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Mimic's LedgerThe DSR Compendium

THE OATHKEEPER’S LEDGER

The Deprived’s Experiment

A Dark Souls: Remastered walkthrough for the Deprived, in eight voices

About 30 minutes to read · numbers from the Ledger's records; check anything important in game

Contents
  1. Part I: The Lab
  2. Part II: The Experiments
  3. Experiment 1: The Northern Undead Asylum
  4. Experiment 2: Firelink Shrine
  5. Experiment 3: The Undead Burg
  6. Experiment 4: The Undead Parish
  7. Experiment 5: Darkroot Garden and Basin
  8. Experiment 6: The Depths, Blighttown, and Quelaag's Domain
  9. Experiment 7: Sen's Fortress
  10. Experiment 8: Anor Londo (and the Painted World)
  11. Experiment 9: New Londo Ruins and the Abyss
  12. Experiment 10: The Duke's Archives and Crystal Cave
  13. Experiment 11: The Catacombs and Tomb of the Giants
  14. Experiment 12: The Demon Ruins and Lost Izalith
  15. Experiment 13: The Kiln of the First Flame
  16. Appendix Experiment: Artorias of the Abyss (Optional)
  17. Lab Equipment at a Glance
  18. Sources

The numbers come from the Mimic's Ledger, through its build helper. The ideas come from somewhere else.

Part I: The Lab

The Knight swears. The Thief counts. The Warrior conquers. The Wanderer remembers. And I'm telling you, this works.

The Deprived starts at level 6, the highest of any class, with 11 in every stat, a Club and a Plank Shield. The Ledger's class record lists no armor at all. He's for players who get bored doing one thing, and players who open a wiki and think: but what if? Every weapon. Every school. Every bad idea. The maths is already done.

Starting statsVIT 11, ATT 11, END 11, STR 11, DEX 11, RES 11, INT 11, FAI 11
Starting gearClub and Plank Shield. No armor listed
ShieldPlank Shield: stability 45 (up to 56), physical 75%, magic 40%, fire 20%, lightning 55%, 1.5 weight
Starting weight4.5 against a maximum of about 51: 9%, a fast roll with 8.25 to spare
Starting giftThe Master Key

The gift is the Master Key. I didn't choose it. I reached for the list, sneezed, and there it was. (INT: we cannot prove that was luck. STR: we cannot prove it wasn't.)

The Committee

Eight stats, eight voices, and every one of them starts at 11. Nobody has a majority. Every decision goes to a vote. Every vote is four to four. I break the tie by doing the maths, and then by doing the thing.

And the luck? INT says it's arithmetic: by Wikidot's table, item discovery starts at 100 and climbs with Humanity, the number on your status screen rather than the items in your pack, to 210 at 10 Humanity. When something drops that shouldn't, INT checks the Humanity counter and nods. When the counter's at zero and it drops anyway, INT goes very quiet.

Three Laws of Mad Science

The Proof

Wikidot calls the Deprived's balanced stats "a hindering factor", because many builds don't want every stat. The Ledger's class records explain why, and where it stops being true. Each class's starting stats add up to its level plus a fixed amount: 82 for the Deprived, 83 for the Pyromancer and Wanderer, and between 79 and 82 for the rest. So for any build that needs every stat at 11 or more and leaves Resistance at 11, no class reaches it at a lower level than the Deprived: the classes with a bigger head start (Pyromancer and Wanderer) spend it on Resistance 12, which that build never asks for. Raise Resistance and the proof is off: Pyromancer and Wanderer get there first.

BuildStats it needsDeprived levelLowest level of any classThe Deprived
This guide's stat plan, at level 66VIT 30, ATT 14, END 25, STR 24, DEX 16, INT 16, FAI 12; every other stat 116666 (Bandit, Deprived, Hunter, Pyromancer, Wanderer and Warrior)tied for first
One spell of each school, a two-handed greatswordVIT 30, ATT 14, END 25, STR 16, FAI 12; every other stat 114848 (Bandit, Deprived, Knight and Pyromancer)tied for first
Drake Sword, Soul Arrow and Heal, earlyVIT 20, ATT 14, END 20, FAI 12; every other stat 112828 (Deprived and Knight)tied for first
A 20/20 quality build that casts a littleVIT 30, ATT 16, END 25, STR 20, DEX 20, INT 14, FAI 14; every other stat 116868 (Bandit, Cleric, Deprived, Hunter, Knight, Pyromancer, Thief, Wanderer and Warrior)tied for first
A pure Strength buildVIT 30, END 32, STR 30; nothing else6556 (Bandit)9 levels behind
A pure Dexterity buildVIT 30, END 25, DEX 40; nothing else6863 (Hunter and Warrior)5 levels behind

INT insisted on the full working: the level every class needs for each build above.

ClassThe planEach schoolEarly20/20Pure STRPure DEX
Deprived664828686568
Bandit664831685664
Cleric685031686269
Hunter665132686263
Knight674828686265
Pyromancer664829686066
Sorcerer705333697071
Thief675333687067
Wanderer665131686564
Warrior665032686063

The levels count every point a build needs above each class's start, from the Ledger's class records; each class starts with the level and stats in its record, and a stat already above a build's need costs nothing and earns nothing. INT read it out loud. STR asked if that meant we could hit things now. RES tried to say something about Resistance 12 and was overruled, which is, mathematically, the whole proof.

Naked and Fast

The roll rule, per the Ledger: maximum equip load is about Endurance + 40. Carry a quarter of it or less and you roll fast, half or less and you roll medium. Armor is usually what fills that quarter. The Deprived has none.

Loadout, no armorWeightEndurance for a fast rollFor a medium roll
Club and Plank Shield (the start)4.511 (where you start)11 (where you start)
Drake Sword and Plank Shield7.511 (where you start)11 (where you start)
Zweihander and Plank Shield11.511 (where you start)11 (where you start)
Zweihander, Drake Sword and Plank Shield17.53011 (where you start)
Zweihander, Drake Sword, Club and Plank Shield20.54211 (where you start)

Armor? Never. VIT has filed a complaint. It has been noted.

The Apparatus

Three weapons, a nail club for bleeding, and three schools of magic. Every weapon is the wrong weapon for somebody. Every one of them is the right weapon for the experiment in front of you.

StageWeaponWhat you need
I. The ClubClub (starting weapon)STR 10, 3.0 weight, strike damage. 87 base damage, 130 at +5. Also sold by the Undead Merchant (Male)
II. The Drake SwordDrake SwordSTR 16 / DEX 10, or STR 11 two-handed: the starting stats. 6.0 weight. The Hellkite Dragon's tail, cut off. No stat scaling
III. The ZweihanderZweihanderSTR 24 / DEX 10, or STR 16 two-handed: five levels of Strength. 10.0 weight. On a corpse in the graveyard behind Firelink Shrine, guarded by Skeletons
Side experimentReinforced ClubSTR 12, 4.0 weight, 350 souls from the Undead Merchant (Male). Builds 30 bleed a hit (Wikidot): the bleeding experiments in Experiments 5, 12 and the appendix
SchoolFirst spellWhat you need
PyromancyCombustion or FireballThe Pyromancy Flame: Laurentius gives it once you've freed him in the Depths. Combustion 500 souls, Fireball 800, from him. No stat requirement
SorcerySoul ArrowINT 10 (you have 11). Griggs sells it for 1,000 souls once you've freed him in the Lower Undead Burg; a Sorcerer's Catalyst lies in a barrel in his room
MiracleHeal or ForceFAI 12: one level. Petrus sells each for 4,000 souls, and a Talisman for 1,000

One of each takes three attunement slots: Attunement 14, three levels. Combustion, because it doesn't care about your stats. Soul Arrow, because the fire monsters of the Demon Ruins are weakest to magic. Heal, because VIT asked nicely. (ATT: three slots. I know what two of them do.)

A Stat Plan for the Experiment

The greatsword first, paid for by the Asylum Demon; then VIT's turn; then magic; then enough HP and stamina to survive being right. Resistance stays at 11 the whole way, which keeps the proof true. Stats not listed stay at 11.

StageLevelRaise toWhat it unlocksSouls
I. The Apparatus6 to 11STR 16The Zweihander two-handed, started with the Asylum Demon's 2,000 souls3,966
II. VIT's Motion11 to 16VIT 15, DEX 12A little HP, and the one point of Dexterity a bow asks for6,229
III. The Control Group16 to 20ATT 14, FAI 12Three attunement slots (one per school), and the Faith for Heal and Force8,951
IV. The Survival Study20 to 40VIT 25, END 21HP for the middle of the game; a naked fast roll with the Zweihander, a spare Club and the Plank Shield118,048
V. The Long Experiment40 to 57VIT 30, END 25, STR 24Vitality's first soft cap; the Zweihander one-handed240,099
VI. Peer Review57 to 66DEX 16, INT 16More of everything: the Zweihander's Dexterity bonus, and more sorceries to choose from200,039

Soul costs follow the published level table up to level 12 and the published formula past it. Each experiment below names the level to test at. If you keep dying, VIT gets the next five points, no debate. The committee suspends the vote for emergencies.

What the Apparatus Hits For

WeaponYour statsOne-handed attack ratingTwo-handed attack rating
Club +5STR 11142167
Drake Sword +0any200200
Drake Sword +5any300300
Zweihander +5STR 16 / DEX 11short of Strength257
Zweihander +10STR 16 / DEX 11short of Strength342
Zweihander +15STR 24 / DEX 16443495

Attack ratings are the Ledger's estimates; two-handing counts Strength at 1.5 times. The Drake Sword has no stat scaling, so it hits the same at any stats, and its two-handed strong attack sends out a shockwave that costs 30 durability per use (Wikidot). Switch the moment Strength reaches 16: a +5 Zweihander already outhits a fresh Drake Sword two-handed, 257 against 200.

Part II: The Experiments

Each test subject below comes with the maths: what it deals, its weakest element, what it ignores, and the ring that answers it, all from the Ledger's boss records. The route is the Master Key way: the Burg, the Parish, then through the Valley of Drakes into Blighttown early. Come back for the Depths when you want the Large Ember and Laurentius.

Experiment 1: The Northern Undead Asylum

Day one. Subject wakes in a cell. No trousers. Thrilled.

Test at level: 6–8

Salvage

Test Subjects

Apparatus

The Club, 87 base damage. Andre takes it to +5 on Titanite Shards for 130. That's 200 souls a level and a handful of shards, and it stays useful as the spare in the naked loadout. Keep the Stray Demon's Titanite Slab: it's what the Zweihander's +15 costs.

Lab note: Come back for the doll, the ring and the Slab. The Asylum pays better the second time.

A bonfire. A crow. A graveyard full of opinions. And a sword I can't lift. Yet.

Test at level: 6–10

Salvage

Apparatus

Nothing to swing but the Club until the graveyard pays out. The miracles are 4,000 souls apiece, and every soul is spoken for: Strength first, then whatever VIT can get away with.

Lab note: Take the Zweihander now. Three more levels of Strength and it's swinging, two-handed, long before anyone sensible would have one.

Experiment 3: The Undead Burg

The Burg is full of soldiers who trained for years. I trained for none. Let's compare results.

Test at level: 10–15

Salvage

Test Subjects

Apparatus

The Drake Sword two-handed, at the stats you started with. It upgrades only with Dragon Scales, 10 of them for the climb to +5, and it never scales with stats: Wikidot notes that around the Gaping Dragon, weapons with even minor scaling overtake it. Two hundred damage, held in both hands by a man with eleven Strength and no shirt.

Lab note: The tail first. The dragon can wait; he's not going anywhere, and neither is his bridge.

Experiment 4: The Undead Parish

A church, two bells and two gargoyles. I like these odds, and I haven't done the maths yet.

Test at level: 13–18

Salvage

Test Subjects

Apparatus

The Zweihander joins the Drake Sword. If the Asylum Demon's souls did their job, it already has. The naked fast roll still holds: the Zweihander and the Plank Shield come to 11.5 against 12.75. (END: 11.5 of 12.75. The books balance. Barely.)

Lab note: Ring the bell. The committee voted unanimously, which has never happened before.

Experiment 5: Darkroot Garden and Basin

A forest that hates visitors, a butterfly that hates everyone, and a wolf. I've brought a bow, a plank and no clothes.

Test at level: 16–24

Salvage

Test Subjects

Apparatus

Join the Forest Hunters, take the ring from Shiva's bodyguard, and cartwheel through Lordran with a greatsword. The ring only works at 25% load or less, and a naked man with a Zweihander and a plank is at 11.5 of 12.75. (DEX: finally, an audience.)

Lab note: The Hornet Ring is behind the grave. Pick it up on the way out; the wolf won't mind any more.

Experiment 6: The Depths, Blighttown, and Quelaag's Domain

Down. Further down. The Depths, the swamp, and a spider lady. VIT has stopped speaking to me.

Test at level: 20–30

Salvage

Test Subjects

Apparatus

With the Large Ember, the Zweihander climbs to +10. Keep the Soul of Quelaag. The Chaos Blade wants a katana and the Furysword wants a curved sword, and the committee owns neither. (STR: we could buy a katana. INT: we could also not.)

Lab note: Rusted Iron Ring on before the swamp, and keep the last resin. Lordran has a lot of things weak to lightning.

Experiment 7: Sen's Fortress

A fortress built entirely out of traps. Finally, someone who thinks like me.

Test at level: 30–36

Salvage

Test Subjects

Apparatus

The Zweihander at +10, the Drake Sword for the shockwave, the Plank Shield, and nothing on our body the archers can admire.

Lab note: Open every cage with the key. Logan's in one of them.

Experiment 8: Anor Londo (and the Painted World)

The richest city in Lordran, guarded by archers, painted knights and a fat man with a hammer. I came naked. It seemed respectful.

Test at level: 35–42

Salvage

Test Subjects

Apparatus

The Zweihander stays Standard. Smough got the resin instead, and it keeps climbing with Strength.

Lab note: Kill Smough first, for once. The Leo Ring is Ornstein's apology.

Experiment 9: New Londo Ruins and the Abyss

A drowned city full of ghosts, and below it, four kings in the dark. VIT has written a will. It's very short.

Test at level: 40–46

Salvage

Test Subjects

Apparatus

With the Very Large Ember, the Zweihander can reach +15. Take it there. The Stray Demon's Titanite Slab has been waiting in the pack since the Asylum.

Lab note: Get cursed on purpose for the ghosts, and let Ingward lift it for one Humanity when you're done. (VIT: the will was premature.)

Experiment 10: The Duke's Archives and Crystal Cave

A library run by a dragon who can't die. I've never felt so understood.

Test at level: 44–49

Salvage

Test Subjects

Apparatus

Nothing new to swing. Hunt the Crystal Lizards and let INT browse. (ATT: I have attuned something for this. I could not say what.)

Lab note: Die on purpose with a Ring of Sacrifice on. It's the cheapest experiment in the guide.

Experiment 11: The Catacombs and Tomb of the Giants

The dead get back up here. Professional courtesy.

Test at level: 47–52

Salvage

Test Subjects

Apparatus

Nothing new. The Zweihander is doing fine, and so is our patience.

Lab note: Light the Tomb and stay where you land. The giants are polite until you wander.

Experiment 12: The Demon Ruins and Lost Izalith

Lava, demons, and a floor that isn't there. FAI is beside himself.

Test at level: 50–56

Salvage

Test Subjects

Apparatus

Leave the embers for someone with a fire weapon. The Zweihander is Standard and staying that way.

Lab note: Orange Charred Ring before the Centipede's lava, and Soul Arrow for anything made of fire.

Experiment 13: The Kiln of the First Flame

The end of the road. I'm told this is where people get serious. I've brought the plank.

Test at level: 56–62

Salvage

Test Subjects

Apparatus

The Zweihander +15, two-handed, naked. The Drake Sword is in the pack for sentimental reasons. (DEX: one last roll. Watch closely.)

Lab note: Parry the jump. Everything before this was rehearsal.

Appendix Experiment: Artorias of the Abyss (Optional)

Another world, older and angrier. The committee voted to go. VIT was outvoted seven to one.

Test at level: 50 and up

Separate content. The key is the Broken Pendant, which a respawning Blue Crystal Golem near the start of the Duke's Archives drops. Run this before the Kiln; most of these subjects outclass Gwyn.

Test Subjects

Lab note: Run this before the Kiln. The committee came back with fewer opinions.

Lab Equipment at a Glance

RingWhat it doesWhere
Dark Wood Grain RingCartwheel roll with more i-frames, only at 0–25% loadShiva's bodyguard (Forest Hunter covenant)
Havel's Ring+50% equip loadHavel the Rock's drop
Rusted Iron RingNo slowdown in water, swamp or tarUndead Asylum, return trip (F2 West Key)
Covenant of ArtoriasWalk the Abyss and fight the Four Kings; keep it onSif
Orange Charred Ring80% less lava damageCentipede Demon, or the worm from his tail
Hornet RingCritical attacks do 30% moreSif's arena, behind Artorias's grave
Red Tearstone RingAt least +50% attack below 20% HPValley of Drakes, by the New Londo flood gates
Ring of Steel Protection+50 physical defenseSen's Fortress, top of the boulder ramp

Sources

Stats, weights, attack-rating estimates, soul costs and boss records come from the Mimic's Ledger, through its build helper; the boss resistance figures are the Ledger's boss records, taken from each boss's Wikidot page, and the efficiency proof is computed from the Ledger's class records. Attunement slots, item discovery, the Drake Sword's shockwave, the Hellkite's tail HP and the two ways to cut it come from the site owner's snapshot of the Dark Souls Wikidot, as do the strategies credited to Wikidot in the text (the Capra Demon, Gwyndolin, Seath, Taurus Demon, Priscilla, Four Kings and Iron Golem pages, and the Power Within, Reinforced Club, Ingward and bleed pages). Sif's summon sign in the Manus fight is from Fandom's Manus page. Routes and tactics are the site owner's, in our own words; check anything important in game.

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