June 28th
Idle Champions: Time Gates FAQ 
Posted in Idle Champions.

Looking for more information about our new Time Gates feature that wasn't covered in our Dev Blog: Introducing Time Gates? Check out our FAQ below!

Time Gates FAQ

  • Q: What are the Time Gates?

  • A: Long ago, there were ways to travel through time within Toril. These portals, or Time Gates as they were known, were powerful creations of magic that have become lost to time. Mystra, the goddess of magic, has foreseen great challenges coming for the champions and has granted one of her chosen, Kaylaar, the power to open Time Gates to assist you in your quests.

  • Q: OK, so that's the lore-filled explanation. But what does that really mean?

  • A: Time Gates are a new feature for Idle Champions of the Forgotten Realms. They are the avenue by which you can earn champions from previous events that you may have missed, and/or gear them up for free. Every time a Time Gate is available, you'll be able to choose from one of three previous event champions. Once you open the Time Gate to that champion, you'll be able to replay the event adventure they are tied to, and collect up to 2 gold chests for the champion. If you haven't unlocked the champion, you'll also earn that champion on your first Area 50 completion.

  • Q: My Time Gate has different champions available than my friend's Time Gate. Is that a bug?

  • A: No. The champions for each player are randomly chosen based on the champions they have collected already. If possible, there will always be at least one Champion you haven't unlocked available through the Time Gates.

  • Q: What do I have to do to collect the displayed Time Gate rewards?

  • A: The first time you select any given champion through the time gate, you'll need to complete two runs to collect the rewards: one to area 50, and one to area 75.

  • Q: I just triggered a Time Gate and the areas I have to reach are higher than 50 & 75. Why is that?

  • A: The first time you select a champion, the areas you have to reach are 50 & 75. The next time that champion is available within a Time Gate, the target areas are increased for each reward previously claimed, so you'll have to get to areas 100 & 125. This effect stacks if you continue to choose the same Champion each time they're available, making their rewards harder and harder to get. However, if you don't choose that champion when it's available, the *next* time that champion because available the required levels will drop by 25 (to a minimum of 50 & 75).

  • Q: How often are Time Gates available?

  • A: Natural Time Gates will be opened by Kaylaar approximately every 3 weeks (give or take). But you can open them (with her assistance) on your own once you've collected enough Time Gate Pieces.

  • Q: What are Time Gate Pieces?

  • A: Bosses will now begin dropping Time Gate Pieces. These are extremely rare drops which do have a cooldown, so farming bosses will not increase your drop rate. Once you collect 6 of those pieces, you can ask Kaylaar to open a Time Gate outside of the normal event window. You won't be able to open one is if she's going to open one on her own within 72 hours, or if you already have a Time Gate open.

  • Q: How long are Time Gates open for?

  • A: Time Gates will normally be available for only 72 hours, whether they are opened through the normal event cadence or through your collected Time Gate pieces. However, for the first Time Gate, we're opening it for an additional few hours to make sure everyone has plenty of time to play in the first window.

  • Q: Do I gain divine favor during a Time Gate event?

  • A: Yes, you gain favor with Mystra, and you'll be forced to convert it once the Time Gate closes, just like normal events, although the conversion ratio is smaller than normal events.

  • Q: If I decide I don't want to collect the champion I chose, can I choose a different champion?

  • A: No. Once you select the champion during a Time Gate window, you can't change your decision.

  • Q: I opened the time gate, but I didn't complete the 2 runs. What happens?

  • A: For each reward that you were not able to collect we credit your account with a Time Gate piece when the gate closes, which is 1/6th of another Time Gate run. So if a Time Gate becomes available and you chose a champion, but you are unable to complete any of the objectives, you'll find 2 additional Time Gate pieces in your inventory when the Time Gate closes.

  • Q: Who is the woman controlling the Time Gates? Is that Mystra?

  • A: No. That is Kaylaar Allun, a powerful wizard and a chosen of Mystra. She has reached out to the champions under the bidding of her goddess, Mystra.

June 27th
Idle Champions: Tomb of Annihilation, Part 6 
Posted in Idle Champions.

After the defeat of the warlord Ras Nsi and his followers the party begins making final preparations to depart the Lost City of Omu and descend into the deadly tombs below.

Beneath the fallen kingdom, the souls of the dead are being stolen by a necromantic artifact in order to feed the hunger of a malignant, otherworldly threat.

The time has come to brave the Tomb of the Nine Gods and end the death curse once and for all.

Today's update brings an epic conclusion to the Tomb of Annihilation storyline with two new adventures, A Grand Puzzle and The Tomb of the Nine Gods. These adventures conclude the main storyline of this campaign, but don't worry – there will be more side-quests and variants to come, so don't stop earning favor with Kelemvor!

Note: To start these new adventures, you need to have completed the Captured! adventure.

A Grand Puzzle

One of your companions reveals that they have been afflicted by the Death Curse, and it's a race against time to discover the secret to gain entry into the Tomb of the Nine Gods and save them.

The Tomb of the Nine Gods

Desperate to save the souls trapped in the Soulmonger, the party descends below Omu to confront the powerful lich Acererak.

Features:

  • Added two new Tomb of Annihilation adventures: A Grand Puzzle and The Tomb of the Nine Gods. In order to start these new adventures, you will need to have completed the Captured! adventure.

See the in-game Change Log for more information!
June 6th
Idle Champions: Introducing Dragon Heist 
Posted in Idle Champions.

The Blackstaff of Waterdeep, Vajra Safahr, has summoned you to Waterdeep. Upon arrival in the city, the party is quickly caught in a web of Waterdhavian intrigue, including a street war between Zhentarim mercenaries and the Xanathar guild, and a dinner meeting with the Open Lord of Waterdeep...

Hot on the heels of the campaign announcement at the Stream of Many Eyes, we are excited to offer our fans the first opportunity to experience content from Waterdeep: Dragon Heist!

Waterdeep: Dragon Heist is the third permanent campaign for Idle Champions of the Forgotten Realms. This update includes the first two new adventures for this ongoing campaign, A Mysterious Summons and Building Trust, each with one challenging variant. The City of Splendor awaits!

Note: you will need to complete at least 15 adventures in other campaigns in order to unlock the Waterdeep: Dragon Heist campaign.

A Mysterious Summons

The Blackstaff of Waterdeep, Vajra Safahr, has tasked Force Grey – and, by extension, the party – with patrolling the Dock Ward of Waterdeep.
  • Variant: Street War — When the party kills Zhentarim mercenaries, Xanathar mercenaries get stronger while Zhentarim become weaker, and vice-versa.

Building Trust

While being introduced to Laeral Silverhand, the Open Lord of Waterdeep, the dinner party is crashed by Zhentarim mercenaries.
  • Variant: Wisdom Check — Champion damage is increased or decreased based on their Wisdom. Scores of 10 or higher see a damage increase in damage while scores below 10 see a decrease in damage.

Features:

  • Added the new Waterdeep: Dragon Heist campaign, our third permanent campaign, with two starting adventures: A Mysterious Summons and Building Trust, each with one variant.

See the in-game Change Log for more information!
May 16th
Idle Champions: Tomb of Annihilation, Part 5 
Posted in Idle Champions.

Thanks to the magic of the Aarakocra in the ancient monastery of Kir Sabal, the Champions are now able to make their way across Chult towards the fabled Lost City of Omu. As the journey to destroy the Soulmonger continues the danger only increases, and the party soon find themselves in conflict with a Yuan-ti warlord known as Ras Nsi.

Note: To start these new adventures, you need to have completed the Homecoming adventure.

The Forbidden City

The Aarakocra have offered the party safe passage across the jungle canopy via the magical Dance of the Seven Winds ritual. It is now time to travel to the Lost City of Omu, location of the Soulmonger, the powerful artifact you now know powers the Death Curse.
  • Variant: Periodic Petrification — every 15 seconds one of your Champions becomes petrified, stunning them for one minute.

Captured!

The party has been captured by the Yuan-ti warlord Ras Nsi. Luckily, a doppelganger employed by the Red Wizards of Thay helps the party to escape — but the party must fight their way free.
  • Variant: Home Field Advantage — Yuan-ti enemies power up each second they are alive.

Features:

  • Added two new Tomb of Annihilation adventures: The Forbidden City and Captured!, each with one variant. The first one, The Forbidden City, starts in Kir Sabal; these are very challenging adventures and variants. Note: to start these new adventures, you need to have completed the Homecoming adventure.

See the in-game Change Log for more information!
April 25th
Idle Champions: Grand Tour & Tomb Variants 
Posted in Idle Champions.

Today's update includes the largest number of new variants we've ever released at once! There are three new Grand Tour of the Sword Coast variants and two new Tomb of Annihilation variants, each more challenging and devious than the last. In addition, this update includes new upgrades for all Champions and more than half a dozen commonly-requested quality of life fixes and features. Check out the Change Log for more details!

Grand Tour of the Sword Coast Variants

  • Escort to Waterdeep: Constant Banditry — Additional bandits spawn in every area but they don't drop gold.

  • Waterdeep Detours: Easily Distracted — Every 15 seconds a random Champion has their DPS disabled for 30 seconds. Squirrel!

  • Underdeep Cartography: Durable Deep — Monster health is replaced with five armored hits (bosses take 50).

Tomb of Annihilation Variants

  • The Templar's Camp: Poor Guidance — Your normal guide is unavailable! Instead, the party is stuck with an ill-informed guide taking up the center formation slot, and every 10 seconds the ill-informed guide disables the DPS of a random Champion for 20 seconds.

  • Rescue in the Jungle: Upholding the Law — Only lawful Champions may be used.

Features:

  • Added three new Variants for the Grand Tour of the Sword Coast Campaign: Constant Banditry, Easily Distracted, and Durable Deep.

  • Added two new Variants for the Tomb of Annihilation Campaign: Poor Guidance and Upholding the Law.

  • Added a panel to the reset screen that shows statistics about the completed adventure.

  • Monster types are now displayed when hovering over a monster, and hovering also brings their name and health bar to the front.

  • Added a new hotkey that toggles scientific notation (Y).

  • Free Play adventures now show the original adventure name in the quest display.

  • Selected level-up multiplier is now remembered through reloads.

  • Autoprogress is now turned on by default when starting a new adventure.

  • Added a Community Champion achievement for players that "showcase outstanding community leadership" (Does not appear or count towards achievement total if not earned).

  • If you get a golden item and already have a shiny item in that slot, you will now receive a bonus potion of polish which you can use to make a different item shiny.

Clarification (no actual change):

  • Barrowin's Blessed Hammer skill description changed to specify that it only buffs base attacks.

Balance Changes:

  • Added additional upgrades to all Champions, including a new "Bond" specialization choice for Asharra at level 350.

  • Zorbu's Favored Enemy upgrades now start with a 300% bonus damage instead of 100%.

Fixes:

  • Pressing 'Esc' while opening chests no longer closes the chest screen.

  • Fixed several typos. You've almost found them all, but several more remain. Keep searching!

  • Nrakk's ultimate description should now contain the correct buff amount based on all his ultimate bonuses (from gear, etc.)

  • The description for Nrakk's Deft Strike should now show the proper buffed value.

  • Fixed a case where the shiny effect on cards in the Blacksmith Contract dialog could animate incorrectly.

Coming Soon:

  • Fixes for offline gold and party DPS calculations with certain Champions.

See the in-game Change Log for more information!
March 27th
Idle Champions: Introducing Familiars 
Posted in Idle Champions.

Introducing Familiars! Familiars can be purchased for gems or real money and assigned to specific tasks, such as clicking enemies, leveling up Champions, or using ultimate abilities. There are six Familiars available to purchase: three for gems and three more via DLC. They all function the same, though. Check out the in-game Change Log for more details.

Familiars unlock once you have reached Area 66 in any campaign (for most existing players they will become available right away). The cheapest Familiar costs 1,000 gems while the most expensive costs 50,000 gems.

Features

  • Familiars have been added to the game. Familiars can be purchased for gems and real money and assigned to specific tasks, such as clicking enemies, leveling up champions, or using ultimates.
  • Three familiars are available to purchase for gems for 1,000, 10,000, and 50,000 gems each.
  • Three familiars are available in DLC packs which also include a variety of potions and blacksmithing contracts.
  • Familiars click at different rates depending on the task they're assigned to:
    • Clicking monsters: 5 clicks per second; if 3 or more familiars are assigned to click they will also automatically pick up gold and quest items.
    • Leveling champions/click damage: 1 click per second.
    • Using ultimates: 1 click per 30 seconds.

Balance Changes

  • The gem rewards for completing adventures have been drastically increased.
  • All players who have previously completed adventures with updated gem rewards have had the gem difference credited to their accounts. In total 8,200 extra gems are up for grabs if you've completed all of the available adventures and variants (enough to buy 16+ gold chests).

For more information, check the in-game Change Log!
March 21st
Idle Champions: Tomb of Annihilation, Part 4 
Posted in Idle Champions.

Now that you have made your way from Port Nyanzaru to Camp Vengeance, it's time to head to the ancient cliffside monastery of Kir Sabal, where the Aarakocra may be able to help you to reach the Lost City of Omu...

Note: To start these new adventures, you need to have completed the Rescue in the Jungle adventure.

Homecoming

The party is making their way through the jungle to the ancient monastery of Kir Sabal, home of Asharra and the Aarakocra of Chult. During the journey the party is endlessly assaulted by undead terrors emerging from the jungle, and arrives at a Kir Sabal under attack by Gargoyles.

Complete Homecoming to unlock the variant Anti-Dexterous Explorers, where only Champions with a DEX score of 14 or lower can be used, as well as the next adventure.

The Lost Heir of Omu

The Aarakocra of Kir Sabal will help the party to reach Omu if you save Princess Mwaxanaré, the rightful heir to Omu's throne, who has been kidnapped by pirates based out of the abandoned Port Castiliar.

Not Very Charming is the variant you unlock upon completion of The Lost Heir of Omu. Only Champions with a CHA score of 14 or lower can be used.

Features:

  • Added two new Tomb of Annihilation adventures: Homecoming and The Lost Heir of Omu, each with one variant. The first one, Homecoming, starts in Camp Vengeance; these are very challenging adventures and variants. Not for the faint of heart!

Coming Soon:

  • New ways to approach clicking in the game.
  • Offline gold and global DPS adjustments.
  • Someone who knows magic

See the in-game Change Log for more information!
March 7th
Idle Champions Event: Fleetswake 
Posted in Idle Champions.

The party is recruited by one of Waterdeep's merchant guilds to look into a number of mysterious ship disappearances over the past year. Superstitious folk blame Umberlee, but the merchant guild isn't so sure, and as the Fair Seas Festival gets underway your party begins their investigation in the Dock Ward of Waterdeep...

Fleetswake is our eighth limited-time event for Idle Champions, starting today and running until Monday, March 19th at noon PDT, and introducing Zorbu "Thunderbolt" Natten, the Gnome Ranger!

New Champion: Zorbu "Thunderbolt" Natten

Zorbu grew up in a small village on the slopes of the mountains south of Yartar. He lived a typical gnomish childhood: tinkering with mechanical toys, pulling pranks on unsuspecting neighbors, and exploring the woodlands covering the mountains in the company of a local dwarf ranger, Galor Rockshield.

A grizzled veteran of many battles, Galor was waging a secret battle against a clan of drow who were holed up in some deep caves near the village. He carefully struck from the shadows, attempting to drive them back into the Underdark. One night, after a particularly prolonged encounter, a drow scout followed Galor home, and on the night of the next new moon the drow and their minions descended upon the village in force. Galor saved Zorbu's life, but many others were killed, including Zorbu's parents. From that day forth, Zorbu trained under Galor as a ranger, vowing revenge upon the drow and any who claim allegiance to them.

Cunning and imaginative, Zorbu makes use of his tinkering skills to wield an impossibly large crossbow (named Thunderbolt, which is also Zorbu's nickname) and unleash clever mechanical traps against his foes.

When you want to add Zorbu to your party, you can swap him with Arkhan.

Fleetswake Variants

  • Thunder and Lightning — A crazy storm blows in, affecting all outdoor areas. In addition to the wind and rain, lightning strikes your formation every 5 seconds, dealing 90% of max health unavoidable damage to a random Champion. When Zorbu "Thunderbolt" Natten is hit by the effect, his next normal attack does 10x damage.

  • Crashing Waves — Only two of your formation's columns do damage at a time. Columns change every 10 areas. Start with back two (slots 4-9), then middle two (slots 2-6), then front two (slots 0-3), then front and back (0-1 & 7-9), then repeat.

  • The Shipwright's Ball — Two Shipwrights take up slots (2, 9) in the formation. The Shipwrights dance with adjacent Champions, swapping the position of two random adjacent Champions every 15 seconds (the one in slot 9 swaps 6 and 8, while the one in slot 2 swaps two of 0, 3, and 4).

Features:

  • Added the Fleetswake event, our eighth limited-time campaign event! The event will run until Monday, March 19th at noon PDT.
  • Added a new Champion: Zorbu "Thunderbolt" Natten.
  • Added a new event Divine Favor: Umberlee's Favor.
  • Added a setting to disable screen shaking.

See the in-game Change Log for more information!
February 28th
Idle Champions: The Grand Tour, Part 4 
Posted in Idle Champions.

You've battled beasts and mad wizards, saved farms and villages, and you've finally made your way to Waterdeep for your rendezvous with Drizzt Do'Urden. Now it's time for the next leg of your journey to begin, with two new Adventures for the Grand Tour of the Sword Coast campaign, The Silken Swamp and Supply Run, each with one variant!

Head into The Silken Swamp and battle eight-legged enemies as you seek to rescue a lost party of adventurers for your share of their loot. When you return, a strange gnome wants to hire the party to resupply his camps and discover the whereabouts of his missing overseer in Supply Run.

Sure, the party wanted to enjoy a nice evening of feasting and festivities at The Yawning Portal, but when adventure calls, you must answer!*

*Note: you will need to have completed the Overdue Rendezvous adventure in order to access the new adventures.

The Silken Swamp

Our champions are in the midst of enjoying a warm meal and well-deserved drinks at Waterdeep's famous tavern, The Yawning Portal. Suddenly, a battered and frightened rogue – in the midst of grappling with a giant spider – lands with a crash on the table!

After Bruenor readily dispatches the spider, the rogue tells his tale of adventuring gone wrong. Having barely escaped with his life, the rogue requests your help in rescuing his companions or at least discovering their fate. He'll even split the treasure with you!
  • Variant: Wet Feet — Champions have a random chance on each attack to step in the swamp, getting "wet feet" and reducing their attack speed by 50% for three attacks.

Supply Run

A gnome merchant approaches the group. He's Zook Timbers, proprietor of Strakeln & Timbers General Goods and Curious Oddities, and he needs your help! Zook's hunting camps need to be resupplied, but perhaps more importantly, his partner and camp overseer, a dwarf hunter named Amber Strakeln, is missing and hasn't reported back in weeks...
  • Variant: Heavy Burden — The supplies you are carrying are heavy. Every 30 Seconds there are three heavy packages randomly assigned to champions in formation. Champions carrying a heavy package cannot share their formation abilities. Outgoing formation effects are disabled while carrying a package.

Features:

  • Added two new Grand Tour of the Sword Coast adventures: The Silken Swamp and Supply Run, each with one variant. You will need to have completed the Overdue Rendezvous adventure in order to access the new adventures.
  • Vastly improved memory usage and implemented several performance enhancements; please report any new graphical issues you encounter!

See the in-game FAQ for more information!
February 15th
Idle Champions Event: Grand Revel 
Posted in Idle Champions.

In the Forgotten Realms, Grand Revel is a day of dancing, music, and the eating of sweet treats of all sorts, from chocolate to red "firemint" candies. But even during such an unparalleled day of joy there are quests to be done and adventures to be had. One such adventure revolves around a missing caravan on Chult – and the Templar of the Order of the Gauntlet who desperately wants it found...

Grand Revel is our seventh limited-time event for Idle Champions, which starts today and lasts until Tuesday, February 27th, 2018, and introduces Birdsong, the Tabaxi Bard!

New Champion: Birdsong

Birdsong, a cunning young Tabaxi bard, learned to defend herself while enslaved by the Yuan-ti. Proficient in playing the lute, Birdsong discovered her potential as a bard when witnessing the effect her songs had on other slaves. After her escape, she became one of the greatest minstrels of Chult. She promised herself to, one day, get revenge on the Yuan-ti who destroyed her village.

When you want to add Birdsong to your party, you can swap her with Makos or Drizzt.

Grand Revel Variants

  • Three's a Crowd — Any Champion that is adjacent to more than 1 other Champion has their damage reduced to 0.

  • Pair Up — Your ratio of women to men in your formation cannot be off by more than one (at all times you must have an equal number of men and women, or 1 more man than woman or vise-versa).

  • Love Potion — Every 25 areas, two Champions drink a love potion and fall deeply in love. For those 25 areas, if those Champions are adjacent to each other in the formation they do bonus damage themselves (x4), and buff global damage as well (x3). The chosen Champion combos are fixed rather than random.

Features:

  • Added the Grand Revel event, our seventh limited-time campaign event! The event will run until Tuesday, February 27th at noon PST.
  • Added a new Champion: Birdsong, the Tabaxi Bard.
  • Added a new event Divine Favor: Sune's Favor.

See the in-game FAQ for more information!