Crystal Sage is a boss in Dark Souls 3.
Crystal Sage Information
- Not optional: must be defeated to proceed to the Cathedral of the Deep.
- You can summon Eygon of Carim after saving Irina of Carim. His summon sign appears behind a pillar in the room immediately prior to the Crystal Sage fight.
- Don't confuse it with the mini-boss version located in the Grand Archives.
- Road of Sacrifices. Located to the left of the swamp, accessed by going into a dilapidated building, past a group of enemies and up the stairs. A map is provided here.
- Souls: NG (8,000), NG+ (40,000), NG++ (44,000), NG+3 (45,000), NG+4 (48,000), NG+5 (??), NG+6 (49,000), NG+9 (51,000)
- Co-Op Souls: NG (2,000), NG+ (??), NG++ (11,000)
- Soul of a Crystal Sage
- Health: NG (2723), NG+ (6413), NG++ (7054), NG+3 (7375), NG+4 (7696), NG+5 (8337), NG+6 (8658), NG+7 (8978)
- Teleports when damaged enough. Tends to prefer the corners adn sides of the arena.
- In their second phase, creates Clones that use blue magic, differently from their own, which is purple. These clones only spawn after the Sage teleports and die in one hit.
- Using the two Blue Bug Pellets found right before the boss, near Orbeck of Vinheim, will help greatly during this fight.
- Occasionally melees with its rapier if you linger near it. Rapier can be parried.
- Staggers easily and it doesnt take much to force it to retreat with teleport, some chasing required.
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Strategy 1 (Melee)
Since this boss can be staggered, rushing him is the best choice. Running, make sure to move around all projectiles he hurls at you while closing the distance. Once you've gotten to him, hit him as many times as you can, since you'll have a short time to deal any damage until he teleports.
Paying attention to both his Sword attacks, which are relatively subtle, and making sure to be close enough to him that he can't hit you with Homing Spells while staggered is thoroughly advisable. Even if you're using a weapon with good range or sweet spots, such as a Halberd.
Once he begins his second phase, quickly take out the Clone that spawns in the middle of the arena. Taking the other ones out can be done with either running attacks or Throwing Knives, the latter being more advisable. Making sure not to be hit while taking the clones out can be a bit hard, but can be done as long as you do not run out of stamina and keep running.
When there are no Clones, go for the Sage.
Extra tip: Keep your weapon buffed with Lightning Resins while he is teleporting to deal as much damage as you can.
Strategy 1.5 (Melee Rush)
Alternatively, you can try to predict where the Sage will teleport to (generally the opposite end of the arena) and rush it throughout the fight, ignoring the summons. The summons teleport along with the Sage so high damage output is preferable to cause very quick teleports, giving you time to heal and get ready to find the Sage on reappearance.. When the Sage teleports with the summons and they all reappear, find the purple magic caster and rush it (this is the main boss, the summons cast blue magic).
Strategy 2 (Magic)
(NG) Casting Magic Shield on East-West Shield allows you to soak up a small portion of magic damage - while insiginificant, this can help you to stay alive. Since the Crystal Sage is highly resilient to magic damage, you are advised to land as many melee blows as possible. During Phase 2, it is highly recommended to use an Ember to raise your maximum health.
(NG+ onward) Make sure you cast Crystal Magic Weapon before entering the fog gate, so you have maximum damage output on the Sage. In the first phase, proceed to rush the sage preventing them from casting spells on you. Casting Great Magic Shield will enable you to block all of their magic attacks at no damage to you and you can easily recast it between teleports. In the second phase you can use Homing Crystal Soulmass (cast between teleports) to kill of one or two of the illusions. Remember illusions shoot blue magic! Aim for the purple magic wielding one and you are golden.
Strategy 3 (Archery)
Make sure to have the maximum amount of arrows and a decently upgraded bow before the battle. In the first phase stand behind left or central pillar to avoid most of the attacks. Mind the Soul Rain as it can hit you. Be careful and watch your sides in the second phase as the Sage starts spawning clones.
Strategy 4 (Throwking Knife Spam)
His second phase can be easily beat by using Throwing Knives to take out his clones before going for the real one.
Strategy 5 (Pyromancy)
At the start of the fight, run up to the boss and immediately use Sacred Flame when you have the chance. Keep spamming it even after you just use the spell until the boss's health is depleted. This also allow you to skip the 2nd phase completely.
|Attack Name||Attack Description|
|Homing Crystal Soul Mass||Same as regular spell though easier to dodge considering the Sage's size|
|Soul Spear||Same as regular Soul Spear albeit slightly larger|
|Soul Rain||Summons a rain attack that can hit behind objects|
|Soul Crystal Mass||Summons a large, slow moving, homing soul mass to attack the player|
|White Dragon Breath||Shoots a laser at the ground that creates a long trail of damaging crystals.|
|Ice Crystals||Protrude from the ground whenever the boss teleports|
|Rapier Combo||Sweeps its Rapier from side to side twice. Finishes the combo by reeling back, then thrusting the rapier through the player. If this connects, the player is lifted off the ground as crystals sprout along the length of the rapier, skewering the player and dealing high magic damage.|
|Clones||At 50% Health, clones start being summoned. They can be distinguished by their blue magic, opposed to the true Sage's purple magic|
- The Crystal Sage on the Road of Sacrifices trained the Undead Legion of Farron to use magic. As a result there are now several "Farron" spells.
- The Crystal Sages are twins and are called "the preacher twins". The other twin is in the Grand Archives.
- Their favorite pupil was Crystal Kriemhild who also sired Daughter of Crystal Kriemhild.
- The item description on Sage's Crystal Staff reads that crystal spheres devour the will of their user. Perhaps this is why they are mad.
- The two sages were trained by Big Hat Logan, which is mentioned in the examine text for its hat. Their spells are reminiscent of his.
Notes & Trivia
- It is possible to predict where the boss will approximately spawn after it disappears. These rules of thumb work most of the time but the boss seems to be patched somewhat more unpredictable lately:During phase one, if the boss casts teleport near the west wall, it will spawn near the opposite, east wall around an area where there is no crystals. If boss disappears in a corner, it will appear in the crystal free side of the opposite corner.
- During phase two with multiple clones, the real boss will again usually spawn at the opposite side of the arena, but this time around an area where there is multiple crystals.
- Their hat can be bought from Shrine Handmaid after defeating them
- The mask worn by the Sage is reminescent of Bloodborne's Beak Mask.
- Bug - A potenitally ruining glitch sometimes occurs (in experience, while cooperating online) during the fight with the Sage in the Road of Sacrifices, which appears to result from hitting a clone shortly before they begin their warp animation. With sub-optimal connection, the game may not recognize the clone has been hit until they already have entered the animation, causing it to stagger, but not dissapate; while the others, including the true mage, teleport away. The clone then becomes inexplicably invincible and returns to fighting the players; the true mage or the other clones with it will not return, and due to the fact the main mage is required to trigger the warp animation the now invincible clone will never warp from the the arena. This renders the fight unbeatable, forcing the player, should they not have a homeward bone, to willingly die to the invincible clone or use the dark sign in order to escape from the encounter. (You can also quit the game and reload in order to leave the boss fight.) (Version 1.04, PS4)
- Bug - There is a possible exploit, where the host is able to stand within the boss room without triggering the fight, yet completely isolating themselves away from any invaders. This happens because all phantoms have a permanent fog gate at the boss room, regardless of whether the fight has been initiated or not.