VAMPIR F2P Guide: Diamonds, Coins and What to Skip
VAMPIR has two kinds of Diamonds, half a dozen coin currencies and a Marketplace where players sell to each other for Diamonds. A free player can keep up on a fresh server, but only by spending each currency on the thing it does best and leaving the expensive systems to the people who pay. This guide covers where free Diamonds come from, what they cost to use, how the summons really work, how to make Diamonds on the Marketplace, and the spends that look good in week one and hurt by week four.
Farming Diamonds and paid Diamonds

Farming Diamonds drop from monsters in the field, in dungeons and from bosses. They work in the shop and in game content, including the class change and Absolute Discipline's Engraving Books, but they can't be spent on the Marketplace. Paid Diamonds are the ones that trade: you buy them, or earn them by selling to other players on the Marketplace once you reach level 35.
Farming Diamonds stop at a weekly cap of 1,000 (2,000 with Farm's Grace, a Mileage item), and the cap resets at the start of the server week. Diamonds and the cap are shared by every character on one account on one server, so a second character on the same server doesn't add a second cap. Hunt normally until the cap fills, then stop treating Diamond drops as a reason to stay in a zone.
- Farming Diamonds: field, dungeon and boss drops; 1,000 a week (2,000 with Farm's Grace)
- Spend in the shop and in content, never on the Marketplace
- Shared by every character on the same account and server
What Diamonds cost to use
Most Diamond sinks are fixed prices, so the choice is about what you get back. The table lists the ones a free player meets in the first weeks. Two lines are the reason to keep a reserve: the class change costs 2,000 Diamonds, Farming Diamonds accepted, and the windows are short, so a player who isn't settled on a class keeps that much aside. Death EXP recovery is the other: after the free ones run out it costs Diamonds, and on a long night of Offline Mode deaths that bill comes fast.
Summons are the biggest sink and the least certain. One pull is 200 Diamonds and eleven are 2,000, which is a whole week's Farming Diamonds with Farm's Grace. The next section shows what that buys on average.
| Spend | Cost | Notes |
|---|---|---|
| Special Summon (Bloodshape, Mount, Progeny) | 200 / 11 for 2,000 | no Mythic in the pool |
| Class change | 2,000 | Farming Diamonds accepted; level 60; announced windows only |
| Engraving Book (Absolute Discipline) | 30 each | Farming Diamonds accepted |
| Gehenna zone 2 or 3 ticket | 300 | or 2,500 Gehenna Points |
| Clan donation | 300 | gold and Trinity donations also count |
| Discipline lock (chapter 1) | 30 for one line, 150 for two | per roll |
| Death EXP recovery | after 5 free a day | 10 free with Olga's Grace |
Summon rates and Care Points

The Bloodshape, Mount and Progeny summons share one rate table: Legendary 0.015%, Heroic 0.2%, Rare 2.1%, Uncommon 23% and General about 74.7%. There is no Mythic in the pool and no guaranteed slot in an 11-pull. What the summons do guarantee is Care Points: every General pull gives 5, every Uncommon 3 and every Rare 1. Points unlock milestone tickets at 800, 1,600, 2,900, 4,400 and 4,700, and a Legendary-guaranteed ticket at 5,000.
Read that last number carefully. Most pulls are General, so a pull is worth a little under 5 points on average, and the Legendary ticket sits roughly a thousand pulls away. That is far past what a free player earns in a season, so the milestone tickets on the way are the realistic target, not the Legendary.
Care Points are counted separately for each summon type. Spread your pulls across Bloodshapes, Mounts and Progeny and you reach no milestone at all; put them into one type and the tickets start arriving. Pick the type that does the most for you and stay there. Free 11-pull tickets come from the Gehenna Point shop, the Arena shop, Naricanje Valley from floor 21 and events, so a free player's summons mostly come from those rather than from Diamonds.
Making Diamonds on the Marketplace

The Marketplace is where a free player turns time into paid Diamonds. Prices are highest in a server's first weeks, when everyone needs the same materials and few have them, so sell tradable drops early rather than holding them for later. Before you farm a spot for hours to sell its drops, check both the price and how many sell each day; a high price on an item nobody buys is worth nothing.
Pick the farming spot by kill speed, survival without potions and the value of the drops, not by monster level. A lower zone you clear fast with no potions often earns more than a hard one that needs constant drinking.
Know what can't be sold. Character-bound items can't go on the Marketplace or into the warehouse, and neither can skill books bought from a merchant. Crafting gives the exception: a Great Success makes the same item without the binding, so it can be sold. Listing costs a gold fee of ten times the Diamond price, and the fee isn't refunded if the item doesn't sell, so price to sell rather than to wait. Trading with another player directly needs Olga's Grace.
Coins: what each one buys first

Every content type pays in its own coin, and each coin has one purchase that beats the rest for a free player. Clan Coins go to portraits first: portrait upgrades never fail, so every coin turns into stats. Eternal Coins wait for the big skill books at their merchant. Black Market Coins buy contracts first, since contracts go into Collection for permanent stats, then the Peddler and Sigil portrait restorers.
Gehenna Points have their own order, covered in the Gehenna guide: the Testament of Night grave good comes before anything else in that shop. Arena Coins buy the Boiling Blood and Coated in Shadows special-skill materials and Heroic Sefira tickets, which is why even a player who doesn't care for PvP turns up for Arena once it opens at level 70.
The Black Market itself is a weekly list: hand in the items it asks for (set items, enhanced gear, Dark Energy items) and it pays in coins. Check the list each week before you dismantle or sell gear, since the piece it wants might be the one you were about to break down.
- Clan Coins: Overlord portrait
- Eternal Coins: big skill books
- Black Market Coins: contracts, then portraits
- Gehenna Points: Testament of Night
- Arena Coins: special-skill materials, Heroic Sefira tickets
Olga's Grace: what it changes

Olga's Grace is the paid Mileage pass, and it is the purchase that changes the daily routine more than any summon. It adds 16 hours of Offline Mode (24 instead of 8), two more daily quests (12 instead of 10), five more free EXP recoveries (10 instead of 5) and direct trading with other players.
For a light spender the comparison is simple: a summon buys a 0.015% Legendary chance, while the pass adds the same hours and quests every day. A player who plans to stay free can still keep up, but has to treat the 8 free hours as the most valuable time of the day and park Offline Mode where it won't die.
What a free player should skip
A few systems look like cheap power in week one and turn out to be Diamond sinks. Blood Realm Evolution resets and heavy Discipline locking are the two to leave alone: both take Diamonds roll after roll with no floor on the result, and a spender's account is where they make sense. Keep Blood Realm's Evolution Stones, too, until your class is settled, and spend them once you know you are staying.
In Collection, leave the early entries for crit damage, evasion and skill defence until later and fill the accuracy ones first. Hold off crafting Special Skills early, since attempts can fail and the materials are slow.
If you already own a Mythic Bloodshape, a new Mythic is not the next step. You wear one Bloodshape at a time, so a second Mythic adds little over the first beyond its codex bonus, while Progeny and the Tomb are separate stat sources. Put resources there before chasing a second Mythic. The newest Mythics differ in small ways that matter only at the top: Astel's Despair carries status-effect hit, Lasta's Greed status-effect resistance.