September 18th
Idle Champions: Variants Update (Sept. 2019) 
Posted in Idle Champions.

    "Looking for a new challenge? We can arrange that!
    How do you feel about being attacked by flaming undead?"
Our latest Idle Champions update introduces six new variants for the Grand Tour of the Sword Coast and Waterdeep: Dragon Heist campaigns. Some of these variants include extra Flameskulls, while others require either your smartest or least-insane Champions. You will need to have completed the original adventures in order to unlock these variants.

Don't forget to bring fireproof clothing! Enjoy :)

Grand Tour of the Sword Coast Variants

  • The Mists of Ravenloft: We're not in Faerȗn Anymore — A group of 3 armored and powered up Flameskulls appears in each area (after 10 enemies). Each of them has the following enhancements:
    • 4 hits of armored health.
    • Deals 300% damage.
    • Stuns the target for 3 seconds.
  • You can only use melee/ranged Champions.
    Reach area 275.
  • Family Entanglements: Relentless Misfortune — Relentless Undead monsters spawn and attack your formation. When they are killed, Relentless Undead don't disappear. Instead after 3 seconds, they get back up and start attacking again.
    Reach area 275.
  • Tower on the Lake: Intelligence Hunt — Only Champions with an Intelligence (INT) score of 13 or higher may be used.
    Reach area 275.

Waterdeep: Dragon Heist Variants

  • A Mysterious Summons: Vajra's Guards — Vajra has asked that three Stone Golems accompany you on your adventures. I'm sure she's not monitoring them at every moment.
    Reach area 200.
  • Hopelessly Lost: Flame(skull) War — Trenzia's Flameskull is back and ready to start a war in Undermountain! Not only has she hoarded all the treasure, but she's also found a way to power herself up!
    • Instead of appearing only in areas 41-45, she now appears in every area, and her damage is increased by 200%.
    • All gold found is reduced by 99%.
    Reach area 250.
  • Enter the Sargauth: The Madness Grows — You've become lost. The friends you knew have abandoned you and been replaced with gibbering mouthers. I doubt it'll be long before Halaster himself appears to smite you. All champions in the 'even' (2, 4, 6, etc) seats have disappeared. They probably abandoned you. Or maybe they are the sounds you hear from the shadows?
    Reach area 250.
See the in-game Change Log for more information!
September 9th
Take This PAX West 2019 Update 

With your help we managed to raise more than $13,000 in support of Take This, helping to fund AFK Rooms not just for PAX West 2019, but for future PAX Events as well.

On behalf of all of us at Codename Entertainment, we would like to offer a massive ‘thank you’ to the fans and supporters who made this happen. It is thanks to you that PAX attendees will have access to these invaluable spaces to recharge.

Also, a very special thank you to Amy T Falcone, the creator of Vizier, and her fans who helped make this a giant success too.

To learn more about how your donations make a difference, visit www.takethis.org
September 4th
Idle Champions: Brightswords 2 
Posted in Idle Champions.

Seeking rest and respite from a year of adventure, the Champions arrive in the tranquil town of Longsaddle - only to find it under siege!

Drow from the Underdark are on the hunt in Longsaddle for a Harpell artifact, and it's a race against time to find it before they do...

Brightswords 2 introduces Turiel, the Aasimar Cleric. Players will have until Monday, September 16th, 2019 at 12:00pm PDT, to unlock him!

New Champion: Turiel

    Wherever the aasimar known as Turiel goes, devils and demons know to tread lightly. Acting on orders of their divine patron, Bahamut, Turiel works tirelessly to bring law, order, and justice to Toril. When not busy with inquisitions or crusades, Turiel calls the endless libraries of Candlekeep their home, studying ancient tomes and seeking guidance for their next holy mission.
Turiel Supports from the front of the formation, with his Embodiment of the Law greatly increasing the damage of Champions the further they are behind him. When you want to add Turiel to your formation, you can swap him with Bruenor (Slot 1).

For more information about our latest Champion, check out the Idle Champion Spotlight: Turiel dev blog!

Year One Champion: Wulfgar

    Wulfgar started his life in the north as the flag bearer of the barbarian Tribe of the Elk. He was bested in the assault on Ten-Towns by Bruenor Battlehammer, who decided his punishment would be five years and a day of service. Bruenor grew to love the tall barbarian, eventually seeing him as an adopted son. At the end of his service, Drizzt Do'Urden to taught Wulfgar the ways of combat and Bruenor crafted for him a mighty warhammer, named Aegis-fang. This magical warhammer bears the symbols of three of the Dwarven Gods: Moradin, Clangeddin, and Dumathoin. It is specifically attuned to Wulfgar and magically returns to his hand upon telepathic command.
Wulfgar deals AOE damage that stuns and deals additional damage to armored and stunned enemies. He has additional abilities for each other Companion of the Hall present. When you want to add Wulfgar, Son of Beornegar to your party, you can swap him with Tyril (Slot 10).

For more information about about Wulfgar, check out last year's Idle Champion Spotlight: Wulfgar dev blog!

Year Two Variants

  • Hearty Constitution — Only Champions with a Constitution (CON) score of 14 or higher can be used.
    Reach area 75.

  • Army of Bahamut — Turiel starts out in slot 1 and can't be moved or replaced. Only Lawful or Good Champions can be used.
    Reach area 125.

  • DPS's Day Off — No Champions with the DPS role can be used.
    Reach area 175.

Year One Variants

  • Little Eyes are Lurking — A pair of Quasits have infiltrated your party, taking up two slots in the formation and causing chaos, making it difficult to work as a team. Every 25 areas they switch positions.
    Reach area 75.

  • Father and Son — Wulfgar and Bruenor have set off alone, on an adventure to catch up after some lost time. Only Bruenor and Wulfgar are available, and both start in your formation. Their damage and cooldowns are dramatically improved.
    Reach area 125.

  • Lolth's Domain — All Drow have the blessing of Lolth. Enemies gain armor and bosses gain additional armor.
    Reach area 175.

See the in-game FAQ for more information!

September 4th
Idle Champion Spotlight: Turiel 
Posted in Idle Champions.

If you're going to journey into the depths of the Nine Hells, you'll want the aasimar Turiel on your side.

A Cleric of the Order Domain, Turiel has spent a mortal lifetime in service of the God of Dragons, Bahamut. He has traveled across Toril under the guidance of his patron, hunting fiends from the Abyss and the Nine Hells. He has unearthed and destroyed Cults of the Dragon. And he is relentless in his pursuit of justice.

Now it seems that Turiel's lifetime of battle was merely preparation for a single holy mission: to enter Avernus and prevent the wielder of the Hand of Vecna from breaking Tiamat free...

Are you here for the Turiel Champion Spotlight? Good. Let's dive in, shall we?

I. Turiel's Story

    Wherever the aasimar known as Turiel goes, devils and demons know to tread lightly. Acting on orders of their divine patron, Bahamut, Turiel works tirelessly to bring law, order, and justice to Toril. When not busy with inquisitions or crusades, Turiel calls the endless libraries of Candlekeep their home, studying ancient tomes and seeking guidance for their next holy mission.
Turiel is a front-line Support Champion, best placed alongside your tanks and with your DPS Champion(s) as far behind him as possible. Whenever enemies attempt to attack Turiel, he will redirect them towards the tanks in his column and increase the power of his buffs. He is especially potent when fighting Fiends. When you want to add Turiel to your formation, you can swap him with Bruenor (Slot 1).

II. Turiel's Stats

Class: Cleric (Order Domain) Alignment: Lawful Good
Race: Aasimar (Scourge) Gender: Male
Age: 121 Affiliation: none

STR: 9 DEX: 11 CON: 16
INT: 13 WIS: 17 CHA: 12

III. Designing Turiel

We've been wanting to create an aasimar Champion for a long time. At the same time, we've been eyeing the Order Domain Cleric from Guildmaster's Guide to Ravnica since it came out last year. It seemed only fitting that as we get closer to descending into Avernus we make sure there is a Champion fitting to lead the charge.

The look of Turiel came before the abilities. An internal conversation about how aasimar manifest their divinity across the subraces led to one artist suggesting we go with a Kintsugi-like approach to Turiel's features, as if his body was cracking apart under the strain of containing so much radiance. Dark skin, brightly-colored hair, and heavily worn and weathered clothes and armor round out his aesthetic. The idea is that he only has time for his mission, and he's always in the thick of battle, leading to drab and damaged attire.

From his very first iteration, Turiel was a Champion that led either from - or near - the front of the formation. Order Domain Clerics are amazing at managing the ebb and flow of battle, with a selection of spells and subclass abilities that really allow their allies to shine. We knew we wanted to incorporate Embodiment of the Law into Turiel's design, but giving allies 'reaction attacks' didn't really translate in a way that we liked, and we were fixated on a Support Champion that could buff Champions behind him in the formation, with the buff becoming even more potent the further back your DPS Champions are.

Order's Demand was born of necessity. When your Support Champion is not a Tank but still needs to be able to join the front row of the formation, what do you do? Well, how about a kind of 'reverse-taunt'? Turiel is able to defer potential attacks on himself towards another Champion in his column, if one is available. Think of what you can make happen with that kind of ability.

Turiel's mission is to destroy all evil on behalf of his patron, Bahamut. Unflinching Hatred buffs Order's Demand whenever Turiel attacks an enemy of the fiend type. Turiel will really start to shine whenever your formation is fighting monsters from the Nine Hells or the Abyss. That might be handy in our next campaign!

With Voice of Authority, Turiel offers your high-constitution Champions some serious buffing. Whenever Turiel attacks, all other Champions deal bonus damage on their next attack based on their individual CON ability scores. It might be time to dust off your Jamilah or Binwin DPS formations.

When it comes to specializations, you can choose Lawful Mission to increase the effect of Embodiment of the Law, or you can choose Hearty Constitution to increase the effect of Voice of Authority. Depending on which type of DPS Champion you're focusing on, one of these may be better than the other for you.

Aasimar have some awesome subclass options in Volo's Guide to Monsters, but truth be told we only ever considered one type: scourge aasimar. There is something compelling about aasimar who feel the need to fight evil with every fiber of their being — aasimar who are so filled with divine radiance it threatens to consume them from the inside, leading them to wear masks. We always knew we wanted to adapt Radiant Consumption as Turiel's ultimate ability. It became Beacon of Light, a powerful AoE knockback and scaling damage buff - with a drawback. While the buff scales up, Turiel cannot attack, and whenever the formation is attacked it halves the buff.

If you're interested in learning more about the details of Turiel's abilities, you can get that information below.

IV. Turiel's Abilities

Basic Attack

  • Sacred Flame — Turiel points at a random enemy and flame-like radiance strikes them from above. Random target, 10-second cooldown.

Formation Abilities

  • Embodiment of the Law — Turiel increases the damage of Champions in the columns behind him by 100%, increasing by an additional 100% for each column further back (stacking multiplicatively).
    • 1 column = 100%
    • 2 columns = 300%
    • 3 columns = 700%
    • 4 columns = 1500%
    • etc.
  • Order's Demand — Enemies that attempt to choose Turiel as a target instead choose to attack another Champion, assuming another valid target exists. Each time this occurs, Turiel increases the effect of Embodiment of the Law by 100% for 30 seconds, stacking additively up to 30 times.
    • Note: This only affects single-target attacks that target Turiel directly (for example it does not deflect AOE attacks, multi-target attacks, or other attacks that hit Turiel indirectly).
  • Unflinching Hatred — Turiel has a singular mission: to destroy all evil. After attacking a fiend-type enemy, his Embodiment of the Law ability is increased by 100%. When Order's Demand redirects the attack of a fiend-type enemy, its effect is increased by 100% as well.
    • Note:These effects do not stack, but last for 30 seconds, and their cooldowns restart if they are triggered again.
  • Voice of Authority — After Turiel attacks, all other Champions deal bonus damage on their next attack based on their individual Constitution (CON) ability scores (50% per point of CON starting at >10, stacking multiplicatively).
    • <=10 CON = 0%
    • 11 CON = +50%
    • 12 CON = +125%
    • 13 CON = +238%
    • etc.

Specializations

  • Lawful Mission — Increase the effect of Embodiment of the Law by 50% for each Lawful Champion in the formation (including Turiel, stacking additively, then applying to Embodiment of the Law multiplicatively like a normal upgrade).
    • +50% (just Turiel) to +500% (10 Lawful), depending on the formation used.
  • Hearty Constitution — Increase the stack size of the Voice of Authority ability by 50% (to 75% per stack).
    • <=10 CON = 0%
    • 11 CON = +75% (+50%)
    • 12 CON = +206% (+65%)
    • 13 CON = +436% (+84%)
    • etc.

Ultimate Ability

  • Beacon Of Light — Unleashing the radiance of his scourge aasimar nature, Turiel becomes a Beacon of Light, pushing back enemies and increasing your party's every second while they are not being attacked. Increases the damage done by the formation by 25% per second, stacking multiplicatively. Each time the formation is attacked by an enemy, the number of stacks are reduced by 50% and the light diminishes. The effect ends after 30 seconds or when it is reduced below 1 stack due to enemy attacks, whichever comes first. During this time, Turiel is immobile and does not attack.

V. Turiel's Equipment



VI. Conclusion

With Turiel we wanted to create a Champion you'd follow into Avernus. We wanted to create a Support who buffs the back row, and who can also buff your CON DPS Champions. We think we've done something really awesome with our latest Champion, and we look forward to seeing how he fits in to your formations!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
August 28th
Idle Champions: Second Anniversary & Patrons 
Posted in Idle Champions.

Today's update features our Second Anniversary Celebration, daily rewards for the next week, and a new high-level progression system we're calling the Patron System!

Patron System

The first Patrons have arrived! The Patron System is the basis for a new form of progression within Idle Champions. It allows you to replay previously completed variants and free plays with additional restrictions, and rewards you with patron currency and influence which can be used to purchase unique rewards and unlock unique perks.

We're releasing the bones of this system with our first 2 Patrons: Vajra Safahr, Blackstaff of Waterdeep, and Mirt the Moneylender! We'll continue to update the system in the coming weeks and months. For more information on the Patron System, check out our Patron System Developer Blog.

Anniversary Celebration


Today kicks off our second-anniversary celebration! On Sept 7, 2017 we launched on Steam, and it's been an AMAZING 2 years of live servicing. We're looking forward to many more! To celebrate, the birthday chests are back! Log in every day to collect a birthday chest, with handpicked items by the CNE team. If you collect 4 out of the 7 birthday chests, you can collect the anniversary chest which contains our first ever epic feat (for Celeste) as well as an exclusive Mind Flayer Hitch skin!

In addition to that, we've released the Patron System (see below) and a ton of new familiar and skin DLC packs to help you push further and get your formations set up! See the in-game Change Log for more information!
August 23rd
Dev Blog: Patron System 
Posted in Idle Champions.

Hi everyone! Lead Designer Justin here with another installment of "What's That New Thing?" Hot on the heels of the recently-added Feats System, today we're talking about the upcoming Patron System, a brand new form of end-game progression coming to Idle Champions as part of next week's 2nd Anniversary Extravaganza!

What is the patron system?

The Patron System is the basis for a new form of progression within Idle Champions. It allows you to replay previously completed variants and free plays with additional restrictions, and rewards you with patron currency and influence which can be used to purchase unique rewards and unlock unique perks.

How do I use the patron system?

On PC and mobile platforms, click the new patron button on the top-left menu next to the reset button. On consoles, find the patron panel within the normal menu system. Once there, you can see the available patrons listed on the left. Each patron has a unique set of requirements you must meet and costs you must pay before they will accept you as a follower. Pay their price and you can begin to collect patron influence and currency by starting variants and free plays with the given patron active.

What are patron requirements and costs?

Patron requirements and costs are requirements you must meet and costs you must pay before you can begin to adventure on behalf of a given patron. Requirements include things like having a certain number of Champions unlocked, having a certain number of adventures completed, or even having a certain number of loot levels across all of your Champions' equipment. Costs currently include gems, time gate fragments, and silver chests.

What are patron restrictions?

Each patron comes with unique restrictions that apply to every variant or free play adventure you do while that patron is enabled. They apply in addition to the normal restrictions on a given variant, and can make the variant much, much more challenging.

What are the first two patrons and their restrictions?

The initial iteration of the patron system will launch with two patrons: Mirt the Moneylender and Vajra Safahr, the Blackstaff. Mirt requires all Champions take a side in the great battle between good and evil, and will not allow neutral Champions to partake in his adventures. Vajra, on the other hand, requires Champions of great constitution to do her bidding, and therefore does not allow Champions with a CON score of 13 or lower to represent her interests. Vajra's unlock requirements are slightly higher than Mirt's, as are her area requirements in her variants.

How do I use my patron?

Once you've unlocked a patron, you can activate them on the campaign map after you've completed your current adventure. Look on the right-hand side of the screen to see the patron selector. When active, the campaign map will show you all available patron variants and free plays for your chosen patron. You can disable your patron in order to do normal adventures. Once you start an adventure you can not switch or disable your patron without first completing the adventure.

Patrons are not available to use during event campaigns or time gate adventures. Switching to an event campaign or opening the time gate dialog will disable your current patron temporarily.

What are patron variants?

Patron variants are versions of all the normal adventure variants that you can start with an active patron, but include the patron's additional restrictions and have a much higher area requirement. You must complete the base adventure variant before you can do the patron variant. Patron variants award patron influence and currency based on the area requirement of the adventure, along with normal divine favor rewards. You only get the influence and currency if you complete the objective. Going beyond the area requirement does not increase the reward. Like normal variants, patron variants can only be completed once.

What are patron free plays?

Patron free plays are versions of the normal adventure free plays you can start with an active patron. Unlike patron variants, patron free plays do not award patron influence, but do award currency based on the area you reach, along with normal divine favor rewards. There is a maximum of 5,000 patron currency that can be earned from patron free plays each week, and after that, you will only gain normal divine favor rewards for completing patron free plays. Additional patron currency can be earned by completing patron variants or patron challenges.

What is patron influence?

Patron influence is earned by completing patron variants and can be used to purchase patron perks. The amount of influence earned from variants is fixed and can not be increased.

What are patron perks?

Patron perks are similar to blessings, and can be unlocked with patron influence on the patron dialog to increase your party's effectiveness. Some patron perks only apply while adventuring under your patron banner, while others apply globally on any adventure for any patron (or even no patron).

What is patron currency?

Patron currency is earned by completing patron variants, patron free plays, and patron challenges. Patron currency can be used to purchase unique rewards from the patron shop. There is a limit to the amount of patron currency you can earn from patron free plays and challenges each week, but there is no limit to the amount you can earn by completing patron variants (though there are a limited number of variants available).

What can I buy in the patron shop?

The patron shop allows you to purchase unique items using patron currency. The first items available are patron chests, which contain loot items for any of the Champions available to use on the given patron's variants and free plays, including event Champions. Additional items in the patron shop may require that you have a certain amount of patron influence before you can buy them, but include potions, time gate fragments, feats, skins, silver event chests, and familiars. Some items have a weekly limit on the number you can purchase, and others are only one-time purchases.

Note: Some patron shop items, such as skins, familiars, and silver event chests, are not being released with the launch of the system and will be added later.

What are patron challenges?

Patron challenges are another way to earn patron currency each week. They are a set of 10 challenges, similar to The "C" Team challenges we did earlier this year, that you can complete each week. You must be on a patron variant or free play in order to make progress towards that patron's challenges. Patron challenges can award 5,000 additional patron currency for completing them all each week, separate from the free play currency cap.

Note: The patron challenge system is not launching with the initial patron system, but will be added after several weeks.

How often will you be adding new patrons?

We do not yet have a firm cadence for new patron releases, but we hope to release many more patrons in the future and expand the system in other ways as well. We are looking forward to hearing your feedback about the patron system and may make changes in the future based on it.

Does this mean we're going to get less new adventures in the future?

We do not believe the patron system will impact the cadence of our new adventure and variant releases -- in fact, it will lead to more content being available because every time we release new variants they will be available to play with any unlocked patron you have as soon as you have completed the base variant.

When will the patron system be released?

The patron system will be released alongside the Year 2 Anniversary Celebration on August 28th, 2019.
August 14th
Idle Champions: Ahghairon's Day 2 
Posted in Idle Champions.

Each year the citizens of Waterdeep celebrate Ahghairon's Day, honoring the first Open Lord of Waterdeep and the founder of the Lords of Waterdeep. Common folk leave violets and effigies at Ahghairon's Tower and the House of Wonder, Lords toast Ahghairon and the Watchful Order, and Guildmasters offer toasts in the name of the Lords.

For this year's festivities, the party has received an assignment from the Open Lord of Waterdeep, Laeral Silverhand — and when the Open Lord calls, you must answer...

Ahghairon's Day 2 introduces Jim Darkmagic, the most famous and powerful wizard from Acquisitions Incorporated. Players will have until Monday, August 26th, 2019 at 12:00pm PDT, to unlock Jim!

New Champion: Jim Darkmagic

    James Winifred Darkmagic III is the scion of a mysterious, multi-planar wizarding family. As an entertainer and purveyor of the 'Jim Darkmagic Experience,' the legendary mage can often be found in markets and town squares performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as a Chief Arcanist (and occasional arsonist) for Acquisitions Incorporated.
Jim is a DPS and Support Champion. His Wand of Wonder offers varied Support effects, and his Magic Magic Magic Magic increases the DPS of Champions with magic base attacks. When you want to add Jim to your formation, you can swap him with Minsc (Slot 7).

For more information about our latest Champion, check out the Idle Champion Spotlight: Jim Darkmagic dev blog!

Year One Champion: Ishi Snaggletooth

    Ishi Snaggletooth hails from a warren of Kobolds living in the sewers under Baldur's Gate. Always the type to be more curious than careful, she accidentally stowed away on a ship headed to Port Nyanzaru. There, she met her dear friend, the Firbolg Littlefox. Often shunned by humans, Ishi hopes to prove herself as a true hero however she can. Ishi's biggest claim to fame is the defeat of the known swordsman, Hershel Von Saberburg, and since that day she's touted herself as a renowned duelist to anyone that'll listen to her.
Ishi is always the fastest Champion in your formation. She increases her own damage as well as the party's Gold Find based on the number of non-human members. When you want to add Ishi to your party, you can swap her with Jarlaxle (Slot 4).

Year Two Variants

  • Spelling "Bee" — Our Champions continue to struggle to spell "Ahghairon's day". Spelling Bees spawn at random, reducing the DPS of whomever kills them by 90% for 20 seconds. If that Champion kills another Spelling Bee before their debuff expires, the effect stacks and resets the cooldown back to 20 seconds.
    Reach area 75.

  • Magical Misadventure — Only Champions whose base attacks are magical may be used.
    Reach area 125.

  • Center of the Multiverse — Jim Darkmagic starts the adventure in the formation and cannot be moved or swapped out. Only formation slots which Jim considers to be useful to himself may be used (the columns in front of and behind him).
    Reach area 175.

Year One Variants

  • Memory Magic — Two slots in your formation are affected by a magical spell causing all of the bandits to fight for the Eye of Gruumsh spellcaster. These affected slots change every 15 seconds by moving to a random adjacent slot. Heroes in affected slots must concentrate on resisting the magic, so they are unable to attack and all their Formation Abilities are disabled.
    Reach area 75.

  • Orcs Among Us — One, two, or three Powered-up Orc Fighters spawn randomly with each wave. They have triple health, do triple damage, they do not drop any gold, and they do not count toward any quest progress.
    Reach area 125.

  • No Humans Allowed — Ishi has been shunned by humans too many times, and for once she just wants them to see how it feels! You cannot use Human Champions in this variant.
    Reach area 175.

See the in-game FAQ for more information!

August 14th
Idle Champion Spotlight: Jim Darkmagic 
Posted in Idle Champions.

It's time for our newest Champion Spotlight! Today, we're previewing the release of James "Jim" Winifred Darkmagic III, human wizard and member of Acquisition's Incorporated. Read on to learn about this new and exciting Champion releasing later today in Ahghairon's Day Y2!

"Jim" who?

    James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. As an entertainer and purveyor of the 'Jim Darkmagic Experience,' the legendary mage can often be found in markets and town squares performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as a Chief Arcanist (and occasional arsonist) for Acquisitions Incorporated.
Jim Darkmagic is a founding member of the Acquisitions Incorporated, played by Mike Krahulik. He joins his 'comrades' from the C-Team: Rosie, K'thriss, Donaar, and Walnut.


Jim's Stats


Race: Human Alignment: Chaotic Neutral Class: Wizard
Age: 41 Affiliation: Acquisitions Incorporated
STR: 8 DEX: 14 CON: 10
INT: 18 WIS: 12 CHA: 14

To add Jim to your formation, you can swap him with Minsc (Slot 7).

Basic Attack

Jim attacks random enemies with his own brand of magic missiles.

Formation Abilities

  • Magic magic magic magic — Increase the damage of all Champions whose base attacks are magic by 50% (stacks multiplicatively) for each such Champion in the formation.

  • Wand of Wonder — Every 5 attacks, Jim uses their Wand of Wonder. It provides one of four random effects:
    • Slow the target for 15 seconds.
    • Stun the target for 5 seconds.
    • Polymorph the target into an abyssal chicken with very little health or an armored mimic that drops more gold. (this effect cannot affect boss or special creatures).
  • Fan Club — Increase Jim's damage by 50% for each Champion in the column in front of and behind them (stacks multiplicatively).

  • Specializations

    Jim's Specializations allow him to choose which route to focus on, DPS (Darkmagic cheer squad) or Support (Is there an echo in here?)

    • Darkmagic Cheer Squad — This choice will increase the effect of Jim's Fan Club, letting him focus on his own damage.

    • Is There An Echo In Here? — This choice will increase the effect of Magic magic magic magic, allowing him to support his allies more, if you're into that sort of thing.

    Ultimate Attack

      Jim's Magical Maelstrom — Jim attacks all enemies with a showery shower of sparks. You can't miss it!

    Equipment



    Final Thoughts

    We're psyched to add Jim to the game, and feel he has a lot to offer the most magical of formations.

    As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
    August 13th
    Idle Champions: Vizier Familiar & PAX West 2019 
    Posted in Idle Champions.

    Greetings, Champions!

    We hope your August has been filled with joy and adventures, both inside and outside Idle Champions. It's a very busy month for us here at Codename Entertainment, not just because we continue to work on live servicing our games while half our staff go on holiday, but also because we're gearing up for PAX West.

    Wait -- did we mention that we'll be at PAX West again this year? Whoops. Let me start over. We're going to be at PAX West again this year! And not only are we hosting our very own booth (#7301 on Floor 6) but we will be featuring a whole bunch of fun stuff. Read on to learn more...

    Put a Bird on it for Charity

    Some of you may remember that last year we did a charity fundraiser for Take This and AFK Rooms at PAX, raising over $11,500 in support of Mental Health Awareness!

    This year we have partnered with the incredible Amy T. Falcone, aka Walnut Dankgrass on Acquisitions Incorporated: The "C" Team, to bring Walnut's Familiar, Vizier, the Steller's Jay, to Idle Champions.

    Would you like to know more? We have a video for you!



    Through August 27th, 2019, all net proceeds from the Vizier the Steller's Jay Familiar Pack will be donated to Take This in support of AFK Rooms at PAX events. It's a fantastic cause and one we really believe in, so we hope you'll help!

    Meet the Cool Kids

    What fun is a PAX without your friends? This year we're hosting some amazingly-talented folks over at Booth 7301 for signings/meet & greets, and when we're not already introducing you to awesome people our artists will be drawing caricatures of PAX attendees as D&D classes. Ever wanted to have your likeness immortalized as a Warlock or Barbarian on a fragile sheet of paper? PAX West is your chance!

    PAX West Booth 7301 Schedule

    Note: subject to change, because, well, things happen and you adapt ;)


    TIME Friday Saturday Sunday Monday
    10AM–12PM Caricatures Caricatures Caricatures Caricatures
    12PM–1PM High Rollers The "C" Team &
    Anna Prosser
    Anna Prosser Caricatures
    1PM–2PM Caricatures Caricatures Caricatures Caricatures
    2PM–3PM Erin M Evans Erin M Evans Caricatures Caricatures
    3PM–4PM Caricatures High Rollers High Rollers Caricatures
    4PM–5PM Scott Kurtz Caricatures Scott Kurtz Caricatures
    5PM–6PM Caricatures Caricatures Caricatures Caricatures

    Yes, you read that right: it's all caricatures, all day long on Monday, September 2nd. Many PAX attendees wait until Monday to get their caricatures done, and that's awesome - but keep in mind that the queue for caricatures does tend to fill up quickly!

    Free PAX Stuff™

    At past events we've always had a selection of Champions for players to pick up through Champion Postcards. This PAX we're going to put a little bit of a spin on it and make things far more simple. There will be one giveaway to rule them all: Rockstar Jim Darkmagic!

    Anyone who drops by Booth 7301 can pick up a Champion Postcard that unlocks Rockstar Jim Darkmagic, a costume based on Mike Krahulik's cosplay at Acquisitions Incorporated Live - PAX West 2018. And, if you don't already have Jim Darkmagic unlocked, the Rockstar Jim Darkmagic Postcard will unlock him for you as well.



    I can already hear the collective groan of players who will miss out on PAX West and their chance to get Rockstar Jim Darkmagic. Worry not, friends — we will be making Rockstar Jim Darkmagic available again in the future. So while PAX West 2019 will be your first chance to get this exclusive outfit, it will return, and in the meantime you'll be at least as cool as Jim!

    Is that it?

    No, that's not all! But the other stuff isn't quite ready to be shared. We have a rather ambitious idea for our booth setup this year and we're still working on it, unsure about whether or not this crazy idea will work. We hope to share that info soon, but everyone may have to wait until the doors open to PAX West and then head on over to Booth 7301 on Floor 6 in order to find out...

    In the meantime, we hope you'll consider contributing to Take This by grabbing your very own Vizier the Steller's Jay Familiar!

    August 7th
    Idle Champions: Feats & The Grand Tour, Part 9 
    Posted in Idle Champions.

    Following a climactic battle with the vampire lord Strahd von Zarovich in Castle Ravenloft, the Champions have found their way back to the Sword Coast, close to Mirabar and the Lurkwood.

    Along the road, the Champions come across Volothamp Geddarm, the scholar they first met back in Waterdeep during A Botched Kidnapping. Volo invites them on a hunt for an elusive beast...

    Today's update features the ninth (nein!) update for our Grand Tour of the Sword Coast campaign, along with our new Feats system! Read on to learn more!

    Note: You will need to complete the Grand Tour Adventure Towering Expectations in order to access these new adventures.

    Feats

    Feats have arrived! Feats are small, Champion-specific buffs that can be unlocked and assigned to your Champions. They offer an additional level of customization for your favorite Champions — and may even provide some new formation opportunities!

    Various rarities of Feats can be found or unlocked throughout Idle Champions. Some Feats are available by default for each Champion, while others are found in Gold Chests, purchased with gems, or sold with Weekend Buff Chests or other premium packages. Don't worry, Feats sold with Weekend Buffs or premium packages will also be available for larges sum of gems when the chests or package goes on sale.

    For more information on Feats, check out our Feats Developer Blog.

    Who Lurks in Lurkwood

    Back from Barovia, the Champions find themselves on the road to Mirabar. Along the way they run into Volothamp Geddarm, who invites them on a hunt for an elusive beast...
    • Variant: Bullywugs in the Bog — Two local Bullywugs take up spots in the formation. Reach area 325.

    Orcs are Wild

    A wounded Eye of Gruumsh pleads for aid. A Hobgoblin Wizard has taken over his tribe and corrupted them, and it's up to the Champions to stop it..
    • Variant: An Abyssal Situation — Abyssal Chickens are everywhere! After every 10th enemy spawn, an armored Abyssal Chicken will appear. They do not grant gold or quest progress. Every 10 areas the number of Abyssal Chickens that spawns increases by one (2 per area in area 11–20, 3 per area from 21–30, 4 per area from 31–40, etc, with 32 in area 291–300). Reach area 300.

    See the in-game Change Log for more information!