Dark Arisen brings 41 rings into Dragon’s Dogma 2, and they reach your inventory through very different routes. A large group forms on its own once you gather enough Scarthes of a single kind. Others fall from specific monsters, a handful come from Norgan quests, four are traded by Dwayne for Norgan Ducats, and Aymond sells several. Below is every ring, what it does, and exactly where it comes from.
Quick answer: Collect matching Scarthes to auto-form 17 of the rings, kill named enemies for drops, finish Norgan quests for two more, and trade Norgan Ducats with Dwayne for four. The rest come from Aymond or carry no fixed source.
How Scarthe rings form in Dark Arisen
Scarthes are monster drops that build toward a ring on their own. You never visit a forge or open a crafting menu for them. Keep collecting the same type, and the moment you pick up the final piece the game decides the result and places a finished ring in your items.
You cannot choose which ring you get. Each Scarthe type draws from its own pool, so repeated sets can hand you different rings or a duplicate you already own. The required count depends on the Scarthe, and the enemy that drops it tells you where to farm.
| Scarthe | Forms a ring at | Buy / Sell (G) | Dropped by |
|---|---|---|---|
| 10 | 300 / 100 | Wisp, Ghoul | |
| 8 | 500 / 150 | Fimbl | |
| 8 | — / 150 | Lesser Demon | |
| 5 | 3,000 / 900 | — |
Hold on to Scarthes until a set completes. Selling them is possible, but it delays the next ring.
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Seventeen rings can appear once you complete a Scarthe set. Several sit in more than one pool, giving you two routes to the same effect, and a few also drop from certain enemies.
| Ring | Effect | How to get |
|---|---|---|
| Weapon skills cost no Stamina, but you take ongoing damage while not attacking | Sinister Scarthe x8 | |
| Enemies leave behind more gold, but grant less experience. | Ephemeral Scarthe x5 | |
| Survive a fatal blow; the ring breaks instead | Pulsating Scarthe x10; drops from Ghoul | |
| Your might is increased when facing wicked beings. | Frostbitten Scarthe x8; drops from Blemmyae | |
| Recovers some Stamina when a weapon skill’s first hit lands | Pulsating Scarthe x10 | |
| With the wind behind you, jumps and thrown projectiles reach farther | Frostbitten Scarthe x8 | |
| Halves your Stamina and doubles your Health | Ephemeral Scarthe x5 or Frostbitten Scarthe x8 | |
| Your Weight Carried status is reduced by one tier. | Ephemeral Scarthe x5 | |
| You suffer ongoing damage during the day, then steadily heal through the night. | Sinister Scarthe x8 | |
| Standard attacks have a rare chance to loot foes | Ephemeral Scarthe x5 or Pulsating Scarthe x10 | |
| On your main pawn, brings it back at camp even if forfeited | Pulsating Scarthe x10 | |
| Recovers a little Stamina each time your standard attack hits | Ephemeral Scarthe x5 or Sinister Scarthe x8; drops from Satanachia | |
| Chance to slow an attacker when hit by a strike attack | Ephemeral Scarthe x5 or Sinister Scarthe x8; drops from Barbatos | |
| You suffer ongoing damage during combat, but hits from foes heal you. | Ephemeral Scarthe x5 or Sinister Scarthe x8 | |
| Incantations are a little faster if your party has no pawns. | Frostbitten Scarthe x8; drops from Skeleton Lord, Dullahan | |
| Your Magick increases modestly when there are no pawns in your party. | Frostbitten Scarthe x8; drops from Skeleton Lord, Dullahan | |
| Dashing uses a little less Stamina when you have no pawns in your party. | Pulsating Scarthe x10; drops from Skeleton Lord, Dullahan |
Several of these trade a drawback for a benefit rather than giving a clean boost. Reversal and Nocturnality cause health loss, and Audacity hurts you whenever you stop attacking, so read the full effect before you equip one.
Rings that drop from enemies
These seven can drop from the monsters in the table. Offense, Preservation, and Serenity all share the same spawns, so hunting Skeleton Lords and Dullahans can net more than one.
| Ring | Effect | Drops from |
|---|---|---|
| Halves the buildup of every debilitation | Evil Eye | |
| Rabbits and alpine hares may approach when you crouch to search remains | Rabbit | |
| Your might is increased against every dragonkin. | Drake, Lesser Dragon | |
| Briefly hides you from foes when you are in peril | Dullahan | |
| Slightly higher Strength with no pawns in the party | Skeleton Lord, Dullahan, Straggler, Satanachia | |
| Defense and Magick Defense are slightly higher when you have no pawns in your party. | Skeleton Lord, Dullahan, Straggler, Satanachia | |
| With no pawns in your party, depleted Stamina recovers a little faster. | Skeleton Lord, Dullahan, Straggler, Satanachia |
Demonsbane is worth a note here as well. You can wait on a Frostbitten Scarthe set, or take it directly from the Blemmyae without gambling on the pool.
Quest rewards, Norgan Ducat trades, and the merchant
Two rings come from Norgan side quests. Finish When the Culling Gets Tough for the Ring of Brawling, and complete Village Defense for the Ring of Toppling. The reward appears on the quest completion screen, so you will see the ring listed the moment the quest closes.


Dwayne trades four rings for Norgan Ducats, and Aymond sells the Ring of Clarity, which the Satanachia can also drop.
| Ring | Effect | How to get |
|---|---|---|
| Raises Strength when fighting bare-handed | When the Culling Gets Tough reward | |
| Raises Knockdown Power when fighting bare-handed | Village Defense reward | |
| Lets you Evade attacks bare-handed; time it late for full value | Dwayne, 3 Norgan Ducats | |
| On the Arisen, hastens revival of a pawn wearing Ring of Myrmidon | Dwayne, 5 Norgan Ducats | |
| On a pawn, hastens its revival when the Arisen wears Ring of Master | Dwayne, 10 Norgan Ducats | |
| A faint enchantment said to reach full power when you defeat the source of Norgan’s ruin while wearing it | Dwayne, 1 Norgan Ducat | |
| Prevents you from being knocked unconscious | Satanachia drop; Aymond, 10,000 G |
Master and Myrmidon only matter as a pair. Put Master on the Arisen and Myrmidon on the pawn, and that pawn revives faster.
Rings without a fixed source
Ten rings have no known drop, quest, or trade route. They are useful to recognize when they turn up, especially the Frostbright Ring for travel through Norgan’s cold.
| Ring | Effect |
|---|---|
| Cold cannot increase your ice-bound value or reduce your maximum Stamina. | |
| The wearer gains extra might when facing otherworldly creatures | |
| Lightning strikes deal less damage to the wearer | |
| Projectile attacks deal more damage. |
The Wicked rings and the Satanachia
Six rings share a single purpose: raising the chance that monsters and beasts drop rare materials. Five of them grow in power the more times you defeat the Satanachia while wearing them, each describing a different degree of improvement. The Ring of Wicked Gore instead marks a triumph over a wicked power and already carries the highest possible chance.
| Ring | Effect |
|---|---|
| Rare-material drops become slightly more likely. Repeatedly defeat Satanachia while wearing the ring to increase its power. | |
| Improved chance of rare material drops; strengthens the same way | |
| Rare-material drops become somewhat more likely. Repeatedly defeat Satanachia while wearing the ring to increase its power. | |
| Rare-material drops become much more likely. Repeatedly defeat Satanachia while wearing the ring to increase its power. | |
| Rare-material drops become vastly more likely. Repeatedly defeat Satanachia while wearing the ring to increase its power. | |
| It gives the greatest obtainable likelihood of monsters and beasts yielding rare materials. |






