If you are looking for a Nightfarer who never really lets the pressure drop, Undertaker is exactly that kind of character. She is introduced in the Forsaken Hollows DLC as an abbess ordered to slay the Nightlord, but in combat she feels more like a relentless executioner than a quiet holy woman. High Strength, high Faith, a preference for hammers, and an ultimate that constantly wants to be used all push her toward a fast, aggressive playstyle that rewards players who are comfortable staying in the enemy’s face.
This article breaks down Undertaker from the ground up using the data you shared: how to unlock her, what her stats actually mean in practice, how her abilities fit together, which relic effects really matter, and how to shape her into a consistent, hard-hitting carry for your Nightreign runs.
Unlocking Undertaker
Undertaker is not available at the start of the game. To get access to her, you first need to defeat Gladius, Beast of Night (Tricephalos) in the initial expedition. Once he is down, you return to the Roundtable Hold and speak with the Iron Menial, who passes along a message from the Small Jar Merchant. After this short sequence, Undertaker appears as a selectable Nightfarer alongside Scholar.
It is a simple requirement, but it means she is designed with at least a baseline level of game knowledge in mind. You are not learning basic Nightreign movement on her; you are applying that foundation to a very aggressive kit.
Stat Profile and Combat Identity
On paper, Undertaker is defined by two main stats: Strength and Faith, both with A scaling. That alone tells you that she wants to swing heavy weapons and also has the tools to lean into Faith-based damage types such as Holy and Lightning.
She also comes with B scaling in Health, which is exactly what you want on a frontliner that will spend most of her time near bosses rather than hovering at range. FP and Stamina sit at C, which is playable out of the gate but clearly benefit from support via relics and gear. Dexterity and Intelligence are her weakest attributes at D, and they do not feature in any of her design, so there is no reason to build around them on this character.
The game explicitly calls out hammers as her preferred weapon type. Combined with A Strength scaling, she fits squarely into the “big hits, short recovery windows, heavy pressure” archetype that fans of large weapons already know well. The difference is that, unlike some traditional Strength classes whose value leans more defensive, Undertaker is tuned around damage output rather than guard-focused play.
Ability Breakdown
To understand how to build her, it helps to walk through her three core abilities and treat them as a package rather than separate buttons.
Confluence – Passive
Confluence is simple to describe and extremely powerful in practice. Whenever an ally uses their Ultimate Art, Undertaker gains a brief window where she can cast Loathsome Hex even if her own gauge is not full. The gauge is effectively ignored for that cast.
This immediately changes how you think about your resource management. You are no longer limited to “I can ult when my bar is full.” Instead, any coordinated team that likes to use their Ultimate Arts regularly is constantly feeding you extra Loathsome Hex opportunities. If your own gauge happens to be full at the same time, you can chain a normal Ultimate and a Confluence-triggered Ultimate back-to-back.
This passive rewards communication and timing. In a group where players call out “ulting now” or naturally sync their Arts, Undertaker becomes a constant threat that keeps slamming the boss with high-impact lunges throughout the entire fight.
Trance – Character Skill
Trance is where Undertaker shifts gears from heavy hitter to frightening burst machine. The skill’s description, “Bloodletting triggers the power of the loathsome hex,” matches the way it feels when you press it.
In its standard form, Trance provides three important benefits. Her running speed increases, and this extra speed does not drain stamina, which lets you stay on top of targets or re-engage quickly between patterns. Her toughness and combo attack power are boosted, allowing her to trade hits during long hammer strings far more effectively. Her dodge is upgraded from a normal roll into a snappy dodge-step, much closer to what Duchess uses, and this gives you more precise control during intense moments.
If you activate Trance while your Ultimate gauge is full, you can instead convert that full gauge into an enhanced version. The attack power increase becomes significant rather than modest, movement speed climbs again, and she gains an effect similar to Wylder’s ability to survive a lethal blow. During this enhanced Trance, one mistake that would normally kill you can be shrugged off, which makes it the perfect window to commit to longer, greedier combos.
Trance is not a skill you want to press on cooldown without thinking. It is something you line up with the moments in a fight where you can actually stay in range and swing. The more you treat Trance like a mini burst phase, the more value you get out of it.
Loathsome Hex – Ultimate Art
Loathsome Hex is Undertaker’s Ultimate Art and the natural payoff for everything else she does. When activated, she pulls a bone from her body, propels herself toward the target at high speed, and strikes with a powerful blow. It has long range and can even be activated in mid-air, which turns it into both a finisher and a mobility tool.
There are a few things you learn quickly once you start using it. First, it hits very hard. This is the move you want to align with Trance buffs, attack power relics, and team debuffs. Second, it is excellent for closing gaps, which means you can treat it as both damage and repositioning when a boss drifts far away. Third, it is not entirely forgiving. If you aim it down a path cluttered with pillars or edges, you can crash into obstacles and waste the cast. Practicing its distance and angle in the Roundtable Hold’s Sparring Grounds is recommended so you develop a feel for how far it travels and how to curve it around the space.
The ability also has a small team-support angle. If an ally is in the “near death” state, Loathsome Hex can be used to reach them rapidly, and the impact contributes to depleting their near-death gauge. It is still fundamentally an offensive Art, but in clutch moments it doubles as a rescue tool.
How She Actually Plays
Taken together, Confluence, Trance, and Loathsome Hex paint a very clear picture. Undertaker is built to stay aggressive, to look for windows where she can turn on Trance and commit to heavy strings, and to weave Loathsome Hex into almost every major phase of a fight.
A typical sequence with a well-built Undertaker might look like this. You start the encounter by playing more conservatively with your hammer, learning patterns and building your gauge. Once you see a predictable gap, you activate Trance and step in hard, letting the increased toughness and boosted combo damage carry your hammer strings further than they normally could. As soon as a teammate announces an Ultimate, or you see a clear animation for their Art, you snap into position and send Loathsome Hex straight through the boss, stacking your burst on top of theirs.
If your own Ultimate gauge is ready during this time, you can use it once as a normal cast and then again when Confluence triggers from an ally’s Art, creating a concentrated burst window where the boss health moves visibly instead of inching. When things go wrong and a teammate is down, you make the decision whether to spend Loathsome Hex on closing distance and helping stabilize, or hold it for the next damage opportunity.
The core idea is simple. Undertaker does not want to play at half speed. She is meant to be driving fights forward, constantly pushing damage and forcing enemies into the next phase before they grind your team down.
Relics and Passive Effects for Undertaker
Relics are what turn that core kit into a finished build. From the information you provided, a few effects stand out as especially important for her.
One of the most notable relics is Grand Luminous Scene, which is particularly good in duo or trio runs. It permanently increases your attack power for each Evergaol prisoner you defeat, marks treasure on the map, and gives you a Stonesword Key at the start of an expedition. The permanent attack scaling fits perfectly with Undertaker’s aggressive nature, as you are constantly encouraged to clear more content, free more prisoners, and snowball your damage.
Beyond that, she has several Undertaker-specific relic effects that are clearly intended to be the backbone of any serious build. One such effect increases her attack power whenever she activates her Ultimate Art. Since her passive constantly feeds her free ultimates during allied Arts, this turns your natural playstyle into a rolling damage buff. Another unique effect heals allies when she makes contact with them while her Ultimate is active, which gives you incidental team sustain every time you pass through them mid-Hex.
There is also a relic effect that boosts attack power when she lands the last hit of a chain attack. This interacts directly with Trance, since that skill already increases combo attack power and encourages you to complete strings rather than bailing out early. Finally, there is a unique effect that boosts her physical attacks while an assist effect from an incantation is active on herself. This ties her Faith scaling firmly into her physical output, encouraging you to weave in supportive incantations such as self-buffs before committing to melee bursts.
The more general relic and passive recommendations follow the same logic. You want your starting armament to deal Holy or Lightning damage, as these elements scale with Faith and make full use of her dual scaling. You prioritize anything that improves hammer attack power, Holy or Lightning attack power, and physical attack power. You take Strength+3 and Faith+3 whenever possible, because pushing those stats is effectively pushing the entire character.
On top of that, reductions to character skill cooldown are extremely valuable, because more Trance uptime means more burst windows. Effects that add Holy to weapons, increase chain attack finisher damage, raise maximum stamina, and enhance incantations all further refine the way she wants to play: heavy, aggressive, and buffed.
Team Synergy and Best Partners
Undertaker does not need a perfectly tuned team to function, but certain Nightfarers help her reach a higher ceiling.
Scholar is an obvious partner. His entire identity is about supporting allies through Analyse and item management. With the right relics, he can both buff your attack and debuff enemies, allowing your Trance windows and Loathsome Hex casts to land even harder. His ability to spread healing and damage through Communion also fits well with Undertaker’s tendency to be in the thick of group fights.
Duchess unlocks some of Undertaker’s nastiest moments. Duchess’s Restage ability lets her replay the last few seconds of damage, which is often exactly the window where you drop a clean Loathsome Hex or a full Trance combo. If she times Restage right after you connect, the boss effectively eats that big hit twice. When you add in additional offensive Ultimates from characters like Wylder or Guardian, you get phases where multiple Arts stack on top of each other and health bars simply cannot keep up.
Raider is another strong option alongside Undertaker. Both Nightfarers excel at using big, heavy weapons to deal enormous chunks of damage. Together they can shred bosses quickly, but that kind of all-in melee pressure does come with risk. It is wise to bring at least one Nightfarer with a strong Ultimate for reviving or stabilizing, such as Revenant, Recluse, or Wylder. Those same Ultimates also feed Confluence, giving you more opportunities to unleash Loathsome Hex.
Undertaker is built for players who are comfortable committing. She does not hide behind shields, and she does not slowly chip away from a distance. Her A scaling in Strength and Faith, her hammer focus, her Trance bursts, and the way Confluence interacts with team Ultimates all pull in the same direction: step in, hit hard, and do it again before the enemy can recover.