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Leveling Published 2026-10-25 · Updated 2026-10-25

VAMPIR Beginner Roadmap: Level 1-70 in Order

The VAMPIR 1-70 climb in unlock order: Exchange at 45, class change at 60, Followers at 64, Arena at 70. KR-verified ladder and tracker.

VAMPIR Beginner Roadmap: Level 1-70 in Order | VAMPIR: Heir of Blood
Quick Answer

Follow the unlock ladder: main story to 40, Artifacts and Familiars at 40, Exchange at 45, Naricanje Valley at 46, class change at 60, Followers at 64, Arena at 70. Spend Diamonds on nothing before you can farm them.

Phase 1: Main Story to 40

The pre-40 stretch is one long tutorial and the game knows it. Your job is simple: follow the main story quest line and do not detour. The story track outpaces every alternative grind at this stage, and it front-loads the unlocks that matter later. The whole ladder in one table, then phase by phase:

LevelWhat unlocksWhat to do with it
40Artifacts, Support Mode, side quests, Familiarsdispatch Familiars immediately
45Exchangelist hoarded sellables, economy starts
46Naricanje Valley (50 stages + season challenge)run all 3 daily entries
60Class change (2,000 Diamonds)decide: swap or park as farming alt
64Followers + transfer eligibilitydrain Followers on cooldown
70Arenastart league climb

At level 40 the first systems arrive in a cluster:

  • Artifacts and Support Mode and expanded side quests open
  • Familiars: your ground-plus-floating pair; set them exploring the moment you get them, their reward runs are passive income forever

Class choice through this phase: the class matrix exists for this decision. Short version from the Korean meta: Carnage if you want the safest ride with the best-documented skill baseline, Viper if you prefer casters, Bloodstained for a forgiving melee. There is no wrong pick that a class change at 60 cannot fix for 2,000 Diamonds.

Phase 2: The Economy Gate at 45-46

Level 45 is the real coming-of-age: the Exchange opens. Everything sellable you have been hoarding becomes tradable Diamonds from here. Korean guidance is consistent: before 45, store sellables; at 45, list them.

Right behind it at 46, Naricanje Valley: fifty solo stages with no EXP loss on death, plus a thirty-stage season challenge with three entries per day. It is your measuring stick and a steady reward vein. Run it daily from the day it opens.

From here the daily loop that Korean players actually run takes shape: story where available, Naricanje entries, dungeon cycles, and Familiars dispatched. The farming calculator models what this loop yields in Diamonds per week at your hours.

Phase 3: The Big Decisions at 60-64

Level 60 brings class change. If your first pick has not grown on you, this is the exit: in town, 2,000 Diamonds, carrying one form, up to three weapons and your chosen skills. It is also the level where Korean setups park their farming alts: efficiency peaks at 60 without paying main-character progression costs.

Level 64 opens Followers (three characters you drain for ten-minute buffs; use them on cooldown around hard content) and makes you eligible for server transfers. From here you also meet the endgame systems: Sephira, Blood Forms, the Mausoleum and the PvP layers below.

Phase 4: Wars from 70

Level 70 is where Arena league PvP lives in the Korean build; note that Netmarble states the 5v5 Arena will not be available at the western launch and arrives in a later update. Gehenna’s open-world PvP carries the launch-window war schedule instead. Large-scale open-world combat in Gehenna runs on the world map where servers collide; leveling zones stay safe with random PK restricted, and even losers earn contribution rewards, so showing up is never wasted.

The final story-side systems arrive after 70, and from there the game becomes the loop: farm, upgrade safely (the official “safe upgrade” pillar), war, repeat.

Common Beginner Mistakes (All Korean-Verified)

  1. Spending Diamonds before 45. The 2,000-Diamond costs (class change, server transfer) define mid-game flexibility. Hoard until the Exchange lets you farm more.
  2. Ignoring Familiars. They explore for rewards with zero attention; every idle hour they sit un-dispatched is value lost.
  3. Skipping Naricanje entries. Three daily season entries, no EXP loss: it is the closest thing to free progression the game offers.
  4. Dismantling recklessly. Dismantling rares feeds Trinity, the shared growth material, but sellable rares may be worth more listed on the Exchange once you can read prices.
  5. Main-character tunnel vision. The economy is built around parked alts at 60; even one alt transforms your Diamond income.

Next steps: the economy and Trinity guide for what everything is worth, the PvP guide for Arena, Gehenna and VCC, and the tier list for where your class lands at endgame.

Frequently Asked Questions

What should I do first in VAMPIR?

Main story, straight through, to level 40. Nothing you unlock before 40 beats the pace of the story track, and 40 is where the first real systems (Artifacts, Support Mode, Familiars) open together.

What level can I make money in VAMPIR?

45. The Exchange unlocks there and converts everything you farm into tradable Diamonds. Before 45, keep every sellable you find in storage.

Which class levels fastest?

The ranged pair. Carnage and Viper hold the PvE tier-1 spot in the Korean meta: safe kiting and fast field clear. See the class matrix for the full comparison.

Independent fan compilation for VAMPIR: Heir of Blood. Not affiliated with Netmarble. Every dated claim traces to the sources listed above.