The keeper of the Orrery's hours. It tears every hero's past loose and sends it walking after them.
Bosses
Keeper of the Last Hour
Second HandThe Hour TollsHourglass StrikeThe EclipseThe Two RealmsThe GatesThe BalanceEchoes of the PastJudgement of the Sun and of the MoonBound in Time
The Hour Doubles at 50% health: Every hero casts a second Echo, five seconds behind them.
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
32 Warden's Marks2 × boss gold
Guide
The keeper of the Orrery's hours. From the pull, every hero's past walks after them.
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 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 Echoes of the Past: From the pull, every hero has an Echo that walks exactly where they walked, 12 seconds behind them, in the realm they were bound to then. Every 3 seconds each Echo bursts where it stands (2 m): every hero of the Echo's realm it reaches loses 50% of their health and is Unmoored for 6 seconds. An Unmoored hero reached by another burst, or by two at once, is struck down. The ring under each Echo fills in the last second before a burst.
The Hour Doubles Below 50%: Every hero casts a second Echo, 5 seconds behind them, and the Echoes burst every 2.5 seconds.
Deadly Judgement of the Sun and of the Moon: A 4 second cast every 30 seconds (26 below 50%), 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.
Deadly Bound in Time: Every 34 seconds two pairs of heroes (never the one Vaelith is fighting) are bound together for 14 seconds. From 3 seconds after they are bound, if a bound pair is ever more than 10 m apart, both are struck down.
Second Hand: A 110 degree cone in front of Vaelith fills and bursts for heavy damage.
The Hour Tolls: An interruptible cast that hits the whole arena.
Hourglass Strike: Its melee swing adds a Brand stack for 12 seconds (12% more damage from Vaelith per stack, up to 8).