Gaming Guide

Dragon’s Dogma 2: Dark Arisen – Wyrmsblood Arena Walkthrough: Location, Entry Condition and Rewards (Lost Rites)

Where to find the proving ground in Wyrmsblood Forest, the two-skill rule that opens its door, and what its chests hold.

Where to find the proving ground in Wyrmsblood Forest, the two-skill rule that opens its door, and what its chests hold.

Image: CAPCOM Co., Ltd.

Wyrmsblood Arena is a Lost Rites proving ground tucked into the back of Sal’Battahl Cavern, in Wyrmsblood Forest on the Battahl side of the map. It is the fifth Lost Rites trial, and you must prepare before reaching the door: the Arisen may only have two weapon skills set.

Quick answer: Set the Arisen to exactly two weapon skills, open the round door at the back of Sal’Battahl Cavern in Wyrmsblood Forest, then clear three halls of corrupted beasts. The final chest holds Offering Flame, Steelsilk Sabatons, and Wyrmscale Cuirass.


Where to find Wyrmsblood Arena

Travel to Wyrmsblood Forest, on the Battahl side of the map. The world map places the trial’s spiral icon beneath the “Wyrmsblood Forest” text. Hover over it to see Wyrmsblood Arena and a “Lost Rites Trial Conditions” box. Sal’Battahl Cavern appears beside the icon because you enter the arena through the cave.

Wyrmsblood Arena marker and conditions00:13Wyrmsblood Arena marker and conditions
The map marks Wyrmsblood Arena under the Wyrmsblood Forest label and lists its Lost Rites trial condition. Shown at 00:13 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

The cave is a short, bending passage. Walk through it past a chest beside the rock face containing Crimson Teeth daggers, then use the wooden ladder near the southern tip. At the ladder’s top, you’ll find a round stone door marked by a glowing blue spiral.


Entry condition: two weapon skills on the Arisen

The door’s rule, worded exactly as the game shows it, is: “The Arisen may only have two weapon skills set.” Examine the door and the message appears with a Confirm prompt. If the rule is met, the runes light up and the stone rolls open.

Two weapon skills door rule03:29Two weapon skills door rule
The sealed arena door opens only when the Arisen carries two weapon skills, not before. Shown at 03:29 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Only weapon skill slots count toward the limit. Core skills and augments do not, so open Status, then Vocation, and make sure there are exactly two entries under Weapon Skills. There is nowhere to change your loadout at the door, so unset the extra skills before you travel.

The rule applies to the Arisen alone. Your pawns can keep full skill sets and walk in without any trouble.

With only two slots, pick one skill that can hit flying targets and one that controls large enemies. The final fight is against a floating caster, and several rooms throw big beasts at you.


How the arena works

Three circular halls lie one after another. Cells line the walls, each secured with a wooden beam. Strike a beam to open a cell, then defeat whatever emerges. Once every creature in a hall is dead, the magenta seal across the route ahead vanishes.

At the start of the first hall, a portcullis drops behind you, shutting your pawns outside. You fight the first brute alone, and your pawns rejoin you once it is dead. Open one cell at a time; nothing forces you to break two beams at once.

Bring healing items. The large hound-like beast in the second hall and the floating caster at the end both take big bites out of your health bar.


Walkthrough, hall by hall

First hall

Walk the pillared corridor past the door; the Wyrmsblood Arena banner appears. Step into the first round hall and a portcullis drops behind you, locking your pawns out. You start alone.
Hit a cell’s wooden beam to release a hulking red brute resembling an ape, with glowing eyes and a four-dot boss bar. Aim for its head and neck: climb onto its back and slash those areas to knock it onto its stomach. It will throw off anyone climbing it and sprint toward its cell, so pursue it. Its drops are Brinebeast Fragment and Brinebeast Ore.
Red brute leaves its cell04:02Red brute leaves its cell
The first-hall brute emerges when you break the beam on its cell; aim for the head and neck. Shown at 04:02 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
With the brute down, your pawns rejoin you. Loot the chest in the opened rim cell for 6,500 G, then deal with a small burning creature in another cell. Killing it dissolves the magenta seal set between two shield-bearing statues.
Clear the side cells as you go. One holds the grimoires Winter’s Path and Hiemal Euphony, handy against the burning creatures. Past the seal, a chest in front of a seated warrior statue holds the Wildskirl Breeches. Further cells in this stretch hold a red winged flyer, stout rotting walkers, and a chest with 9,800 G.

Second hall

Break the beam and drop into the second round hall. A red scaled beast attacks right away; clear it before looting.
A room branching off the rim contains three chests lined up together. They hold, in order, a Fine Harspud Roborant, Rotten Beast-Steak x3, and Detoxifying Decoction x3. Since the Decoctions treat blighted debilitation, keep them accessible in this section.
Unbar the next cell to let out a large, red, glowing-eyed beast shaped like a hound. Watch for its lunges, bites, and pounces; its attacks deal heavy damage, so carry curatives. Get onto its back and slash its neck to bring it down. It drops Brinebeast Ore.
A burning creature waits in the next barred cell. Defeat it to remove the following seal. Beyond it, a chest at the end of a ledge contains the Chimeric Cloak.
Magenta seal between shield statues18:44Magenta seal between shield statues
Each hall's magenta seal dissolves only once its last creature is dead, opening the path forward. Shown at 18:44 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Third hall

Tall statues flank the corridor on the way to a further portcullis and the third hall. Near the corridor’s beginning, check a wall alcove for a chest containing an Allheal Elixir.
The first pair of barred doors releases a second red, ape-like brute with a four-dot bar. Use the same tactic as before: head and neck.
The next pair holds a red, brine-crusted beast with a lion’s body, a goat’s head on its back, and a snake for a tail. It breathes fire. Lightning and wind from your pawns knock it over; cut the heads while it is on the floor.
After that, face a red cyclops clad in chains and plates. Work on its legs to bring it down, then target its eye and tusks. The chest inside its cell contains 18,000 G.
Past the tall double doors, a robed undead caster hovers within a whirling debris ring; its bar has four dots. It can teleport, linger near the ceiling, spread purple lightning across the floor, and unleash tracking orb swarms. Stay in motion and use jumping strikes or other attacks that can reach it aloft. Revive any pawns it knocks down. Its drops are Brinebeast Ore and Brinebeast Fragment.
At the stair top, two additional barred doors conceal a red winged flyer and a cell of burning creatures. Defeating the final creature removes the seal between the pair of purple braziers. The side rooms contain the last two fixed chests, with 24,000 G and the Crown of Blades.

The fixed chest rewards

Six fixed chests are spread across the three halls, holding 42,000 G in total plus three gear pieces and an Allheal Elixir. Ordinary chests also stand in the cells along the way and give extra gold, grimoires, and curatives.

RewardNotes
18,000 GThird-hall cyclops cell
24,000 GThird-hall side room
Chimeric Cloak0.83 kg; made from a single gorechimera’s hide
Crown of Blades2.36 kg; crown adorned with blades
Wildskirl Breeches2.65 kg; leg armor that amplifies magick
Allheal ElixirThird-hall alcove

Each large creature in this area yields Brinebeast Fragment, Brinebeast Ore, or both. These materials upgrade equipment, so keep them rather than selling them.


The final hoard

Pass through the final open arch into a rocky passage illuminated by hanging braziers. It leads to a pale stone chest positioned between two statues holding crossed spears. Opening it yields three items: an Offering Flame, the Steelsilk Sabatons, and the Wyrmscale Cuirass.

Final chest between spear statues33:17Final chest between spear statues
The end-of-trial chest between the crossed-spear statues holds the arena's gear reward. Shown at 33:17 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
  • Wyrmscale Cuirass (5.63 kg) — body armor granted defensive properties through the Lost Rites.
  • Steelsilk Sabatons (2.35 kg) — leg armor combining magick-absorbing silk with wrought steel.
  • Offering Flame — a flame that keeps burning through the cold, used to claim boons at Norgan’s Obelisks.

The three pieces together are heavy. Picking them up can push a lightly loaded Arisen into Heavy carry status, so hand some to a pawn before you fast travel out.


Other Lost Rites trials: chests and entry conditions

Wyrmsblood Arena is one of several Lost Rites proving grounds, each with its own chest count and entry rule. Use the list below to plan which ones you can walk straight into and which need preparation. Wyrmsblood Arena’s two-skill rule is one of the stricter gates, and Mired Conduit and the Final Proving Ground both require clearing other trials first.

TrialNo.ChestsEntry condition
Devilkin Hollow11None
Daemons’ Corral27None
Sunken Spire311None
Wyrmsblood Arena56Arisen with only two weapon skills set
Mired Conduit713Complete four or more Lost Rites trials
Embersand Mine87No grimoires, enchanted weapons, or elemental archmagick skills
Shrouded Warren99Only the Arisen’s main pawn may enter
Molten Gauntlet109None
Seafloor Sepulcher1116None
Final Proving Ground1214Clear Molten Gauntlet and Seafloor Sepulcher

Once the final chest is open, you have cleared Wyrmsblood Arena. Move the heavier armor onto a pawn so your Arisen can run light again.