Lost Rites: the twelve labyrinths
The twelve Lost Rites belong to DD2's 2026 Dark Arisen expansion, not the 2013 game. Nine lie in the normal world's Vermund and Battahl; three appear in the Unmoored World. They are separate from Norgan's story region.
This guide covers the 2026 expansion for Dragon's Dogma 2. Compare it with the 2013 Dark Arisen game.
What you are walking into
CAPCOM confirms twelve challenges and recommends level 20 for the beginning, explicitly allowing lower-level attempts. Fextralife's guide starts the route by asking Brant at the Stardrop Inn at night about uncovered ruins. Clear Devilkin Hollow and take the Proving Ground Compass from its reward chest to reveal the other early trials.
The following entrance landmarks and conditions are paraphrased from Fextralife's trial guide, not map coordinates or an official difficulty ranking. Some reward rooms require the Empowered Godsbane Blade even when the entrance itself has no restriction. Its guide also distinguishes first-clear equipment from later repeat-clear rewards.
All twelve entrances and conditions
| Trial | Entrance landmark and restriction |
|---|---|
| Devilkin Hollow | Vermund: inside Darkhorde Cave. No special entry condition; first clear gives the compass. |
| Daemon's Corral | Vermund: Timeworn Shaft, northeast of Vernworth. Some later rooms need the blade. |
| Sunken Spire | Vermund: north of Checkpoint Rest Town near Riftstone of Fellowship. A side room needs the blade. |
| Interminable Corridor | Vermund: Dead-End Curve, west of Misty Marshes. Every party member must carry Very Light weight. |
| Shrouded Warren | Battahl: east of Bakbattahl toward Ropeway Central Station. Only the main pawn may accompany the Arisen. |
| Embersand Mine | Battahl: Sandsear Cave, northwest of Bakbattahl. Remove grimoires, enchanted weapons and prohibited elemental-granting skills. |
| Precipitous Catacombs | Battahl: hill far west of Bakbattahl. The Arisen must be Archer or Magick Archer. |
| Mired Conduit | Battahl: Coral Snakes' Hideout. Complete at least four trials; Mercy Among Thieves opens the cave route. |
| Wyrmsblood Arena | Battahl: Sal'Battahl Cavern, southwest forest. Set no more than two weapon skills. |
| Molten Gauntlet | Unmoored World: exposed seabed northeast of Bakbattahl. Requires the Empowered Godsbane Blade. |
| Seafloor Sepulcher | Unmoored World: east of Molten Gauntlet. Blade required; Ephemeral Keys unlock a choice of vocation weapons. |
| Final Proving Ground | Unmoored World: north of Molten Gauntlet. Clear Molten Gauntlet and Seafloor Sepulcher first. |
Endgame spoilers: the final three require the Unmoored World route. Dogma Defied requires finishing Final Proving Ground without recovering the loss gauge. Plan a separate attempt if that challenge is the goal.
Questions
Are Lost Rites in Norgan?
No. CAPCOM places them on the base-game map, and the detailed community guide identifies nine normal-world trials and three in the Unmoored World.
What level do I need?
CAPCOM recommends level 20 for early Lost Rites and level 40 for Norgan, but explicitly allows lower-level attempts. These are recommended levels, not hard entry locks.