Pyromancer's Parting Flame is a Weapon in Dark Souls 3.
The pyromancy flame of Livid Pyromancer Dunnel that attracts the echoes of the death.
When Dunnel lost his hideous spouse, he gave his own pyromancy flame as an offering, which transformed into a parting flame. Not long after, Dunnel became a mad spirit, cursed to wander the lands.
Skill: Parting Flame
Release store of death echoes to gain a modest dose of Estus.
Notes and Tips:
- Upgraded with normal Titanite, and can only be upgraded by Cornyx of the Great Swamp.
- This pyromancy flame leaves trails of fire during its casting animations, which will damage nearby opponents. This can boost the damage of spells like Black Flame at extremely close ranges, or simply hurt enemies that get too close when you're casting something like Profaned Flame. This makes it a good choice for Pyromancers who like to get close and play aggressive.
- The fire trails only appear for offensive spells, not buffs. Floating Chaos also doesn't make fire trails.
- Has slightly less Spell Buff scaling than the basic Pyromancy Flame, and will do slightly less damage with spells unless the fire trails also hit.
- Has a higher stamina consumption than the regular Pyromancer's Flame.
Notes on the Weapon Art: Parting Flame
- Absorbs a "death echo" for every creature that dies in the world you are currently occupying, be you the host or a phantom (haven't checked when you are an invader), as long as you have the Pyormancer's Parting Flame equiped in one of your actives slots. Each death only adds 1 echo to the counter, big and small enemies make no difference, so the endlessly respawning Reanimated Corpses in Cathedral of the Deep are worth just as much as Aldrich himself.
- If you switch out the Parting Flame, either by swaping to another weapon slot or by unequiping it, you will lose all the death echoes you had accumulated.
- If you go through a loading screen, be it by dying, teleporting, being summoned, invading or any other reason, you will lose all the death eachoes you did not spend. If you had echoes on you when you got summoned, you won't have them while in other people's worlds, and you won't get them back when you return tu your own world, no matter the outcome of your summoning.
- If you rest at a bonefire you won't lose your death echoes.
- When you accumulate 12 death echoes, meaning 12 kills, your character will begin glowing with a unique aura. At this point you can use the weapon art to spend all your accumulated death eachoes and refill one single use of your Estus Flask.
- You can't really accumulate more than 12 death echoes, I tried killing more than a hundred enemies and you still only get one estus use out of it. So there's no reason not to cash your free estus as soon as you get it every time, aside from the silly pose. Just bear in mind the animation takes more than 5 seconds to complete and you can't cancel out of it by rolling, or doing anything really, you are a very distressed looking sitting duck for the duration of the weapon art.
- You can only refill your regular Estus Flask with this weapon art, the Ashen Estus Flask is not affected by it in any way, even if you allot all your estus to the Ashen Flask, in which case you would just be wasting you echoes, and gaining nothing.
Location/Where to Find
- Painted World of Ariandel: Past the Snow Mountain Pass bonfire, on the bottom floor of the crypt with the giant flies (can also be accessed from the Ariandel Chapel bonfire if the shortcut to here has already been opened). There is a fly facing an illusory wall on the top floor which will lead to the bottom floor. From here, proceed to the right side of the room to a walled-up doorway. This is another illusory wall. Proceed through here until you reach the outside area with giant roots. Carefully descend down the roots until you reach the tower below. The corpse here will contain the Parting Flame.
- Fextralife Video: Location of Pyromancer's Parting Flame
Moveset and Videos:
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Pyromancer's Parting Flame Upgrade Table
|Attack ValuesBonus||Parameter Bonus||Auxiliary Effects||Damage Reduction (%)|
|Requirement||Parameter Bonus||Attack Values||Damage Reduction %||Auxiliary Effects||Others|
| Spell Buff
Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X".
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped.
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)