VAMPIR Naricanje Valley Guide: Floors and Seasons
Naricanje Valley is VAMPIR's solo tower, opening at level 46. It has two parts: 50 normal floors you clear once for their rewards, and a season of 30 stages, ranked per server and per class, that resets every couple of weeks. You fight alone, with no party and no season-ranking skills, and dying costs no EXP, which makes it the one place in the game where failing a push is free. This guide covers what the normal floors pay, how a season works, and the two floors players get stuck on.
The normal floors: what each band pays

Each normal floor runs up to three waves in five minutes. The floor colour tells you what is coming: white floors are plain monsters, yellow floors add an elite on the third wave and red floors end in a boss wave. Every floor pays EXP and gold, and the rewards widen as you climb: Tomb deeds from floor 8, Sefira tickets from 9, Bloodshape and Mount tickets from 21, Evolution Stones from 24 and exclusive passive skill books from 30.
The Heroic gear boxes are the floors to aim for. They sit on floors 15, 20, 25 and 33, and the floor 33 box holds Heroic tier 2 gear, which is a real upgrade for a character still wearing Rare. Push each time your power rises, since a death costs nothing here, and stop at the first floor you can't clear in the time limit rather than retrying it at the same power.
The Valley opens at level 46, and from then on it is one of the best EXP sources a character has, so a free entry is worth taking on any day you log in, even when you only have time for the daily quests.
| From floor | New reward |
|---|---|
| 8 | Tomb deeds |
| 9 | Sefira tickets |
| 15, 20, 25 | Heroic gear box |
| 21 | Bloodshape and Mount tickets |
| 24 | Evolution Stones |
| 30 | exclusive passive skill books (HP regen, attack, accuracy) |
| 33 | Heroic tier 2 gear box |
Seasons: 30 stages, 3 tries a day
A season has 30 stages and gives three tries a day, stocking up to 10, so missing a day doesn't lose you the tries. Each season adds a valley curse that changes how stages play; the first season dropped falling fire and gave bosses Stone Armour, extra boss resistance. Seasons run about two weeks.
Rankings go by stage reached and then by clear time, per server and per class. Because each class ranks only against its own players, a class with fewer players in a server's top ranks takes a high place with a clear that would sit lower elsewhere. That is a reason to push your own class's ranking, not to change class for it: a class change costs far more than a season's rewards.
Season rewards add Black Market seals, Radiance Blood Crystals, Elite orbs, Essence of Magic and Engraving Books on top of the normal floor rewards. Essence of Magic is the scarce one, since Magic Research needs it from flask 11. Spend your tries even when you won't climb: a faster clear still moves you up the ranking, and tries past the stock of 10 are lost.
Fitting the Valley into your week

Season tries stock up to 10, so the Valley doesn't need a daily visit. Three tries a day fill the stock in a little over three days, which means a player short on time can come every few days and lose nothing, as long as the stock never sits full overnight. The normal floors have no tries at all: climb them whenever an upgrade lands, and use the season tries on the days you are already logged in.
The red boss floors also drop collection proofs for Collection, so a red floor pays twice. Class portrait restorers, Artifact stones and Eternal Coins come with the floor rewards too, the same currencies Abyss of Creation and Faded Legacy pay, so a new floor tops up the pools those dungeons feed. Clear the next normal floor before you spend a charge stone on extra dungeon time: the floor is free to try, the stone isn't.
Floor 25: the archer and the swordsman

Floor 25 ends in two bosses at once, an archer and a swordsman, and the order you kill them in decides the fight. Kill the archer first, then the swordsman.
Save one stun for the purple cast. When a boss starts it, stun it to cancel the cast rather than taking the hit. The second rule is the one that catches people: when one boss dies, the survivor enrages and stops reacting to stuns. So every stun you plan to use has to land before the first kill; after it, the fight is a damage race.
Season floor 30: build for damage resistance

Season floor 30 is the wall most players hit, and it tests survival more than damage. There, percentage damage resistance does more than flat defence, so the setup leans on it: two Bria Sefira sets on the Sigma symbol for skill defence, with gear and an Insignia that carry skill damage resistance. Bria is the defence shape and its set effect is damage resistance, so the two sets stack the stat the floor tests.
Keep this as a separate preset. Up to four combat presets fit gear, skills, Sefira, Bloodshape and mount, so a Valley preset with the Bria sets can sit beside your hunting one and swap in at the entrance. Season-ranking skills are switched off in the Valley, so leave them out of that preset's skill bar.
Which class does well here is a different question from the field tier list. Carnage, a strong hunter, is fragile on floor 30, while Bloodstained's defensive kit holds up best at equal power. Carnage's tier reason on the class tier list covers that record.
Rules that change how you play it
Four rules set the Valley apart. You fight solo, with no party. Season-ranking skills are disabled. Death costs no EXP. And the season ranking refreshes after a class change or a server transfer, so a move mid-season puts you back on the board.
The free deaths make the Valley the best place to learn a boss. Try a stage you expect to lose, watch what the boss does, then decide whether it is a gear wall or a play wall. A gear wall waits for the next upgrade; a play wall, like floor 25's stun timing, falls once you know it.