This page details the Covenants of Dark Souls III. Head back through here for other character pages. Unmarked spoilers ahead.
The Aldrich faithful ensure that Aldrich, Devourer of Gods, remains undisturbed, by taking the form of loyal spirits and hunting down those who would trespass the ruined cathedral.
- Color-Coded for Your Convenience: The Faithful are blue with a reddish tint when invading.
- Expy: Of the Bell Ringers Covenant in Dark Souls II.
- Religion of Evil: Seems to be the same faith that the Church of the Deep belongs to.
- You Shall Not Pass!: The stated in-game reason for what they do is to prevent people from getting anywhere near Aldrich, whom they worship.
The beneficiaries of an ancient accord with the Darkmoon. Should they be faced with a dark spirit, a blue spirit — either a member of the Blades of the Darkmoon or the Blue Sentinals — will intervene to assist.
- Divine Assistance: They made a pact with the Darkmoon for divine protection against dark spirits, and recieved it in the form of the Way of Blue and Blades of the Darkmoon.
When a member of the Way of Blue faces a dark spirit, the Blades of the Darkmoon, by an ancient accord, help to root out the invader.
- A Friend in Need: Seemingly why they help the Blue Sentinels, who have views similar to their own.
- Big Damn Heroes: They are automatically summoned into Way of Blue members' games when said player is invaded, to help the victim drive off their attacker.
- Color-Coded for Your Convenience: Darkmoon phantoms are dark blue, as opposed to Sentinel phantoms, who are light blue.
- The Rival: To the Aldrich Faithful. The Darkmoon summonings give priority to those invaded by Aldrich Faithful, and defeating them rewards the Darkmoon with twice the number of Proofs.
When a member of the Way of Blue is threatened by a dark spirit, the Blue Sentinels, in compliance with an ancient accord bearing the sigil of the Blades of the Darkmoon, assume the form of blue spirits, and help to root out the leader.
The Mound-Makers wish only to add to their mounds, becoming mad spirits whether summoned as co-operators or invaders.
- True Neutral: What this covenant seems to be; they have complete freedom to either help, hinder or harm a Host of Embers and ALL other types of Phantoms regardless of allegiance. If this or just randomly killing anything that crosses your path appeals to you, the Mound-Makers are always hiring.
- Ax-Crazy: An unfortunate fate for others who have pledged themselves; Holy Knight Hodrick is described as having become a, "crazed ghoul," attacking friend and foe alike, and Hodrick even warns of the possibility of falling into madness beforehand to. It's up to you whether or not the Ashen One is an exception.
- In addition to this, they're known to harbor a disdain for the Gods so great that they believe that EVERYONE who bears a Vertebra Shackle is related to them in some way.
- Color-Coded for Your Convenience: Mound-Maker phantoms are always purple regardless of being invaders or being summoned as phantoms.
- Nay-Theist: They believe that the Vertebra Shackles they collect are, "shackles of the Gods," due to the bone possessing a perplexing symbol on it. Again, it's up to you whether the Ashen One feels the same way or not.
- Wild Card: Mad phantoms just need to kill someone, be it the host or other phantoms. Some will gladly intervene on a host's behalf to catch other invaders by surprise and thus be "Purpals", others will prioritize killing the host since the number of phantoms you have to kill for a shackle increases based on how many others are present, and others will just try to kill whatever is low on health.
A group centered around Red Phantom invasions, Rosaria's Fingers collect severed tongues of their victims in her name.
- Always Chaotic Evil: There is nothing benevolent about this covenant.
- Color-Coded for Your Convenience: Red, the color of invaders.
- Evil vs. Evil: Not even being a Finger yourself will prevent you from being invaded. And just like in previous games, you can choose to kill the other invader/summoned dark spirit should you both be in the same hosts world instead.
- Mythology Gag: The four NPC members encountered in the game each refer back to a previous Soulsborne title, Heysal for Demon's Souls (obviously being an Expy of the Old Monk), Longfinger Kirk for Dark Souls (either being the real Kirk or just someone cosplaying as him), Creighton having come straight from Dark Souls II, and Leonhard's clothing and moon-themed weapon being references to Bloodborne.
- Religion of Evil: They pretty much just live for bloodshed, glorying in the death of others. Some justify it because they hope to be "reborn" in some manner through their worship of Rosaria, others just like killing.
- The Rival: Killing a Blue Sentinel or a Darkmoon phantom nets the Red Phantom twice as many tongues as killing the host. Could be an Unknown Rival to the Darkmoons since they're more concerned with the Aldrich Faithful.
Warriors of Sunlight are brilliantly beaming co-operators who place their golden signatures to help those in need through jolly cooperation.
- Big Damn Heroes: Invading as a Warrior of Sunlight has a higher chance of summoning you into a world where there is already an invader present, effectively making them co-op invaders. As Dark Souls III puts Dark Spirits in a more disadvantageous spot than the earlier game, the sudden arrival of a Warrior of Sunlight invader can turn the tables in the favour of the Dark Spirit.
- Color-Coded for Your Convenience: Sunlight Warriors are Gold/Yellow when summoned as allies, and Orange when invading.
- Color Motifs: Gold, Yellow, and Orange to go with their sunlight theme.
- Bolt of Divine Retribution: Getting thirty Sunlight Medals gives Sunlight Warriors a powerful miracle called Great Lightning Spear.
- FaceHeel Turn: Downplayed. There wasn't anything stopping you from invading as a Warrior of Sunlight before, but now you can actually benefit from it! Earning Sunlight Medals like a Co-Op summon.
- Legacy Character: The Warriors of Sunlight are the only covenant to exist in all three games with next to no changes between games (they were called the Heirs of the Sun in Dark Souls II, but that's just splitting hairs). Even the prototypical Red Eye Invader covenant has changed between games, and it would seem that the Warriors just stuck around because they always had their purpose of engaging in jolly co-operation to fuel them and keep from Hollowing.
- Light Is Not Good: Unlike in the previous games, you can get Sunlight Medals not just for assisting in defeating a boss, but also for invasions!
One of the units of the Undead Legion, the Watchdogs ensure that the warriors sleep in serenity, by taking the form of loyal spirits and hunting down those who would trespass the woods of Farron.
- Animal Motif: They are strongly associated with wolves, due to the Abyss Watchers' own connection to wolves.
- Color-Coded for Your Convenience: Watchdog Phantoms are blue with a red tint.
- Due to the Dead: Why they kill trespassers, to prevent those trespassers from disturbing the rest of the Abyss Watchers.
- Expy: Of the Forest Hunters. Especially once you consider how the Abyss Watchers are related to Artorias.
- Home Guard: The sole duty of the Watchdogs is to protect the home territory of the Undead Legion: the Farron Woods. Before the Abyss Watchers linked the First Flame, this was to protect the area while the other units of the Undead Legion were away, acting as an auxillary unit of the Undead Legion. Now the Watchdogs defend Farron Woods to stand vigil over the graves of the Abyss Watchers.
- Rag Tag Bunch Of Misfits: Being a player covenant, there is no standard equipment or combat style.
- You Shall Not Pass!: They guard the Farron woods, where they're honoring the Old Wolf of Farron and the Abyss Watchers.
Added in The Ringed City, the Spears keep watch over the Church of Filianore to prevent the princess from being awakened. When an enemy trespasses within the sacred ground, the Judicator calls forth a Spear of the Church from another world to slay the interloper.
- Field of Blades: The covenant's unique miracles allow them to summon holy spears from beneath the ground to impale unwary foes.
- Home Field Advantage: Spears of the Church summoned as the boss get a defense buff proportionate to the number of summons the challenger has and FP-free, unlimited uses of Ritual Spear Fragment and Divine Spear Fragment. This is mostly to mitigate the fact that they cannot heal themselves, and will often be facing groups of enemy players rather than one-on-one.
- Mythology Gag: The entire premise of the covenant (summoning a player to become the boss for another player) is lifted right from the Old Monk in Demon's Souls.
- You Shall Not Pass!: The Spears seek to prevent anyone from entering the Church, lest a trespasser wake Princess Filianore.