Every Dragonkin Vault in Dragonwilds (In Order, With Power Levels)

Card listing Dragonwilds' Dragonkin vaults in progression order.

 

    Dragonkin vaults are Dragonwilds' dungeons, and every one of them has a real name that Jagex never use in patch notes. They call them things like "the Emberwood Vault" or "the Highland Swamp Vault"; the vaults themselves are the Kara series — Crasorak Kara, Thishepen Kara, Kalistrakthen Kara and the rest. Each holds blueprint recipes, traps, and guardians. Here is the full list in progression order, plus the mechanics worth understanding before you take a group into one.

 

    On sourcing. Jagex describe vaults only through bug fixes. The list, power levels and mechanics below come from the community RuneScape: Dragonwilds wiki, and can change with any patch.

 

The Full Vault List

 

#VaultPower levelArea
1Crasorak Kara2Temple Woods
2Thishepen Kara2Bramblemead Valley
3Vertentis Kara2Whispering Swamp
4Takla Kara3Fractured Plains
5Skeklac Kara4Fractured Plains
6Kletterbuja Kara3Bloodblight Swamp
7Chaktan Kara4Stormtouched Highlands
8Kalistrakthen Kara5Emberwood
9Skekven Kara5Lake of Lost Souls (east)
10Vekchenven Kara5Lake of Lost Souls (west)
11–12Not yet named7Umbral Sands

 

    This resolves the naming confusion in Jagex's patch notes. When they wrote about the "Emberwood Vault" they meant Kalistrakthen Kara; the "Bloodblight Swamp Vault" is Kletterbuja Kara; and the vault they spelled both "Highland Vault" and "Highland Swamp Vault" is Chaktan Kara in the Stormtouched Highlands.

 

    The order is a suggestion, not a requirement: "Many dragonkin vaults do not need to be completed in a specific order. Some may be required for general game progression or accessing higher level regions."

 

    Note the power levels against your own. Your power level comes from the armour you wear, averaged and rounded down — so a level 5 vault with a level 4 average is a real gap, not a rounding error.

 

    Two are still unrevealed in Umbral Sands at power level 7, which matches Jagex's note that the region shipped "3 new vaults".

 

What Is Inside

 

Card describing Dragonwilds vault guardians, traps and rewards.

 

    Vaults contain deadly traps, rats, goblins and vault guardians, and there are eight guardian variants — five standard and three vault bosses:

 

StandardBosses
Vault archonVault overlord
Vault corruptorVault pyroclast
Vault guardian hulkVault striker
Vault guardian sentinel
Vault incinerator

 

    Bring a Crush weapon. Every vault guardian the in-game Journal documents — Archon, Sentinel, Hulk and Overlord — is weak to Crush, while Archon and Sentinel resist Melee and Hulk and Overlord resist Ranged. Crush is the only constant, so a mace, hammer or sledge works where a favourite sword or bow may not.

 

    The trap list is worth memorising, because they are the main reason a vault run goes wrong:

 

    Fire traps, spike traps, spear traps, poison rocks, exploding plant traps and electric traps.

 

    Remember armour durability degrades from "failing vault traps", not just from combat — so a clumsy run costs repairs as well as health.

 

    And a documented quirk you can use: guardians "would target traps if they took damage from them" — Jagex fixed the part where they then failed to re-aggro onto players, but traps still damage guardians. Pulling a guardian across a trap remains legitimate.

 

    The reward in every vault is a treasure chest containing blueprint recipes and other rewards. That connects directly to how gear works in this game: recipes are the progression, and vaults are one of the reliable places to find them.

 

    Enemy composition varies, and the later vaults change character noticeably — Skekven Kara adds skeletal warriors, archers, hoplites and marauders, while Vekchenven Kara brings rotridden rats, dragon wolves, a rotsworn necromancer, a soulstone sentinel and a zogre.

 

The Mechanics

 

Card explaining Dragonwilds vault levers, hidden paths and the map discovery rule.

 

    Vaults are navigation puzzles as much as fights. They "require the player to navigate obstacles, environmental hazards, operate levers, and find hidden pathways."

 

    The lever mechanic is the one to plan around. Jagex's own fix documents both the mechanic and its worst failure: "Highland Vault & Bloodblight Swamp Vault no longer remain sealed if the user leaves between Lever pulls." A second fix adds the word that explains it — the problem occurred when players "left the Vault instance between pulling levers."

 

    Vaults are instanced, which is why walking out mid-sequence could strand their state. The bug is fixed; the advice still stands — finish the lever sequence in one visit.

 

    The rule that matters most on a shared server is map discovery:

 

"All players will need to discover the locations of these vaults in order for them to appear on your map."

 

    Vault locations are not shared. One person finding Chaktan Kara does not put it on everyone else's map — each player has to visit it. On a six-player world that is worth knowing before someone says "it's marked on the map, just head there."

 

    Dying inside has a defined outcome, and it is kinder than you might expect: "If a player dies inside a vault, a gravestone will be placed at the outside entrance."

 

    So a corpse run does not mean fighting back through the whole dungeon. That also explains the historical bug where graves got stuck in doorways — including, Jagex noted, "some vaults."

 

Running a Vault With a Group

 

Card giving practical advice for running Dragonwilds vaults as a group.

 

    A checklist that fits the documented mechanics:

 

  1. Check the vault's power level against yours. Yours is the average of your armour, rounded down — so a single old piece can put you a level under.
  2. Finish the lever sequence in one visit. Vaults are instanced and the sequence carries state.
  3. Everyone must discover a vault themselves for it to appear on their map. Do not rely on one person's markers.
  4. Bring food. It replaced healing potions entirely, and traps deal damage outside of combat.
  5. Clear Wither Rot before a Fellhollow-area vault — cleansing pools are outside, and Soul Rifting is harder to identify inside vaults (a documented fix).
  6. Use the traps. Guardians take damage from them.
  7. Expect a treasure chest with blueprint recipes, not just materials — that is the real reason to run one.

 

    The Nightmare Crucible and the Fight Cave are not vaults. The Crucible is a boss-rush arena opened with Engrams, and the only source of PL7 Ascension Cores; the Fight Cave is a repeatable wave challenge in The Burning Spire, the Umbral Sands area that also holds Fuzan's lair. Vaults are the ordinary dungeon layer beneath both.

 

Practical tips

  • Vaults are the "Kara" series — Jagex's patch-note names are informal. "Emberwood Vault" is Kalistrakthen Kara.
  • Ten are named; two more at power level 7 sit in Umbral Sands.
  • All players must discover a vault themselves for it to appear on their map.
  • Die inside and your gravestone appears at the outside entrance.
  • Every vault holds a treasure chest with blueprint recipes.
  • Finish the lever sequence in one visit — vaults are instanced.
  • Traps damage guardians too.
  • Every vault guardian is weak to Crush — bring a mace, hammer or sledge.
  • Armour durability degrades from failing traps, not only from combat.

 

Running your own RuneScape: Dragonwilds server

 

    Vault runs are built around a single uninterrupted visit with a full group, and every player having to discover the locations themselves means a group needs shared time in the same world rather than one person's save. A gamever Dragonwilds server keeps Ashenfall running around the clock for up to six players, updates automatically so client and server versions never drift apart, and takes one-click backups before disruptive changes.

 

Conclusion

 

    Dragonwilds' dungeons are Dragonkin vaults, and they have proper names Jagex never use: Crasorak Kara (Temple Woods), Thishepen Kara (Bramblemead Valley), Vertentis Kara (Whispering Swamp), Takla Kara and Skeklac Kara (Fractured Plains), Kletterbuja Kara (Bloodblight Swamp), Chaktan Kara (Stormtouched Highlands), Kalistrakthen Kara (Emberwood), and Skekven and Vekchenven Kara at the Lake of Lost Souls — with two unrevealed power level 7 vaults in Umbral Sands. Inside are eight guardian variants, three of them bosses, six trap types, lever sequences and hidden pathways, and in every vault a treasure chest holding blueprint recipes. Three rules make the difference: each player must discover a vault themselves for it to appear on their map, your gravestone appears at the outside entrance if you die inside, and — since vaults are instancedfinish the lever sequence in one visit.

 

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