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Inferna Vespa
May 10, 2026 at 05:16 AM
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The Inferna Vespa is an enemy in Alabaster Dawn. It is an extremely large flying wasplike Nuemera with wings of orange energy.
It is the first major boss Juno encounters in the game and guards the Nest next to Lyhamn. The fight runs across three phases, with HP breaks at 75% and 40%.
Type | Encountered | Level | HP | EXP at level |
|---|---|---|---|---|
Inferna Vespa | 3 | 4100 | 762 |
The fight opens with two alternating attacks:
Crash slam: the Vespa drops to the ground trying to land on Juno. A perfect guard pushes the Break Bar even though there is no clear visual indicator.
Spread shot: four green-energy projectiles that slightly home in on Juno.
While in the air, the Vespa is resistant to Slashing and Blunt damage. This is mostly redundant since it stays out of melee range, so most of the chip damage comes from Bogha Solas or the brief window after a crash. Once broken, the Vespa falls to the ground stunned. Its head is a weak point that takes extra damage; the rest of the body is armored.
At 75% HP the Vespa reaches its first HP break. It immediately recovers from being broken and launches a special attack: it climbs into the air and fires a series of three red lasers at the ground, each one tracking Juno's position before locking in.
It then returns to its two basic attacks, but stronger:
The crash slam happens twice in a row.
The spread shot now fires six projectiles instead of four.
If broken again during Phase 2, the Vespa no longer waits idly. It throws in an extra attack: a high jump followed by a body slam, which kicks up a spread of usually five projectiles that fall around it and explode on impact.
At 40% HP the Vespa hits its second HP break. The pattern matches Phase 2 with stronger numbers:
Five lasers in the laser attack instead of three.
Three crash slams in a row.
Ten projectiles in the spread shot.
The post-break jump-slam attack is unchanged in shape, but the Vespa uses it much more often than during Phase 2.
Phase 1 is largely a ranged-weapon fight. Open with Bogha Solas so the Slashing and Blunt resistance does not matter, and prepare to commit to crash-slam parries for break damage.
During the laser opener of each phase, sprint laterally rather than dashing. The lasers track for a moment before they fire, so a continuous run sells the lock cleanly.
Charge a Divine Art before each HP break. Spending it the moment the Vespa is grounded extends the punish window.
Save Healing Bulbs for Phase 3. Spread shot at ten projectiles is the highest-DPS window of the fight.