Ancient Circles are stone ruins scattered across Vale Sangora, marked on the world map with a white ruins icon. Each one holds a mural and an altar, and each one can be woken up with a single witchcraft skill. Do that and you summon the circle’s guardians. Beat them and a chest appears with a skill manual and gear that scales to your current level.
Quick answer: There are 13 Ancient Circles. Visit one during the day, hold Focus (L2/LT) and aim at the glowing altar in front of the mural, cast Astral Communion, kill the summoned guardians, then open the chest that spawns beside the pillar. The circle only counts as done after you search that chest.
What you need before an Ancient Circle will activate
Four conditions have to line up, and if any one of them is missing the altar simply will not respond.
- Daytime. Astral Communion is a Witchcraft ability, and these trials can only be started while it is day. Returning at night wastes the trip.
- The Astral Communion skill. It sits in the Witchcraft tree and unlocks automatically through the prologue, so you should already have it once the open world opens up.
- One free time segment. Every circle you start consumes 1 time segment, so factor them into whatever else you planned for that day.
- Combat readiness. The altar summons specters and undead the moment you cast, including Vidmos, Psoglavs, and Guardians. Heal and repair before you interact, not after.
The fastest way to get all 13 onto your map at once is to climb the 11 Scouting Towers. Each survey point you tag from the top fills the map with question-mark icons, and the circles resolve into ruins markers from there. Towers are a night activity and they do not burn time segments, so a single evening of climbing sets up every daytime run afterwards.
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Each circle carries its own journal title, which is the reliable way to check your progress. The map does not attach those titles to individual pins, so match the name in your journal rather than counting pins by position. The northern half of Vale Sangora holds the swamp, pass, and Maragir clusters; the southern half covers Tantari, the Silts, and the gorge.
| Ancient Circle | Notable chest rewards |
|---|---|
| Northern Swamps | Mercurial Favor Manual, Potent Revitalizing Tonic recipe, Red Darksteel Bracers |
| North-West Pass | Cycle of Ruin Manual. The Durandal legendary sword sits in the same ravine |
| The Wallows | Cycle of Ruin Manual |
| East of Parlita | Burning Blood Manual, Burnished Battlesword, Potent Fortitude Paste recipe |
| Maragir Wealds | Burning Blood Manual, Tempered Cuisses |
| East of Maragir | Mercurial Favor Manual, Tempered Long Basilard |
| St. Tyna’s Grove | Soul Reaping Manual |
| Tantari Vista | Cycle of Ruin Manual, Unbreakable Veteran’s Sword |
| Silts Overgrowth | Perfect Riposte Manual, Red Darksteel Bracers |
| Hills of Tantari | Perfect Riposte Manual, Highland Noble Surcoat. One enemy also drops a Sharp Eye Manual |
| Southern Swamps | Stinging Blade Manual, Amulet of Crimson Steel (legendary) |
| Blind Gorge | Artery Strike Manual, Sanguine Bladedancer’s Tunic, Mortal’s Blood Infusion recipe |
| South-West Silts | Restless Blade Manual, Potent Vigor Infusion recipe |
Note: the weapons and armor pieces scale to your level when the chest spawns, and they are usually a higher rarity than anything vendors stock. The skill manuals are the consistent part of the haul; the gear roll can shift depending on when you clear the circle.





How to complete an Ancient Circle trial
How to confirm a circle actually counted
Two signals have to agree. The local objective should run all the way through the altar, survival, and chest stages, and your journal should log the successful result: “I’ve awoken the magic slumbering in the ancient circle and gained its power.” You also pick up XP and a skill point for the completed trial.
Arriving at the ruins does not count. Neither does clearing the fight. If you walk away before searching the chest, the activity stays open even though the guardians are dead, and your total will come up short later. Tick each circle off your own checklist only after the chest interaction.
Why an Ancient Circle will not start or complete
There are only a handful of real causes, and each has a direct fix.
| Problem | Fix |
|---|---|
| No prompt at the altar | It is night, or you are standing in the outer ruins instead of at the altar. Return in daylight and step up to the stone. |
| Astral Communion unavailable | Leave the marker unfinished and come back once your current character can use the Witchcraft ability. The marker is not wrong. |
| Guardians spawned but the objective stays active | The encounter is not finished. Clear the remaining enemies inside the circle rather than moving to another pin. |
| Fight is over but nothing completed | The chest has not been searched. Look next to the pillar and open it. |
| You are missing a circle you thought you cleared | Compare journal titles against the list of 13, then revisit any location you cannot personally confirm. |
One more thing worth separating out: seeing all 13 markers on the map is discovery, not completion. If your journal ever records “I didn’t find the way to activate the ancient circles after all,” treat that as an unfinished set and follow whatever objectives are still live in your current journal.
An efficient order for clearing all 13
Skip the numbered route. Because each circle costs a time segment and only works during the day, the practical approach is a regional sweep. Pick a discovered fast travel point near a cluster of unfinished circles, hit the ones that fit your existing destination for that day, and finish each altar-to-chest sequence completely before moving on.
The northern group around the swamps, the pass, Parlita, and the two Maragir circles makes for one natural sweep. The Tantari, Silts, gorge, and southern swamp circles form the other. Grouping them this way avoids leaving half-finished activities behind, which is the main reason players lose track of which circles they have genuinely cleared.
The structure is close to what Haunted Sites ask of you, so if you have already worked through those, the rhythm here will feel familiar. The difference is scale: 13 circles across the whole of Vale Sangora, each one paying out a skill manual you would otherwise have to hunt down elsewhere.





