The Orrery
The Orrery: a clockwork observatory built to wind the stars, still running long after its keeper stopped. Aimed above the Lychfield: level 20, close to maxed. Five rooms, from the winding yard up past the pendulums and the Grand Escapement to the star charts and the dome, where Meridian keeps time. Crew drops T8-T9, the Escapement T9-T10, Meridian T10-T12 plus three uniques and stat potions. The portal drops from realm Rock Bots.
Getting in
- Portal:
Orrery Portal - Key:
Orrery Key — type /key orreryin chat to get one, use it, walk in. - The portal drops from
Rock Construct (6%)
Boss: Meridian
| HP | 38,000 |
|---|---|
| Defense | 32 |
| Level | 20 |
| Hits up to | 150 |
| XP multiplier | 1.0 |
| Immune to | stasis |
Meridian, the Clockwork Astrarch. Built the Orrery to wind the stars and wound himself into it. Three phases in the dome, with a pause between each while he rewinds (he cannot be harmed then).
Phases
waitinggreetinghoursThe Hours (100-70%): two clock hands of stars sweep round him, the hours chime in rings of twelve, and a comet at you now and then.rewind1orreryThe Orrery (70-40%): four planets swing round him on their arms and fire, comets fall where you stand, and he throws a fan of fast bolts. Keep moving between the arms.rewind2lasthourThe Last Hour (<40%): the hands turn both ways at once, he lunges, and at midnight the dais rings: a gold ring shows round him and a second later everything inside it is struck. Get out of the ring.
Lines
You are late. Everyone who comes here is late. Let me show you the hour.
Every second you spend here is one I keep.
The hands do not stop. They only go round.
*the dome ticks in time with him*
The spheres. Align.
See how they go round. See how you do not.
I charted every star. Then I wound them.
ENOUGH. THE LAST HOUR STRIKES.
Drops
| Loot | Chance | Bag |
|---|---|---|
| 2.5% | own bag, each player with 2% of the damage | |
| 2.5% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage | |
| T12 armor | 4% | own bag, each player with 2% of the damage |
| T12 weapon | 3% | own bag, each player with 2% of the damage |
| T11 armor | 15% | own bag, each player with 2% of the damage |
| T11 weapon | 12% | own bag, each player with 2% of the damage |
| T10 weapon | 30% | own bag, each player with 2% of the damage |
| T10 armor | 30% | own bag, each player with 2% of the damage |
| T6 ability | 15% | own bag, each player with 2% of the damage |
| T5 ability | 30% | own bag for the cyan-and-better ones, else shared |
| T5 ring | 30% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 100% | shared bag | |
| 50% | own bag, each player with 2% of the damage | |
| 40% | own bag, each player with 2% of the damage | |
| 30% | own bag, each player with 2% of the damage | |
| 5% | own bag, each player with 2% of the damage | |
| 4% | own bag, each player with 2% of the damage | |
| 2% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 38,000 | 32 | 150 | 1 | Meridian, the Clockwork Astrarch. Built the Orrery to wind the stars and wound himself into it. Three phases in the dome, with a pause between each while he rewinds (he cannot be harmed then). | |
| 16,000 | 28 | 120 | 1 | The Grand Escapement, the gallery's warden: the gear that lets the whole Orrery tick. It alternates. On the tick it stands and turns, a ring of eight cogs stepping round every half second; on the tock it locks (Armored), stamps where you stand and fires comets. Below half health it is overwound: the beat quickens and it shakes mites loose. Its death drops the bars on the north door. | |
| 10,000 | 0 | 90 | 3 | A pendulum blade across the gallery. It cannot be broken: walk through behind it. | |
| 10,000 | 0 | 65 | summoned | A planet on its brass arm. Cannot be harmed; goes round its master and fires at whoever is near. | |
| 1,800 | 30 | 110 | 2 | The heavy machine of the pendulum gallery. A piston comes down where you stand, then where you ran to. | |
| 1,500 | 35 | 60 | 7 | Set into the walls. Sweeps a slow fan of cogs back and forth across the room. | |
| 950 | 20 | 75 | 4 | Keeps its distance and turns: four arms of slow stars sweep round it like the hands of a clock, and every few seconds a fast comet at you through the gaps. | |
| 800 | 15 | 95 | 3 | Reads the charts aloud and the sky answers: three comets fall where you stand. Calls starlings to it. | |
| 650 | 24 | 65 | 9 | The yard's watchmen. Slow, steady, three spinning cogs at a time. | |
| 450 | 35 | – | 4 | A wound-up strongbox. Open it and the mites inside come out running. | |
| 420 | 16 | 70 | 4 | Wound tight and let go: it lunges in a straight line and bites at the end of it. | |
| 240 | 8 | 40 | 6 | A spark off the star charts. Circles you fast; its sting dazes. | |
| 180 | 10 | 130 | 4 | Runs at you ticking. Next to you it stops, ticks faster for a second, and goes off. Shoot it on the way in. |