VAMPIR

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VAMPIR Clan and PvP Guide: Wars, Arena and Skirmish

A clan in VAMPIR is a weekly schedule as much as a group: a boss mission, a defence run, a Saturday war and, every two weeks, a fight for the server's best privileges. PvP runs through all of it, plus open-field fights from level 48 and the 5v5 Arena from level 70. This guide covers the clan week in order and the PvP rules that decide who wins a fight before it starts.

Joining and donating

Joining and donating

Clans open in chapter 1, act 2, and creating one costs 10,000 gold. New members spend 24 hours as apprentices with no clan content, so join a day before you want to play it. Pick an active clan: the weekly content scales with how many members show up, and a quiet clan never reaches the stages with the good rewards.

Donate three times a day, in gold, Trinity or Diamonds. Each donation pays Clan Coins and clan EXP, and clan level gates the weekly content (level 3 for missions and Relic Defense, level 5 for the War of Occupation), so daily donations from every member are how a new clan reaches its first war.

The weekly clan PvE: Clan Mission and Relic Defense

The weekly clan PvE: Clan Mission and Relic Defense

The Clan Mission is a weekly boss: damage it for five minutes per stage, and the stage the clan reaches sets the clan rewards. Heroic gear and recipes start at stage 4 and Heroic skill books at stage 17, while each member also gets personal rewards (gold, Trinity, the Overlord portrait and Clan Coins). Every member's five minutes counts, which is why an active clan out-earns a stronger quiet one.

Relic Defense is a 30-minute wave defence around the clan's relic. Waves come from four corners, 100 monsters piling up start to damage the relic, outer bosses appear every 7 waves, and you pick one of three augmentation effects as you level inside the run. Rewards follow the wave reached, plus server rankings, and the top two clans take Heroic Insignias and Legendary recipe materials.

War of Occupation and Skirmish

War of Occupation and Skirmish

The War of Occupation is a weekly 1v1 clan match on Saturday evening for clans of level 5 with 20 members signed up between Wednesday and Friday. The first clan to 10,000 points, or the leader after 30 minutes, wins. Points come from holding Blood Altars, from the Forgotten Lord that spawns every few minutes (500 points and a PvP buff for the clan that kills it) and from the Abomination that spawns once (1,500 points and a bigger buff). Holding an altar takes 15 seconds, faster with allies and paused while an enemy stands on it, so a team that moves together takes altars a scattered team can't. Return scrolls and teleports are off; mounts are allowed.

Skirmish runs every two weeks for the top three clans of each server by power. Winning the preliminary pays the prize pool (Diamonds from Marketplace tax) and lets the clan set the server's world boss times; the finals between server winners decide Gehenna boss times, a chat ban privilege and entry to the Forbidden Garden, the source of the Gore Flower special skill. For most players the point is simpler: being in a clan that wins means those privileges work for you rather than against you.

Where each class stands in a clan fight

Altars are won by groups that arrive together, and each class has its place in that group. Bloodstained has to close in to deal damage, so it leads and takes the first hits; it is the sturdy one, and it holds up well against a Viper's debuffs. Carnage and Viper hit from range and stay behind that line. Carnage needs the most care, since it is less sturdy than Bloodstained and is the first target an assassin looks for.

Grim Reaper is that assassin: stealth, teleports and burst for a back-line target, but it can't run into a group and stand there, so it waits for the dive. Akasha does the opposite. It jumps in with its gap-closers and stays on one target with crowd control instead of hitting and leaving. A team that knows these roles takes and holds an altar; five players fighting their own duels lose it.

Field PvP and the Slayer penalty

Towns, fields up to level 47, field-boss spots, Normal Dungeons and the Gehenna entrance are safe. Fields from level 48 are neutral or conflict areas where anyone can attack you. Killing players in the field earns a Slayer penalty in three levels: the first cuts evasion, the second also cuts crit, and the third adds weaker potions, lower defence and PvP resistance, no natural regeneration and no Offline Mode. A Slayer at level 3 loses the free 8 hours, so a player who needs them keeps PK off.

Two rules decide most fights. Stuns rarely land on players with high status resistance, so a build that relies on stunning players is less reliable than it looks on paper. A skill's debuff lands whenever the skill hits, but the same debuff doesn't stack or refresh, so two players casting the same debuff on one target waste the second cast.

Arena: 5v5 with random teams

Arena: 5v5 with random teams

The Arena opens at level 70 and runs on two evenings a week. Teams of five are random within your league, so there is no team to build; the first team to 10 kills, or the leader at time, wins. On entry you pick one trait, which gives two extra skills: Guard (taunt and shield, more PvP resistance), Assassination (PvP crit and crit damage), Shatter (PvP damage and attack speed) or Protection (more healing and party heal and resist skills). Look at your random team before you pick: with no healer class in the game, a team without a Protection pick runs on potions. The regular season that began in October adds traits by role (tank, healer, dealer), so check the list in game before you queue.

Leagues are set by Battle Power, and score comes from wins, kills and damage. Leaving early costs a growing lockout (15, then 30, then 60 minutes) until the season resets. Arena Coins buy the Boiling Blood and Coated in Shadows special-skill materials and Heroic Sefira tickets, so the Arena is worth its two evenings even for a hunter.