Hunters, 1.6 is the biggest update Vampirio has ever had. We rebuilt heroes, gear and progression, added elements and the University, and removed systems that overlapped.
One thing before you read the numbers: we rescaled every stat in the game. Heroes, weapons, towers and enemies all use much smaller numbers now. When you compare old and new values below, compare the percentages, not the raw stats.
← Back to the Revamp overviewFire, Ice, Poison and Electric. Hit an enemy's weakness for ×2.5 damage.
Pick one of three research projects before a night. Survive the twist and take the chest.
Common to Legendary. Every star now gives +20% attack, health and defence.
Missions Mon–Wed, Hellsing Trials Thu–Sun, and weekly passes.
Damage used to be one number. Now the right hero for a night depends on who you're fighting.
We wanted nights you choose to make harder, with a reward that matches the risk.
Each hero used to have their own star perks, which made stars hard to compare. Now every star does the same thing, and it's big.
| Tier | Stars | Heroes |
|---|---|---|
| Common | 0 – 2★ | Alba, Vlad |
| Rare | 1 – 3★ | Lucian, Radu |
| Epic | 2 – 5★ | Ixidor, Liliana |
| Legendary | 3 – 6★ | Kidd, Mika, Morana |
| Mythic | 3 – 6★ | Arrives in the next update |
Losing a boss night with no idea why felt bad. The Tonight panel tells you what you're up against before you start.
Missions and Campaign now share one energy bar. Each night costs a lot less, so a full bar lasts 10 nights instead of 5.

Alba's old arrow rain was one big hit. Holy Bolts is a stream of piercing fire bolts that rewards lining enemies up.








Kidd used to be the loot hero, and that made him feel mandatory. His loot bonus now goes to everyone through Kidd's chest. In return he gets a new fire weapon and becomes a damage focused hero.
Gear rarity used to add small bonuses scattered across a few steps, plus rune slots and economy perks. Now every rarity step is a real upgrade, and the steps multiply each other.
Every weapon used to climb the same track. Now each weapon type has its own, so a merge feels like that hero getting better at what they already do.
| Weapon type | Attack at Mythic★4 | Signature bonus | Crit chance |
|---|---|---|---|
| Alba's crossbows, Morana's staffs | ×3.5 | Range +10% ×4 | +2 ×3 |
| Kidd's revolvers | ×3.5 | Range +10% ×2, Blood Tokens +5% ×2 | +2 ×3 |
| Lucian's gauntlets | ×3.5 | Skill cooldown −5 / 6 / 6 / 8% | +3 ×3 |
| Ixidor's tomes | ×3.9 | Skill cooldown −5 / 6 / 6 / 8% | +2 ×3 |
| Vlad's swords, Mika's spears | ×3.9 | Attack rate +5 / 6 / 6 / 8% | +3 ×3 |
| Liliana's axes | ×3.9 | Pickup range +10% ×4 | +3 ×3 |
| Radu's hammers | ×4.1 | Range +5 / 7 / 8% | +3 ×3 |
Three card rarities meant three ways to spend and a lot of filler cards. Now there's one kind of card, and you can aim for the one you want.
Enemies used to scale with your power, so getting stronger didn't always make a night easier. Now every night has a fixed enemy level, and every upgrade you make shows.
The Mastery Path used to reward time spent in the game. Now it rewards nights you survive, and it doesn't hold back features anymore.
