VAMPIR Leveling and Farming Guide
Most of your levels in VAMPIR come from an automated character standing in the right field, so the one choice that matters is where it stands. This guide gives the field for every level band, the dungeons that open on the way, how fast the EXP needed per level climbs, what a death costs once the free deaths end, and a daily routine that keeps the hours you spend away from the game working. The fields and levels are the same for all five classes.
Where to level at each level band

Each open field covers a band of monster levels, and the bands line up with your own level almost one to one. The table is the short version of this guide: find your level, send your character to that field, and run the dungeons in the last column alongside it.
Inside a field, the sub-areas go up in level as you go deeper, so you can stay in one field for several levels by moving one area further in each time the kills start to feel slow.
| Your level | Field (monster level) | Opens in this band |
|---|---|---|
| 1-30 | Twilight Canyon (2-15), Ashen Remnants (17-24), Black Bay (25-31) | party dungeons at Lv 29 (Party Dungeon Ticket) |
| 31-47 | Sunburst Passage (32-47) | Abyss of Creation 32, Faded Legacy 34, event dungeons 40, Ancient Workshop 41 |
| 48-63 | Impaled Plains (48-63) | Citadel of Eternal Night 52 (server-group ticket) |
| 64-77 | Umbral Grove, deeper sub-areas (64-77) | Cradle of Radiance 70 |
| 78-89 | Barren Vale, deeper sub-areas (78-89) | Origin of Evolution 78, Hall of Sacred Grace and both Forbidden Zones 80 |
| 90-110 | Alabaster Dunes (90-102), then Forgotten Ruins (103-110) | higher floors of the daily dungeons |
| 111-130 | Silent Underground (111-122), then Holy Land (123-130) | Underground City of Bezdan (monsters Lv 116) |
How to pick a field: kill speed, potions, drops
The highest field you can enter is rarely the best one. A good farming spot passes three tests: your character kills a monster in a few hits, it stays alive without drinking potions all the time, and the drops are worth picking up. That usually means a field whose monsters sit at your level or a few levels under it.
Watch two signs after you move. If your character keeps missing, the monsters are past what your Accuracy can hit reliably, and every miss stretches the kill. If the potion count falls faster than gold comes in, the field is costing you more than it pays. Either one means stepping back one sub-area, not pushing through it.
Check again whenever your Combat Power jumps, after a new skill book, a Bloodshape or a round of enhancing. A field that was too slow last night can be the right one today, and moving up one area a little early is how the levels keep coming at a steady rate.
Levels 1-30: story first, deaths are free

Below level 31 a death costs no EXP at all. Use it: run the main quest into areas that feel a little too hard, and don't stop to grind a field when the story is still giving levels. The main and side quests carry this band on their own: on the global launch day, one player reached level 50 in about 12 hours of play doing little else.
Twilight Canyon, Ashen Remnants and Black Bay follow the story in order, so you will pass through all three without planning it. At level 29 the four party dungeons open with a Party Dungeon Ticket: Weeping Village, Defiled Sanctuary, Serpent's Throne and Monastery of Silence. Run them once your quests send you there, and keep a ticket or two for a party of friends or clan members.
Hold your daily quests if you can. The rewards scale with your level, so doing them late in the day, just before the 05:00 reset and after a few more levels, pays more than doing them first thing.
Levels 31-47: Sunburst Passage and the daily dungeons

Level 31 is where deaths start to cost EXP, and this band is where your farming setup takes shape. Sunburst Passage covers monster levels 32 to 47 on its own, which makes it the longest single field in the early game: move one sub-area deeper every few levels instead of changing fields.
The daily dungeons open one after another here. Abyss of Creation at 32 and Faded Legacy at 34 give an hour a day each, Ancient Workshop at 41 gives eight hours a week, and the limited-time event dungeons start at 40. Their floors are graded by level too, so pick the floor that matches you, the same way you pick a field. What each dungeon drops is in the dungeons guide.
Level 34 also starts Farming Diamonds. Monsters in fields and dungeons drop them up to a weekly count of 1,200, which resets on Monday at 05:00. They can't be spent on the Marketplace, only in the shops that accept them, and since the field and the dungeons fill the count, steady farming pays twice.
Levels 48-63: Impaled Plains and open PvP

Sunburst Passage ends at monster level 47, and that is also where the safe fields end. From level 48 the fields are neutral or conflict zones where other players can attack you, and Impaled Plains, the next field, starts exactly there. Before you send your character in, set the auto-combat PvP mode you want and the area Support Mode may hunt in, so a night of farming doesn't end in a graveyard.
This is also the band where the EXP needed per level climbs past a billion. Level 50 alone needs 1,398,327,000 EXP to finish, so the habits from the last band matter more now: the right sub-area, the daily dungeon hours spent, and Offline Mode set up every time you log off.
Citadel of Eternal Night opens at 52 and costs a server-group ticket per entry. Its bosses spawn at set hours (13:00, 17:00 and 21:00), so it fits around a session rather than replacing your field: go in for the boss rounds and come back out to farm.
Levels 64-89: Umbral Grove and Barren Vale

Umbral Grove and Barren Vale both start below this band, but their deeper sub-areas are the ones that matter: Umbral Grove's run from monster level 64 to 77 and Barren Vale's from 78 to 89. Enter at the edge and work inward as you level, rather than parking in the outer areas where monsters are a dozen levels under you.
Three openings change your week here. Cradle of Radiance opens at 70, Origin of Evolution at 78 as a fourth daily dungeon with an hour a day, and Hall of Sacred Grace with both Forbidden Zones at 80. Level 70 is also when the Rare skill books in the Skill Shop unlock, at 45 million Gold each, so save Gold through the 60s if your build needs one.
From level 60 to 70 you need about 118 billion EXP, more than everything from level 1 to 60 put together. Expect this band to take weeks, and judge your pace by Combat Power gained, not levels.
Levels 90-130: the late fields

The late fields come in a clean line: Alabaster Dunes for monster levels 90 to 102, Forgotten Ruins for 103 to 110, Silent Underground for 111 to 122 and Holy Land for 123 to 130. The Underground City of Bezdan sits inside the Silent Underground band, with only Mysterious Vampires at level 116.
Level 90 opens the last Skill Shop books, at 550 million Gold or 2 million Coin of Eternity. By this point a level takes far longer than any one field session, so the daily dungeon floors and the weekly Farming Diamonds count become a bigger share of what you gain each day.
Holy Land is the highest open field today and stops at monster level 130, while the level cap is 150. Past 130 you keep farming the deepest areas you can clear; no field is built for the last twenty levels yet.
Why each band takes longer: the EXP curve

The EXP needed per level doesn't grow evenly; it jumps. Finishing level 30 takes under 10 million EXP, level 50 about 1.4 billion and level 90 about 139 billion. Everything from level 1 to 50 adds up to less than level 60 alone needs, and the twenty levels from 50 to 70 need roughly 24 times the first fifty.
Two things follow from that. First, a day lost early costs little, so the first week is for unlocking systems, not for squeezing out levels. Second, past level 60 a level is no longer the useful unit: what counts is whether the field still kills fast, and every point of Combat Power you add keeps it that way.
| Level | EXP to the next level |
|---|---|
| 10 | 289,000 |
| 30 | 9,680,000 |
| 40 | 150,010,000 |
| 50 | 1,398,327,000 |
| 60 | 6,423,462,000 |
| 70 | 20,714,689,000 |
| 80 | 54,058,517,000 |
| 90 | 138,992,500,000 |
| 100 | 817,104,452,000 |
What a death costs

From level 31, dying takes a slice of EXP, and you can buy it back with Diamonds. The slice grows with your level, but the Diamond price grows much more slowly: 50 Diamonds from level 31 to 40, 100 at level 60, 200 at level 70 and a flat 550 from level 105. At high levels, buying the EXP back is almost always worth it, because the lost amount equals hours of farming.
Past level 48, a death in a farming session usually has one of two causes: another player, or a field one step too high. Both are settings problems more than power problems: set the PvP response, the potion use and the hunting area before you log off, and drop a sub-area when you come back to a death.
| Level | EXP lost on death | Diamonds to recover |
|---|---|---|
| 1-30 | none | - |
| 31 | 87,400 | 50 |
| 40 | 2,166,150 | 50 |
| 50 | 11,170,400 | 60 |
| 60 | 40,638,200 | 100 |
| 70 | 103,274,550 | 200 |
| 80 | 236,992,200 | 300 |
| 90 | 649,472,850 | 400 |
| 110 | 98,456,997,600 | 550 |
A daily farming routine

The routine below fits any level from 41 on, once all three early daily dungeons are open. It takes a few minutes of setup and leaves the long hours to the game.
The order matters more than the details: dungeon hours first because they reset, the field after because it never does, and daily quests at the end because they pay more at a higher level.
- After the 05:00 reset, spend the hour in Abyss of Creation and the hour in Faded Legacy on the floor that matches your level. Offline Mode works inside dungeons, so this can run while you are away.
- Spread Ancient Workshop's eight weekly hours over the week instead of one long night: a few more levels between sessions open its higher zones.
- Send your character back to its field for the rest of the day: the deepest sub-area it clears without missing much or running through potions.
- Before you log off, set Offline Mode and Support Mode, the PvP response and the hunting area, so the hours away are not lost.
- Late in the day, before the next 05:00 reset, hand in the daily quests at your new level.
- Once a week, check the Farming Diamonds count. If it is short of 1,200 by the weekend, a higher-level field or more dungeon time fills it before Monday.