For the Dark Souls II variant, see Warmth.

Warmth is a pyromancy in Dark Souls III.

In-Game Description

Peculiar pyromancy of the Mound-makers. Creates a gentle flame that restores HP on touch.
They feared separation from the gods and sought a familial bond, perhaps leading to the creation of this flame of harmony.

Availability[edit | edit source]

Obtained as a reward for reaching Rank 2 in the Mound-makers covenant. To achieve this, the player is required to offer 30 Vertebra Shackles to the altar in the Pit of Hollows.

Effect[edit | edit source]

The caster conjures a floating flame that gradually heals all entities within its radius, regardless of affiliation. This includes the caster, allies and enemies. While under the flame's effect, entities will recover 35 HP per tick. The spell ticks once per second and lasts for 60 seconds, resulting in a maximum of 2,100 HP restored.

Only one instance of Warmth can be active at a time, as casting the spell before the previous instance expires will cause the previous flame to disappear, being replaced by the new one. The duration of the flame cannot be increased via equipping the Lingering Dragoncrest Ring.

Use[edit | edit source]

Single Player[edit | edit source]

This spell is extremely useful for healing, as it is capable of restoring more HP than Soothing Sunlight cast from a Yorshka's Chime with 60 Faith, for barely more than half its FP cost and nowhere near as much Faith. Provided that enemies can be kept away from it (or controlled so that they do not overly benefit from its healing), this spell grants extreme amounts of self-sustain.

Online gameplay[edit | edit source]

Co-operative parties can benefit from this spell greatly, as their focused attack power can dissuade foes from contesting the flame, giving them a safe place to slowly recuperate. It is also extremely useful as an invader, as it can be used to provide aid to co-invaders in a Dried Finger world, and sustain strong enemies in a host's world, such as the Crystal Sage in the Grand Archives or Judicator Giants in the Ringed City. It is best combined with various area denial spells such as Seething Chaos and Snap Freeze, to dissuade other players from contesting it, and as a last resort it can be relocated by casting it again at a new location, which will remove the existing one.

Acid SurgeBlack Fire OrbBlack FlameBlack SerpentBoulder HeaveBursting Fireball
Carthus BeaconCarthus Flame ArcChaos Bed VestigesChaos StormFireballFirestorm
Fire OrbFire SurgeFire WhipFlash SweatGreat Chaos Fire OrbGreat Combustion
Iron FleshPower WithinPoison MistProfaned FlameProfuse SweatRapport
Sacred FlameToxic MistWarmth
Ashes of Ariandel
Floating Chaos
The Ringed City
Flame FanSeething Chaos
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