Recluse's Ideal Relics differ alot from other characters. She does not benefit as much from Class Specific relic effects. Instead she benefits immensely from "Improved Sorcery/Incantation Type" as each relic containing it will increase that spell types damage by 12% multiplicatively, so running 3 will result in a 40% damage increase. If you wish to play evergaol rush you can replace 1 of the relics with "Attack Power Permanently Increased for each Evergaol Prisoner Defeated", as this will give a 5% damage increase per Evergaol, so doing even 3 evergaols will be a damage increase from running another "Improved Sorcery/Incantation Type." If you are lucky with the gambling system it's possible obtain a relic with both "Improved Sorcery/Incantation Type" and "Attack Power Permanently Increased for each Evergaol Prisoner Defeated" which will be the best option as 1 of your 3 relics.
Recluse Best Relics for Every Nightlord
Intro
Equipment Loadout
Gladius, Tricephalos
Improved Crystalian sorcery
Even though Holy is the clear weakness, Holy spells are very rare in this game so it is too risky to run Improved Fundamentalist Incantations and as Tricephalos has 0% resistance to magic damage and a relatively big hit box, using Improved Crystalian sorcery will be ideal with the spell
Shattering Crystal which will do huge damage close range, and plausable damage at mid range.
But if you manage to find
Discus Of Light or
Triple Rings Of Light it may be a better option especially if your team is lacking Holy damage.
Adel, Gaping Jaw
Improved Crystalian sorcery
Similar to Tricephalos, there aren't any reliable ways to get poison spells and they arent really good damage dealing spells anyways. So for the same reason as Gladius, 0% resistance to magic damage and big hit box, using Improved Crystalian sorcery with
Shattering Crystal is the best option.
Adel is a Dragon Type, so Shifting Earth: Mountaintops can also help big time with this fight, as killing the smaller dragon at the bottom of the mountain can reward you with
Attack Boost [Dragons] which will increase your damage against Adel by 20%
Gnoster, Sentient Pest
Improved Giants' Flame Incantations or Improved Godslayer Incantations
Gnoster has a big Fire Weakness (40% for Moth, 35% for Scorpion) and resists Magic. The clear winner will be Improved Giants' Flame Incantations, although I personally do find Giants' Flame spells hard to find in some runs, So you may want to opt for Improved Godslayer Incantations as
Black Flame is a relatively common spell, and does good consistent damage with its burn DoT effect.
Maris, Augur
Improved Dragon Cult Incantations
Maris' 40% weakness to Lightning and 20% resistance to Magic makes Improved Dragon Cult Incantations the best option for this fight.
The most reliable spell to use is
Lightning Spear as it's FP efficient, high damage and a fast projectile.
Libra, Equilibrious Beast
Improved Giants' Flame Incantations or Improved Godslayer Incantations
Libra has a 35% weakness to Holy, 20% weakness to Fire and a 20% resistance to Magic. As Holy spells are extremely rare your best bet is to run with Giants' Flame spells or
Black Flame again. If you manage to get
Discus Of Light or
Triple Rings Of Light they may be better choices but not worth stacking relics for with their low drop rate.
Madness spells also have a low drop rate, but have been improved in a recent patch so if you prefer you can try Improved Frenzied Flame Incanations.
Fulghor, Darkdrift Knight
Improved Dragon Cult Incantations or Improved Crystalian sorcery or Improved Invisibility Sorcery
Fulghor's only weakness is lightning so Dragon Cult spells will deal the most damage, but due to how the lock-on system aims for his chest and how fast and frequent he moves, Dragon Cult spells can be hard to hit. So you should not lock-on to him and free aim your
Lightning Spear to hit him.
He also has 0% resistance to magic and a decently big hitbox so you could consider using
Shattering Crystal if you are comfortable close range or using Invisibility spells as they are guaranteed to hit even with his rapid movements.
In any case finding a spell such as
Comet or
Stars Of Ruin may fare better, so you could just stack Magic Attack Power Up +2 which will result in a 6.5% damage per relic so you have more options across the board.
Caligo, Fissure in the Fog
Improved Giants' Flame Incantations or Improved Godslayer Incantations
Basically the same as Gnoster, 35% Fire Weakness and Resists everything else. The only other tips I could give for this fight is to free aim
Black Flame if he is flying around as you may get another hit in.
Caligo is also a Dragon Type, so Shifting Earth: Mountaintop is ideal for this fight due to the 20% damage increase from
Attack Boost [Dragons] and the extensive frost resistance you can acquire.
Heolstor, Night Aspect
Improved Dragon Cult Incantations or Improved Invisibility Sorcery
Heolstor can be a tricky fight to build relics for, as Holy damaging spells are rare and not worth stacking relics for.
Phase 1 Heolstor is 35% weak to Holy and 20% weak to Fire, but this generally isn't the phase you will struggle with.
Phase 2 he is 20% weak to Holy and 20% weak to Lightning. So damage wise is it is just as good to use Lightning as it is to use Holy.
But we are faced with the same issue as Fulghor, Heolstor jumps around very frequently so Dragon Cult spells can be hard to hit on him (but can definitely still be done). As well as having a smaller hitbox, it is not as effective to use
Shattering Crystal so your remaining choices are Invisibility sorceries or praying for
Comet /
Stars Of Ruin drop and stacking Magic Attack Power Up +2.
Game Plan and Pathing
Day 1
Your day 1 pathing will depend on if you plan on using a sorcery or incantation. You should always kill the camp you spawn at to obtain level 2 quickly, as the increase in stats the biggest between any level in the game and will allow you to survive the first camp easier and kill the first camps boss easier.
If you plan on using sorceries, you should hit any Forts / Sorcerer Rises you see as well as grabbing any Churchs on the way. When hitting the Forts always check the room for Staves as any of these can contain the spell you desire.
If you plan on using incantations, you should hit any Great Churches that you can as these are the only reliable way to get seals on Recluse as her boss drops are mainly staves. There are also little shacks throughout Limveld (you may even spawn at one) that do not show on the map. These shacks have a table that also contain 2-3 seals.
Once you hit level 4-6 and feel comfortable you should hit the castle. start with the basement boss for a Purple rarity weapon that you can use once level 7 and a talisman upstairs. After you should clear as much of the enemies around the as possible before the circle closes.
Day 2
Your day 2 pathing will depend on if you have a Shifting Earth or Not. I would generally only recommend not running a Shifting Earth if you are using an Evergaol relic as the base map contains more Evergaols than the Shifting Earth maps.
If you have a Shifting Earth, you should head straight for it and starting clearing any enemies / great enemies as well as obtaining the secret reward at the end. All Shifting Earths should generally take up your entire Day 2 as to get the most out of them you will need the full day.
If you do not have a Shifting Earth, you can start fighting the Great Enemies scattered around the map, and once the circle starts to close you can head back to the castle and finish the boss on top of it (as the castle will generally always be in the last circle)
Day 3
If you wish to get a few extra runes for an extra level or a few extra items, you can run back into the storm and finish off some enemies / camps if you feel comfortable, its generally safe as you can pick up your runes if you die, just don't stray too far from the final circle.
When you're ready you can touch the Spirit Shelter and enter Day 3.
Make sure to buy
Starlight Shards even though you shouldn't need them as Recluse, it allows you to spam out your spells more without worrying about FP.
Pickled Turtle Neck's can also be a good purchase, as all of your spells use stamina and 99% of the time it will be your stamina that will cause you to stop casting, having it regen quicker will shorten the time before your next cast.
Warming Stone's are not essential but can be helpful if you struggle with a boss in multiplayer, as if you run out of flasks you have a last resort to heal damage.
Additional Tips
General Weapon Passives / Dormant Powers to take.
Improved Sorceries & Incantations
Increased Maximum FP (10%)
Increased Maximum Stamina (+10%)
Increased Maximum FP
Increased Maximum Stamina
Improved Spell Casting Speed (+3)
Improved Sorceries (+11%)
Improved Charged Sorceries (+18%)
Improved Incantations (+11%)
Improved Charged Incantation (+20%)
Improved Attack Power at Full HP (+14%)
Improved Damage Negation at Full HP (+40%)
"Improved Magic/Fire/Lightning/Holy Attack Power" according to your spell damage type
"Improved Magic/Fire/Lightning/Holy Damage Negation" according to the bosses damage type
General Talismans to take.
Faithful's Canvas Talisman
Graven-School Talisman
Magic Scorpion Charm
Lightning Scorpion Charm (If using Improved Dragon Cult Incantations)
Godfrey Icon
Radagon Icon
Viridian Amber Medallion
Green Turtle Talisman
Cerulean Amber Medallion
Erdtree's Favor
Symbol of Avarice
Gold Scarab
Silver Scarab
Dragoncrest Shield Talisman
Blessed Dew Talisman



