All Ancient Circle Locations in The Blood of Dawnwalker: 13 Sites and Rewards
All 13 Ancient Circle sites in The Blood of Dawnwalker with rewards, the day-only ritual rules, time costs, and one cross-source conflict flagged.
FAQ
How many Ancient Circles are in The Blood of Dawnwalker?
Can you do Ancient Circles at night?
How much time do Ancient Circles cost?
What do Ancient Circles reward?
What should you bring to an Ancient Circle?
Which manual does the St. Tyna's Grove Tower circle give?
Vale Sangora hides thirteen stone rings, and each one is a fight with a receipt. The Ancient Circles, mapped in full by TheGamer’s locations guide, are day-only arena rituals: start the Astral Communion, survive a horde of spectral and undead enemies, and the chest beside the ring unlocks — usually an ability manual your build was waiting for. This page lists all thirteen sites with their rewards, the time math, and one place where two credible sources flatly disagree.
How Do Ancient Circles Work?
Day-only arenas with a time toll. Four rules, all from TheGamer’s guide:
- Sunlight required. Circles “can only be completed during the day” — vampire Coen cannot participate at all, so plan them as daytime objectives on the 30-day clock.
- One horde, one chest. The ritual seals the arena and spawns spectral and undead enemies; kill them all and the nearby chest becomes lootable.
- Time is charged at the start. Beginning the ritual costs one time segment — the guide’s estimate for the full thirteen-site tour is two days.
- Bring the right damage. Every enemy inside is supernatural, so gear that boosts damage against supernatural enemies is the recommended loadout — the same counter the Howling Keep ghosts and Xanthe’s posthumous trap sequence reward.
Where Are All Thirteen Ancient Circles?
The full table, per TheGamer’s guide. Regions run roughly north to south; site numbers follow the guide’s order.
| # | Location | Key rewards |
|---|---|---|
| 1 | Northern Briar Sloughs swamps — from the Briar Sloughs Cross shrine, go directly north | Potent Revitalizing Tonic Recipe, Mercurial Fervour Manual |
| 2 | Eastern woods outside Maragir | Soul Reaping Manual |
| 3 | West of Eerie Knoll shrine, along a rocky cliff through a short forest path | Burning Blood Manual |
| 4 | Deep in the Boar’s Back woods — east of Parlita, marked by a large stone slab | Potent Fortitude Paste Recipe, Burning Blood Manual |
| 5 | Far-west Briar Sloughs by the Coward’s Path shrine — down into the gorge below the broken bridge, to the end; the Durandal boss there must fall first | Cycle of Ruin Manual |
| 6 | Southwest of Parlita — southern road out of town, first right into the forest clearing | Cycle of Ruin Manual |
| 7 | Southwest of the Hunter’s Camp shrine, along the mountain’s base | Potent Vigor Infusion Recipe, Restless Blade Manual |
| 8 | Southern The Silts — southeast of the Turtle Rock shrine, follow the main road south until it stops | Mortal’s Blood Infusion Recipe, Artery Strike Manual |
| 9 | South of The Silts at The Swamp Menhirs — cross the muck to the southwestern corner (the guide calls it the most annoying to reach) | Stinging Blade Manual |
| 10 | Tantari Woods — the only large clearing; from the Howling Keep shrine head southwest up the mountain along the western side of the forest | Perfect Riposte Manual |
| 11 | South of the Silty Mug Inn — directly south along the river into the woods | Perfect Riposte Manual |
| 12 | Southwestern St. Tyna’s Grove, deep in the forest with no obvious clearing on the map | Cycle of Ruin Manual |
| 13 | Northwestern St. Tyna’s Grove — northeast of St. Tyna’s Grove Tower, ritual site on the right of the mountain path | Soul Reaping Manual* |
The overlaps with PC Gamer’s manual data corroborate most of the rest: the Maragir-east circle (site 2) matches PC Gamer’s Soul Reaping note, Eerie Knoll (site 3) their Burning Blood note, and the Cursed Chasm gorge (site 5) their Cycle of Ruin note — including the legendary sword waiting down there — Durandal, the blade that boss guards.
How Do Circles Fit a Run Plan?
As the manual route’s backbone. All thirteen chests carry ability manuals — the same prizes the skill manuals page routes you to camp-by-camp — so an efficient run sweeps circles and camps in the same loop: St. Tyna’s Grove alone holds sites 12, 13, and three camp manuals in one region. Keep the two-day total in the missables budget, do them in daylight per the day and night system, and let the spectral hordes feed nothing worse than your Witchcraft bar.
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