Ghornfell Vaults Walkthrough — Takla, Skeklac, Kletterbuja and Chaktan
Published 2026-09-17Updated 2026-09-219 min read
Full routes for Ghornfell's four dragonkin vaults — the Paladin armour, blurite ore, the Plague King's swamp and the highlands' pyroclast.
Ghornfell's four dragonkin vaults are the mid-game's backbone: power levels 3–4, the first serious guardian rosters, and reward tables that carry players all the way to Fellhollow. This walkthrough covers each vault in recommended order — what's inside, what kills unprepared delvers, and what to take home.

The recommended order
| # | Vault | Power | Location | Anchor guardian |
|---|---|---|---|---|
| 4 | Takla Kara | 3 | Fractured Plains | Vault Incinerator |
| 5 | Skeklac Kara | 4 | Fractured Plains (Ashien's Watch) | Vault Corruptor |
| 6 | Kletterbuja Kara | 3 | Bloodblight Swamp | Plague King |
| 7 | Chaktan Kara | 4 | Stormtouched Highlands | Vault Pyroclast |
Take Takla first despite its sibling's higher power rating — its reward table is the argument: the Paladin armour set (helm, platebody, platelegs) and the Wild Scout's Shortbow together form the mid-game's definitive kit.
Vault 4 — Takla Kara (Fractured Plains)
The fire school's exam. Takla Kara's halls run the full incinerator curriculum:
- Fire trap gauntlets — timed flame jets at civic scale; the safest route is watching one full cycle, then walking the cool phase. Fire-resistant food and quick heals cover mistakes.
- The Incinerator anchors the deep halls — a heavy flamethrower construct. Never fight it in corridors: its cone attack owns them. Pull it to a pillared hall, circle behind pillars during bursts, and punish the fuel-recovery animation.
- The blurite deposit — Takla Kara is the game's only source of blurite ore. Mine the node before you leave; the smithing recipes it feeds are among the mid-game's best.
- The prize: the treasure chest holds the Paladin armour set and the Wild Scout's Shortbow — and the effigy's lesson rounds out the set.
Vault 5 — Skeklac Kara (Fractured Plains, Ashien's Watch)
The corruptor's warren. Power level 4, and the difficulty step is real:
- Putrid rat swarms replace the standard vermin floor — poison on every bite. Control spells and area damage replace melee heroics; fight them in doorways, never open halls.
- The Corruptor — a debuff-flinging construct that stacks lingering ailments. Kill priority one: its damage is mediocre, its debuffs make everything else lethal. Snare it, burst it, then clean up.
- The layout is vertical. Ledges and broken floors make Windstep more than convenience here; missing the shortcuts turns the run into a rat-feed.
Vault 6 — Kletterbuja Kara (Bloodblight Swamp)
The Plague King's court. The swamp vault trades fire for rot:
- The poison rules from Vertentis Kara apply at double intensity: tainted pools, gas pockets and swarm bites all stack. Fire camps at choke points and short engagements are the whole strategy.
- The Plague King returns from the early vault, bigger and meaner. Kite his lunges along the dry paths, burn him from range, and never — ever — trade in the pools. His lunge has a long recovery; that's your window.
- Reward note: the chest and effigy payouts lean alchemical and swamp-craft — exactly what the region's side quests assume.
Vault 7 — Chaktan Kara (Stormtouched Highlands)
The pyroclast's storm. The highlands' vault mixes the fire school with the region's weather:
- Electric traps debut alongside the fire roster — the delve's full hazard deck at mid-game scale.
- The storm outside leaks in. Certain halls interact with the weather; timing your run between storm peaks makes half the traps quieter.
- The Pyroclast is the Incinerator's bigger, meaner cousin — wider cones, faster cycles, and a tendency to fight near the traps. Bait its bursts into open floor, not scenery; the blast spreads.
General tactics for the Ghornfell tier
- Upgrade before you enter. Power 4 guardians check iron-tier damage; bronze weapons make every fight twice as long.
- Bring control spells stocked. Snare and Confuse carry more value per essence here than any damage spell.
- Farm the rotation. Vermin and chests respawn; Takla and Skeklac are the region's best shard income once cleared.
- Cores before bosses. Claim pillars as you pass — the deep-hall fights scatter groups, and the cores are the run's insurance against a wasted trip.
What the tier unlocks
With all four cleared you own: the Paladin kit, the Wild Scout's Shortbow, the region's blurite stock, and the trap literacy that Fellhollow's power-5 vaults assume. The northern track — Fellhollow & Umbral vaults — starts where this one ends.
Frequently asked questions
Takla or Skeklac first? Takla. Same region, gentler power, better rewards — there's no argument for the detour.
Is the Plague King required for the story? Kletterbuja isn't story-locked, but its recipes and shards feed the Ghornfell gear checks; skip it only if you enjoy hard modes you didn't choose.
How do I carry blurite safely home? Like any ore — banked at your base before further delving. It's valuable exactly once: when it reaches a smithing bench.