Dungeons

Lost Rites: Getting Started and Trial Conditions

Start the Lost Rites introduction, distinguish door access from trial rules, and check nine sourced conditions before planning a dungeon run.

By DD2 Hub editorial
Advertised scope
12 trials
Condition coverage here
9 reported trial panels; partial
Route and rewards
Introductory approach only; no full reward database
On this page
  1. Start with the introductory trial
  2. A map marker is not an open door
  3. Nine documented trial conditions
  4. Prepare without guessing the missing rules
  5. Record completion and loot separately
  6. Evidence and scope

Start with the introductory trial

The October 10 walkthrough linked below starts at The Stardrop Inn in Vernworth after dark: ask Captain Brant about the uncovered ruins. It directs the player to Darkhorde Cave, southwest of Malachite Forest, and then Devilkin Hollow. In that documented route, the tutorial trial's seal is already broken. Level 20 is guidance for starting, not a rule that every trial has the same difficulty.

After clearing the introductory encounter, collect the hoard and use the Proving Ground Compass from the inventory to reveal markers. Finding the compass and using it are separate steps. This overview does not replace the cave's complete route or guarantee that every marker is immediately accessible.

A map marker is not an open door

Treat finding a proving ground, opening its seal and meeting its trial rule as three separate checks. The published early-access walkthrough describes the empowered Godsbane blade as a separate requirement for sealed doors beyond the introductory exception. It is not the compass, and matching a weight or vocation condition alone does not substitute for that story item.

If a door still refuses entry, read its current prompt and your quest state before repeatedly changing gear. We have not established a universal minimum character level, a bypass or a complete set of story flags for every door.

Nine documented trial conditions

The following partial table comes from GamerFuzion's account of trial panels in LaserBolt's footage. Three advertised trials are not covered here. Read the in-game condition again before entering, especially if you have already cleared the location or your installed version differs.

9 of 12 advertised trials have a condition record here. Nine reported trial-panel conditions, not a full twelve-trial route or reward database. A missing restriction is not proof that a seal or story prerequisite is satisfied.

Reported trial conditions · source review 2026-10-12
TrialReported conditionEvidence
Sunken SpireNo additional trial restriction listed.Recorded trial-panel reference ↗
Daemons' CorralNo additional trial restriction listed.Recorded trial-panel reference ↗
Devilkin HollowNo additional trial restriction listed.Recorded trial-panel reference ↗
Interminable CorridorEvery party member must have Very Light carried weight.Recorded trial-panel reference ↗
Embersand MineNo grimoires or enchanted weapons; do not set skills granting fire, ice, lightning or holy archmagicks.Recorded trial-panel reference ↗
Mired ConduitComplete at least four Lost Rites trials.Recorded trial-panel reference ↗
Precipitous CatacombsArisen vocation: Archer or Magick Archer.Recorded trial-panel reference ↗
Shrouded WarrenBring the main Pawn only; other Pawns wait outside.Recorded trial-panel reference ↗
Wyrmsblood ArenaArisen: only two weapon skills set.Recorded trial-panel reference ↗

Prepare without guessing the missing rules

As a practical checklist, separate equipment you plan to change from what the panel actually asks you to change. Check all named party members for a group-weight condition, and do not interpret a limit on participating Pawns as a requirement that the Arisen stay outside.

For a condition involving equipped skills, inspect the active skill list rather than the number of abilities you have learned. For any phrase whose effect is unclear, rely on the displayed rule and admission prompt instead of silently expanding it into a ban on every kind of magick.

Record completion and loot separately

Use the Dungeon Tracker to enter the destinations you intend to visit. It is a working personal checklist, not automatic save synchronization or a preloaded twelve-trial database. Mark a trial complete when that is what you have accomplished; mark rewards separately after checking the loot you wanted.

This page does not assert guaranteed chest contents, numerical drop rates, a fixed respawn timer or a universal reward for all trials. The weapon references are selected base-game records, not a full Lost Rites equipment table. Use Relic Appraisal for the separate appraisal process.

Evidence and scope

The official expansion description establishes the advertised twelve-trial scope. The linked gameplay accounts support the limited start sequence and trial-panel records above. They are not our own current-version playtest. The promotional header is not a route screenshot. Where your game disagrees, keep the exact trial name, platform and displayed condition with your correction rather than assuming the remaining trials work identically.

Sources & scope

Images are official game promotional material, not proof of a verified route, loadout or item drop.

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