’s Prosthesis, the attacks stack on top of each other instead of replacing the previous level, as was the intended infect. So instead of doing 6% extra damage, then 10.5%, then 15%, the Glass Necklace attack buff does 6%, 17%, THEN 35%.


                          (1.06*1.105*1.15 instead of just 1.06, 1.105, and 1.15 independently).

                          Combining these three relics together, you get:


                          1.06*1.15*1.06*1.15*1.15*1.06*1.105*1.15 = 2.00158


                          That is a whopping 100% increase to ALL melee AoWs. Not only that, but you even get FP restoration over time to keep up the FP costs, AND the chance to completely nullify any and all damage if you have ANY damage negation debuff on you. These includes stuff like any of the Scorpion Charms (which debuff your damage negation by 3%), the Crucible Feather 10%), any DoN debuffs like reduce damage negation during flask usage, rolling (both repeated and normal), and just straight up any debuff attached to a weapon that reduces physical or elemental damage negation.


                          You can stack as many of these debuffs as you want (don’t, btw), and every time you get hit, you get to flip a coin and just go “nuh uh.”


                          Of course, you don’t WANT to gamble your life, especially in DoN where anything and everything can oneshot you, but as anyone who’s played Silksong before and ran the Magnetite Dice before can tell you, if you have a 10% chance to avoid taking damage when hit, 10% of of time it works 100% of the time.

                          • The Improved Skill Attack Power is actually just around 15%.
                            I think most people found 20% beacause they forgot there's already a 5% Melee Attack bonus.
                            If you test with Ironeye's base bow at the training ground, you'll see that it's not 20%.

                            • Anonymous

                              It's 20% for the skill increase, and stacks multiplicatively with the Everdark version. Absolutely absurd damage. Step aside Recluse Glass Cannons, there's a new sheriff in town.

                              • Anonymous

                                Interesting lore implication how this is "The Will of the Balancers" instead of "Night of the Balancers"; even the flavor text says the relic is "the will of the Harmonia" instead of "the night belonging to the Harmonia" like all the others.

                                • Anonymous

                                  The lore blurb is interesting in its ambiguity. Did the protective deity really give the girl the power and she was too late, or it made her attack indiscriminately? Or did the girl just snatch the weapon herself after a while after nothing was happening?

                                  • Anonymous

                                    perfect against ED Maris especially with melee starting weapon, but it's fine anyway even if you're Ironeye or recluse.

                                    • Anonymous

                                      They combined blessed blue dew with a stronger version of the jar shard effect and added a freaking melee damage buff on top of that. Honestly this type of relic being dlc locked content is perhaps the closest fromsoft has ever gotten to pay to win content and it’s honestly kinda ridiculous. Put this thing on your melee characters and never take it

                                      • Anonymous

                                        This relic seems really good for raider if it buffs character skill damage but if it’s weapon skill then it’s amazing all around

                                        • Anonymous

                                          Its about: +5% for the melee
                                          and
                                          +20% for the Skill(AoW)
                                          Tests:
                                          light melee went from 100 to 105 dmg
                                          skill(AoW) went from 130 to 156 dmg

                                          I hope that helps

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