White Succubus week one: 8-minute wall, solo pays the same
✍️ Alice・愛麗沙
Week one is done, and Taiwan’s players have measured the biggest unknown: the time limit is 8 minutes, and it does not end on a fail screen - at 8:00 the White Succubus force-summons Black Succubus, who kills one player per hit. That is the wipe. So the real gate is “remove 991 bars in 8 minutes”, 124 bars a minute on average; people stuck at 4% or 14% left are short on damage, not survival - with X of the boss left you need X/(1-X) more output, so 14.3% left means +16.7%. The rule that saves the most is unchanged: 5 revives shared by the party, refilled to 5 by the campfire before the boss room - but Taiwan’s tests show the clock keeps running while you walk back from the campfire, so every death costs damage time. Second: solo mode gives exactly the same loot as four players (one roll per character per week, including an Enchant Scroll: White Rose), solo pattern order is fixed, and Taiwan players report Greatsword Warriors clearing at 22k on auto while most classes scrape through at 24-27k - no fixed party, go solo first. In the four-player mode the key is still roles: the Invitation (夢境的邀請 in the client) only looks at HP the first time (798 bars or below), then fires every 90 seconds regardless of HP; the two pulled into the dream stand as far from the boss as they can, the outside two kill shadows and block purple roses - a purple rose touching a sleeper is instant death.
What Taiwan gets on 9/21: printed vs not printed
| Item | Taiwan official (9/16 update log) | Korea (official 2025-06-19 update note) |
|---|---|---|
| Opens | 9/21 (Mon) 06:00 | 2025-06-23 (Mon), four days after the main patch |
| Party | up to 4, solo allowed (solo “eases patterns and stats”); Taiwan players’ tests: solo loot is the same as four-player | 4; no solo mode at launch, all guides written for four |
| Revives | 5 per party; items and ally revives count; campfire / leader safe-zone revive after a wipe refills to 5 | 5, same |
| Loot (once per character per week) | 100,000 gold, 2 rough obsidian or rough diamond, 3 runes (★3-★6, one each weapon/armour/accessory), 1 Enchant Scroll: White Rose, 1 Dream-Mirror Shard; special drop by chance Eclipse Shade costume | identical, item for item |
| Reset | Monday 06:00; first reset 9/28 | same |
| Entries | unlimited; loot counted separately from Glas Ghaibhleann | same |
| Unlock | level 65, during the “Toward That Sea” quest (event page) | level 65 |
| Difficulty | not listed in the log; event page says “[Hard]” only | Hard only at launch; Very Hard added 2026-03-30 |
| Recommended CP | not published; Taiwan players’ tests: solo clears reported from 22k (Greatsword) to 28k | 27,000 (overwhelming 31,100) - community figures |
| Time limit | not published; Taiwan players’ tests: 8:00, then a forced Black Succubus summon wipes the party | community disagreed: 8:00 (Inven) vs 9:20 (namu mirror); Taiwan’s tests back 8:00 |
Three things the log leaves out, and where they stand after week one: the time limit has been measured by Taiwan’s players at 8 minutes (next section); the CP gate still has no official number, so this page sets Taiwan’s solo clear reports beside Korea’s figure and Taiwan’s ladder; the difficulty is read as single-tier from the event page’s “[Hard]”, which matches Korea’s launch state. Taiwan’s item names are 附魔卷軸:白薔薇 (White Rose), 映夢的鏡子碎片 (Dream-Mirror Shard) and 蝕影時裝 (Eclipse Shade).
Taiwan’s week one: the 8-minute wall, solo mode, and how much damage you are short
8 minutes is not a guideline, it is a wall. Taiwan’s week-one reports agree: when time runs out, the White Succubus force-summons Black Succubus, who kills a player per hit - an ultimate’s HP lock does not save you either. One 22k Mage ran more than thirty pick-up groups and got no closer than 4% left; a 21,000 Greatsword Warrior had the boss at 0.1% when the forced summon landed, his damage stopped counting, and he finished it the following week. Black Succubus pauses briefly before attacking after she appears - if the boss has a sliver left, that is your last burst window; if not, do not waste revives after that point.
The campfire does not stop the clock. A campfire revive refills your revives, but Taiwan’s tests show the timer keeps running - one player died through several rounds and cleared after 25 minutes on the campfire, which is a solo edge case; under an 8-minute wall, every death is a stretch of damage you never deal.
How much damage you are short follows from the HP left. If the boss still has X of its HP at 8:00, your total damage only reached 1-X; to finish exactly on time, multiply your damage by 1/(1-X):
| Boss HP left at 8:00 | Extra total damage needed | Roughly |
|---|---|---|
| 0.1% | +0.1% | one food buff, or one burst lined up |
| 4% | +4.2% | the right rune, or one more gem tag |
| 14.3% | +16.7% | a crit or weapon-upgrade sized gap |
| 20% | +25% | not execution; the build |
The third row is a real Taiwan case: a 29,324 CP Swordmaster could not get past 14.3% left, the board’s diagnosis was crit too low and armour upgrades that raised CP without raising damage; he pushed crit to 2,562 and his weapon to +15 and cleared at 31,386 CP. Why high CP and low damage happen together is taken apart in CP up, damage flat.
Solo mode is the right answer for most people. Solo and four-player clears give the same loot; groups only add kill drops. Solo pattern order is fixed, and the only thing that varies is Black Succubus’s field effect, which you learn in a few runs. Solo clear CP self-reported by Taiwan’s players in week one:
| Class | Self-reported clear CP | How |
|---|---|---|
| Greatsword Warrior | 18.8k-22k | full auto; under 22k not guaranteed |
| Fire Mage | 24,239 | skills 1-4 on auto, 5 by hand |
| Swordmaster | 24,765 | manual; hard on auto |
| Mage | 26k-27.8k | semi-auto, ultimate by hand once Black Succubus is up |
| Musician | 26,108 | fully manual, “barely” |
| Healer | 26k-27k | “barely”, auto works |
| Bard | 27k-28k | manual; auto fires skills at the wrong time |
These are player self-reports, not an official gate, and two builds at the same CP can differ by more than ten percent in damage; what the table does show is the gap between classes: at the same 22k a Greatsword clears on auto while casters and supports need manual play and still scrape through. A 24,000 Priest could not clear; the same player cleared on a 21,000 Greatsword. Korea’s “this fight tests breaks, not damage” is about the four-player mode; solo tests total damage inside 8 minutes.
Where 27,000 sits on Taiwan’s ladder
| Server | Characters | CP at rank 1000 | At or above 31,100 (within the top 1000) |
|---|---|---|---|
| 1 | 68,242 | 29,677 | 420 |
| 2 | 70,708 | 29,393 | 352 |
| 3 | 126,319 | 31,585 | 1,000+ |
| 4 | 49,064 | 28,389 | 237 |
The ladder only shows the top 1,000, so what can be stated is a floor: rank 1000 on all four servers is above 27,000, so at least 4,000 characters - 1.3% or more of 314,333 - are over Korea’s recommended figure; at least 2,009 are over the “overwhelming” 31,100. The true share is higher; the ladder cannot see rank 1,001.
And the correction that matters: recommended CP is not an entry requirement. Korean write-ups say entry is allowed below it, day-one clearing parties were 3.1 / 2.9 / 2.4 / 2.4万 (dcinside), and the ruliweb consensus was that 2.5-2.6万 is enough. A 2.4万 player cleared in the same party as a 3.1万 one; this fight is not scored by the stat sheet. /gap shows where your own sheet is short; CP priority orders what to fix first.
Four players is a different problem from eight
Taiwan’s only team dungeon so far is the eight-player Glas Ghaibhleann, and the instinct is to read this as a smaller version of the same thing. It is not. In an eight-player raid a mechanic belongs to a few people and the rest deal damage; in a four-player raid all four are mechanic slots and nobody is pure DPS. Losing one player costs a quarter of the damage and, usually, a mechanic role with it. That is why Korea’s launch-week guides barely mention gear and talk almost entirely about pairs.
| Content | Party | Combat-power gate on record | Status |
|---|---|---|---|
| Glas Ghaibhleann | 8 | 19,000 | Live on Taiwan |
| White & Black Succubus | 4 | 27,000 | Due 9/21 |
Party size and the combat-power gate are read from this site's dungeon database; the second row is the Korean launch spec and Taiwan need not match it.Dungeon Guide
One more word on “Hard”: it is not the harder tier, it is the only tier. This kind of four-player side raid has no Normal; the “[Hard]” on the event page is its base difficulty. Do not wait for a Normal that does not exist.
The HP bar and the clock: 991 bars, 798, every 90 seconds, 8 minutes
The base here is the Korean community’s Hard-mode record (Inven 6366/463, Nexon Peak 254, namu), with each point where Taiwan’s week-one tests differ or add something marked.
The boss has 991 bars. The metronome is “Invitation to the Dream” (夢境的邀請 in Taiwan’s client), and only the first one looks at HP: it fires the first time HP drops to 798 bars or below (80.5% of 991), and after that every 90 seconds, whatever the HP (Korean community, namu’s 2026-08 revision; Taiwan’s own guide thread says the same, “80%, then every 90 seconds”). That settles an argument Taiwan’s board ran for a week - second Invitation at 600, at 400, at 350: all true, those are just where each party’s damage had the bar after 90 seconds. The “790 / 600 / 420” circulating in Korea on launch day is the same thing - where those parties happened to be, not a fixed ruler.
The 8-minute wall has a precise start too: exactly 8 minutes after the White Succubus’s opening sweep ends, at which point the summon cast cannot be broken and Black Succubus is forced in. Lay the two clocks over each other and you have the four-player timeline - at the average 124 bars a minute (991/8), the first Invitation lands about 1.5 minutes in:
| Event | Approx. time from the pull | Bars to remove in this stretch (at 124 a minute) |
|---|---|---|
| First dream (HP 798 or less) | 1.5 min | 991 -> 798: 193 bars |
| Second dream | 3.0 min | about 186 bars |
| Third dream | 4.5 min | about 186 bars |
| Fourth dream | 6.0 min | about 186 bars |
| Forced summon (cannot be broken) | 8.0 min | the remaining ~240 bars must be gone before this |
“At most four dream rounds” in multiplayer is not a rule, it is arithmetic: four is what fits in 8 minutes. Every 10 seconds lost in the dream is 10 seconds of damage lost outside, and it is repaid out of the two minutes after the fourth round - Korea’s “finish her before a fifth cycle” says the same thing.
Five mechanics, ordered by whether they wipe you
One - the forced split. Each Invitation, the boss teleports and throws a rose-vine fan at the farthest player without the “Insomnia” mark; the two players hit fall asleep and fight Black Succubus in the dream. The other two stay in reality.
Two - who goes in is controlled by position. Because the target is “farthest and unmarked”, you choose the pair by standing them far. Insomnia lasts 90 seconds after leaving the dream, so the first pair cannot take the second Invitation: A, then B, then A - decided before the pull.
Three - inside cannot break until outside has cleared. The outside pair kills two Nightmare Shadows fast; each kill stacks a break buff on the inside pair, and only after the system line appears can they break Black Succubus. Meanwhile purple roses crawl toward the sleepers - contact is instant death - and the outside pair body-blocks them. Outside is not waiting; it is two jobs: kill shadows, block roses.
Four - a failed break is the wipe. If the inside cannot break (outside too slow means a poison floor kills them), or the pair returns and misses the break on White Succubus, “Nightmare Manifestation” fires: Black Succubus enters reality and casts Heart Theft, a single-target leap that one-shots through invulnerability skills. After that it is a pure DPS race you usually lose. This is the only one of the five that ends the run, so it is the first one to practise. Taiwan’s players added a detail: White Succubus’s summon cast is invincible but takes break damage - a break interrupts the summon; once the cast completes, it is essentially a wipe. Whether one or two purple roses spawn depends on the boss’s current HP, not on which dream round it is - Korean write-ups put the threshold at roughly 300 bars, below which two roses close on the sleeper in a V from both sides; a character with 1,000-1,600 break can break Black Succubus alone inside the dream, while low-break classes such as the Musician often cannot get out on their own.
Five - two traps in the regular rotation. The eight-way scythe (“Nightmare Dance”) applies a mental damage-over-time that ordinary bandages do not remove - carry Blessed or Perfect bandages. The white wave tracks one player with a fan; that player stands still, or drags a charm floor onto the rest.
Put together: two pairs each carry their half, aligned on one timeline. Coordination, not stat-checking.
One correction to advice now circulating on Taiwan’s board. “Stepping on the red bud breaks the shadows’ shield; never step on the purple bud” is real - but it is a Very Hard mechanic: when Korea added Very Hard in 2026-03, the two Nightmare Shadows gained a purple shield and white / red / purple buds started growing in the dream. On Hard the shadows have no shield and the dream has no buds - the only “flowers” you handle on Hard are the two roses: the red one is the Invitation, the purple one you block.
Korea’s day-one mistakes, so Taiwan can skip them
From the 2025-06-23 launch week (dcinside, fmkorea, ruliweb, Vortex):
Three players pulled into the dream. Nobody spread out, three stood far, the first Invitation took three and only one eligible player remained for the second. The fix was for an outside player to deliberately eat the rose and go help - but the rotation was already broken. Set “two far, two near” before the pull.
Nobody blocked the roses. Both outside players tunnelled on the shadows; a purple rose reached the sleepers and both died - two of your five revives in one mistake. The blocker’s job is position, not damage.
“This fight is about breaks, not damage.” The most-quoted sentence of the week. High-break classes make it far easier - Korea named ice mages, and reported dual blades and warriors handling the inside half alone; four melee players fight over targeting, so one melee plus one ranged per pair. A healer is not required on Hard (community consensus).
The 2/1/1 split. Korea’s settled answer: two permanent outside DPS (shadows and roses) and two players who alternate the dream. It removes most of the “who goes in” variance; if two of your four are willing to never enter the dream, this is the stable shape.
Reward arithmetic: five weeks, twelve shards, and a server-wide event
Enchant Scroll: White Rose - epic, armour only, one a week, attack +100 plus 0-2 random lines, whose count, type and value are fixed the moment you obtain the scroll (Korean community; a Taiwan player has already posted a roll with 0 extra lines in week one). Line ranges: main stats 12-17, combat stats such as break, crit or extra hit 17-22, extra HP 62-67. The +100 is certain, the extra lines are luck - check how many lines a scroll has before applying it, and keep two-line scrolls for your main pieces. Five armour slots x one a week = a full set in five weeks, +500 flat attack. It does not overlap with the Fox scroll (accessories, +1%). The enchant rules themselves - overwrite, no recovery on dismantle, only the target’s enchant survives nurturing - are in enchant scrolls.
Dream-Mirror Shard - one a week. Taiwan players’ tests found the exchange at Simon (西蒙), the Dunbarton clothing shop, for Eclipse Shade; a full set is 12 shards = 12 weeks (a Taiwan player’s “a full set in 12 weeks” matches the Korean write-ups), and Korea records the per-piece cost as coat 4, cap 4, boots 2, gloves 2. Do not sell, do not dismantle. The costume also drops directly by chance; free or gacha compares the two routes.
3 runes (★3-★6, one per slot group) and 100,000 gold are the weekly floor. The 2 rough obsidian/diamond are synthesis material after the 9/9 gem-alchemy rework (three single-colour gems + obsidian + diamond -> Starlight Prism), not vendor trash.
Whispers of Phantoms (9/21-10/14) is Taiwan’s own addition: server-wide, once per server - the moment any character on the server has cleared 1 / 2 / 3 times, everyone can claim rune fragments 300, anti-magic stone powder 5+10+20, rune reset prism 5, elite alchemy re-burn catalyst 3. Anti-magic stone powder is level-65 accessory crafting material (garnet 20, spinel 60), so the three tiers add up to one garnet piece with change. It counts clears, not loot rolls, so three runs in week one unlocks all of it.
Titles are cumulative 1 / 30 / 50 clears and are the only team-dungeon titles in the database with a negative defence value:
| How you get it | Equipped | Always on | Filed under |
|---|---|---|---|
| Clear the 4-player raid once | HP+260・Defence-10 | — | KR S1 preview |
| 30 cumulative clears | HP+310・Defence-10 | — | KR S1 preview |
| 50 cumulative clears | HP+360・Defence-10 | — | KR S1 preview |
These are the only raid titles in the database carrying a negative defence line, and that is not a typo.Titles
Do now, ignore, what invalidates this
Do now:
- Fix your four and name pairs A and B (one melee, one ranged each); decide who stands far for the first Invitation.
- Name the rose blocker.
- Everyone carries Blessed bandages.
- Touch the campfire before the boss room to refill revives to 5.
- 9/28 is the first weekly reset: this week’s loot is claimable again. No fixed party? Go solo first - same loot, fixed pattern order, the cheapest practice there is. Whispers of Phantoms (to 10/14) counts server clears; anyone on your server reaching them is enough.
- Stuck at the last few percent in pick-up groups: check how much HP the boss had at 8:00, convert it with the table above, then decide between a rune, more crit, or a different class - not ten more runs.
- Bind Nexon and Discord if you want the resurrection stone from the screenshot event (runs to 10/7).
Ignore:
- Farming toward 27,000. Rank 1000 on every server is past it, and Korea’s 2.4万 players cleared in the right party.
- Very Hard. Taiwan has one tier; Korea’s second tier (2026-03-30) is an order of magnitude away (57,500 recommended, 7,654 bars).
- Spending shards early. 12 for a set, one a week; decide which piece when you have them, hoard until then.
What invalidates this page:
- An official time limit or Invitation timing from Taiwan that differs from week one’s measured 8:00 and the first-at-798-then-every-90-seconds pattern - the official figure wins, and the tables here move with it.
- An official CP figure, which replaces the ladder section outright.
- Taiwan opening two tiers at once, which brings back the “loot locks to your first clear’s difficulty” trap the eight-player raid already sprung on people.
Week one proved two things: the four-player mode tests roles, and solo tests total damage inside 8 minutes. Work out which kind of stuck you are before deciding whether to spend on people or on damage.

