Lost Rites are repeatable challenge dungeons scattered across the existing Vermund and Battahl map in Dragon’s Dogma 2: Dark Arisen, each one dropping gear once carried by past Arisen alongside the Offering Flames that fuel the new Obelisks of Benediction. You can start them extremely early, well before the snowbound Norgan region, and the first clear hands you the tool that reveals every other trial at once.
Quick answer: At night, go to The Stardrop Inn and choose “About the uncovered ruins…” when talking to Captain Brant. Defeat the enemies in Devilkin Hollow, inside Darkhorde Cave, to earn the Proving Ground Compass, which marks all twelve Lost Rites on your map.
Unlock the Lost Rites through Captain Brant
Everything starts with a short conversation in Vernworth. Brant only offers the relevant dialogue after dark, so rest or wait until nighttime before approaching him.


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Add to Google Preferences →Reveal every trial with the Proving Ground Compass
Open your inventory and use the Proving Ground Compass once. It marks all forgotten proving grounds across the world map with a glowing circular swirl icon and fills in the Lost Rites facility list, so you no longer have to stumble onto sealed doors by chance.

The base game holds nine Lost Rites, split between Vermund and Battahl. Three more sit in the Unmoored World. Each marker shows that dungeon’s entry restriction, so you can plan a party before you travel.
Vermund trial locations
- Devilkin Hollow — inside Darkhorde Cave, northern Vermund.
- Daemons’ Corral — reached through Timeworn Shaft, east of Vernworth.
- Sunken Spire — north of Checkpoint Rest Town, across the bridge.
- Interminable Corridor — in the Misty Marshes.

Battahl trial locations
- Embersand Mine — through Sandsear Cave, northeast of Bakbattahl.
- Shrouded Warren — near the Tomb of Renu’Lebarr in central Battahl.
- Mired Conduit — via Coral Snakes’ Hideout.
- Precipitous Catacombs — along the valley ledge west of Battahl.
- Wyrmsblood Arena — south through Wyrmsblood Forest to Saffbattahl Cavern.
Entry restrictions for each Lost Rite
Several trials lock out certain loadouts until you clear them once. Match your party and vocation to the condition before you travel, because you cannot pass the door otherwise.

| Trial | Region | Entry condition |
|---|---|---|
| Devilkin Hollow | Vermund | None |
| Daemons’ Corral | Vermund | None |
| Sunken Spire | Vermund | None |
| Interminable Corridor | Vermund | All members at Very Light weight |
| Embersand Mine | Battahl | No grimoires, enchanted weapons, or elemental/holy skills |
| Shrouded Warren | Battahl | Arisen and main pawn only |
| Mired Conduit | Battahl | Complete four or more Lost Rites trials in total |
| Precipitous Catacombs | Battahl | Arisen must be Archer or Magick Archer |
| Wyrmsblood Arena | Battahl | The Arisen may only have two weapon skills set |
What the placed chests hold in each proving ground
These are the treasure chests placed inside each proving ground. The hoard you receive for finishing a trial comes on top of them, and ordinary chests with food and curatives are not counted here.
| No. | Proving ground | Chests | Contents |
|---|---|---|---|
| 1 | Devilkin Hollow | 1 | Wakestone x1 |
| 2 | Daemons’ Corral | 7 | 32,000 G, Exquisite Roborant x3, Giant Hunk of Rift Crystal x3, Wakestone x1, Mystic Eye x1, Ring of Projection x1 |
| 3 | Sunken Spire | 11 | 32,000 G, Wyrmslife Crystal x20, Giant Hunk of Rift Crystal x5, Blighting Arrow x3, Crown of the Mad Sovran x3, Allheal Elixir x1, Staunch Sabatons x1, Memento Draco x1, Portcrystal x1 |
| 4 | Interminable Corridor | 15 | 80,000 G, Wyrmslife Crystal x20, Giant Hunk of Rift Crystal x10, Tiger Eye x5, Allheal Elixir x4, Wakestone x2, Panacea x2, Band of Dunscaith x1, Lordly Eyepatch x1, Griffin-Feather Cloak x1, Ring of Amplification x1, Ophidian Diadem x1, Phantasmic Shawl x1, Ferrystone x1 |
| 5 | Wyrmsblood Arena | 6 | 42,000 G, Chimeric Cloak x1, Crown of Blades x1, Allheal Elixir x1, Wildskirl Breeches x1 |
| 6 | Precipitous Catacombs | 11 | 58,000 G, Explosive Arrow x20, Blighting Arrow x5, Glasrew Galea x1, Archaic Boots x1, Allheal Elixir x1, Offering Flame x1, Portcrystal x1, Catamount Jacket x1, Geirolul’s Helm x1 |
| 7 | Mired Conduit | 13 | 38,000 G, Wyrmslife Crystal x26, Giant Hunk of Rift Crystal x16, Fine Roe Roborant x5, Azurequill Circlet x1, Panacea x1, Plate of the Mad Sovran x1, Allheal Elixir x1, Creusot’s Mantle x1, Makeshift Gaol Key x1, Wakestone x1 |
| 8 | Embersand Mine | 7 | 26,000 G, Giant Hunk of Rift Crystal x5, Fine Harspud Roborant x3, Canopy of Plenty x1, Padarn’s Wrap x1, Wakestone x1, Allheal Elixir x1 |
| 9 | Shrouded Warren | 9 | Black Matter x2, Eyecrusher x2, Steel Urchin x2, Allheal Elixir x1, Sand-Patterned Camping Kit x1, Abyssinal Neck Wrap x1 |
| 10 | Molten Gauntlet | 9 | 33,000 G, Giant Hunk of Rift Crystal x3, Wakestone x2, Prescribed Tranquility x2, Thorns of Agony x1, Allheal Elixir x1, Makeshift Gaol Key x1, Horns of Moloch x1, Sovransguard Mantle x1, Greaves of the Mad Sovran x1 |
| 11 | Seafloor Sepulcher | 16 | 22,000 G, Wyrmslife Crystal x20, Fine Fruit Roborant x5, Panacea x2, Wakestone x2, Makeshift Gaol Key x2, Ferrystone x1, Art of Metamorphosis x1, Ring of Insulation x1, Allheal Elixir x1, Tenebrous Stole x1, Enormous Hunk of Rift Crystal x1, Wyrmhorne Helm x1, Crystalline Shawl x1 |
| 12 | Final Proving Ground | 14 | Fine Fruit Roborant x10, Harspud Roborant x10, Stoutness Extract x5, Allheal Elixir x4, Stability Extract x4, Makeshift Gaol Key x2, Ring of Awareness x2, Dragonslayer’s Mantle x2, Malleating Elixir x2, Wakestone x1, Ring of Predominance x1 |
Once you clear a trial, its entry restriction is lifted for every repeat run, so you can return later with any build to farm its rewards.
The Godsbane blade unlocks the sealed doors
Devilkin Hollow is the exception, since its seal is already broken. Every other trial sits behind a sealed stone door that opens only with the empowered Godsbane blade.
The blade gains its power after you advance the main story to “Convergence” and hand Ambrosius 15 Wyrmslife Crystals. Repeated visits before then won’t open the sealed doors. For the complete trial list, the Godsbane blade—not just the compass—is what unlocks the way.
The three Unmoored World trials
The compass also exposes three additional proving grounds inside the Unmoored World: Molten Gauntlet, Seafloor Sepulcher, and Final Proving Ground. These scale higher than the base-game rites and expect relic-tier gear.

Trial difficulty scales roughly one tier above the surrounding region, and inside the dungeons you can free imprisoned pawns from gaol cells. Those pawns carry traits and elemental weapons tailored to that trial’s bosses, which is worth doing on tougher runs.
What clearing a trial rewards
Every completed rite drops one Offering Flame from the final chest, along with high-tier weapons and armor. The weapons follow their own upgrade path and require Brinebeast Fragments, earned from defeating the corrupted enemies inside the trials, to improve. That makes Lost Rites gear a dependable power track, since you can keep strengthening a weapon you already earned rather than waiting on randomized relic drops.
Carry your Offering Flames to an Obelisk of Benediction in Norgan to spend them. Each obelisk sells new high-tier vocation skills, permanent stat enhancements, and a one-day boost to a vocation’s relic spoil drop rate, all paid for in Dcp.
| Boon | Cost | Effect |
|---|---|---|
| Vocation skill (Fanged Schism, Virtuous Bolt, Brontide) | 2,500 Dcp | Unlocks a new high-tier weapon skill |
| Stat Enhancement | 5,000 Dcp | Permanent stat boost tied to the vocation |
| Spoils Spawn Rate Boost | 7,000 Dcp | One-day boost to that vocation’s relic drops |
Trial gear also feeds the Norgan tailoring system, which lets any vocation wear the cosmetic model of armor it finds. That transmog layer is purely visual, so it never interferes with the stats of whatever you have equipped.
How to confirm it worked
You know the content is live once “The Lost Rites” tutorial pop-up appears after your first clear and the Proving Ground Compass sits in your key items. Using the compass should immediately populate the map with swirl icons and the facility list; if those icons do not appear, you have not yet looted Devilkin Hollow’s hoard.
The game recommends level 20 for the Lost Rites and level 40 for the Norgan expansion content, so an early trial makes a far better practice run than a deep northern trip. Clear a few rites, upgrade a weapon that fits your party, and you will enter Norgan with a stable gear base behind you.






