The brass shadow of the great sundial. It binds heroes to the Sun and the Moon and judges each realm in turn.
Bosses
Shadow of the Sundial
Hour SweepBrass FistThe EclipseThe KeepersThe Two RealmsThe GatesThe BalanceJudgement of the Sun and of the MoonFlare and Gloom
Solstice at 50% health: The Judgements come in pairs: the Sun and the Moon, one after the other.
Loot
Personal loot, item level 20. Full spoils once per boss per character per day.
Every kill: one of these, guaranteed (a second at 35%)
Raid set and legendary
Repeat kills the same day one Gilded Chest roll from this list
Every kill: one of these, guaranteed (a second at 35%)
Raid set and legendary
Repeat kills the same day one Gilded Chest roll from this list
Every kill: one of these, guaranteed (a second at 35%)
Raid set and legendary
Repeat kills the same day one Gilded Chest roll from this list
Every kill: one of these, guaranteed (a second at 35%)
Raid set and legendary
Repeat kills the same day one Gilded Chest roll from this list
Every kill: one of these, guaranteed (a second at 35%)
Raid set and legendary
Repeat kills the same day one Gilded Chest roll from this list
Materials and more
30 Warden's Marks2 × boss gold
Guide
The brass shadow of the Orrery's great sundial. It binds every hero to the Sun or the Moon and judges each realm in turn.
Deadly The Eclipse: One clock for the whole raid: 14 minutes from the first pull. It never stops, not between keepers and not after a wipe. Each time a hero falls it moves 20 seconds closer; a wipe costs 45 seconds more (the keeper recovers in full and the party stands up again at the entrance). When it runs out it is Totality: the Sleeper wakes, strikes down every hero in the Orrery and the raid fails. Keepers that fell stay down, and so do their spoils.
The Keepers: The four keepers come one after another in a single run. When one falls every fallen hero stands up with 50% of their health, and the next keeper comes 12 seconds later.
The Two Realms: Every hero is bound to the Sun or the Moon, shown by the ring under them and the sun or moon over their head. At the pull the damage dealers are bound to the Sun and the Moon in turn, starting with the Sun, then the tank and then the healer each to the realm with fewer heroes (the Moon on a tie). An attack of the Sun only strikes heroes bound to the Sun, an attack of the Moon only those bound to the Moon.
The Gates: Two Gates stand in the arena, the Sun's and the Moon's (1.6 m). Walking into the other realm's Gate binds you to that realm; after crossing you cannot cross again for 6 seconds.
Deadly The Balance: While more than 3 living heroes are bound to one realm, every hero of that realm loses 7% of their health every half second.
Deadly Judgement of the Sun and of the Moon: A 4 second cast every 22 seconds, the Sun and the Moon in turn. When it ends a blow worth 240% of a hero's health is split between every living hero bound to that realm. If nobody is bound to it, every hero takes the whole blow.
Flare and Gloom: Every 22 seconds, between the Judgements: every hero bound to one realm (Flare: the Sun, Gloom: the Moon) is marked for 4 seconds. Each mark then bursts on every hero of that realm within 3.5 m of it, the marked hero too: 45% of their health for each burst that reaches them.
Solstice Below 50%: The Judgements come in pairs every 32 seconds: one realm's, then the other realm's, starting 3 seconds after the first one lands. Flare and Gloom come every 32 seconds.
Hour Sweep: A 120 degree cone in front of the Gnomon fills and bursts for heavy damage.
Brass Fist: Its melee swing adds a Brand stack for 12 seconds (12% more damage from the Gnomon per stack, up to 8).