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May 31st
Idle Champion Spotlight: Duke Ravengard 
Posted in Idle Champions.

"My duty is first and foremost to the city and its people."

As a lifelong soldier of the Flaming Fist and now the Grand Duke of Baldur's Gate, Ulder Ravengard has spent his whole life serving and protecting the city. He struggles to remain committed to his ideals, even as devilish creatures seek to undermine all that he has achieved.

I. Duke Ravengard



    Ulder Ravengard is the leader of the Flaming Fist and the Grand Duke of Baldur's Gate. His primary concerns are the stability and prosperity of Baldur’s Gate, and he's been a voice of reason and common sense among the ruling council. In recent years, he has been a target of fiendish plots in unsuccessful attempts to take over the city.

Duke Ravengard is a Support Champion who bolsters those who also use Melee base attacks. The more melee attacks, the stronger his buffs become! His buffs are further increased in an area when any Melee Champion scores a critical hit. Once unlocked, he will bring his sword to your battle from seat 8 opposite Delina.

II. Duke Ravengard's Stats

Race: Human Alignment: Lawful Neutral
Gender: Male Pronouns: He/Him
Age: 53 Affiliation: None Class: Fighter

STR: 17 DEX: 14 CON: 16
INT: 11 WIS: 10 CHA: 17

Role: Support

Eligible for Patrons: Vajra, Zariel, Elminster (available until June 5th, 2027)

Seat: 8 (Delina)




III. Duke Ravengard's Abilities

Basic Attack

Duke Ravengard has two basic attacks, the first is his normal attack and the second is when he chooses the Lead The Charge specialization.

  • Duke's Longsword - Duke Ravengard attacks the closest enemy for one hit with his longsword.
  • Duke's Longsword (after picking the Lead the Charge specialization) - Duke Ravengard attacks the closest enemy for one hit with his longsword. If he scores a critical hit, he follows-up by smashing the enemy with his shield, knocking them back a short distance.

Passive Abilities

  • Critical Hit - Duke Ravengard's base chance to Critical Hit is 20%.

Formation Abilities

  • Marshal of the Flaming Fist - Duke Ravengard gains a Command stack for each Champion with a melee base attack in the formation (including himself). Each stack increases the damage of these Champions by 400%, stacking multiplicatively.
  • Position of Power - Duke Ravengard increases the effect of the outgoing positional formation abilities of all Champions with a melee base attack by 25% for each Command stack he has, stacking additively.
  • Critical Teamwork - Whenever a Champion with a melee base attack gets a critical hit, increase the effect of Marshal of the Flaming Fist by 100% and additively increase the odds of all Champions in the formation getting critical hits by 1%. Both effects stack additively up to 50 times and reset when changing areas.

Specializations

  • Lead The Charge - When Duke Ravengard gets a critical hit, he follows up by bashing the enemy with his shield, knocking it back a short distance. When this occurs, all melee Champions adjacent to Duke Ravengard have their base attack cooldowns immediately reset.
  • Strength of Baldur's Gate - Champions with a melee base attack have their crit chance additively increased by 20% and crit damage increased by 1000%.
  • Legacy of Ravengard - If Wyll is in the formation, anyone affected by Wyll's Folk Hero benefit gains an additional stack, but the maximum remains at 4 stacks.

Ultimate Ability

  • Fire Shield - Duke Ravengard's magical armor ignites in flames, surrounding him in a flickering aura of magical hot flame for 20 seconds. For the duration, his attacks deal an additional 25 seconds of BUD-based damage and any enemy that makes a melee attack against the formation suffers 25 seconds of BUD-based damage as well.

IV. Duke Ravengard's Epic Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Marshal of the Flaming Fist
Slot 4: Critical Teamwork
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

V.Duke Ravengard's Achievement and Adventure Variants

Achievement:

  • A Critical Task - Score 10,000 Critical Hits while Duke Ravengard is in the formation.

Adventure Variants:

Might of Melee - Attempt to calm down a very angry bronze dragon with the Grand Duke Ulder Ravengard!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • You may only use Champions with a melee base attack.
  • Getting to know Duke Ravengard: As an experienced Soldier, Duke Ravengard understands melee combat. Use Champions with Melee attacks to make the most of his buffs!
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Critical Combat - Attempt to calm down a very angry bronze dragon while optimizing your chance to score a critical hit!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • You may only use Champions with a melee base attack.
  • At the start of each area, all Champions have their damage reduced to 1 until someone in the formation scores a critical hit. Every 200 areas, the number of critical hits required to remove this damage reduction debuff is increased by 1.
  • Getting to know Duke Ravengard: Duke Ravengard's buffs grow more potent as your Champions score critical hits. Use Champions with improved critical hit chances to make the most of this!
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

That's a Whole Lot of Goblins - Attempt to calm down a very angry bronze dragon while facing down hordes of goblins!
  • Duke Ravengard starts in the formation. He can be moved, but not removed.
  • Duke Ravengard's Ultimate starts unlocked and the cooldown is reduced by 75%.
  • You may only use Champions with a melee base attack.
  • In the first wave of each non-boss area, there is a 20% chance that 30 goblins immediately spawn. These goblins do not drop gold or count toward quest progress.
  • Getting to know Duke Ravengard: When facing a lot of enemies at one time, Duke Ravengard's Fire Shield ultimate can help even the score!
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Have you enjoyed how much Duke Ravengard supports a formation filled with melee masters? Let us know about your epic adventures:
May 30th
Idle Champions: Ms. Squiggles Charity Familiar 
Posted in Idle Champions.

This Pride Month, we at Codename Entertainment are delighted to announce a collaboration with Deven Rue to create a unique familiar for our Lambert House charity drive - Ms. Squiggles the Octopus! Codename Entertainment will be donating the net proceeds of all Ms. Squiggles sales from the first week of launch to Lambert House.

Ms. Squiggles

Dungeons & Dragons Ms. Squiggles Key Art

We are incredibly excited to work with Deven Rue on the creation of Ms. Squiggles. Deven is one of the most recognizable names in fantasy maps for Table Top Roleplaying Games. She has made incredible maps for Dungeons & Dragons, Critical Role, Beadle & Grimm's, and The Lord of the Rings: Tales of the Middle Earth set for Magic: The Gathering. They also have a podcast, Quip & Quill, where she chats with incredible people from all across the TTRPG community about a wide range of topics. You can learn more about everything Deven does, including getting some awesome maps, on their website.

Lambert House

Lambert House empowers lesbian, gay, bisexual, transgender, and questioning youth through the development of leadership, social, and life skills. We at Codename Entertainment are thrilled to be supporting Lambert House, again, for a fantastic cause we truly believe in.

Ms. Squiggles will be available on June 3rd, 2024, at Noon PT in the in-game shop. Net proceeds from all the Ms. Squiggles Familiar sales through June 9th, 2024, will be donated to Lambert House! Check out the in-game store for more details!

Familiars

Familiars are NPCs that players can assign to specific tasks, such as clicking enemies, leveling up Champions, or using ultimate abilities. Familiars will click at different rates depending on the task they are assigned to. For more information, check out our How To Play Idle Champions video!



Join our community and start a conversation!
May 30th
Idle Champion Spotlight: Ezmerelda d'Avenir  
Posted in Idle Champions.

Those that have played through the Grand Tour adventures based in Barovia have already been introduced to Ezmerelda d'Avenir. This renowned monster hunter has been helping battle the creatures of the night since Year 4, and after a few more years of experience she's learned some new tactics. She is ready to show off her improved skillset in this reintroduction, as well as bring the new Debuff role to the formation!

I. Ezmerelda

Dungeons & Dragons Ezmerelda d'Avenir

    A prolific vampire hunter from the land of Barovia. Ezmerelda has joined the Champions to try and rid this new realm from evil. She brings a wealth of knowledge from Barovia to assist the Champions.

Ezmerelda is a Support Champion who teaches other Champions how to spot the vulnerable points of their enemies. She increases her debuffs as the Champions defeat more undead, which are her favored foe. Once unlocked she'll be in Seat 1 opposite Bruenor, ready to jump into the formation and start training!

II. Ezmerelda's Stats

Race: Human Alignment: Chaotic Good
Gender: Female Pronouns: She/Her
Age: 27 Affiliation: None Class: Fighter/Wizard

STR: 14 DEX: 19 CON: 16
INT: 16 WIS: 11 CHA: 17

Role: Support, Debuff

Eligible for Patrons: Mirt, Vajra, Strahd, Zariel, Elminster (until June 5th 2027)

Seat: 1 (Bruenor)


Dungeons & Dragons Ezmerelda d'Avenir

III. Ezmerelda's Abilities

Basic Attack

  • Fire Bolt - Ezmerelda hurls a mote of fire at a random enemy.

Formation Abilities

  • Training Montage - Ezmerelda marks enemies that she attacks, training other Champions to spot their vulnerable points. Marked enemies take 100% more damage from all Champions for each Debuff Champion in the formation, stacking multiplicatively.
  • Preparation - Every time a debuff is applied to an enemy, the effect of Training Montage is increased by 20%, stacking multiplicatively, up to 100 times and resetting when changing areas.
  • Threat Tracking - Undead are Ezmerelda's favored foes. Ezmerelda tracks the favored foes that any Champion kills while she is in the formation, increasing the base effect of Training Montage by 0.025% for each favored foe killed (additively then multiplicatively). These stacks persist for the entire adventure, resetting when you complete it. Caps at 1,000,000 favored foe kills.
  • Enemies In The Mist - While Ezmerelda is in the formation, 0-2 "Mist" enemies can spawn with each wave. When a "Mist" enemy is defeated, an enemy whose type matches one of Ezmerelda's favored foe appears from the mist, and all nearby enemies gain the Training Montage debuff.

Specializations

  • We've Trained For This - All champions deal 100% more damage against enemies with armor-based health, increasing their chance of breaking an armor piece. Additionally, if a hits-based or armor-based enemy is affected by Training Montage, successful hits against them remove an additional hit or armor piece.
  • Vampire Hunter - The effect of Training Montage is increased by 400% on enemies who are one of Ezmerelda's favored foes, and Threat Tracking counts each favored foe killed twice.
  • The Devil You Know - Increase the effect of Training Montage by 100%. The effect is doubled during Strahd patron variants.

Ultimate Ability

  • My Signal - Ezmerelda reveals a magical sun dagger and launches it at the enemy with the highest health (randomly if tied). The dagger lands in the target dealing ultimate damage, and then remains there as it begins to glow with a burst of radiant energy, creating a new debuff that lasts 10 seconds. The debuff increases the damage done to the enemy by 25% for each stack of Preparation currently active, stacking multiplicatively.


IV. Ezmerelda's Epic Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Training Montage
Slot 4: Preparation
Slot 5: Specializations
Slot 6: Ultimate Attack Cooldown

V. Ezmerelda's Achievement and Adventure Variants

Achievement:

  • You Are Adequately Prepared - Use Ezmerelda's ultimate ability with a cumulative total of 2,500 active Preparation stacks. This count persists through adventures.

Adventure Variants:

The Devil's Scourge - Strahd von Zarovich sent his Zombies to follow Ezmerelda from Barovia.
  • Strahd Zombies appear in each wave and deal 100% additional damage. They do not drop gold, nor do they count towards quest progress.
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

The Devil Knocks - The mists of Ravenloft encroach upon us, making it harder for the Champions to see.
  • Enemies move 100% faster and drop 99% less gold.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

The Devil You Know - This time Strahd sent his vampire spawn to follow Ezmerelda.
  • Vampire Spawn appear in each wave and deal 100% additional damage. They do not drop gold, nor do they count towards quest progress.
  • Ezmerelda starts in the formation and cannot be moved. Only Champions in Ezmerelda's column can deal damage. All other Champions have their DPS disabled, but their formation abilities are active.
  • You may only use Champions with a melee base attack.
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Strahd and his undead don't stand a chance against Ezmerelda's debuffs! Let us know about your triumphs in the mist:
May 29th
Idle Champions: May 29th Adventure Variants 
Posted in Idle Champions.

It's time again to put your formations to the test! Today we add more Adventure Variants to five of our active campaigns. Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants to five of our active campaigns! This week's update also brings Vecnas - or Vecnae - to half of them, with variants of The Whispered One from across the multiverse arriving to fight the Champions. One might even describe this assault as something of a 'Vecna Emergence' event...


Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 3: Emperor Vecna Lives!
  • Explore the emergency in Candlekeep and discover an even newer threat to Faerûn.
    • 1-2 Emperor Vecna Cultists, new unique monster from Vecna 1.1 (both melee and ranged), spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Charisma of 13 or lower.
    • Complete area 375.


  • Vecna Loots! Variant 3: Very Well Equipped
  • Stop the assault on Candlekeep with the very best of your best equipped Champions!
    • Only Champions with at least four Epic equipment or better may be used.
    • Three wizard students join the formation. They just get in the way.
    • Complete area 375.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Ending the Rime - Part 1 Variant 3: Baldur's Gate Expatriates - Part 1
  • Head off in the nautiloid with a crew experienced with ceremorphosis.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Complete area 550.


  • Ending the Rime - Part 2 Variant 3: Baldur's Gate Expatriates - Part 2
  • Continue to hunt for The Codicil of White, while dealing with those tadpoles in your head.
    • Requires Baldur's Gate Expatriates - Part 1 completed.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Bosses (including all 3 forms of Auril) deal 500% additional damage.
    • Complete area 575.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Fairy Rings of Thither Variant 3: The Magical Rings of Thither
  • Enter the forests of Thither with those well versed in the magical arts.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Magic base attack.
    • Complete area 650.


  • Will of the Feywild Variant 3: No Damage, None of the Time
  • Face off against the next member of the League of Malevolence without your damage dealers!
    • You may only use Champions with an ability score total of 78 or less.
    • You may not use any Champions with the DPS tag.
    • Complete area 700.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

  • Rocky Reception Variant 2: Con Crud
  • Search for Commodore Krux while your tough Champions are off doing something else.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • In non-boss areas, non-Vecna Cultist monsters are immune from damage until all Emperor Vecna Cultists are defeated.
    • You can only use Champions with a Constitution of 13 or lower.
    • Complete area 600.

  • Rock and Roll Variant 2: Modal Nodes
  • Escape the rock before somebody shoots first.
    • Only Champions with a ranged base attack can deal damage.
    • After area 25, you can't remove Champions from the formation.
    • After every 50 areas, a random non-Bard Champion is removed from the formation and can't be used for the rest of the adventure.
    • Complete area 650.


Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

The Turn of Fortune's Wheel Adventure Variants

  • The Beginning is the End Variant 2: Tomb of Champions II: Funky Fandango
  • Return to the Tomb of Annihilation to stop Acererak from assembling a villainous super team with even more speed!
    • You must complete area 300 within 30 minutes of starting the objective.
    • Fire breath potions can't be used during the adventure, and click damage has no effect after area 5.
    • Complete area 300.


  • The End is the Beginning Variant 2: Mixing It Up
  • NEPHEW. ADJUST. PATH?
    • After area 25, you can't add, move, or remove Champions.
    • After every 50 areas, Champions not in the front column are randomly placed in the formation.
    • Complete area 450.


Champion Search

Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



May 22nd
Idle Champions: Vecna: Eve of Ruin 
Posted in Idle Champions.

Today begins your adventure across the Multiverse! Vecna: Eve of Ruin is our newest campaign based on the tabletop adventure that was released in local game stores earlier this week! This first part introduces our cast of Champions as they investigate strange happenings in the graveyards of Neverwinter and come face to face with Emperor Vecna!

Read on to learn more about these adventures as well as Tier 1 Blessings!

Note: To access the Vecna: Eve of Ruin campaign, you have to have completed at least 100 adventures or variants in other campaigns.

Dungeons & Dragons Turn of Fortune's Wheel Variants

A Tale of Two Vecnas

Investigate a cult of Vecna in the Neverdeath Graveyard!

Dungeons & Dragons The Witch and the Wyrmling

Neverwinter has called for aid and the Champions have answered. Reya, Blooshi, Sgt. Knox, and Astarion make their way through the city streets to meet with Lord Neverember himself, who has an important quest for them. People have started going missing throughout the city, and they believe it is connected to rumors of a cult hiding out in Neverdeath Graveyard. But what they find within the tombs may be the greatest threat our multiverse has ever faced...

    Variant

    Stench of Death - Investigate a cult of Vecna with heroes that have a strong stomach!
    • 1-2 Emperor Vecna Cultists spawn with each wave. They don't drop gold nor count towards quest progress.
    • You may only use Champions with a Constitution of 16 or higher.
    • Complete area 450

The Wizards Three

Join forces with the Wizards Three and venture into the Underdark!

Dungeons & Dragons Green Slaad

The threat to the multiverse is revealed, but all hope is not lost. With the help of the Wizards Three and Kaz, a plan is made to search for the pieces of the fabled Rod of Seven Parts, which have been lost to the ages. Luckily for the Champions, Mordenkainen knows the location of the first piece. Deep below the Sword Coast, in the caverns of the Underdark, a cult of Lolth unknowingly has a piece of the Rod of Seven Parts. The Champions must brave the darkness and face down the terrifying Spiderdragon to claim their prize!

    Variant

    Mordenkainen's Moment - Join forces with Mordenkainen of the Wizards Three and venture into the Underdark!
    • Mordenkainen joins the formation.
    • You may only place champions with Magic base attacks next to Mordenkainen.
    • Complete area 500

Vecna: Eve of Ruin Tier 1 Blessings

  • Awfully Lawfully - Local: Increase the damage of all Lawful Champions by 100%.
  • The Secret To Spoils - Local: Increase your gold find by 8.33% for each piece of epic or better gear on Champions in your formation, stacking additively.
  • Not an Afterthought - Local: Increase the damage of all Champions whose base attack is melee by 100%.
  • The Rod of Seven Parts - Global: Increase the damage of all Champions by 100% for each piece of the Rod of Seven Parts you have collected.


We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
May 17th
Idle Champions: Vecna Returns! 
Posted in Idle Champions.

Somehow, Vecna has returned.

The lich is back! But he's not the only Vecna in town anymore. Evil forces from across the infinite multiverses are flooding into Idle Champions - and your formations are all that can stop them!

Vecna: Eve of Ruin officially releases next Tuesday in your FLGS and the next day in Idle Champions! We are thrilled to introduce the next exciting campaign into Idle Champions, and this time your formations will travel across the multiverse!

The Story Continues


Dungeons & Dragons Venca Eve of Ruin

In the tabletop adventure, it is most likely the adventurer's first time facing off against the legendary lich - but in Idle Champions, we have already fought him in several forms! Our Vecna has been building back his power since his defeat, but he's still in no place to try and take over the multiverse. He plans to bide his time, wait for the Champions to die out, and then strike when the moment is right.

Unfortunately for him, he's not the only Vecna in town anymore...

Dungeons & Dragons Venca Eve of Ruin

In another multiverse, in another time, Vecna succeeded in reshaping reality to his will. But one multiverse was not enough for him. There are more worshippers to gain, more planes to conquer, and more Champions to kill. This is a Vecna that has not known defeat. He defeated Kas before his rival could take his eye and hand. He conquered the Sword Coast in a matter of days. Nothing that has stood in his way has survived.

In our story, this new Vecna is known as Emperor Vecna. He is the greatest threat our multiverse has ever faced, and it is up to the Champions to stop him.

Vecna: Eve of Ruin sees the return of Reya and Blooshi, continuing their stories from the last time they faced off against the lich. Joining them this time around is Sgt. Knox from the Neverwinter MMORPG, as well as Astarion from Baldur's Gate 3! They'll need to team up with Kas and the Wizards Three to hunt down the lost pieces of the fabled Rod of Seven Parts if they have any hope of stopping Emperor Vecna from destroying everything they know and love.

...But where is our multiverse's Vecna in all of this? He wouldn't just hide from his multiversal self, would he? You'll have to find out when Vecna: Eve of Ruin releases in Idle Champions on May 22nd, 2024 at Noon PT!

Vecna Emergence

Vecnas (or, as he prefers - Vecnae) are emerging from other multiverses! We have faced several forms of Vecna, and ALL OF THEM are invading the Forgotten Realms! Vecnae that appear in Free Play Adventures, as well as their original boss forms (found in the adventures: Vecna Loots!, The Castle of a Thousand Vecnas, The Sanctum of the Sword, Get Back in the Castle, Vecna Out!, and The Fortune's Wheel) will drop Corrupted Gems that can be spent in the Thayan Enclave.

The Vecna Emergence starts on May 22nd alongside the release of Vecna: Eve of Ruin and runs until May 31st at Noon PT.

Dungeons & Dragons Venca Eve of Ruin

New Items Added to the Thayan Enclave!

  • Two Golden Epics
    • Azaka Slot 3 - Magical Coin Pack (20,000 Corrupted Gems)
    • Diana Slot 5 - Weavebound Staff (20,000 Corrupted Gems)
  • Four Feats
    • Diana - Scholar (10,000 Corrupted Gems)
    • Drizzt - Courage in Battle (10,000 Corrupted Gems)
    • Evelyn - Quick Friends (10,000 Corrupted Gems)
    • Krydle - Heavily Armored (10,000 Corrupted Gems)
  • Two Skins
    • Pirate Azaka(10,000 Corrupted Gems)
    • Pirate Diana (10,000 Corrupted Gems)
  • 10x Marvelous Support Pigments (7,000 Corrupted Gems)
  • 8x Modron Component Chests (2,500 Corrupted Gems)
  • 8x Supply Chests (2,500 Corrupted Gems)
  • Unlimited Vecna Emergence Chests (2,500 Corrupted Gems)
    • Contains gear for: Azaka, Diana, Drizzt, Evelyn, and Krydle

  • You can find all this information and even more details in-game when Vecna: Eve of Ruin & the Vecna Emergence launch on May 22nd, 2024!

    We would love to hear about your experiences out in the multiverse! Join our community and start a conversation:
    April 26th
    Idle Champion Spotlight: Diana 
    Posted in Idle Champions.

    "There must be something we can do!"

    With gold medals in gymnastic competitions and an outstanding horseback rider, Diana has plenty of agility and strength. These skills served her well as she traveled across the magical and dangerous world of Dungeons & Dragons! She's brimming with confidence and bravery, and is always ready to help when her friends are in need.

    I. Diana



      Diana was already a formidable gymnast when she and her friends were transported to the magical world of Dungeons & Dragons. Diana wields her Javelin Staff with determination and courage, harnessing its potent magic to triumph over countless obstacles. The confidence of this outspoken athlete propels her friends forward in their quest to return home.

    Diana is a Support and Speed Champion who comes from the Dungeons & Dragons Cartoon from the 1980s. Diana’s flexible support ability provides the choice to buff Dexterous champions, young Champions, or Champions with low ability score totals. She also speeds up your progress by increasing the transition speed between areas. Once unlocked, she's a quick swap with Makos in seat 9!

    Check out our Champion Spotlight Video embedded below for a quick overview of Diana's abilities, and read on to get all of the details!

    II. Diana's Stats

    Race: Human Alignment: Lawful Good
    Gender: Female Pronouns: She/Her
    Age: 14 Affiliation: Saturday Morning Squad Class: Monk

    STR: 12 DEX: 16 CON: 12
    INT: 11 WIS: 13 CHA: 11

    Role: Support, Speed

    Eligible for Patrons: Mirt, Elminster (available until May 1st 2027)

    Slot: 9 (Makos)




    III. Diana's Abilities

    Basic Attack

    • Javelin Staff - Diana swings her staff at a random enemy.

    Formation Abilities

    • Javelin Staff - Diana's base attack, Javelin Staff, knocks around enemies she hits based on where she is positioned in her column in the formation.
      Projectiles:
      • Top of Column: Knock back and towards the top of the screen a short distance; the enemy targets the nearest Champion after being knocked back.
      • Single Slot Column: Knock back a medium distance.
      • Middle of Column: Knock towards the formation a short distance.
    • We'll Be Right Back - Diana increases the speed of area transitions by 50%.
    • Electrum Chest Scavenger - Diana can help scavenge up to (20 + 0.5/day) additional Electrum Chests when killing bosses. While this cap is not reached, Diana has a 0.5% chance of scavenging 1 Electrum Chest each time a boss is defeated. The cap increases by 0.5 every day.

    Specializations

    Diana's first Specialization determines which Champions she supports.
    • Inspire: Acrobatic Assault - Diana increases the damage of all Champions with a DEX of 15 or higher by 100%.
    • Inspire: Modest Might - Diana increases the damage of all Champions with a total ability score of 78 or less by 100%.
    • Inspire: Fledgling Fury - Diana increases the damage of all Champions that are 20 years old or younger by 100%.
    Diana's second Specialization determines how Diana prefers to build the rest of the formation.
    • Ensemble Cast - Diana increases the effect of her Inspire specialization choice by 100% for each Champion it affects, stacking multiplicatively.
    • Spotlight Episode - Diana increases the effect of her Inspire specialization choice by 140% for each Champion it does NOT affect, stacking multiplicatively.

    Ultimate Ability

    • Javelin Staff Throw - Diana throws her staff, which spins and bounces around the battlefield hitting up to 10 random enemies, dealing ultimate damage and stunning each of them for 5 seconds. If there are less than 10 enemies, the staff can hit each enemy multiple times.

    IV. Diana's Epic Equipment



    Slot 1: Global DPS
    Slot 2: We'll Be Right Back
    Slot 3: Inspire Specializations
    Slot 4: Ensemble Cast and Spotlight Episode
    Slot 5: Ultimate Damage
    Slot 6: Ultimate Cooldown

    V. Diana's Adventure Variants

    Acrobat! - Stop the Modron March from crushing Waterdeep under its mechanical heel with Diana!
    • Diana starts in the formation. She can be moved but not removed.
    • You may only use Champions that have a Dexterity of 15 or higher, an age of 20 or less, or total ability scores of 78 or less.
    • Getting to know Diana: Diana's first specialization selects the types of Champions she buffs. Choose the buff that is best for your formation!
    • Area Goals:
      • Tier 1: Complete Area 75.
      • Tier 2: Complete Area 250.
      • Tier 3: Complete Area 600.
      • Tier 4: Complete Area 1200.

    Child of the Stargazer - Stop the Modron March from crushing Waterdeep while protecting Kosar!
    • Diana starts in the formation. She can be moved but not removed.
    • Kosar joins the formation.
    • If Kosar is defeated, you automatically fail the area.
    • Kosar cheers on Diana, reducing her base attack cooldown by 50%.
    • Getting to know Diana: Diana can use her Javelin staff to push monsters around. Can you figure out how to best protect Kosar?
    • Area Goals:
      • Tier 1: Complete Area 125.
      • Tier 2: Complete Area 350.
      • Tier 3: Complete Area 800.
      • Tier 4: Complete Area 1400.

    Not That Guy Again! - Stop the Modron March from crushing Waterdeep under the command of Venger!
    • Diana starts in the formation. She can be moved but not removed.
    • Excluding Diana, only the youngest Champion, the most Dexterous Champion, and the Champion with the lowest total stats can deal damage. Diana can also deal damage.
    • At the start of each Boss area, Venger arrives on his nightmare as an additional boss that must be defeated.
    • Getting to know Diana: Depending on the supporting Champions in your formation, pick either Ensemble Cast or Spotlight Episode to really boost Diana's buffing power!
    • Area Goals:
      • Tier 1: Complete Area 175.
      • Tier 2: Complete Area 450.
      • Tier 3: Complete Area 1000.
      • Tier 4: Complete Area 1600.

    VI. Conclusion

    The Saturday Morning Squad now has their powerful acrobat in the party! How much have you valued having Diana in your formations? Let us know!
    April 25th
    Idle Champion Reintroduction Spotlight: Gromma 
    Posted in Idle Champions.

    We've learned a lot in the last seven years of creating Idle Champions, and the game has grown and changed quite a bit. But it's nice to know that even our oldest Champions are still doing good work in their formations. That doesn't mean they don't deserve a bit of a makeover, especially when we're talking about the second event Champion to arrive in the game! This versatile tortle has patiently waited for the youngin's to finish their fun, so now it's time to introduce the new and improved Gromma Nander!

    I. Gromma



      Extremely elderly for a Tortle, Gromma Nander grew discontent with her secluded life after giving birth to her offspring. Once they were old enough to fend for themselves, she ventured back out into the world to learn as much as she could about the strange creatures that inhabit it. Gromma is a wise and inquisitive Tortle who is quick to friendship but slow to trust. She carries a pouch of smooth colored stones that she has collected on her journey and walks with the aid of a battle-worn spear.

    Gromma is a DPS, Support and Tanking tortle who has learned how to be flexible enough to take on almost any role in the formation. She has a soft spot for "the youngins" and does her best to assist anyone younger. She's found a comfy spot in Seat 3 opposite Nayeli.

    Check out our Champion Spotlight Video embedded below for a quick overview of Gromma's abilities, and read on to get all of the details!

    II. Gromma's Stats

    Race: Tortle Alignment: Lawful Neutral
    Gender: Female Pronouns: She/Her
    Age: 80 Affiliation: None Class: Druid (Circle of the Land)

    STR: 14 DEX: 10 CON: 18
    INT: 12 WIS: 17 CHA: 13

    Role: DPS, Support, Tanking

    Eligible for Patrons: Vajra, Zariel, Elminster (available until May 1st, 2027)

    Seat: 3 (Nayeli)




    III. Gromma's Abilities

    Basic Attack

    Gromma's normal attack can change based on her specialization. She starts with Slow and Steady and changes to Melf's Acid Arrow if the Melf's Acid Arrow specialization is chosen.
    • Slow and Steady (Melee) - Gromma Nander, moving faster than you would expect for an 80 year old Tortle, stabs the closest enemy with her spear.
    • Melf's Acid Arrow (Magic) - Gromma shoots a bolt of acid at the nearest target.

    Formation Abilities

    • Hardened Shell - Gromma has a hardened shell, reducing effects of the Overwhelm debuff by 25%.
    • Grandmotherly Love - Gromma increases the damage of all other heroes proportional to their age. The buff starts applying to each Champion at 100%, and for every 10 years younger than 100 that Champion is, the buff on them is increased by 100%, stacking multiplicatively.
    • Ancient Heroism - Gromma increases the health of all other Champions by 25% of her max health.
    • Runnin' With The Youngin's - The effect of Grandmotherly Love is increased by 50% for each Champion in the formation younger than Gromma, stacking multiplicatively.

    First Specializations

    • Circle of the Mountain - Gromma increases the damage of Neutral Champions (on the Good/Evil axis) by 5% for each enemy that has spawned and boss enrage stack in the current area, stacking multiplicatively and capping at 100.
    • Circle of the Arctic - Gromma now casts Sleet Storm on enemies she attacks, causing her targeted enemy, and all nearby enemies, to take 400% additional damage from all attacks.
    • Circle of the Swamp - Gromma's damage is increased by 400% of the highest Grandmotherly Love buff she's applying to another Champion in the formation.

    Second Specializations

    • Stoneskin - Increase the effect of Hardened Shell by 100%. Enemies that attack Gromma are impaled by her spiked shell, instantly taking 10 seconds of BUD damage.
    • Entanglement - The effect of Gromma's chosen Circle specialization is increased by 100%, and enemies damaged by Gromma have their movement speed and attack speed halved.
    • Melf's Acid Arrow - Replaces Gromma's base attack with Melf's Acid Arrow, changing her into a magic attacker. After hitting its target (dealing damage) the arrow explodes, damaging its target (again) and all nearby enemies for an additional 5 seconds of BUD damage.

    Ultimate Ability

    • Wall of Stone - A wall of stone bursts up out of the ground under a random enemy. The targeted enemy and any enemies in the column that the wall appears in take damage and are knocked backwards. The wall lasts for 15 seconds, and for that time enemies cannot pass it.

    IV. Gromma's Epic Equipment



    Slot 1: Runnin' With The Youngin's
    Slot 2: Global Damage
    Slot 3: Grandmotherly Love
    Slot 4: Specializations
    Slot 5: Ultimate Attack Damage
    Slot 6: Ultimate Cooldown

    V. Gromma's Achievement and Adventure Variants

    Achievement:

    • How Do You Do, Fellow Kids! - Complete 1000 areas while Gromma's Runnin' With The Youngin's has 9 stacks.

    Gromma's Adventure Variants:

    Respectful Restraint -
    • Ultimate Attacks can not be used and any attacks with a cooldown of 5 seconds or less have an additional 3 second cooldown. These lengthened attacks don't do any additional damage due to their longer cooldown.
    • Area Goals:
      • Tier 1: Complete Area 75.
      • Tier 2: Complete Area 250.
      • Tier 3: Complete Area 600.
      • Tier 4: Complete Area 1200.

    The Relentless Undead
    • Undead monsters have 2x as much health as normal and, when they take a killing blow, they are stunned for 10 seconds before coming back to life.
    • Area Goals:
      • Tier 1: Complete Area 125.
      • Tier 2: Complete Area 350.
      • Tier 3: Complete Area 800.
      • Tier 4: Complete Area 1400.

    A Grand Nandventure
    • Gromma Nander starts in your formation and cannot be moved or removed. She has a 4x damage boost and her normal attack cooldown is reduced by 2 seconds.
    • Area Goals:
      • Tier 1: Complete Area 175.
      • Tier 2: Complete Area 450.
      • Tier 3: Complete Area 1000.
      • Tier 4: Complete Area 1600.

    VI. Conclusion

    How many different ways have you used this versatile tortle? Let us know in one of these places:
    April 24th
    Idle Champions: Turn of Fortune's Wheel Part 5 
    Posted in Idle Champions.

    This week the Turn of Fortune's Wheel campaign continues! Help a witch find her lost pet in The Witch and the Wyrmling and journey into a town of modrons in Inversion. After that, put your formations to the test with new Adventure Variants! This update also includes Tier 3 Blessings!

    Read on to learn more about these adventures.

    Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Welcome to the Outlands and Crystalwork, in order to access these new adventures.

    Dungeons & Dragons Turn of Fortune's Wheel Variants

    The Witch and The Wyrmling

    Assist a witch with a time dragon problem. Assist a time dragon with a witch problem.

    Dungeons & Dragons The Witch and the Wyrmling

    The Champions are adjusting to life on the Walking Castle as it makes its way towards Automata - their first gate-town stop. Along the way, they are visited by an ancient time dragon that seems to know all of them, and before they can ask too many questions, flies off into the Outlands. But things aren't quiet for too long because a witch on a flying broomstick crash lands in the castle next! She needs the Champions' help and they're ready for adventure!

      Variant

      The Lion, the Witch, and the Wyrmling - Assist a witch/time dragon problem with some Tabaxi help.
      • A global debuff is applied that increases monster health by 1000%, monster speed by 100%, and area requirements by 100%. This debuff stacks multiplicatively three times, with one stack being removed for each Tabaxi Champion in the formation.
      • Complete area 750

    Inversion

    Enter the town of modrons, with modrons on top of modrons.

    Dungeons & Dragons Green Slaad

    The Champions arrive in the gate-town of Automata - a town full of modrons! But, not all is well as they quickly realize that their multiversal glitch is not only noticeable by the modrons, it causes them to attack the Champions! Fighting their way through the town they find the entrance to the gate blocked, but a local in the government has offered to help in exchange for tracking down a thief. Now, the Champions must descend into the depths of Automata - a place called Inverse - and find the stolen goods!

      Variant

      Time Inversion - Enter the town of modrons, with a dragon by your side.
      • You may not use Chaotic champions.
      • Eonstaryx joins the formation. Champions next to Eonstaryx attack faster as their (normal) attack cooldown is 2 seconds faster, while everyone else has an attack cooldown that takes 10 seconds longer.
      • Complete area 800

    Turn of Fortune's Wheel Tier 3 Blessings

    • Armor of Acheron - Local: Increase the health and healing received for Tanking Champions by 25% for each Champion with a Ranged base attack in the formation.
    • Heroes of Arcadia - Local: Increase the damage of Champions with total ability scores of 78 or higher by 50%.
    • It's Pandemonium! - Local: Increase the damage of all Chaotic Champions by 100%.
    • The Gift of Mechanus - Global: Increase Modron XP earned by 10%,


    We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
    April 3rd
    Idle Champions: Greengrass 7 
    Posted in Idle Champions.

    A great cosmic conflict has spilled out upon the prime material plane.

    While celebrations to mark the start of spring begin in the quaint Sword Coast town of Triboar, a Githyanki raiding party descents from above, raining destruction.

    It's up to the Champions to defend the innocent and figure out what has drawn the attention of the Gith and their Endless War. It's time for Greengrass 7!

    Greengrass 7 has arrived! It introduces Gale, the Human Wizard from the 2023 Game of the Year - Baldur's Gate 3. This Support Champion brings the might of Mystra to the Absolute Adversaries and your formations! It also reintroduces Penelope "Half-Pint", the Halfling Druid from the Heroes of the Planes. You can learn more about the rework to Penelope below. Also, you can choose three of eight previous Champions to unlock over the course of Greengrass 7!

    As a reminder: Adventure Variant information can now be found in the corresponding Champion's Spotlight. This change is being made so that all information about a Champion and their adventures can be found in one place.

    Table of Contents


    Gale

    Dungeons & Dragons Gale

      Gale of Waterdeep was a prodigious archmage, his talents earning him the attention of Mystra, the goddess of magic. At her side, he learned all that mortals might accomplish with the Weave, in time earning his place as her lover, and her Chosen. And yet, he was not satisfied. In an attempt to prove he was ready for even greater power, he accidentally unleashed 'the orb' - a highly volatile fragment of pure Weave, corrupted by Netherese magic, which buried itself in his chest. Cast out by Mystra, humbled by his downfall, he does all he can to prevent the orb's cataclysmic detonation, watching for his chance to get back everything he lost, and more.

    Gale is a support champion that buffs Champions in the two columns ahead of him and debuffs monsters the first time he attacks them. Gale will have access to all of Elminster's Patron adventures and variants, and is ready to be unlocked in the first seat opposite Bruenor.

    Learn more about Gale in our Champion Spotlight!

    Penelope

    Dungeons & Dragons Penelope Half-Pint

      Penelope "Half-Pint" is a halfling who just wants to be everyone's best friend, even if they are evil, or a plant, or a rock. With friends that already include a treant named Neverember and a clan of chwinga that have adopted her, Penelope is ready for anything! She has the heart of a true hero and will always stand by her friends...until she goes into shrub mode of course.

    Penelope is a Support, Gold Find, and Healing Champion who focuses on crowd control by slowing and debuffing enemies. She'll have her insect friends ready for when you swap her with Arkhan in seat 12.

    Learn more about the changes coming to Penelope in our Reintroduction Spotlight!

    Flex Champions

    Flex Slots allow players to unlock additional Champions and earn chests during events, choosing from a pool of retired Champions associated with the event. This pool of retired Champions includes the Champions from previous years of the event as well as some Champions whose events have been retired. This event's Flex Slot pool includes:

    • Orkira (Seat 1)
    • Spurt (Seat 3)
    • Antrius (Seat 4)
    • Gazrick (Seat 7)

    • Catti-brie (Seat 7)
    • Nrakk (Seat 8)
    • Aila (Seat 9)
    • Melf (Seat 12)

    New Patron: Elminster

    Dungeons & Dragons Elminster

    The Sage of Shadowdale himself, Elminster Aumar, is the newest Patron in Idle Champions! Elminster joins Zariel, Mirt the Moneylender, Vajra Safahr, and Count Strahd von Zarovich as the fifth Patron. To unlock Elminster you'll first need to complete 250 Adventure Variants and unlock 100 Champions. Once you've done that it will cost 100,000 Gems and 10,000 Currency from the first four Patrons.

    Elminster has agreed to be the Champion's patron, but only for the newest Champions! A Champion must have been released or reworked in an event in the last 3 years (including evergreens) to be used.

    Elminster Patron Shop

    With a new Patron, comes a slew of new shop items! In addition to the normal Patron shop items, Elminster's shop will contain feats and skins for the 3 Champions who are always eligible for his variants: Gale, The Dark Urge, and Dungeon Master, a new exclusive familiar, and a GE Potion! Dungeons & Dragons Patron Store

    Elminster Feat Details

    Dungeon Master:
  • Rare Feat to increase the age of his Patience Young Ones! ability by 5 years.
  • Epic Feat to increase his Disappearing Act ability by 80%

  • The Dark Urge:
  • Rare Feat to increase his Embrace/Resist the Urge specializations by 40%
  • Epic Feat to increase his damage by 120%

  • Gale:
  • Rare Feat to increase his An Experienced Sage ability by 40%
  • Epic Feat to change Gale's alignment to Neutral Good


  • Events 2.0

    Event Changes

    Events 2.0 is a significant update to the events system in Idle Champions. Because players will now be able to unlock more Champions, content, and rewards through Events 2.0, we are increasing the duration of events from 12 days to 21 days. Events will typically begin on the first Wednesday of each month and run for three weeks. Content updates for Idle Champions will occur on the Wednesdays outside events.

    Along with the Event duration change we are reducing the number of annual events, shifting from 17 annual events down to 12. Long term, we plan to retire the Midwinter, Greengrass, The Running, Midsummer, and Brightswords events. However, as we transition over to the new Event 2.0 schedule, there will be a Greengrass event in April 2024.

    Quality of Life Updates

    As part of the Events 2.0 update, we are also making several quality of life updates:
    • Bounty Contracts used outside of events will award Event Tokens for the next event.
    • Event adventures, variants, and free plays no longer cost Event Tokens to start.
    • Event Tokens are now only used to purchase Event Chests directly (free plays no longer need to be grinded to obtain extra chests).
    • Event Tokens left over once an event ends will automatically be converted to Champion chests.
    • Retired Champions may come out of retirement.
    • Event Boons are granted to players who purchase specially marked event-related DLC during an event. There are four tiers of Event Boons that offer buffs to Champion Damage, Gold Find, Champion Health, Click Damage, and Speed. These buffs increase with each tier of Event Boon. Additionally, the first purchase that grants an Event Boon will also unlock the Supporter Slot.

    To learn more about what is changing with Events 2.0 check out our Blog Post! Join our amazing community with any of the links below: