Vantablack Vesper
Absorbs 99.9% of light and 100% of your potions. Has never once said thank you.
Getting in
Each hero spends one
Void Sigil when the fight starts (not before: a declined ready check keeps it). No sigil, no knocking.
Where sigils come from
- The post, every Monday. Every hero of Cb 60+ gets 1 free sigil in the mailbox while the queue is open, however many they hold. Claim it before the next Monday or the dark takes it back.
- Smith it. Smithing 94:
Colossal Crab Shell
Ancient Turnip Seed
Whalesong Pearl
Red Stamp of Approval
2× Starfall Shard. The trophies come from world raid kills, one boss each.
How the queue works
- Never alone. You are matched by combat level in brackets of 10 (60–69, 70–79, 80–89, 90–99) into 3 parties: a hero and its followers each. Queue alone, as a premade group (up to 3 heroes) or with guildmates.
- Waiting. After 120 s the next bracket joins your search (the fight is then at the highest level among you, each party paid at its own). After 3 minutes two parties may start as a duo: 65% of two thirds of the pool, and the boss hits 20% softer.
- Ready check. A match asks everyone for a yes within 20 s. Say no (or nothing) twice within ten minutes and you're locked out for 5 minutes.
- Being in. Your party needs 25 actions in the fight to be in for the full reward. Leave early and you get nothing, the sigil is gone, and you can't queue for 15 minutes.
How the fight works
Vesper is fought live, by all 3 parties at once, for roughly eight to ten minutes. There's no pause between turns: it throws its moves on their own clocks while your parties hit back. The server rolls the fight a few seconds ahead of what you see, so closing the game doesn't forfeit it: your party fights on by itself and is paid. The one thing to press is Brace!.
The fight has three phases, at 100%, 66% and 33% of its health. Each has its own big, telegraphed nuke: Lights Out, Dark Noon, The Eclipse.
Lights Out
It opens by showing off its wings. Its gauge fills and it throws the moves below on its own clocks, while the three parties hit back.
- The seam opens and the dark rolls out in a ring. The back row gets the leftovers.
A magic hit on every member of every party (the back row takes 60% of it), and each hero it lands on is left with 1 Void Rot. It hits 35% harder while the Carapace holds.
first at 0:09 into the fightevery 16 s2.5 s wind-up - The lower eye picks a favourite. It's you. Sorry.
Picks the member with the least share of HP left and Marks it: it takes 60% more damage for 6 s.
first at 0:14 into the fightevery 20 s0.8 s wind-up - A pillar of light from something made of none. Bit hypocritical.
A big magic hit on the Marked member, landing a moment after the mark.
lands 2 s later - Grows crystal plates over its chest and hits harder behind them. Unmake is the tin opener.
Crystal plates over its chest: a shield worth 6% of its max HP. Burn through it, or dispel it with Unmake. It falls away at the phase change.
first at 0:02 into the fightevery 1:251 s wind-up - Lights OutNuke · Brace!The eyes go dark for a long, long breath. Brace yourselves.
The phase's big one: a magic hit on every member of every party. Magic defence, guards and shields soften it, and a well-timed Brace! softens it further.
first at 0:30 into the phaseevery 2:054 s warning
Dark Noon
Below two thirds it changes: the shield goes, the shards come, and it gets chatty with the casters.
- Void PulseCarries on, a little quicker.every 14 s2.5 s wind-up
- Unblinking GazeCarries on.every 20 s0.8 s wind-up
- Gaze LanceCarries on.lands 2 s later
- The wings crack and the bits get up on their own. Each one makes the boss feel very supported.
The wings crack at 66% of its HP, and again at 50%: 3 Void Shards get up (at most 4 stand at once), each with 3.5% of the boss's max HP. Each living shard makes the boss hit 15% harder, and while any shard lives the boss takes 50% less damage. Area attacks clear them fast.
- A shard sips your mana through a very small straw and makes healing taste of nothing.
A shard's own attack: a magic hit that burns 15 mana and cuts the healing its target takes by 50% for 8 s.
- The seam closes and so do two of your casters' mouths.
Silences two random casters (anyone with a skill or a magic attack) for two actions. A dodge evades it.
first at 0:04 into the phaseevery 18 s0.9 s wind-up - Dark NoonNuke · Brace!Midday, minus the day. Shields up, guards up, snacks down.
The same trick, harder than the last: a magic hit on every member of every party, with a wind-up to Brace! in.
first at 0:20 into the phaseevery 2:404 s warning
The Eclipse
Below a third it stops pretending. The rot stacks faster, the wings turn to mirrors, and the whole sky leans in.
- Totality
The change itself: the boss is 25% faster for the rest of the fight.
- Void PulseCarries on, quicker still, and each hit now leaves 2 Void Rot.every 11 s2.5 s wind-up
- Unblinking GazeCarries on.every 20 s0.8 s wind-up
- Gaze LanceCarries on.lands 2 s later
- HushCarries on.every 18 s0.9 s wind-up
- The wings fold into a mirror. Hit it and you'll mostly be hitting yourself.
The wings fold into a mirror for 8 s: 40% of the physical damage dealt to the boss comes back at whoever dealt it. Unmake lifts it.
first at 0:06 into the phaseevery 30 s1.5 s wind-up - The EclipseNuke · Brace!The whole sky leans in. If you were going to brace, now's lovely.
The same trick, harder than the last: a magic hit on every member of every party, with a wind-up to Brace! in.
first at 0:15 into the phaseevery 3:354.5 s warning
Brace!
During a nuke's wind-up a Brace! button lights up on the strip. Press it in time and your party takes 15% less of that nuke; press in the last 0.8 s before it lands and it's a perfect brace: 25% less. One press per nuke per party. The server checks the clock, not the button, so there's nothing to cheat and no need to be early. Nobody has to press: parties on Auto or offline never do.
Nukes are magic: magic defence, guards and shields soften them too. Defensive heroes raise their guards on their own whenever a nuke is winding up.
What to bring
- A dispel.
Unmake gem strips the Void Carapace and the Mirror Wings off it. - A cleanse.
Esuna gem lifts Void Rot, Marked and Heal-down. - Thick magic socks. Every nuke, pulse and lance is magic, so magic defence is the armour that counts. Bring food and potions too: the fight bites and sips.
Statuses what the fight puts on someone
| Void Rot | Stacks up to 4 for 12 s (a new stack renews it). Every 2 s each stack burns for 20% of the boss's attack as magic damage, and cuts the healing the hero takes by 25% a stack. A cleanse lifts it. |
| Marked | +60% damage taken for 6 s, from the Unblinking Gaze. A cleanse lifts it. |
| Heal-down | -50% healing taken for 8 s, from a shard's siphon. A cleanse lifts it. |
| Silence | A silenced hero can't use skills for two actions, from Hush. |
| Empowered | On the boss: +15% damage for every living Void Shard. Can't be dispelled. |
| Reflect | On the boss, from Mirror Wings: 40% of physical damage dealt to it returns to the striker. Unmake lifts it. |
The clock
At 12:00 it stops being patient: the Total Eclipse makes it hit 50% harder, and it pulses every 4 s. At 14:00 the fight is over and it's a loss.
What it pays on a kill, to every hero whose party is in
A kill pays everyone who is in (25+ actions): 3× a world raid's XP and 3× its gold at your level, 2 boss-quality gems (3 for the damage top 3), and the drops below. A wipe, a timeout or a party that wasn't in pays 0.3× a raid's XP and gold and nothing else.
Drops exact odds, per kill
| Item | Qty | Chance |
|---|---|---|
| 1 | 3%1 in 33 kills | |
| 1–2 | 100%per kill | |
| 2–3 | 100%per kill | |
| ⚔A piece of gear any slot | 1–2 | 100%per kill |
| 1 | 12%1 in 8 kills | |
| 1 | 12%1 in 8 kills | |
| 1 | 12%1 in 8 kills | |
| 1 | 12%1 in 8 kills | |
| 1 | 4%1 in 25 kills | |
| 🎭Void Moth avatar look · once per hero | 1 | 3%1 in 33 kills |
The Event Horizon gem is certain on the 15th kill in a row without it. The avatar is skipped once you own it. Gear rolls at your level's item level with a raid's magic find.
XP and gold at your level
| Your level | XP | Gold |
|---|---|---|
| 60 | 42,863 | 3,214–5,143 |
| 70 | 58,342 | 3,750–6,000 |
| 80 | 76,201 | 4,286–6,857 |
| 90 | 96,442 | 4,821–7,714 |
| 99 | 116,695 | 5,304–8,486 |
Titles worn from Hero › Achievements
- the Undimmed: your first kill.
- Eclipse Breaker: the most damage on a kill.
- Seamless: a kill with nobody in the fight knocked out.
The damage top 3 of a kill are mailed the Black Sun chat icon.
Its everyday moves what it does between the big ones
- Wingbeat
WindOne downstroke and the front row is suddenly walking through custard. - Claw RakeThree gold claws, one front-row friend, no apology.
- Null Bolts
ShadowEvery shard flashes at once. Three little holes in the afternoon.