Spiritcaller Snail |
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Locations & Drops | |
Road's End Catacombs: Spiritcaller's Cave: |
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Stronger VS |
Weaker to |
Spiritcaller Snail is a Boss in Elden Ring. Spiritcaller Snail is found in Road's End Catacombs and then again at the Spiritcaller's Cave. This is an optional boss, as players don't need to defeat it in order to advance in Elden Ring. However, doing so yields useful Items and Runes.
The normal enemy version is Lesser Spirit-Caller Snail. Other snail enemies are Serpent Snail, Crystal Snail, Skeletal Snail, and Lesser Spirit-Caller Snail.
A strange snail-like creature that gives off a pale glow. While weak on their own, they summon forth spirits from beyond to fight on their behalf. But once the snail dies, the spirit will vanish.
Elden Ring Spiritcaller Snail Location
- Road's End Catacombs (with Crucible Knights) [More Info ↓] [Map Link]
- Spiritcaller Cave (with Godskin Apostle and Godskin Noble) [More Info ↓] [Map Link]
Spiritcaller Snail Combat information
- Parryable: No
- Immune to critical attacks. Breaking its stance will only stun it briefly
- Undead type
Negations (or Absorptions)
The negation numbers are the % of your damage that gets blocked. For example, if a negation is 60, 40% of that damage by that type will go through and 60% will be negated. Bigger number = less damage. A negation of 100 means no damage goes through, and a negation of -100 mean the enemy takes 2x damage from that source. 0 means damage goes pretty much as is.
Spiritcaller SnailRoad's End Catacombs |
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Drops | 3,000 Glintstone Sorcerer Ashes |
HP | 1,722 |
Crucible Knight | |
HP | 1,423 |
Immune to
All status effects
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Weaker to |
Elden Ring Spiritcaller Snail Boss (Road's End Catacombs)
- This is an optional boss
- Closest Site of Grace: Road's End Catacombs
- Multiplayer is allowed for this boss
- You can summon Spirit Ashes for this boss
- The Crucible Knight summons do not need to be defeated to win this fight
Spiritcaller Snail Combat information
- Health: 1,722 HP
- Defense: 107
- Stance: 60
- The snail will summon a Crucible Knight wielding Siluria's Tree, and will resummon it if it dies
- If the snail is below 10% health and its summon dies, it will summon a second one as well wielding Ordovis's Greatsword
- Drops 3,000, Glintstone Sorcerer Ashes
Resistances
- Poison: 176 / 204 / 246 / 344
- Scarlet Rot: 176 / 204 / 246 / 344
- Hemorrhage: 176 / 204 / 246 / 344
- Frostbite: 132 / 153 / 181 / 223
The resistance numbers are the buildup amount to trigger it. For example, if a resistance is 100 you must deal 100 points of the given buildup to trigger it. Note that these go down over time, and increase each time the effect procs. The values after the "/"s indicate the increased resistances after each successive proc.
NG+ and Beyond (click to reveal)
NG | NG+ | NG+2 | NG+3 | NG+4 | NG+5 | NG+6 | NG+7 | |
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HP | 1,722 | 3,177 | 3,494 | 3,653 | 3,812 | 4,130 | 4,288 | 4,447 |
Defense | 107 | 117 | 120 | 123 | 129 | 135 | 141 | 153 |
Runes | 3,000 | 12,000 | 13,200 | 13,500 | 14,400 | 14,700 | 15,000 | 15,300 |
Resistances |
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Poison | 176 / 204 / 246 / 344 | 190 / 218 / 260 / 358 | 192 / 220 / 262 / 360 | 195 / 223 / 265 / 363 | 198 / 226 / 268 / 366 | 201 / 229 / 271 / 369 | 204 / 232 / 274 / 372 | 207 / 235 / 277 / 375 |
Scarlet Rot | 176 / 204 / 246 / 344 | 190 / 218 / 260 / 358 | 192 / 220 / 262 / 360 | 195 / 223 / 265 / 363 | 198 / 226 / 268 / 366 | 201 / 229 / 271 / 369 | 204 / 232 / 274 / 372 | 207 / 235 / 277 / 375 |
Hemorrhage | 176 / 204 / 246 / 344 | 190 / 218 / 260 / 358 | 192 / 220 / 262 / 360 | 195 / 223 / 265 / 363 | 198 / 226 / 268 / 366 | 201 / 229 / 271 / 369 | 204 / 232 / 274 / 372 | 207 / 235 / 277 / 375 |
Frostbite | 132 / 153 / 181 / 223 | 143 / 164 / 192 / 234 | 145 / 166 / 194 / 236 | 147 / 168 / 196 / 238 | 149 / 170 / 198 / 240 | 151 / 172 / 200 / 242 | 153 / 174 / 202 / 244 | 155 / 176 / 204 / 246 |
Sleep | 132 / 153 / 181 / 223 | 143 / 164 / 192 / 234 | 145 / 166 / 194 / 236 | 147 / 168 / 196 / 238 | 149 / 170 / 198 / 240 | 151 / 172 / 200 / 242 | 153 / 174 / 202 / 244 | 155 / 176 / 204 / 246 |
Madness | Immune |
Crucible Knight Combat information
- Health: 1,423 HP
- Defense: 107
- Stance: 80
- Parryable: Yes
- Is vulnerable to a critical hit after being stance broken or parried
- See Crucible Knight for a full boss guide
Negations (or Absorptions)
The negation numbers are the % of your damage that gets blocked. For example, if a negation is 60, 40% of that damage by that type will go through and 60% will be negated. Bigger number = less damage. A negation of 100 means no damage goes through, and a negation of -100 mean the enemy takes 2x damage from that source. 0 means damage goes pretty much as is.
Resistances
- Poison: Immune
- Scarlet Rot: Immune
- Hemorrhage: Immune
- Frostbite: Immune
The resistance numbers are the buildup amount to trigger it. For example, if a resistance is 100 you must deal 100 points of the given buildup to trigger it. Note that these go down over time, and increase each time the effect procs.
NG+ and Beyond (click to reveal)
NG | NG+ | NG+2 | NG+3 | NG+4 | NG+5 | NG+6 | NG+7 | |
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HP | 1,423 | 2,625 | 2,887 | 3,018 | 3,150 | 3,412 | 3,543 | 3,675 |
Defense | 107 | 117 | 120 | 123 | 129 | 135 | 141 | 153 |
Spiritcaller Snail Boss Guide
Spiritcaller Snail Fight Strategy
The Best Tips for Spiritcaller Snail:
- Focus on the snail and ignore its summons
- When the snail is invisible, look for a faint glow on the ground and attack it
Escargot: Don't bother fighting the Crucible Knight. It'll just get resummoned if it dies, and it'll vanish as soon as you kill the snail anyway. Instead, focus on finding and killing the snail. It will begin the fight in the far right corner of the room, but once you start hitting it it will teleport away. Dodge the Crucible Knight or distract it with summons as you look for a glowing spot, usually in the corners of the room. Once you see it, attack it. The snail doesn't have a lot of health, so it should die quickly once you track it down a few times.
Spiritcaller Snail Attacks & Counters
Attack | Description | Counter |
Spirit Summon | Waves its neck around and summons a spirit to fight you. Only uses this when its summons are dead | Ignore the summon and attack the snail |
Teleport | Teleports across the arena when you attack it | Track down where it teleported to and attack again |
Spiritcaller Snail Lore, Notes & Other Trivia
- Might be inspired by the Tsuchinoko, a Japanese cryptid
Spiritcaller SnailSpiritcaller Cave |
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Drops | 70,000 Black Flame Ritual Godskin Swaddling Cloth |
HP | 1,840 |
Godskin Apostle | |
HP | 9,847 |
Stronger VS Immune to
Most status effects
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Weaker to |
Godskin Noble | |
HP | 11,814 |
Stronger VS Immune to
Most status effects
|
Weaker to |
Elden Ring Spiritcaller Snail Boss (Spiritcaller Cave)
- This is an optional boss
- Closest Site of Grace: Spiritcaller Cave
- Multiplayer is allowed for this boss
- You can summon Spirit Ashes for this boss
- You must defeat a summoned Godskin Apostle, then a Godskin Noble, then the Spiritcaller Snail itself to win this fight
Spiritcaller Snail Combat information
- Health: 1,840 HP
- Defense: 115
- Stance: 30
- The snail itself will not appear until you defeat its Godskin Apostle summon and then its Godskin Noble summon
- Drops 70,000, Black Flame Ritual, Godskin Swaddling Cloth
Resistances
- Poison: 185 / 213 / 255 / 353
- Scarlet Rot: 185 / 213 / 255 / 353
- Hemorrhage: 185 / 213 / 255 / 353
- Frostbite: 139 / 160 / 188 / 230
The resistance numbers are the buildup amount to trigger it. For example, if a resistance is 100 you must deal 100 points of the given buildup to trigger it. Note that these go down over time, and increase each time the effect procs. The values after the "/"s indicate the increased resistances after each successive proc.
NG+ and Beyond (click to reveal)
NG | NG+ | NG+2 | NG+3 | NG+4 | NG+5 | NG+6 | NG+7 | |
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Defense | 115 | 118 | 121 | 124 | 130 | 136 | 142 | 153 |
Runes | 70,000 | 140,000 | 154,000 | 157,500 | 168,000 | 171,500 | 175,000 | 178,500 |
Resistances |
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Poison | 185 / 213 / 255 / 353 | 198 / 226 / 268 / 366 | 200 / 228 / 270 / 368 | 203 / 231 / 273 / 371 | 206 / 234 / 276 / 374 | 209 / 237 / 279 / 377 | 212 / 240 / 282 / 380 | 215 / 243 / 285 / 383 |
Scarlet Rot | 185 / 213 / 255 / 353 | 198 / 226 / 268 / 366 | 200 / 228 / 270 / 368 | 203 / 231 / 273 / 371 | 206 / 234 / 276 / 374 | 209 / 237 / 279 / 377 | 212 / 240 / 282 / 380 | 215 / 243 / 285 / 383 |
Hemorrhage | 185 / 213 / 255 / 353 | 198 / 226 / 268 / 366 | 200 / 228 / 270 / 368 | 203 / 231 / 273 / 371 | 206 / 234 / 276 / 374 | 209 / 237 / 279 / 377 | 212 / 240 / 282 / 380 | 215 / 243 / 285 / 383 |
Frostbite | 139 / 160 / 188 / 230 | 149 / 170 / 198 / 240 | 151 / 172 / 200 / 242 | 153 / 174 / 202 / 244 | 155 / 176 / 204 / 246 | 157 / 178 / 206 / 248 | 160 / 181 / 209 / 251 | 162 / 183 / 211 / 253 |
Sleep | 139 / 160 / 188 / 230 | 149 / 170 / 198 / 240 | 151 / 172 / 200 / 242 | 153 / 174 / 202 / 244 | 155 / 176 / 204 / 246 | 157 / 178 / 206 / 248 | 160 / 181 / 209 / 251 | 162 / 183 / 211 / 253 |
Madness | Immune |
Godskin Apostle Combat information
- Health: 9,847 HP
- Defense: 115
- Stance: 80
- Parryable: Yes, but 2 parries are required per stance break
- Is vulnerable to a critical hit after being stance broken or parried
- Damage: Slash, Pierce, Fire
- See Godskin Apostle for a full boss guide
Negations (or Absorptions)
The negation numbers are the % of your damage that gets blocked. For example, if a negation is 60, 40% of that damage by that type will go through and 60% will be negated. Bigger number = less damage. A negation of 100 means no damage goes through, and a negation of -100 mean the enemy takes 2x damage from that source. 0 means damage goes pretty much as is.
Resistances
- Poison: Immune
- Scarlet Rot: Immune
- Hemorrhage: Immune
- Frostbite: Immune
The resistance numbers are the buildup amount to trigger it. For example, if a resistance is 100 you must deal 100 points of the given buildup to trigger it. Note that these go down over time, and increase each time the effect procs. The values after the "/"s indicate the increased resistances after each successive proc.
NG+ and Beyond (click to reveal)
NG | NG+ | NG+2 | NG+3 | NG+4 | NG+5 | NG+6 | NG+7 | |
---|---|---|---|---|---|---|---|---|
HP | 9,847 | 12,446 | 13,690 | 14,312 | 14,935 | 16,179 | 16,802 | 17,424 |
Defense | 115 | 118 | 121 | 124 | 130 | 136 | 142 | 153 |
Resistances |
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Poison | Immune | |||||||
Scarlet Rot | Immune | |||||||
Hemorrhage | Immune | |||||||
Frostbite | Immune | |||||||
Sleep | 247 / 289 / 387 / 677 | 265 / 307 / 405 / 695 | 268 / 310 / 408 / 698 | 272 / 314 / 412 / 702 | 276 / 318 / 416 / 706 | 280 / 322 / 420 / 710 | 284 / 326 / 424 / 714 | 288 / 330 / 428 / 718 |
Madness | Immune |
Godskin Noble Combat information
- Health: 11,814 HP
- Defense: 115
- Stance: 80
- Parryable: Yes, but 2 parries are required per stance break
- Is vulnerable to a critical hit after being stance broken or parried
- Damage: Standard, Pierce, Fire
- See Godskin Noble for a full boss guide
Negations (or Absorptions)
The negation numbers are the % of your damage that gets blocked. For example, if a negation is 60, 40% of that damage by that type will go through and 60% will be negated. Bigger number = less damage. A negation of 100 means no damage goes through, and a negation of -100 mean the enemy takes 2x damage from that source. 0 means damage goes pretty much as is.
Resistances
- Poison: Immune
- Scarlet Rot: Immune
- Hemorrhage: Immune
- Frostbite: Immune
The resistance numbers are the buildup amount to trigger it. For example, if a resistance is 100 you must deal 100 points of the given buildup to trigger it. Note that these go down over time, and increase each time the effect procs. The values after the "/"s indicate the increased resistances after each successive proc.
NG+ and Beyond (click to reveal)
NG | NG+ | NG+2 | NG+3 | NG+4 | NG+5 | NG+6 | NG+7 | |
---|---|---|---|---|---|---|---|---|
HP | 11,814 | 14,932 | 16,425 | 17,171 | 17,918 | 19,411 | 20,158 | 20,904 |
Defense | 115 | 118 | 121 | 124 | 130 | 136 | 142 | 153 |
Resistances |
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Poison | Immune | |||||||
Scarlet Rot | Immune | |||||||
Hemorrhage | Immune | |||||||
Frostbite | Immune | |||||||
Sleep | 247 / 289 / 387 / 677 | 265 / 307 / 405 / 695 | 268 / 310 / 408 / 698 | 272 / 314 / 412 / 702 | 276 / 318 / 416 / 706 | 280 / 322 / 420 / 710 | 284 / 326 / 424 / 714 | 288 / 330 / 428 / 718 |
Madness | Immune |
Spiritcaller Snail Attacks & Counters
Attack | Description | Counter |
Grab | Leans its head down to the ground, then jumps forward. If it hits, grabs you and shoves its head down your throat | Keep attacking and it will be stunned too frequently to get an attack in edgewise |
Spit | Pulls its head back, then shoots a gob of harmful spit at you | Keep attacking and it will be stunned too frequently to get an attack in edgewise |
Spiritcaller Snail Image Gallery
[image goes here]
- Anonymous
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I wonder if it ever runs out of summons. It initally started out summoning a single crucible knight, but after about five of them it started summoning two at a time. ~6 pairs in it was still summoning the same amount so idk if it increases the difficulty further after that.
- Anonymous
Imagine fighting two godskins back to back barely making out of it alive just to get grabbed by this thing and bam K.O
- Anonymous
Honestly? Under-used imo. They had a really cool concept when they had them summoning in those Okina wannabees or whatever they're called. Could've had some boss encounters where it summoned player-characters to attack you. Or hell, make it summon players PERIOD. Sort of like the mirror knight summoning in a guy in DS2, except of it being a very rude 2v1, it could basically be an invasion except you're desperately trying to protect your snaily friend. Honestly, there are alot of covenants that could've been added that involved defending a zone or an item.
The academy, the manor, one involving mogh, Fia's champions, the jar knights, stuff like that!
- Anonymous
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so uh... I helped a host fight the spirit-caller cave boss, y'know the apostle & noble.
we were just goofin around and we were hitting the snail with our fists for a bit for the meme, and then the snail decided to do a grab attack which I didn't know it had and killed the host, as I watched in horror as to what I had just done...
I am so sorry, I was just trying to be goofy.
If there is anything to learn here, just kill the snail at the end.
- Anonymous
There is an immortal Godskin Duo chasing you, and when they’ll touch you, you will die
- Anonymous
- Anonymous
BRO DO NOT LET THE ROAD END SNAIL LIVE AFTER U BEAT THE ORDOVIS GREATSWORD KNIGHT U HAVE TO BEAT BOTH
- Anonymous
F*** this invertebrate PoS. Took me way more tries than I would like to admit. What I did as an INT, DEX build was use the claw +3, infuse it with poison, summon a banished knight, and then hit him two combos light combos that drained 75% of his HP. The poison amd bleed took care of the rest.
1st try: snail's summoned knight demolished me in 3 swift strikes, completely ignoring the demi-human spirits I'd just summoned. I didn't even get 10 feet in.
2nd try: I summoned Banished Knight Engvall who aggroed the knight so I was able to go whack the snail. Snail died before Engvall, so the knight never touched me. (Road's End Catacombs)
NOW you know how a boss feels when you're summoning for him, hows it feel, to be on the other side?
- Anonymous
The snail in road's end catacombs actually gives 3k, not 2.25k
The spiritcaller cave boss fight might be the worst encounter in the game. The apostle's lock-on location is awful and makes you miss attacks when he's stretching and when he's stance broken. The apostle and noble are completely ****ing glitched and will completely ignore 70% of sleep procs. Summons wallhack to see through walls and aggro to enemies outside the sealed boss room making you waste flasks waiting for the summon to stop being insane. The noble likes to spam his nuke slam attack (big aoe big damage big stamina damage). His flame circle's visual effects don't line up with the actual hitbox, misleading you into taking damage by staying in the circle, and completely screwing over anyone using an ash of war that buffs the weapon and does an attack because the attack isn't launched but all of the FP is gone. The run to the boss room is horrid as well, because it is the most extreme example of objectively SADISTIC game design I've found in the game, if you run to the boss room by staying in the middle of the path (where enemies are the most distant from), the enemies are perfectly set up to schizophrenically attack one specific square meter of air where the players will sprint through to stay as far away from enemies as possible, INSTANTLY QUADRUPLE SHOTTING YOU FOR PLAYING SAFE. IT'S ACTUALLY SUCH GARBAGE DESIGN THAT IF YOU WANTED THIS TYPE OF CONTENT, YOU'D UNIRONICALLY HAVE MORE FUN PLAYING AN AVERAGE MARIO MAKER TROLL LEVEL MADE BY SOME RANDOM PLAYER.
- Anonymous
"If the snail is below 10% health and its summon dies, it will summon a second one as well wielding Ordovis's Greatsword"
Not true. It will summon the Greatsword knight after the first one dies, even if it's at nearly full health.
Easiest way to deal with him is sword of Trina, at the right corner use weapon ability and just chop him down. Fight over in few seconds. Sleep bomb would do probably same.
- Anonymous
- Anonymous
I ran to the right front corner (as you enter the room) after killing the knight, and went to town on the snail with my +4 Claymore. The fight ended there as I got a critical or a stance break on the snail and it didn't teleport.
- Anonymous
"Immune to most status effect" *Shows the status resistances* Is that right or what?
- Anonymous
Good way to prepare you for the duo fights in the future if you ignore killing the snail
- Anonymous
Snail summons Siluria, and when she's dead, summons Ordovis. If he is dead as well, summons both of them at same time and will keep resumming them together each time they die form that point onward. Just a fun fact.
- Anonymous
I killed the Crucible Knight 7 times just to see how many time the snail can call him back.
Then I ran out of chugs and died.
- Anonymous
When I fought my first one I almost died to the knight then I killed him thinking that would end that wouldn't you imagine my surprise when he came back to life
- Anonymous
Very cheeky little boss, they should make more of this instead of the boring watchdog(cat?). Funny fight after knowing that the boss hp doesnt goes down after hitting the summon.
- Anonymous
The snail in road's end catacombs isn't lit up like a christmas tree the light that gives away its position is just a little brighter than the floor around it. But using a spirit summons to keep the crucible knight occupied while you look for the snail is definitely the way to go.
- Anonymous
These guys eating out my insides when I wasn't paying attention scared the **** out of me
- Anonymous
It would've been funny if the Godskin's second phase theme played when the snail appeared, just as a joke
- Anonymous
Without a doubt the single best boss in any FromSoft game. You can not change my mind.
- Anonymous
- Anonymous
They need to add Ashes for the Spirit Caller Snail so we can summon adds that summon adds
- Anonymous
I would be transported into the Elden Ring world if I got to strangle this slimy **** to death
- Anonymous
Someone should change the summon order for road's end catacombs. I have killed over 30 crucible knights there as a parry practice and it seems that the summoning is infinite.
- Anonymous
The links for 'black flame ritual' and 'godskin swaddling cloth' are on separate lines, but they only link to the godskin swaddling cloth, not both individually.
- Anonymous
What about the two near the Tibia Mariner by Castle Sol? The ones that summon 80' skeletons that shoot Azur's Comet at you? They need some love.
- Anonymous
No magic light. Just look for a slightly brighter area that looks lit up an over head light and throw mist on it and keep moving. 9/10 its the snail. It’s not just the corners- more like along the walls.
Just do laps around the summon.
- Anonymous
Uuuh... the spirit snail in sprits snail cave is not even in the arena. i looked everywhere, scoured every bush, whacked every glowing spot - nothing.
- Anonymous
You can’t kill the spirit caller snail outright in Spirticaller cave, you MUST defeat the Godskins before you kill the snail
- Anonymous
The numbers provided are completely false as of today for the Road Ends Catacombs, his number of summons are limitless :
Silura when above 75% HP.
Ordovis when between 50% and 75% HP.
Both when under 50% HP.
You can test for yourself never damaging him and you can beat a thousand Siluras without a single change.
- Anonymous
I think there might be a mistake here. I managed to poise break a spiritcaller snail.
- Anonymous
So many upset people. You'd think with how salty these peeps are they'd have no trouble killing a snail.
- Anonymous
I just had roads end bossroom glitch on me. The first spirit summoned by the snail did a flying attack and went through the floor. Snail never summoned anyone else, I just walked around until I found him and kept swinging. He never tried to attack me or summon.
- Anonymous
" You can locate it by finding a faint glow on the ground. " Bullshit.
- Anonymous
I managed to kill the first summon and then use enough heavy attacks to stun the snail so it never got a chamce to teleport
- Anonymous
I managed to kill the first summon and then use enough heavy attacks to stun the snail so it never got a chamce to teleport
- Anonymous
- Anonymous
Drops part of the Mountaintops Snail is completely wrong. It drops 85k souls and Godskin Swaddling Cloth, no bell bearings.
- Anonymous
I learned how to parry just to defeat the summons only to later learn that you can kill the snail while the summons are still alive fml
- Anonymous
- Anonymous
Just realized these guys might not actually be snails, they have snake heads for some reason. Wonder if that's significant, considering snakes seem to symbolize sin and treachery in the Lands Between.
- Anonymous
- Anonymous
sleeping doesn't crash for me, tested it on the spirit caller godskin duo boss
- Anonymous
I just beat the Spiritcaller Snail and only got 85000 Runes. Someone’s got the wrong figures listed.
- Anonymous
Dragon Rot Breath the moment you can hit it. Strong enough to almost outright kill it but the DoT persists even after it vanishes and will desummon any enemies the moment it dies from the DoT. Work Smarter, Not Harder.
- Anonymous
these descriptions remind me so much of yugioh cards descriptions
- Anonymous
The one in Road's End spawns spirts in this order:
Crucible Knight Silura 2x
Crucible Knight Ordovis 2x
Both 3x
After the 3rd summon of both knights it stops summoning and just stays invisible.
- Anonymous
The one in Road's End spawns spirts in this order:
Crucible Knight Silura 2x
Crucible Knight Ordovis 2x
Both 3x
After the 3rd summon of both knights it stops summoning and just stays invisible.
- Anonymous
in road's end catacombs, does the spirit summon drop something if you defeat it before the snail?
- Anonymous
Contrary to the article you can attack the snail without killing the spirits. Look for a white cloud.
- Anonymous
The lore in my playthru worked out well, the snail was secretly following me around and summoning godskin duo (and all other repeat bosses) the entire time until I finally tracked it down in its home!
- Anonymous
- Anonymous
Feeling kinda bad for them, just minding their own business and we come running in and massacre it.
- Anonymous
basically like the witches from bloodborne sep they dont bamboozle yah with second one and the snails summon is actually dangerous
- Anonymous
- Anonymous
- Anonymous
the current drops for Spiritcaller Cave version are the drops for the actual Godskin Duo fight that is required(?) to progress Crumbling Farum Azula, I believe the snail drops 70k souls or thereabout
- Anonymous
- Anonymous
The snail in the spirit caller's cavern does not drop Smithing-Stone Miner's Bell Bearing [4]. It drops Godskin Swaddling Cloth (Successive attacks restore HP.)
- Anonymous
- Anonymous
- Anonymous
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- Anonymous
I only got 70000 runes for the Spirit-Caller Snail in Spiritcaller's Cave.
- Anonymous
The drops for Spiritcaller's cave snail is wrong. It drops Black Flame Ritual and Godskin Swaddling Cloth
- Anonymous
- Anonymous
If you kill the phantom and then snail, a bonus loot will drop.
- Anonymous
I just thought the knight's name was "Spirit-Caller Snail" BUT NO it's literally a spirit calling SNAIL!!!
- Anonymous
Lol I didn't think I could hit the snail while it was invisible. I won the fight by killing the Crucible Knights and only hitting the snail in between summons.
- Anonymous
Skeletal Bandit Ashes Summon is OP for this fight. The Snail’s summon gets distracted and the skeleton revives after death. The boss summon doesn’t appear to use its special moves if it’s on high hp, so avoid damaging it. Snail is invisible but casts a white glow on the ground.
- Anonymous
For all you fans of Witches of Hemwick with half the effort =)
- Anonymous
- Anonymous
You don’t need to fight the boss just look for the glow of the snail. It starts in the back right corner and then moves after you do enough damage to it
- Anonymous
The fight has a bug, when I tried to attack the snail with a sleep inducing weapon, if the snail teleports with the sleep debuff the game would simply crash.
- Anonymous
- Anonymous
On PC(and possibly console can't test), if you fight this boss with St Trina's Sword, or possibly any item that inflects sleep your game will crash when the snail teleports.
- Anonymous
If you kill the knight the slug simply summons a new one. I was really hoping there'd be multiple summons.
- Anonymous
Be wary when kiting the summoned knight around as it the lunge attack seems to have a short blink which means his reach is way more than you think, not sure if that's intentional or not tho. Using summoning ashes of mulitple allied is helpful to distract it, ie wolves, etc..
- Anonymous
- Anonymous
DO NOT focus on the boss' phantom (the big guy), but on the boss (the snail). The snail is invisible from afar. Look for white glow around the room, it shows where the invisible snail is.
snail with snake head
snail with snake head
0
+10
-1