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Mimic's LedgerThe DSR Compendium

THE OATHKEEPER’S LEDGER

The Warrior’s Conquest

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

About 26 minutes to read · numbers from the Ledger's records; check anything important in game

Contents
  1. Part I: The Warrior'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. Know Your Enemy
  18. The Warrior'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 and The Thief's Path so the guides line up.

Part I: The Warrior's Way

The Knight swears. The Thief counts. The Wanderer remembers. The Warrior conquers, and he chose where before he landed.

The Warrior lands at level 4 with Strength 13 and Dexterity 13 (the highest even split of the two in any class), a Longsword, a Heater Shield and armor that can take a hit. Every fight is won twice: once at the bonfire, once in the arena. It suits players who like to hit hard and plan harder: a heavy blade, a medium roll, and the homework done before the fog door.

Starting statsVIT 11, ATT 8, END 12, STR 13, DEX 13, RES 11, INT 9, FAI 9
Starting gearLongsword, Heater Shield, Standard Helm, Hard Leather Armor, Hard Leather Gauntlets, Hard Leather Boots
ShieldHeater Shield: blocks 100% of physical damage, stability 55, 2.0 weight. One of the smallest full-block shields
Starting weight21.4 against a maximum of about 52: 41%, a medium roll

The Three Vows

Two Hands

Two-handing a weapon counts your Strength as 1.5 times its value, lowers its Strength requirement by the same proportion, and changes the moveset: for every blade on this road (straight sword, greatsword, ultra greatsword, great hammer, greataxe) the Ledger's motion-value records put the two-handed R1 at 120% against 100% one-handed. The price is the shield: no blocking or parrying until you switch back.

BladeYour statsOne-handed ARTwo-handed ARTwo-handed R1
Longsword +5STR 13 / DEX 13139152182
Zweihander +5STR 16 / DEX 13short of Strength260312
Zweihander +10STR 16 / DEX 13short of Strength347416
Great Club +10STR 19 / DEX 13short of Strength408489
Lightning Zweihander +0STR 16 / DEX 13short of Strength468 (234 + 234 lightning)562
Zweihander +15STR 30 / DEX 13460506608
Great Club +15STR 30 / DEX 13522593711
Greataxe +15 (the club's alternative)STR 30 / DEX 13short of Strength561674
Lightning Zweihander +5STR 30 / DEX 13650650 (325 + 325 lightning)780
Abyss Greatsword +5 (DLC)STR 30 / DEX 18366397477

Attack rating is the Ledger's estimate; the two-handed R1 is that rating times the swing's motion value, before enemy defences. "Short of Strength" means the blade is only usable two-handed at those stats. The Lightning path removes all stat bonuses, so the Lightning Zweihander hits as hard at STR 16 as at STR 30; the Standard blades keep climbing with Strength. My favourite to two-hand is the Zweihander: it's in your hands before the Burg, and it never stops earning its weight.

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. The Warrior starts at a medium roll and is built to stay there.

LoadoutWeightEndurance for a medium rollFor a fast rollMedium roll with Havel's Ring
Starting kit21.4124612
Starting armor, Zweihander, Heater Shield28.4177412
Starting armor, Zweihander, Great Club, Heater Shield40.441over 9914
Elite Knight Set, Zweihander, Great Club, Heater Shield50.862over 9928
Black Iron Set, Zweihander, Great Club, Heater Shield64.088over 9946

Two heavy blades are the Warrior's price. Carrying the Zweihander and the Great Club in the starting armor needs END 41 for a medium roll, or END 14 with Havel's Ring (+50% equip load). With the ring, the stat plan's END 32 carries the Elite Knight Set and both blades (END 28 is enough). Havel's Ring and the Wolf Ring (40 poise) are the Warrior's pair; the Elite Knight Set (Darkroot Garden) adds 46 poise. I carry both, with Havel's Ring. Changing blades at the fog door is the cheapest preparation in the game.

The Blade's Road

The Warrior's road is short and heavy: every stage hits harder than the last, and the Longsword itself can come back at the end. By the late game he carries two blades for two kinds of enemy: Lightning for what can't stand it, the club for what can. By the Ledger's records lightning is the lowest elemental resistance of 10 of the 21 main bosses on this road, but not all: Ornstein's lightning resistance is 1,747, and he gets the club. Scout the room, then bring what it can't stand. Every chapter asks that question, and I like walking in with the answer already in hand.

StageBladeWhat you need
I. The LongswordLongsword (starting weapon)STR 10 / DEX 10, 3.0 weight. Also sold by Andre
II. The ZweihanderZweihanderSTR 24 / DEX 10, or STR 16 two-handed: three levels of Strength from where the Warrior starts. On a corpse in the graveyard behind Firelink Shrine, guarded by Skeletons and a Giant Skeleton. 10.0 weight
III. The ClubGreat Club (or Greataxe)Great Club: STR 28, or STR 19 two-handed, 12.0 weight, Blighttown treasure. Greataxe: STR 32 / DEX 8, or STR 22 two-handed, 14.0 weight; Depths treasure, 8,000 souls from the Crestfallen Merchant in Sen's Fortress, or a rare Heavy Knight drop
IV. The StormLightning ZweihanderA Zweihander +10 taken to the Giant Blacksmith in Anor Londo. Lightning +0 costs 1 Titanite Chunk, and +1 to +4 take 7 more (8 in all); +5 takes 1 Titanite Slab. No stat scaling: it hits as hard at STR 16 as at 30
InterludeAbyss Greatsword (DLC)A +10 dagger, straight sword or greatsword (the Longsword counts) plus the Soul of Artorias and 5,000 souls, at the Giant Blacksmith. STR 22 / DEX 18: the DEX is five levels the stat plan leaves out

By the end I carry both, and the boss decides which one comes out. Gwyn gets his own answer in Chapter 13.

The Titanite Budget

Two blades eat two blades' worth of titanite. What the whole road costs, from the Ledger's upgrade tables:

UpgradeTitanite ShardLarge Titanite ShardTitanite ChunkTitanite Slab
Zweihander, +1 to +10 (Standard)99––
Lightning Zweihander, +0 to +5––81
Great Club, +1 to +15 (Standard)9971
Both blades1818152

The Slabs are the bottleneck: the Warrior needs 2, one for Lightning +5 and one for the Great Club's +15. Titanite Slabs: the Stray Demon (a guaranteed drop), a chest in Kalameet's arena (DLC), Sieglinde of Catarina's gift on completing her questline, a chance from Crystal Lizards in the Great Hollow, and a very rare drop from the Darkwraiths in New Londo. Titanite Chunks: guaranteed from certain Black Knights and Giants, an 8% drop from Royal Sentinels, an uncommon drop from Darkwraiths (sometimes two), and treasure in Anor Londo and New Londo. The Stray Demon's Slab goes to the blade you'll swing most. The rest of my titanite I farmed from the Darkwraiths in New Londo.

A Stat Plan for the Road

HP and stamina first, then the blade's requirements, then more weight behind every swing. Stats not listed stay where the Warrior starts them.

StageLevelRaise toWhat it unlocksSouls
I. The Zweihander4 to 7STR 16The Zweihander two-handed2,223
II. The Landing7 to 16VIT 16, END 16HP and stamina for the first raids9,437
III. The Club16 to 19STR 19The Great Club two-handed6,350
IV. The Long Siege19 to 34VIT 25, END 22Enough HP to trade, enough stamina to finish the combo70,020
V. The Conquest34 to 60VIT 30, END 32, STR 30Vitality's first soft cap; the Great Club one-handed behind the shield351,026

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. If a boss keeps flattening you, buy Vitality sooner. Nobody conquers from the bonfire.

Part II: The Road to Gwyn

Every boss below comes with a "Before you walk in" line, read from the Ledger's boss records: the damage types in its attacks, its lowest resistance, what it's immune to, and the ring that answers it. I take Darkroot before the Depths: the Elite Knight Set and the Wolf Ring make the Depths a friendlier place.

Chapter 1: The Northern Undead Asylum

The Asylum isn't a prison. It's the first door I kick in.

Suggested level: 4–6

The Warrior's Kit

Foes and Bosses

The Blade's Road

The Longsword is enough to start. Andre can take it to +5 with Titanite Shards. Three levels of Strength (STR 16, 2,223 souls) put the Zweihander in both hands. Save the shards, though. The Longsword only has to carry you three levels; they belong to the Zweihander.

If you only remember one thing: Come back for the Slab. It's one of the two the Warrior needs, and the cheapest you'll ever earn.

Firelink is the last quiet place in Lordran. Enjoy it for a minute, then rob its graveyard.

Suggested level: 4–7

The Warrior's Kit

The Blade's Road

Three levels of Strength as soon as you have the souls. The Zweihander should be in both hands before the Burg sees it.

If you only remember one thing: The Zweihander is the whole chapter. Get it, and get out.

Chapter 3: The Undead Burg

The Burg was built to keep things out. Nobody told it about me.

Suggested level: 7–14

The Warrior's Kit

Foes and Bosses

The Blade's Road

Two-hand the Zweihander and the Burg gets shorter. Hollows die before they reach you. Reach is the first armor the Warrior gets.

If you only remember one thing: The Capra Demon is a room problem before he's a boss problem.

Chapter 4: The Undead Parish

The Parish has a bell and a blacksmith. I came for both.

Suggested level: 12–17

The Warrior's Kit

Foes and Bosses

The Blade's Road

Take the Zweihander to +5. It has to reach +10 before the Giant Blacksmith can make it Lightning. The Longsword has done its job; let it rest until the Abyss calls for it.

If you only remember one thing: The bell is the goal; the Zweihander at +5 is how you ring it.

Chapter 5: Darkroot Garden and Basin

Darkroot is where the Warrior gets dressed for the war.

Suggested level: 16–24

The Warrior's Kit

Foes and Bosses

The Blade's Road

Wear the Elite Knight Set and the Wolf Ring. I like finishing the swings I start, and with that much poise, most of Lordran can't talk me out of one.

If you only remember one thing: Havel's Ring and the Wolf Ring are the Warrior's pair, and both live here.

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

The Depths smell like the bottom of a war. Blighttown smells worse. Both pay.

Suggested level: 19–30

The Warrior's Kit

Foes and Bosses

The Blade's Road

With the Large Ember, the Zweihander can go to +10, the step before Lightning, and the club can follow it. Two blades share one supply of titanite. Split the shards between them. Keep both blades close, and neither lets you down in the wrong room.

If you only remember one thing: The Great Club is in the swamp. Don't leave Blighttown without it.

Chapter 7: Sen's Fortress

Sen's Fortress was built to kill heroes. Good thing I'm not one.

Suggested level: 30–36

The Warrior's Kit

Foes and Bosses

The Blade's Road

Carry both blades into Anor Londo: the Zweihander at +10 and ready for the Giant Blacksmith, the club close behind it.

If you only remember one thing: Sen's Fortress gives you two rings. Anor Londo gives you the storm.

Chapter 8: Anor Londo (and the Painted World)

Anor Londo is the richest city I've ever walked into. I plan to walk out richer.

Suggested level: 36–42

The Warrior's Kit

Foes and Bosses

The Blade's Road

Lightning Zweihander +0: 468 two-handed, against the Zweihander +10's 347 at STR 16. Two routes. Smough first: the Lightning Zweihander takes him, then the club takes giant Ornstein, and the Leo Ring is yours. Ornstein first: the club takes him, then Smough powers up and lightning stops being his weak point, so it's the club again, start to finish.

If you only remember one thing: Decide who dies last before you walk in. The blades follow from that.

Chapter 9: New Londo Ruins and the Abyss

New Londo was drowned to hide something. The Warrior drains it.

Suggested level: 40–45

The Warrior's Kit

Foes and Bosses

The Blade's Road

With the Very Large Ember, the Great Club can go to +15, and +15 takes a Titanite Slab. So does Lightning +5, the Lightning Zweihander's last step. Feed both as the chunks come. The Stray Demon's Slab finishes whichever blade you swing more; the Darkwraiths pay for the other.

If you only remember one thing: The Covenant of Artorias goes on before the jump, every time.

Chapter 10: The Duke's Archives and Crystal Cave

The Duke's Archives are a library. I can't read the books, but I can read the room.

Suggested level: 44–49

The Warrior's Kit

Foes and Bosses

The Blade's Road

The Crystal Lizards here pay in titanite. Hunt them like the treasure they are.

If you only remember one thing: Break the crystal first, or don't bother starting.

Chapter 11: The Catacombs and Tomb of the Giants

The dead keep their best things in the dark. I brought a lantern and an empty bag.

Suggested level: 46–52

The Warrior's Kit

Foes and Bosses

The Blade's Road

Nothing new to forge down here. I spend the souls on Vitality and save my patience for Nito.

If you only remember one thing: Light the Tomb with the Skull Lantern, and stay where you land.

Chapter 12: The Demon Ruins and Lost Izalith

Izalith burned down chasing fire. I'm only here to pick up what didn't melt.

Suggested level: 52–58

The Warrior's Kit

Foes and Bosses

The Blade's Road

The Large Flame Ember and the Red Titanite Slab feed fire and chaos blades, not yours. Take them anyway: conquest includes the loot.

If you only remember one thing: Cut the tail, wear the ring, and the lava stops being a wall.

Chapter 13: The Kiln of the First Flame

The Kiln is the last room in Lordran. Every room before it was practice.

Suggested level: 58–64

The Warrior's Kit

Foes and Bosses

The Blade's Road

I carry whichever blade is in my hand when he jumps. The parry chooses, not me.

If you only remember one thing: I practise the parry on the knights. Gwyn gets the finished version.

Interlude: Artorias of the Abyss (Optional)

Every raider chases one legend. This one is mine.

Suggested level: 50 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 Warrior's Kit

Foes and Bosses

If you only remember one thing: The Abyss Greatsword is a legendary side quest, not a stop on the main road. I landed with a Longsword; I mean to leave with a legend made from it.

Know Your Enemy

Every main-game boss, read from the Ledger's boss records (the expansion's three have their own lines in the Interlude): the damage types named in its attacks, its lowest elemental resistance (lower lets more through), and what it's immune to. Bosses with more than one form list each.

BossIts attacksLowest resistanceImmune to
Asylum Demonphysicallightning (54)nothing recorded
Taurus Demonnot namedlightning (67)nothing recorded
Bell Gargoylesphysicalfire (98)nothing recorded
Capra Demonnot namedlightning (106)nothing recorded
Moonlight Butterflymagicfire (110)bleed, poison and toxic
Sif, the Great Grey Wolfphysicalfire (182)nothing recorded
Gaping Dragonnot namedlightning (84)poison and toxic
Chaos Witch Quelaagphysical and firelightning (205)fire, poison and toxic
Iron Golemnot namedlightning (245)bleed, poison and toxic
Crossbreed Priscillableedfire (195)nothing recorded
Ornstein & Smoughnot namedOrnstein: magic (226); Ornstein giant form: magic (221); Smough: lightning (108); Smough lightning form: fire (125)nothing recorded
Dark Sun Gwyndolinmagicfire (155)nothing recorded
The Four Kingsnot namedlightning (177)bleed, poison and toxic
Seath the Scalelesscurse and magicfire (207)bleed, poison and toxic
Pinwheelfirelightning (99)nothing recorded
Gravelord Nitotoxicfire (221)bleed, poison and toxic
Ceaseless Dischargefiremagic (220)bleed, fire, poison and toxic
Demon Firesagephysical and magiclightning (166)nothing recorded
Centipede Demonfire and magicmagic (174)fire
Bed of Chaosfire and magicnot recordedbleed, poison and toxic
Gwyn, Lord of Cinderfirefire (249)bleed, poison and toxic

The Warrior's Rings at a Glance

RingWhat it doesWhere
Wolf Ring+40 poiseDarkroot Garden's secret area
Ring of Steel Protection+50 physical defenseSen's Fortress, top of the boulder ramp (Serpent Mage's room)
Havel's Ring+50% equip load: both blades and the Elite Knight Set at a medium roll, from END 28Havel the Rock's drop
Ring of Favor and Protection+20% HP, stamina and equip load. Taking it off destroys itLautrec's drop
Flame Stoneplate Ring+50 fire defense, for the fire bossesSen's Fortress, near the top bonfire

Sources

Stats, weights, attack-rating estimates, upgrade costs and boss records come from the Mimic's Ledger, 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 Great Club's location 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