◈
Mimic's LedgerThe DSR Compendium

THE OATHKEEPER’S LEDGER

The Thief’s Path

A Dark Souls: Remastered walkthrough for the Thief, from the Asylum to Gwyn

About 22 minutes to read · numbers from the Ledger's records; check anything important in game

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

Built with the Mimic's Ledger build helper; the numbers come from the Ledger's records. Chapters follow The Knight's Road so the two guides line up.

Part I: The Thief's Way

A Thief's work is done before anyone knows it started.

The Knight meets the blow. The Thief would rather not be there when it lands. You begin at level 5 with Dexterity 15, the highest of any class, the Bandit's Knife, a Target Shield, and the Master Key. It suits backstab and parry players: the class is built around the hit that comes after the opening.

Starting statsVIT 9, ATT 11, END 9, STR 9, DEX 15, RES 10, INT 12, FAI 11
Starting gearBandit's Knife, Target Shield, Thief Mask, Black Leather Armor, Black Leather Gloves, Black Leather Boots
ShieldTarget Shield: stability 45 (up to 56), physical 78%, magic 30%, fire 65%, lightning 50%. An 8-frame parry window instead of the standard 6
Key itemMaster Key: opens doors and chests that otherwise need their own key (see the Master Key table at the end)

The Three Vows

Weight and the Roll

Up to 25% of your maximum equip load is a fast roll, up to 50% a medium roll, and above that a fat roll. By the Ledger's figures, maximum equip load is about Endurance + 40. A fresh Thief carries 12.1 against a maximum of 49: 24.7%, just under the line.

LoadoutWeightEndurance for a fast roll
Starting kit: Bandit's Knife, Target Shield, Thief Set12.19 (where you start)
Thief Set, Uchigatana, Target Shield16.125
Shadow Set, Uchigatana, Target Shield13.012
Shadow Set, Chaos Blade, Target Shield14.016

The Dark Wood Grain Ring turns the fast roll into a cartwheel with more invulnerability frames (14 against 12 by the Ledger's source; other counts give 13 against 11) and a shorter recovery. It only works at 0–25% load. A Thief who wants the cartwheel lives by this table. Nice to have, not needed. Take it if the Forest Hunters are already on your road.

The Blade's Road

The Knight waits a long time for his sword. The Thief starts with one of the best backstab weapons in the game and trades up as Dexterity grows. The critical carries you early. Once the katana is upgraded, its attack rating outweighs the Knife's bonus; whichever blade has more upgrades wins the riposte.

StageBladeWhat you need
I. The KnifeBandit's Knife (starting weapon)STR 6 / DEX 12. Critical 147, Bleed 300. About 101 attack rating at +5 with starting stats
II. The KatanaUchigatanaSTR 14 / DEX 14 (10 STR two-handed). Undead Merchant (Male) drop, or sold by Shiva of the East. Bleed 300
III. The EdgeIaito or Balder Side SwordIaito: STR 14 / DEX 20, Blighttown treasure. Balder Side Sword: STR 10 / DEX 14, a rare Balder Knight drop
IV. The ChaosChaos BladeA +10 katana (Uchigatana, Iaito or Washing Pole) plus the Soul of Quelaag. STR 16 / DEX 14, unique path to +5. Each normal hit costs you 20 HP
InterludeGold Tracer (DLC)STR 9 / DEX 25. Lord's Blade Ciaran trades it, with the Dark Silver Tracer, for the Soul of Artorias, or drops both

The best-upgraded blade you have; the Dark Silver Tracer, if you own the DLC, is the only one whose critical still beats the katanas late. Parries are the Thief's key to Gwyn, and the riposte is where that number pays.

A Stat Plan for the Road

Spend levels the way a thief spends coin: a little HP and a fast-roll margin first, then the katana's requirements, then Endurance to keep the fast roll with a heavier blade. Stats not listed stay where the Thief starts them.

StageLevelRaise toWhat it unlocksSouls (about)
I. The Cutpurse5 to 18VIT 15, END 16More HP, and room under 25% for a heavier piece14,933
II. The Katana18 to 28STR 14, DEX 20The Uchigatana one-handed and the Iaito35,729
III. The Shadow28 to 47VIT 25, END 25A fast roll with the Uchigatana in the Thief Set167,087
IV. The Edge47 to 57DEX 30Dexterity's first soft cap passed (20), more damage160,285
V. The Master57 to 72VIT 30, DEX 40Vitality's first soft cap and Dexterity's second367,798

Soul costs come from the published level table (to level 12) and formula (above it). Each chapter lists a suggested level drawn from these stages; players who like a margin can run ahead of them. The Chaos Blade needs Strength 16, two more than this plan gives. Fast roll and HP first, then just enough Strength and Dexterity to meet your blade's requirements. Comfort first; damage after.

What Each Blade Hits For

BladeYour statsAttack rating (about)Riposte number (AR × critical)
Bandit's Knife +5STR 9 / DEX 15101148
Uchigatana +5STR 14 / DEX 20181181
Uchigatana +10STR 14 / DEX 30276276
Bandit's Knife +15STR 14 / DEX 30218320
Balder Side Sword +15STR 14 / DEX 30311311
Iaito +15STR 14 / DEX 30337337
Uchigatana +15STR 14 / DEX 30345345
Chaos Blade +5STR 16 / DEX 30331331
Dark Silver Tracer +5 (DLC)STR 14 / DEX 30216345
Gold Tracer +5 (DLC)STR 14 / DEX 40374374
Uchigatana +15STR 14 / DEX 40388388
Dark Silver Tracer +5 (DLC)STR 14 / DEX 40252403

These are the Ledger's one-handed physical estimates; check them against your status screen, not your optimism. The riposte number multiplies attack rating by the blade's critical (147 on the Knife, 160 on the Dark Silver Tracer, 100 on the katanas). At the same upgrade level the katana wins every time; a +15 Knife only beats a +10 katana. The numbers leave out the riposte animations, which differ by weapon type and aren't in the Ledger, and the katanas' bleed (300 on the Uchigatana, Iaito and Chaos Blade).

Part II: The Road to Gwyn

Four prizes give this route its character: the Hornet Ring in Sif's arena, the Dark Wood Grain Ring from Shiva's bodyguard, the pair of Tearstone Rings, and the doors the Master Key opens early. Blue Tearstone in the Burg, the Valley of Drakes for the Red, the Hornet Ring once Sif is down, and the Dark Wood Grain Ring if it falls on your way.

Chapter 1: The Northern Undead Asylum

A thief leaves the cell with a knife and a key. That's more than most.

Suggested level: 5–8

The Thief's Armory

Foes and Bosses

The Blade's Road

The Knife is the most honest tool you own. Andre can take it to +5 with Titanite Shards. Spend a few levels on the Knife, then save the rest of your shards for the katana.

If you only remember one thing: Upgrade the Knife a little, not a lot: the katana is coming.

Firelink is where you count what you carry before you spend it.

Suggested level: 5–10

The Thief starts sworn to nothing. Petrus offers the Way of White here, if you want a creed to carry. Skip it.

The Thief's Armory

The Blade's Road

No new steel on this road. Black Firebombs give burst damage for the early bosses, while the Knife is still small.

If you only remember one thing: Take the Valley of Drakes early, but come back for the Large Ember.

Chapter 3: The Undead Burg

The Burg is full of doors. Learn which ones are worth opening.

Suggested level: 10–18

I learned the parry bare-handed, on Burg Hollows that could barely hurt me, until the timing settled in. Do the same: an empty left hand can parry, and a miss against a Hollow costs little.

The Thief's Armory

Foes and Bosses

The Blade's Road

If you take the Uchigatana now, you need Strength 14 to one-hand it (10 two-handed). With it, your fast roll needs Endurance 25 in the Thief Set.

If you only remember one thing: Buy what you need from the Undead Merchant before you take his katana.

Chapter 4: The Undead Parish

The Parish has a smith, a bell and a knight in a cage. Know what each one costs.

Suggested level: 15–20

The Thief's Armory

Foes and Bosses

The Blade's Road

Upgrade your main blade to +5, and make it the katana.

If you only remember one thing: Your first +5 goes into the katana.

Chapter 5: Darkroot Garden and Basin

In Darkroot, the trees keep watch. So should you.

Suggested level: 20–28

The Thief's Armory

Foes and Bosses

The Blade's Road

The Hornet Ring changes how the Knife plays: every backstab and riposte gets 30% more.

If you only remember one thing: The Hornet Ring first; the Dark Wood Grain Ring only if it's on your way.

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

The Depths and the swamp below charge interest on every mistake.

Suggested level: 25–32

The Thief's Armory

Foes and Bosses

The Blade's Road

The Soul of Quelaag plus a +10 katana makes the Chaos Blade (unique path to +5, STR 16). There's one Soul of Quelaag per playthrough, so it's the Chaos Blade or Quelaag's Furysword, not both: choose like you mean it. The Chaos Blade takes 20 HP from you with every normal hit (not backstabs or ripostes). It bites the hand that holds it, but it hits harder; the Uchigatana costs nothing to swing and still reaches +15.

If you only remember one thing: One Soul of Quelaag: take the Chaos Blade only if you'll pay its HP every swing.

Chapter 7: Sen's Fortress

Sen's was built by someone who hated visitors. Trust no floor until it holds you.

Suggested level: 32–40

The Thief's Armory

Foes and Bosses

The Blade's Road

Your main blade at +10, a parry shield and plenty of Humanity. Skip the fire resistance in Anor Londo: the Silver Knights hit with plain steel.

If you only remember one thing: Traps kill more Thieves here than the Golem does.

Chapter 8: Anor Londo (and the Painted World)

Anor Londo is the richest house you'll ever rob, and its guards know it.

Suggested level: 40–47

The Thief's Armory

Foes and Bosses

The Blade's Road

Whatever's upgraded. Don't switch blades for one fight.

If you only remember one thing: Fight with what you've upgraded, not with what the numbers say you should have.

Chapter 9: New Londo Ruins and the Abyss

New Londo is a vault with the wrong kind of guards. Bring a curse and a ring.

Suggested level: 47–52

The Thief's Armory

Foes and Bosses

The Blade's Road

With the Very Large Ember, a Standard katana can go to +15. Whether to take the Chaos Blade instead is the choice from Chapter 6.

If you only remember one thing: Covenant of Artorias on before the Abyss, and a curse before you swing at a ghost.

Chapter 10: The Duke's Archives and Crystal Cave

The Archives hold more books than readers. Don't stay to browse.

Suggested level: 50–55

The Thief's Armory

Foes and Bosses

The Blade's Road

Nothing new to swing. Keep your upgrades current and your HP high.

If you only remember one thing: Break the crystal before you swing at Seath.

Chapter 11: The Catacombs and Tomb of the Giants

In the Catacombs the dead get back up. Don't wait around to watch.

Suggested level: 52–57

The Thief's Armory

Foes and Bosses

The Blade's Road

No new blade worth the weight. Keep your healing stocked and your HP up.

If you only remember one thing: Stay near where you land in Nito's arena.

Chapter 12: The Demon Ruins and Lost Izalith

Izalith pays well, in lava and embers. Collect and get out.

Suggested level: 57–65

The Thief's Armory

Foes and Bosses

The Blade's Road

Keep your main blade. The Chaos Flame Ember is for Chaos infusions, not the Chaos Blade.

If you only remember one thing: Take the Chaos Flame Ember only if you mean to use it.

Chapter 13: The Kiln of the First Flame

The last job. No more doors to open, only one to walk through.

Suggested level: 65–72

The Thief's Armory

Foes and Bosses

The Blade's Road

Take your best katana or curved sword, and the best parry off-hand you own.

If you only remember one thing: Parry Gwyn. It's what the whole road was teaching.

Interlude: Artorias of the Abyss (Optional)

Some jobs pay better than the last one. They also cost more.

Suggested level: 60 and up

The expansion is separate content. Its key is the Broken Pendant, dropped by a respawning Blue Crystal Golem near the start of the Duke's Archives. Take this road before the Kiln: these fights are harder than Gwyn.

The Thief's Armory

Foes and Bosses

If you only remember one thing: Take this road before the Kiln. These fights are harder than Gwyn.

The Master Key Roundup

Everything the Ledger's records list the Master Key opens:

WhatWhere and what else opens it
Havel the RockUndead Burg watchtower, reached from Darkroot Basin (or the Watchtower Basement Key)
Lautrec of CarimHis cell in the Undead Parish (or the Mystery Key)
Big Hat LoganHis cage in Sen's Fortress (or the Cage Key)
Gold Pine ResinA locked chest, 3 units (or the Residence Key)
Tin Banishment CatalystBlighttown, by the root bridge near the elevator ladders, with the Crimson Set and Remedy; reached early through the Master Key door into the Valley of Drakes
The Depths bonfireBehind a door in the Depths sewers that the Sewer Chamber Key also opens. The Ledger's source suggests waiting until the Giant Rat is dead; the bonfire is handy for farming Sewer Rats for Humanity.

The Thief's Rings at a Glance

RingWhat it doesWhere
Hornet RingCritical attacks do 30% moreSif's arena, behind Artorias's grave
Dark Wood Grain RingCartwheel roll with more i-frames, only at 0–25% loadShiva's bodyguard (Forest Hunter covenant)
Blue Tearstone Ring+50% defense below 20% HPUndead Burg, behind a Black Knight
Red Tearstone RingAt least +50% attack below 20% HPValley of Drakes, by the New Londo flood gates
Leo RingThrust counters do 40% moreOrnstein, if killed last
Ring of Favor and Protection+20% HP, stamina and equip load. Taking it off destroys itLautrec's drop

Sources

Stats, weights and attack-rating estimates come from the Mimic's Ledger records, gathered through its build helper. Facts were cross-checked in October 2026 against Fextralife and the Dark Souls Wikidot, with two independent fact-check passes; the Master Key route is the site owner's own check in game. Routes and tactics are the site owner's, written in our own words; check anything important in game.

Spotted a mistake? Email [email protected] with the chapter and what you saw in game. · All guides