Time-Clock MasterCraft!

:scroll: [Suggestion] “Time Clock Mastercraft” – Offline/Legacy Endgame & Heirlooms System

TL;DR

Time Clock Mastercraft is an offline / Legacy-only endgame progression system built around Last Epoch’s core theme: time and multiple timelines.

  • You can attune items to a “Time Clock” in the End of Time.
  • Timed, deathless boss kills slowly strengthen those items.
  • If you die with an attuned gear item, its “timeline” is shattered and it can never be Time Clocked in that save.
  • Reach +100% Time Clock power on an item → unlock a Myth challenge: clear all bosses timed & deathless.
  • Beat Myth → that item becomes a Myth Time Clock relic:
    • Up to +250% to its tracked affixes
    • No level requirement
    • Permanently locked (final form)
  • Idols get a softer version (up to +25%), and don’t brick on death because they’re “timeless fragments.”

It’s a long-term, high-skill account progression system specifically for Legacy Offline players, with strong lore alignment (multiple timelines, End of Time, “many versions of you”).


Goals

  1. Give Offline/Legacy players a unique, long-term progression system
  • Something that only exists in non-season, non-ladder play.
  1. Tie gear progression directly to player skill & time investment, not just RNG.
  • Deathless, timed boss kills → power.
  1. Fit the time-travel lore of Last Epoch.
  • Many versions of you, many timelines, some succeed, some fail.
  1. Create heirloom-style items that let alts benefit from your mains’ accomplishments.

Core Concept: Time Clock Mastercraft

In the End of Time, there’s a new structure:
:bell: The Time Clock Forge

Here, you can:

  • Attune an item to the Time Clock (gear or idols, with different rules).
  • Track its Time Clock %.
  • Eventually attempt a Myth Time Clock upgrade once it’s fully charged.

You’re basically binding an item to a specific “timeline” of your character.


Phase 1 & 2 – Building Time Clock % on Gear

This applies to main gear (weapons, armor, relics, jewelry, etc.), not idols.

Attuning

  • You pick a gear item and attune it at the Time Clock.
  • You also choose which affixes are “tracked” (e.g.:
    • Minion Damage / Minion Health / Minion Attack Speed
    • Spell Lightning Damage / Spell Crit Chance / Ward Retention, etc.)

Basic Rule – Timed, Deathless Bosses

  • Every time you kill a boss (monolith boss, dungeon boss, etc.) within a time limit and without dying:
    • That item gains +2.5% Time Clock power to the tracked affixes.

If you die at any point in that boss attempt:

  • :x: You gain 0% for that attempt.
  • :x: The streak for combo bonuses resets.
  • :x: And for gear only (not idols), that item’s timeline is bricked:
    • It is permanently disqualified from Time Clock progression in that save.

Gear = fragile timelines.

Phase 1 – “Wake the Clock” (0% → 25%)

  • You start at 0%.
  • Each timed, deathless boss = +2.5%.
  • At +25%, the item is considered “awakened” and enters Phase 2.

There’s also a combo option:

  • If you kill 5 bosses timed & deathless within a certain amount of in-game time,
    → you can instantly unlock Phase 2, even if you’re not at 25% yet.
  • Town trips pause the combo timer (End of Time = outside of time), so you’re not punished for vendor/crafting breaks.

Phase 2 – “Charged Clock” (25% → 100%)

From 25% onwards:

  • Each timed, deathless boss: +2.5%
  • Additionally, every 5 timed, deathless boss kills within the combo window:
    • The 5th boss gives a +25% surge instead of 2.5%.

Example streak in Phase 2:

  • Boss 1–4: 4 × 2.5% = +10%
  • Boss 5 (within time window): +25%
  • Total for that streak = +35%

This continues until the item hits +100% Time Clock power.
After +100%, no further % can be gained from normal bosses on that gear.


Myth Time Clock – Final Ascension (+250%, No Level Req, Locked)

Once a gear item reaches +100%, it is eligible for a Myth challenge:

Kill every boss in the game (monolith bosses, timeline end bosses, dungeons, etc.)
timed and deathless with that character & that attuned item.

While in the Myth boss gauntlet:

  • Loot from adds (non-boss enemies) is marked as Time-Marked:
    • Time-Marked items don’t have changed stats, but:
      • They have a big vendor value boost (e.g. +200–500% gold value).
      • They never despawn – the arena is a “frozen timeline” until you leave or clear it.
    • This softens the pain of a failed attempt:
      • Even if you brick the item’s timeline, you walk out with a ton of gold.

If you die during the Myth challenge:

  • The attuned gear item remains at +100% (it doesn’t lose progress)
  • But, since it’s still a gear piece:
    • If this is the first death with it attuned → it becomes permanently disqualified from Time Clock (no Myth possible now).
  • You keep all Time-Marked loot for gold.

If you succeed (all bosses timed & deathless with that item attuned):

You can return to the Time Clock Forge and finalize the item as a:

:dove: Myth Time Clock Relic

It gains:

  1. Total Time Clock bonus increased to +250%
  • The tracked affixes are multiplied accordingly (numbers subject to tuning, but idea is: big, meaningful, not infinite).
  1. Level Requirement is removed
  • The item can be equipped from level 1 on any character in that save.
  1. Item is locked forever
  • No more crafting
  • No more Time Clock changes
  • No re-attuning or rerolling
  • This is its final form, a completed timeline.

This turns Myth items into heirlooms for alts and a permanent record of a character that cleared everything deathless and on-time.


Idols – “Timeless Fragments” (Mini Time Clock)

Idols get a lighter, more forgiving version of Time Clock:

  • Max bonus: +25% to their affixes (not 100/250%).
  • Still based on timed, deathless boss kills:
    • Each one = +2.5% Time Clock power to the idol’s affixes.
    • After 10 successes, idol is fully Time Clocked at +25%.
  • BUT idols are considered timeless:
    • If you die in a boss attempt:
      • That attempt gives no progress (no +2.5%).
      • Idol is not disqualified. You can keep working on it in future runs.
    • They don’t get Myth upgrades, no +250%, no level req changes.

So idols are side tuning, not core power:

  • Nice little progression for everyone.
  • Fits the idea that idols are ancient, already timeless, and less fragile than gear timelines.

Why Offline/Legacy Only?

  • This system introduces global, permanent power creep on a per-save basis.
  • That makes sense in Offline / Legacy:
    • No ladders to break.
    • No trade economy issues.
    • It’s your personal universe getting gradually stronger over time.
  • For Online / Seasonal, this could either:
    • Be disabled,
    • Or appear as a heavily toned-down variant (if at all).

For Offline/Legacy players, though, it gives:

  • A unique long-term goal beyond just corruption and echoes.
  • A reason to keep playing the same mains as “Time Smiths” who forge relics.
  • A cool way to make leveling alts feel amazing (via Myth heirlooms), without trivializing the fact that someone had to clear Myth to make those items.

Lore Fit

This system leans into existing LE themes:

  • “There are many versions of you” – mastery NPC, multiple timelines.
  • Some timelines fail (bricked Time Clock gear).
  • Some timelines succeed (Myth items).
  • End of Time as the place where you manipulate timelines and items.
  • Idols as timeless relics from multiple eras, fitting their more forgiving rules.
  • The quote “never forget me” lines up with Myth items being:
    • Locked
    • Powerful
    • Usable by future characters
    • Permanent echoes of a past run

Every Myth item is basically a little story:

“This is the version of my character that beat everything deathless and on-timer while wearing this.
Many timelines failed, this one didn’t.”


Tuning & Flexibility

All numbers are just example tuning knobs, devs could adjust:

  • +2.5% per boss → could be 1–2% if needed.
  • +25% surge for combos → could be lower/higher.
  • Caps of 25 / 100 / 250% → totally tunable.
  • How many affixes per item can be Time Clocked.
  • Which bosses count (only empowered? only high corruption?).
  • Whether Myth should require all bosses, or just a curated list.

The important part is the structure, not the exact math:

  • Gear timelines are fragile and high-stake.
  • Idols are forgiving and low-impact.
  • Myth = final, canonical version of an item’s story.

If you read all this, thanks! I mainly want Legacy Offline to have its own long-term, lore-friendly progression layer that isn’t just “do more echoes for slightly higher numbers,” but something that truly fits the time-travel theme and gives weight to deathless runs, boss timers, and gear history.