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November 6th
Idle Champions: Feast of the Moon 3 
Posted in Idle Champions.

During Feast of the Moon, residents of the Sword Coast pay homage to to the deeds of legendary heroes by visiting their crypts and graves.

When the Champions arrive at The Crypt of Legends, they find hordes of undead crawling up from the depths. Something is making the dead heroes rise, and the answer will require a descend into the depths to discover the cause...

Feast of the Moon 3 introduces Sentry, the Warforged Paladin (Oath of the Ancients) from High Rollers: Aerois, and brings back Vlahnya Um'vairar, the Eladrin Bard/Wizard, and Gromma Nander, the Tortle Druid. Players have until Monday, November 18th at 12PM Pacific to complete their Feast of the Moon 3 unlocks and objectives.

New Champion: Sentry

    Sentry, protector of the Kingdom of Solwynn, is an ancient relic on her plane. Long ago, a dark power obliterated Sentry's peaceful home, forcing her to power down until a new purpose could wake her. Now, with her ceremonial axe, and memories of Solwynn guiding her, Sentry devotes herself to protecting the friends fighting alongside her. Despite being thrust into a new world eons beyond the one she knew, Sentry defends the good of the world from the dark reaches of evil’s grasp. She will not fail again.
Sentry is a Support and Tanking Champion who buffs DPS while at the front of the formation with her Guardian of Solwynn ability. She also uses Create Echo to summon a companion who can increase healing received, speed up progress, and further boost formation DPS. When you want to add Sentry to the formation, you can swap her with Jarlaxle (Slot 4).

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

Year 2 Champion: Vlahnya Um'vairar

    Fate Weaver, Spy mistress, New Olamn college of whispers instructor, Band Manager of Sirens of the Realms & Magic Missile, long time pal of Durnan. This noble looking Eladrin Elf has friends in high and low places. Her true origins are unknown though it is rumored she traveled across Faerȗn with a bard troupe and learned about the world one tavern at a time.

Vlahnya is a Support Champion, able to buff Champions in columns ahead of her with Enthralling Performance. The more harmonious the party, the greater the buff. When you want to add Vlahnya to your party, you can swap her with Delina (Slot 8).

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

Year 1 Champion: Gromma Nander

    A wise Tortle matriarch, Gromma Nander is an elderly Circle of the Land Druid with nearly one hundred grandchildren. She has picked up many skills over her long life, and is able to fulfill DPS, support, or tanking roles in a formation. No matter her specialization, Gromma has a particular grandmotherly fondness for young members of any race, and will empower members of her party, with the youngest receiving the greatest boost.

Gromma is a versatile Tank and Support Champion. Her Druid Circle specializations offer different tanking options depending on the situation, while her Grandmotherly Love formation ability buffs your party, with the youngest Champions receiving the greatest benefit. When you want to add Gromma to your party, you can swap her with Nayeli (Slot 3).

Year Three Variants

  • Strike While It's Hot — Enemies spawn with an effect called "Hardening Iron;" after every 2 seconds they're alive, they take 50% less damage from all sources, stacking multiplicatively.
    Reach Area 75.

  • Ride-Along — Sentry starts out in the formation and can not be moved, removed, or swapped out. Two more slots are occupied by two frightened villagers who started out pretty excited about being able to go on patrol with the Champions, but have since changed their minds.
    Reach Area 75.

  • Tempered Foes — Enemies that are damaged but not killed have their speed and damage increased by 100% and instantly heal one third of their missing health; this effect can stack multiple times but does not apply to static or hits-based/armor-based enemies.
    Reach Area 175.

Year Two Variants

  • Inevitable Betrayal — Skeletal warriors accompany you in your adventures through the crypt of legends. They take up 2 slots in the formation. While they are both 'alive' the champions deal 50% less damage.
    Reach Area 75.

  • Siren's Song — A doppelganger has taken on the guise of Vlahnya and is filling the crypt with dissonant tunes, waiting to destroy Vlahnya and take her place. Vlahnya starts the adventure in your party. This Doppel-Vlahnya appears in each area, stunning Champions, and only the true Vlahnya can deal damage to her until she reverts to her Doppelganger form.
    Reach Area 125.

  • Undead Legends — Additional undead stalk the Champions within the crypt. Additional boss monsters appear in each boss area, including some legendary bosses from your past, present, and/or fugure. This variant features unique dialogue.

Year One Variants

  • Respectful Restraint — Ultimate Attacks are disabled, and any attacks with a cooldown of 5 seconds or less have an additional 3 second cooldown (so a 4 second cooldown becomes 7 seconds, but a 6 second cooldown stays at 6 seconds). These lengthened attacks don't do any additional damage due to their longer cooldown.
    Reach Area 75.

  • The Relentless Undead — Undead monsters have their health doubled, and when they take a killing blow, they are stunned for 10 seconds before coming back to life (they still drop gold and quest items and count towards the quest each time they are killed).

  • A Grand Nandventure — Gromma Nander is forced to be in your formation. She starts at level 1 in your formation right away alongside Bruenor (or Deekin). Gromma cannot be removed from the formation or moved from her formation seat. She has a 4x damage boost and her normal attack cooldown is reduced by 2 seconds.
    Reach Area 175.

See the in-game FAQ for more information!

November 5th
Idle Champion Spotlight: Sentry 
Posted in Idle Champions.

Today, we're previewing our newest Champion: Sentry, the Warforged Paladin and Hero of Aerois! Sentry will be launching on Wednesday, November 6th!

Sentry, like fellow Heroes of Aerois Champions Qillek & Aila, comes from the plane of Aerois. Read on to learn all about this Warforged Paladin!

I. Who is Sentry?

    Sentry, protector of the Kingdom of Solwynn, is an ancient relic on her plane. Long ago, a dark power obliterated Sentry's peaceful home, forcing her to power down until a new purpose could wake her. Now, with her ceremonial axe, and memories of Solwynn guiding her, Sentry devotes herself to protecting the friends fighting alongside her. Despite being thrust into a new world eons beyond the one she knew, Sentry defends the good of the world from the dark reaches of evil’s grasp. She will not fail again.
Sentry is a Support and Tanking Champion who buffs DPS while at the front of the formation with her Guardian of Solwynn ability. She also uses Create Echo to summon a companion who can increase healing received, speed up progress, and further boost formation DPS. When you want to add Sentry to the formation, you can swap her with Jarlaxle (Slot 4).

II. Sentry's Stats

Race: Warforged Alignment: Lawful Good
Class: Paladin Gender: Female
Age: 13 Affiliation: Heroes of Aerois

STR: 18 DEX: 10 CON: 15
INT: 8 WIS: 14 CHA: 14

Eligible for Patrons: Mirt, Vajra

III. Sentry's Design

Since the Heroes of Aerois already have a Tank in Aila, we wanted to approach Sentry a bit differently. As we looked at what a healing tank could do, we realized that Echo was such a unique aspect of the character that we wanted to build upon it. We already had the idea of Flame Lance as her ultimate based on Rhiannon's suggestions, so utilizing Echo more seemed like a no-brainer. Create Echo gave us the ability to track Sentry's 'state' and change the next area up (boosting her allies, or lowering the quest requirements) based on what was happening.

Sentry's key ability is Guardian of Solwynn, allowing her to buff Champions behind her as long as she's in the front-most column. Most abilities tie back to Guardian of Solwynn and buff it further.

IV. Sentry's Abilities

Basic Attack

  • Divine Strike — Sentry leaps forward and attacks the nearest enemy with her battleaxe, which explodes with radiant light. This attack can hit multiple enemies in a small AOE.

Formation Abilities

  • Guardian of Solwynn — Increases the damage of Champions within two slots of Sentry by 100% if Sentry is in the front-most column of the formation.

  • Create Echo — Echo accompanies Sentry in the formation, floating just beside her. Echo has multiple effects based on whether Sentry wasn't, currently is, or was ever under attack in the current area.

    • a) Echo Healing — Whenever Sentry is under attack, Echo increases the amount of healing received by everyone in Sentry's column by 25%.

    • b) Echo Resolution — If you are on the highest area unlocked, if Sentry wasn't attacked at any time in the current area, when you transition to the next area there is a 30% chance that the quest requirements in that area will be reduced by 20%.

    • c) Echo Amplification — If Sentry was attacked at any time in the current area, when you transition to the next area, Guardian of Solwynn is increased by 400% for that area.

    You can tell which effect may trigger in the next area based on Echo's current gem color:

    • Purple: You are not in the highest area unlocked. You should fix that.
    • Green: Sentry has not yet been attacked in this area and Echo Resolution may trigger in the next area.
    • Yellow: Sentry is currently being attacked (Echo Healing is active). Echo Amplification will trigger in the next area.
    • Red: Sentry has been attacked in this area and Echo Amplification will trigger in the next area.


  • Redshift — Increase the chance of Echo Resolution (decreasing the next area's quest requirements) triggering by 10% (additively).

  • Aerois Synergy — Sentry contributes a 100% buff (additive) to the Aerois Synergy Pool for each enemy on the screen. Guardian of Solwynn is then increased by 25% of the current Aerois Synergy pool.

  • Reinforced Plating — Increases the health of all other Champions in the formation by 25% of Sentry's max health.

Specializations

  • Nature's Wrath — Sentry's Divine Strike has a 50% chance to ensnare affected enemies in a circle of vines, stunning them for 3 seconds (remember her base attack has a small AOE effect).

  • Echo's Will — Increases the quest requirement reduction of Echo Resolution to 30%.

  • Sentry's Homeland — Increases the effect of Guardian of Solwynn by 100%.

Ultimate Ability

  • Flame Lance — Echo transforms into an elk that Sentry can ride. Sentry and Echo then charge into battle with her flame lance, leaving a line of fire and dealing damage over time to affected enemies.

V. Sentry's Equipment

  1. The various version of Sentry's Axe will increase the damage of all Champions.
  2. Sentry's Shield increases the effect of her Guardians of Solwynn ability.
  3. Sentry's different hair vines will increase the effect of her Redshift ability, which increases the chance of Echo Resolution triggering and lowering the quest targets for the next area.
  4. Sentry's tabards increase her health.
  5. The various versions of Echo will increase her Ultimate Attack damage.
  6. Her belts will reduce the cooldown on her Ultimate Attack.

VI. Conclusion

Sentry may seem complex at first, but she's a versatile healing tank that can help you advance to your wall quicker with her Echo Resolution and Redshift abilities. Once there, she will help you push further thanks to her Echo Healing, Guardian of Solwynn, and Echo Amplification abilities.

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
October 30th
Idle Champions: Dragon Heist, Part 6 
Posted in Idle Champions.

While in pursuit of Nihiloor, the Mind Flayer in possession of the Stone of Golorr, the Champions have found themselves in Skullport, a refuge for outlaws hidden beneath the streets of Waterdeep.

As the Champions hunt for their prize along with the assistance of hidden allies, they come face to face with the infamous leader of Skullport and The Xanathar Guild...

Note: you will need to have completed the previous two Dragon Heist Adventures, Hopelessly Lost and Enter the Sargauth, in order to access these new Adventures.

A Wild Offer Appears...

This update we have added new Wild Offers to some platforms, which we will continue to roll out to all platforms in the coming weeks. Wild Offers are customized package deals that offer limited-time Golden Epics, Skins, and Familiars that are no longer available through normal means. Each Wild Offer is unique, generated based on your specific progress, and new offers will appear every few days.

The City of Splendor

We've added a new Map screen for the Waterdeep: Dragon Heist campaign! This map of Waterdeep includes several levels of Undermountain along with Skullport, making it much easier to navigate the campaign. No more scrolling up and down objectives on a single location on the Sword Coast map!

The Lair of The Xanathar

The Champions arrive in Skullport, a dangerous haven for outlaws and criminals beneath the streets of Waterdeep. While hunting for clues that could help lead them to the Stone of Golor, the Champions find themselves face-to-face with The Xanathar.
  • Variant: Dreams of Beholders — Injured, but not defeated, the Xanathar rests in a secret alcove of its lair before the final assault on the Vault of Dragons. While dreaming, it replays the Champions' assault on its home, but with a slightly different journey. A Death Kiss now takes up a slot in the formation, draining the blood of the Champions. It deals a percentage of each Champions' max health as damage every second.
    Reach Area 225.

Waterdeep Under Siege

The Xanathar has located The Vault of Dragons, and knows where the keys to get inside are. It's a race against time to get to the vault before the Xanathar can get there!
  • Variant: Bregan D'aerthe Comes to Call — Jarlaxle Starts in the formation and cannot be moved or swapped out. Two members of Bregan D'aerthe join the formation. They attack with their pistols, marking the target for the remainder of the area. Enemies that have been attacked by the pistols increase their speed and deal additional damage as they frantically attempt to figure out what these new weapons are.
    Reach Area 225.

See the in-game Change Log for more information!
October 16th
Idle Champions: Liars' Night 3 
Posted in Idle Champions.

    "Did you hear what happened at the Wayside Inn?"
    "No -- what happened?"
    "While everyone was partying to Liars' Night they got robbed."
    "Seriously!? Who robs a party?"
    "It was 'A Masked Man', apparently."
    "What a jerk. I hope they catch him."
The local Liars' Night festivities at the Wayside Inn were interrupted by a masked thief! They stole magical items and escaped, and now it's up to the Champions to stop them!

Liars' Night 3 introduces Avren, the Half-elf Warlock/Sorcerer trickster, and brings back Donaar Blit'zen, the Dragonborn Paladin, and Krond, the Half-orc Eldritch Knight. Players have until Monday, October 28th at 12PM Pacific to complete their Liars' Night 3 unlocks and objectives.

New Champion: Avren

    Avren is an embodiment of mischief; a trickster god in humanoid form. Long ago, he tricked an ancient being into giving him magic and immortality. This power also came with a curse: whenever Avren dies, he will return to life with a new body and varying abilities. While Avren's body may change, however, his soul and his undying love for his wife, Sofious, always remains. The two have remained married for centuries, seeking each other out to reunite in each lifetime.
Avren is a pure Support Champion. He uses his Mirror Image ability to boost Champions in the formation based on assigned roles (DPS, Support, and Tanking), increasing even further for Champions with more than one role. Avren also raises Global DPS based on the number of Champions adjacent to him in the formation. When you want to add Avren to your party, you can swap him with Jamilah (Slot 11).

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

Year 2 Champion: Donaar Blit'zen

    This copper, draconic gentleman claims to know more than one hundred different dragons. Chromatic, metallic—just tons and tons of dragons—I’m hoping we can leverage some of these connections in our dealings. None of the dragons I’ve contacted have gotten back to me, but they’re probably just very busy right now. This is one of the busiest times for dragons… or so I’ve been told by my new best friend, Donaar Blit’zen.
Donaar is a Support/Healer Champion. He uses his Command ability to debuff enemies, while also healing damaged Champions and buffing those behind him. When you want to add Donaar to your party, you can swap him with Celeste (Slot 2).

For more information about Donaar, check out the Idle Champion Spotlight - Donaar dev blog!

Year 1 Champion: Krond

    Born to an academic human wizard who was researching an orc tribe and the leader of said tribe, Krond has experience in both worlds. Raised as a fearsome warrior, he began focusing on the arcane arts after his mother was killed in a goblin raid. Krond wears intricate leather and cloth armor and carries a bonded warhammer.
Krond is a versatile DPS Champion, able to choose one of three DPS specializations. Krond's formation ability, Survival of the Fittest, increases his DPS for every strong (STR 16+) or evil-aligned Champion in the formation. When you want to add Krond to your party, you can swap him with Asharra (Slot 6).

For more information about Krond, check out the Idle Champion Spotlight - Krond dev blog!

Changes from Highharvestide

We got a lot of community feedback before, during, and after the recent Highharvestide event, and we have taken it into consideration for this and future events. We have removed the year-lock mechanic and made all three years of the event available to everyone from the very start. We have also increased the number of token drops players will receive, though we may adjust it again in future events. Finally, on some platforms we have slightly re-arranged the base event dialog in order to highlight the brand new Champion in each event. Thanks to everyone who provided feedback about our initial Year 3 event structure.

Year Three Variants

  • Costumed Fans — Two costumed fans join the formation, ready to be Champions. They are not Champions, and as such are unable to do damage.
    Reach Area 75.

  • Next Time, Champions! — Every time you face The Masked Man, they try another trick! Each time the party encounters The Masked Man (Areas 5, 20, 35, and 50) they have a different attack:

    • Area 5: Caltrops/Dagger Throw — The Masked Man throws caltrops at the party, damaging all Champions for a minor amount, followed by a dagger throw to a random target in the front row.

    • Area 20: Double Dagger Attack — The Masked Man's damage is increased by 100%.

    • Area 35: Invisible — The Masked Man is invisible, and does not appear until he is on the front row and attacking with his normal dagger attack.

    • Area 50: Mirror Mirror — Three versions of The Masked Man appear, each with armored health. Only one of them is the real version, though...

    Reach Area 125.


  • The Clone War — One of Avren's cloning vats was stolen and the body turned undead. Now, a Zombie Avren stalks the party, trying to kill its progenitor. Avren begins the adventure in the formation and cannot be moved or swapped out. In each Area, a Zombie Avren attacks the formation. Zombie Avren cannot be killed; instead, after 5 seconds it gets back up and begins attacking again.
    Reach Area 175.
    Completing this adventure unlocks the Zombie Avren skin.

Year Two Variants

  • The Chaotic Decisionist — Donaar has decided that he's going to lead the way on his first adventure. Donaar starts this adventured unlocked and in the front of the formation, and he has decided that he can't move from that location. Only Champions with a chaotic alignment can be used.
    Reach Area 75.

  • Nightmare Fuel — A flaming scarecrow spawns in every Area. After each encounter with the Masked Man, an additional scarecrow will spawn every Area, stacking cumulatively.
    Reach Area 125.

  • Pirate's Night — Bruenor tried to bring the fun for Liars' Night by dressing up as a pirate. Unfortunately, a drunken sailor has mistaken him for another pirate who owes her some money. She spawns in every Area with one of four different special abilities. Bruenor is locked into his Pirate Bruenor skin for this variant, which unlocks for you once you complete the adventure.

Year One Variants

  • Stealthy Pickpockets — Invisible pickpockets spawn and sneak towards the formation, becoming visible after five seconds. When they reach your formation, they steal 2% of your total gold each time they attack.
    Reach Area 75.

  • Costumed Foes — A variety of costumed humanoids enemies attack the formation, each with different special abilities.
    Reach Area 125.

  • It's Getting Darker — The night gets even darker, with each successive area getting darker and reducing your gold find while monsters gain additional health.
    Reach Area 175.

See the in-game FAQ for more information!

October 14th
Idle Champion Spotlight: Avren 
Posted in Idle Champions.

It's time for our next Idle Champion Spotlight! Today, we're previewing our newest Champion: Avren, the Half-elf Warlock/Sorcerer. Avren will be launching on Wednesday, October 16th!

I. Who is Avren?

    Avren is an embodiment of mischief; a trickster god in humanoid form. Long ago, he tricked an ancient being into giving him magic and immortality. This power also came with a curse: whenever Avren dies, he will return to life with a new body and varying abilities. While Avren's body may change, however, his soul and his undying love for his wife, Sofious, always remains. The two have remained married for centuries, seeking each other out to reunite in each lifetime.
Avren is a pure Support Champion. He uses his Mirror Image ability to boost Champions in the formation based on assigned roles (DPS, Support, and Tanking), increasing even further for Champions with more than one role. Avren also raises Global DPS based on the number of Champions adjacent to him in the formation. When you want to add Avren to your party, you can swap him with Jamilah (Slot 11).

II. Avren's Stats

Class: Warlock/Sorcerer Alignment: Chaotic Neutral
Race: Half-elf Gender: Male
Age: 40 Affiliation: None

STR: 8 DEX: 16 CON: 15
INT: 13 WIS: 10 CHA: 18

Eligible for Patrons: Vajra



Completing the third Liars' Night (Avren) variant will unlock the Zombie Avren skin!


III. Avren's Design

Avren is a D&D character created by D&D Beyond's own Todd Kenreck. First created when he was 8 years old, Avren "still remembers when you could get killed by a hard rain," and has lived a multitude of lives over more than three decades of existence. Because of his history, and Todd's love of updating the character weekly (or sometimes daily), Avren has been one of our most challenging Champions to nail down. But hey, that's what you get when the character is the Doctor (Who) of D&D!

In this incarnation, Avren is a Warlock/Sorcerer focused on using Mirror Image to trick enemies. He also has a bit of fun with his ultimate, allowing Avren to tower over his enemies, in a nice callback to what 8-year-old Todd probably felt when he finally dove into the world we all love.

IV. Avren's Abilities

Basic Attack

  • Spectral Shards — Avren tosses out three spectral shards at random enemies. One is fake and does no damage (but does interrupt/stagger the enemy), one stuns the enemy it hits for 1 second, and the final one deals normal damage.
  • Kick (active during his Ultimate) — Avren jumps out to a random enemy and kicks them with his enlarged foot, knocking them back.

Formation Abilities

  • Mirror Image — Avren casts Mirror Image every 15 seconds, targeting a random Champion in the formation. The Mirror Image (a slightly blurry version of Avren himself) floats behind them. The Mirror Image lasts for 30 seconds, and its effect is based on the Champion's role(s).
    • DPS: Increases the Champion's DPS by 600%.
    • Support: Increase the Global DPS by 200%.
    • Tanking: Increases all healing effects on the Champion by 2HP.
  • Seeing Double — The Global DPS is increased by 50% for each Champion adjacent to Avren, stacking multiplicatively. Champions affected by Mirror Image increase the effect for 50% for each Mirror Image buff they have (100-200% instead of 50%, depending on their roles). Buffs apply to the post-stack value.

First Specializations

  • Mirror Focus (Good) — Avren prefers casting Mirror Image on "good" Champions; if a "good" target is available, they will get a Mirror Image before Champions of other alignments.
  • Mirror Focus (Neutral) — Avren prefers casting Mirror Image on "neutral" Champions; if a "neutral" target is available, they will get a Mirror Image before Champions of other alignments. Note: This only looks at Neutral characters on the Good/Evil axis, not the Lawful/Chaotic axis.
  • Mirror Focus (Evil) — Avren prefers casting Mirror Image on "evil" Champions; if an "evil" target is available, they will get a Mirror Image before Champions of other alignments.

Second Specializations

  • Sturdy Mirrors — Avren's Mirror Images last for 60 seconds instead of 30, resulting in four mirrors at a time instead of two..
  • Empowered Mirrors — Avren's Mirror Image effects are quadrupled (+300%).

Ultimate Ability

  • Insignificance — Avren casts Reduce on all enemies on the screen, dealing some damage and reducing their size by half and their speed and damage done by 50% for 15 seconds. He also casts Enlarge on himself for the duration. His base attack changes from Spectral Shards to Kick. He jumps out to an enemy and kicks them with his foot, knocking them back.

V. Avren's Equipment

VI. Conclusion

We're excited to bring Avren into the game. As our first pure Support Champion in slot 11, we're psyched to see what formations you all think he fits into! Make sure to try out his Ultimate, as it's one of our favourites!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
October 9th
Idle Champions: Descent into Avernus 
Posted in Idle Champions.

It's time to journey into the Nine Hells!

Our latest update for Idle Champions is a massive one. In addition to launching our new Baldur's Gate: Descent into Avernus campaign, we are also adding new Patron Challenges, some additional Familiar Updates, a setting for Advanced Effect Descriptions, and the first three tiers of Blessings for our new campaign.

There's a lot to unpack here, and even more included in our in-game Change Log – read on to learn more!

Patron Challenges

Patron Challenges have finally arrived in Idle Champions! Players are now able to earn up to 5000 additional patron currency each week for each patron by completing their respective challenges. In fact, this amount can even be slightly increased by a Tier 4 Mirt Patron Perk(!).

New Patron Challenges appear every Monday at 12:00PM Pacific, and the set of challenges will generally be the same for all players from week to week (some challenges require specific Champions and the game will always attempt to ensure that the required Champions are ones that the player owns).

Familiar Updates

The non-gamepad/console Familiar interface has been updated in an effort to make it easier to see where they can be placed. Additionally, tooltips have been added that explain exactly what Familiars do when they are placed. Finally, we have also added the ability to assign Familiars to individual Ultimate abilities; Familiars assigned to specific Ultimates will keep that Ultimate on cooldown by attempting to click the button every second.

Advanced Effect Descriptions

Have you ever looked at your formation ability descriptions and been confused? Do you wonder how those buffs are calculated? Well we have some good news for you: in today's update we've added an Effect Description setting in the settings menu that allows you to toggle more advanced versions of formation ability descriptions.

These enhanced descriptions are more explicit about how the final bonuses are calculated, and include a standardized format for stacking type, post-stack values, post-stack multipliers, timers, and final bonuses. This has allowed us to streamline the basic descriptions as details about stacking types and buff multipliers are included in the enhanced text.

New Blessings

When the Champions begin their journey into the first layer of the Nine Hells, they won't be doing it alone – they will be blessed by earning Tiamat's Favor.

Tier 1, Tier 2, and Tier 3 Blessings for the Baldur's Gate: Descent into Avernus campaign will go live with today's update. As you journey closer towards Tiamat's Lair in Avernus you will grow ever more powerful with The Dragon Queen...

A Tale of Two Cities

The Champions are dispatched by one of their allies on a mission to the city of Elturel, east of Baldur's Gate. What they find is beyond anything they imagined. Luckily for them, they discover a helpful ally by the name of Terminatur...
  • Variant: A Tale of Two Fiends — Two Imps take up spots in the formation, spying on the Champions during the adventure. Fiend enemies deal 200% additional damage.
    Reach area 100.

The Dead Three

Thanks to a chance encounter with Captain Zodge of the Flaming Fists, the Champions find themselves enlisted in service of the city of Baldur's Gate. Captain Zodge wants the party to investigate the seedier underbelly of Baldur's Gate...
  • Variant: Slow and Steady — Only champions with Base Attack timers of five seconds or higher may be used.
    Reach area 100.


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
September 25th
Idle Champions: Highharvestide 3 
Posted in Idle Champions.

The Savage Frontier of the Sword Coast can be a dangerous place. At the junction of the Long Road and Evermoor Way, the town of Triboar seeks the aid of heroes. Bandits have begun to assail the small town while the citizens are meant to prepare for the Highharvestide Festival...

Highharvestide 3 sees the beginning of Year 3 Events and the introduction of one of the fiercest and most loyal allies to the Companions of the Hall: Thibbledorf Pwent, Dwarven Battlerager! Our first Y3 Event also brings back the Y2 and Y1 Champions to unlock: Stoki, the Rock Gnome Monk, and Farideh, the Tiefling Warlock. For more information about how Y3 Events work, check out our Year 3 Events Dev Blog.

Players have until Monday, October 7th at 12PM Pacific to complete their Highharvestide 3 unlocks and objectives.

New Champion: Thibbledorf Pwent

    Despite a reputation as a loud, gruff, and stinky dwarf who hates bathing, Thibbledorf Pwent is a loyal and beloved member of Clan Battlehammer. Known as 'Pwent' to his friends, he leads the Gutbusters of Mithral Hall, a dwarven battlerager squad focused on direct combat with little regard for their own safety. He wears armor completely covered in spikes to help rend the flesh of his enemies, and in the midst of battle Pwent often falls into a bloodrage, doing anything to protect his allies.

    While not an official member of the Companions of the Hall, Pwent will always aid his King when possible — even beyond death...
Thibbledorf Pwent is a Dwarven Battlerager Barbarian and Support Champion. His attacks cause enemies to bleed, he can boost ally damage for adjacent Champions, and he greatly buffs dwarves and Companions of the Hall members in the formation. When you want to add Thibbledorf to your party, you may swap him with Calliope (Slot 5).

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

Year 2 Champion: Farideh

    Abandoned as an infant and adopted by an outcast dragonborn warrior, Farideh grew to adulthood acutely aware of the drawbacks of being a tiefling. Despite doing everything she could to reassure her neighbors, including keeping her wild twin sister, Havilar, out of trouble, the villagers focused on Farideh as the one who would embrace the dark side of herself. They weren’t wrong.

    When Havilar tried to summon an imp to practice her blade on, she drew the attention of Lorcan, a cambion looking to make warlock pacts with the descendants of one of the first Infernal warlocks, the Brimstone Angel. But Havilar was always meant for the glaive--and Farideh would do anything to keep her sister safe. While Lorcan, Asmodeus, and the Nine Hells do their utmost to corrupt her, Farideh isn’t interested in power so much as defending the world from demons, the undead, and any other villains trying to bring trouble or drag her friends and family into danger. Even being made the Chosen of Asmodeus--something Asmodeus isn’t going to explain to Farideh or anybody else--just means she has more magic to turn against the powers of evil.
Farideh is a DPS Champion with a tank-synergy twist. She attacks using Scorching Ray and will use Hellish Rebuke against enemies who attack either her or adjacent Champions. When you want to add Farideh to your party, you can swap her with Minsc (Slot 7).

For more information about Farideh, check out the Idle Champion Spotlight: Farideh dev blog!

Year 1 Champion: Stoki

    Born Stami Gackle, she fled her home after a terrible accident at a young age and joined a monastery of the Even Hand to study ki. An adept monk and extremely capable adventurer, her thoughtful approach to problems has earned her a reputation as an uncommonly stoic Rock Gnome.
Stoki is a DPS and Support Champion, able to attack multiple enemies. Furthermore, enemies damaged by Stoki will drop additional gold when killed. When you want to add Stoki to your party, you can swap her with Jarlaxle (Slot 4).

Year Three Variants

  • Underdark Reinforcements — Drow cultists appear alongside the enemies in each area, seeking to further Loth's dominion. Each cultist deals double damage. Additionally, they can only be damaged once they have been bled by Thibbledorf.
    Reach Area 75.

  • The Plague Cometh — Cursed Cows spawn randomly in each area. If any of them reach the formation, the Champion they damage becomes cursed. Cursed Champions deal no damage and have max health halved. After 5 seconds, the curse spreads to adjacent Champions.
    Reach Area 125.

  • Somebody's Poisoned the Well! — The bandits have poisoned the well! Luckily, Thibbledorf has some Gutbuster flasks to help. Champions lose health every time they attack. Thibbledorf is not affected by the poison.
    Reach Area 175.

Year Two Variants

  • Asmodeus is Watching — Cultists of Asmodeus randomly spawn alongside the normal monster waves. They drop no gold when killed.
    Reach Area 75.

  • It's Quite A Puzzle — Only champions with Intelligence/INT score of 12 or higher are allowed in the formation.
    Reach Area 125.

  • Time to Step Up — Asmodeus is testing Farideh. You start with Farideh in your formation, however, she is the only Champion that can deal damage. All other Champions' damage is reduced to 0, but they continue to grant buffs.
    Reach Area 175.

Year One Variants

  • The Farmer's Kids — The Farmer's Daughter and Son block two slots in the formation.
    Reach Area 75.

  • Due Diligence — Quest requirements are doubled.
    Reach Area 125.

  • Wanton Necromancy — Undead enemies randomly spawn alongside the normal monsters. These additional enemies drop no gold.
    Reach Area 175.

See the in-game FAQ for more information!

September 24th
Idle Champion Spotlight: Thibbledorf Pwent 
Posted in Idle Champions.

It's time for our next Idle Champion Spotlight! Today, we're previewing our newest Champion: Thibbledorf Pwent. Yes, you read that right. The hygiene-lacking dwarven battlerager from Mithral Hall is "launching" (get it?) tomorrow! Read on to learn all about the dwarven wrecking ball who strongly supports a dwarven formation with some additional Companions of the Hall support!

I. "Thibbledorf" Who?

    Despite a reputation as a loud, gruff, and stinky dwarf who hates bathing, Thibbledorf Pwent is a loyal and beloved member of Clan Battlehammer. Known as 'Pwent' to his friends, he leads the Gutbusters of Mithral Hall, a dwarven battlerager squad focused on direct combat with little regard for their own safety. He wears armor completely covered in spikes to help rend the flesh of his enemies, and in the midst of battle Pwent often falls into a bloodrage, doing anything to protect his allies. While not an official member of the Companions of the Hall, Pwent will always aid his King when possible — even beyond death...
Thibbledorf Pwent is a Dwarven Battlerager Barbarian and Support Champion. His attacks cause enemies to bleed, he can boost ally damage for adjacent Champions, and he greatly buffs dwarves and Companions of the Hall members in the formation. When you want to add Pwent to your party, you may swap him with Calliope (Slot 5).

II. Pwent's Stats

Class: Barbarian (Battlerager) Alignment: Chaotic Good
Race: Dwarf Gender: Male
Age: 176 Affiliation: None

STR: 18 DEX: 14 CON: 17
INT: 9 WIS: 12 CHA: 8

Eligible for Patrons: Vajra & Mirt

III. Pwent's Design

Pwent was an interesting nut to crack. He's always been a side character in the Legend of Drizzt novels. Not a "member" of the Companions, but eventually becoming a valued friend and ally. As his story wound to a close, he showed true bravery, love, and faithfulness to his king, Bruenor.

We started discussing Pwent around the time of Wulfgar's design, in 2018. There were so many different ways we could have introduced him. We discussed using him as Wulfgar's ultimate, having his ghostly form race out of the horn. However, being a fan of him in the books, I really wanted the spiky battlerager in the game as a Champion.

When it came time to design him, we had two routes: Battlerager Pwent, or Vampire Pwent. While Vampire Pwent sounds awesome (Vampire Champion when?), I have a soft spot in my heart for the old boy and I didn't want to represent him in the form that he truly hated. Instead, I chose to go back to his roots: the gruff battlerager who dons a set of armor filled to the brim with spikes, who runs ahead and slices and dices his enemies.

By focusing on his pre-undead form, we could highlight his allies more. As Pwent's design grew, I realized that this stalwart dwarf from Mithral Hall was a great lynchpin for a dwarven fighting force. He is the leader of the Gutbuster Brigade after all. Oh, you haven't heard about the Gutbusters? They are a group of dwarven battleragers Pwent founded. They focused less on strategic plans and more on just running into battle. With the Gutbusters, the cannon fodder is filled with spikes and coming right at you!

Pwent's final design is something I'm really proud of. Not only does he make Barrowin relevant again, he also helps elevate Binwin and Bruenor in an especially big way.

IV. Pwent's Abilities

Basic Attack

  • Spiked Hug — Pwent headbutts a random enemy using his spiked armor to inflict a DOT bleed effect. That bleed effect is key to his big formation ability: Count 'Em Off.
    • The enemies will have a red blood drop effect while the bleed is active. When it is no longer damaging them, the blood drop turns black, so you know that they were affected, but it's no longer doing damage.

Formation Abilities

  • Count 'Em Off — Whenever an enemy that is or was affected by Pwent's bleed effect is killed (including if it is killed outright by Pwent), he gains one stack on this ability. Pwent increases the damage of all Champions by 20% for each stack of Count 'Em Off, stacking multiplicatively. The stacks cap at 25, and every 12 seconds, the stack total is reduced by 25%.
  • Battlerager — When Pwent attacks, if he attacks an enemy that has already been affected by his bleed effect (active or inactive), there is a 33% chance that he'll attack again immediately.
  • Can You SMELL That? — Champions that are adjacent to Pwent have their base attack cool downs increased by 8 seconds, divided by the number of Champions affected. This effect has a hard cap of 20 seconds per affected Champion in cases where other Champion's abilities can increase the effect.
  • Gutbuster Recruits — Champions affected by Can You SMELL That? have their base damage increased by 75% for each second their cooldown is increased by, stacking multiplicatively and counting partial seconds. This effect is doubled on dwarves.
  • Bruenor, Me King! — While not a member of the Companions of the Hall, Pwent fully supports them in their quests. Pwent increases the Bounty of the Hall pool (gold find) by 100% and increases the effect of Count 'Em Off by 100% if you have at least 1 Companion of the Hall (Bruenor, Drizzt, Catti-brie, Wulfgar, or Regis) adjacent to Pwent.

Specializations

  • Counting Class — Increases the effect of Count 'Em Off by 100%.
  • Bloodstained Armor — Increases the chance to attack again with Battlerager by 50%.
  • Dwarven Hair Grease — It's all-natural! Increases the total cooldown of Can You SMELL That? by 5 seconds.

Ultimate Ability

  • Round 'em up! — Pwent dashes quickly around the area rounding up all available enemies and then stuns, damages, and inflicts a bleed effect on them. He attacks up to 10 enemies in this way, applying his bleed to all of them, and (if not static) forcing them into a position in the middle of the screen (between the formation and the wall), stunning them for 5 seconds.

V. Pwent's Equipment



VI. Conclusion

Pwent will hopefully unlock a whole new dwarven formation, with Binwin, Bruenor, Barrowin, and himself. He also slides into any Companions of the Hall formation. Try him out and let us know what you think of this spiky dwarf!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
September 23rd
Dev Blog: Year 3 Events 
Posted in Idle Champions.

This week we'll be releasing the Highharvestide event for the third time, marking a new milestone in Idle Champions history. It's an exciting time for us, but also a challenging one, as we start to run into many issues that did not exist in earlier versions of our events. In this blog I will briefly outline our plan for year three and future events, and then take a step back to touch on the challenges with (and our goals for) events in years 3, 4, 5, and beyond.

Notice: This structure was changed dramatically in the second event of the year: Liars' Night. This blog no longer represents the final implementation of year 3 events.

The System

  • The new Year 3 Champion will be available to unlock just like previous years' Champions have been (you have immediate access to their recruit adventure, variants, and free play).
  • You can choose one of the previous years to also unlock like normal (you will then able able to access that year's Champion recruit adventure, variants, and free play).
  • Additional years of the event will cost 6 Time Gate Pieces to unlock (as above).
You may have some questions about why we choose to implement a system like this. I will address a number of player concerns that we've read since we announced this on our weekly stream last Thursday, however, first I want to talk about the challenges and things we had to consider with year 3+ events.

The Challenges

Each time we repeat an event we add a new Champion to that event. For example, year one of Highharvestide only had Stoki. In year two we added Farideh. In year three we will add yet another Champion. This is very important for us as it gives us an opportunity to shake up the meta and potentially introduce some new lore or bring a popular content creator's Champion to life. These are all exciting things, and we want the newest Champion to always be the star of each repeated event. One possible solution was to lock the newer years' Champion behind earlier years' completion (as we have in Crusaders of the Lost Idols), but for the aforementioned reasons this was not something that would work well in Idle Champions. The new Champion always needs to be available right away.

With all of these new Champions becoming available, this excess of event content presents a challenge, as the available time to do it in remains constant (12 days per event). Imagine a sixth year event with six Champions to unlock, gear up, and experiment with. We can easily see new players being incredibly overwhelmed with the extremely tight timelines required to complete 24 adventures/variants and a similar number of free plays. It could make Idle Champions start to feel more like a full-time job than a fun game you can play in your spare time. This is something we desperately want to avoid, so any solution we came up with needed to be able to scale in future event years and keep the amount of content players will have available to play relatively consistent.

Other Goals

One of the things we balance our events around is how much equipment players' have for their new Champions upon completion. Generally this is a full set of blues and at least one epic item. We would like this to continue to be the case moving forward, as recruiting a new Champion without any gear isn't terribly compelling and often times means that new Champion will simply be ignored in favor of their more geared compatriots. With three, four, five, or more Champions available to recruit from an event, the time and token pressures would quickly lead to most, if not all, of those Champions emerging from an event under-geared. We would rather players focus on gearing up one or two Champions per event as opposed to feeling like they need to spread themselves thin in order to try to gear up all of them. While this may be a minor problem in year 3 of an event, it compounds itself moving forward.

With that said, we did want to give our more hardcore players the option to spend more time and currency (Time Gate Pieces/event tokens) on an event if that's their desire. Time Gate Pieces seemed to make sense in this regard, as they can already be used outside of events to unlock what are essentially two event free plays with a guaranteed gold chest in each. Instead of two gold chests, we could let people access an entire years' worth of event content, with the base adventure to unlock the Champion, three variants, and unlimited free plays for as long as their event tokens held out. Many players already used bounty contracts to get additional tokens in an event and do more free plays than the basic token drops would allow.

Side Benefits

This system has a couple other indirect benefits. As mentioned above, it increases the value of Time Gate Pieces. Instead of getting two gold chests for six Time Gate Pieces, you could potentially get eight or nine chests (with most likely 3+ being gold). That's twice the value for something you already had and were already going to use to get event chests anyway. Additionally, in some analysis earlier this year, a large percentage of active players had more than one Time Gate worth of Time Gate Pieces (6+) saved up, with a non-trivial percentage having at least a dozen pieces just sitting around. This new system allows players to derive some additional value out of those extra pieces, if they so desire. It also allows players who have a hard time finding time to open manual gates to get predictable, arguable more powerful use out of their Time Gate Pieces that they may otherwise struggle to use. This has an overall effect of increasing the value of Time Gate Pieces, making them a higher priority item for players to obtain and giving us a better excuse to include them as rewards in future game systems.

Secondly, one of the main things we rely on to tell how we're doing is community feedback, and another small benefit of this change will likely be an increase in community chatter around the start of each event about which of the previous years' Champions are the highest priority to recruit and gear up. We gain a similar benefit each time a natural time gate weekend begins and we get to see what people are suggesting on the reddit thread, steam forums, and discord discussion. These discussions and debates give us insight into what the community thinks about each Champion, and informs our balancing decisions in the future.

Player Concerns

We've been reading a lot of reddit, discord, and forum discussion since we initially talked about this system last week during our weekly stream and we've seen a lot of good feedback and concerns. I'd like to take a few minutes to address some of those comments directly, so hopefully you can all understand where we're coming from a little better. These aren't direct quotes from any particular player, but rather generalizations of feedback we've seen across the board.

"I can't get as much stuff from year 3 events as I could from earlier years"

We've designed this system to actually keep the amount of content you can easily get from events exactly the same -- that's one of the core goals! You get two potentially new Champions and exactly as much gear for them as you could from year 2 events. We consider content beyond those two Champions to be a bonus; more content than you have been able to unlock in previous years.

"But I want to unlock and gear up all the available Champions"

That's a fair point, and that's why we provided an option to unlock additional years instead of just locking them out entirely. What we want to avoid is players feeling like they have to unlock and gear up all the available Champions in order to keep up with the meta. Gearing up all available Champions from scratch will require a significant investment, including additional bounty contracts to get the tokens you need for additional free plays. We want that to be a choice that is not made lightly.

We also don't think that, in practice, most players will be too concerned with unlocking and gearing up all event Champions right away. From both our impression and analysis, players tend to focus on only one "meta" Champion per event and mainly gear that one up, doing only a token amount of work (pun intended) on the other, less desirable Champion. With three (or more) available Champions, events where more than two of them will be actively considered "OP requirements of the meta" are unlikely.

"You're locking me out of content behind a rare item or paywall"

While this is true, players do have the means to eventually make the Time Gate Piece cost fairly negligible through Patron shop purchases and the normal drops. Some players have made the point that new players may not have access to Patrons, and this is absolutely fair, but I would also argue that since they don't yet have access to Patrons (a large chunk of content in the game), is it actually unreasonable that they also don't yet have access to additional content in events? There will always be a progression curve from a new player to a veteran player, and these additional costs will inevitably become negligible at some point on that progression curve. We will also likely be adding more ways to get Time Gate Pieces in the future.

"I can't complete the event achievements and am missing out on those bonuses"

This is a fair comment. However, four out of the five "event" achievements can actually be completed outside of their events. Only the achievement for completing event variants can not be completed by recruiting the Champion (say through a time gate) and gearing them up/using them outside of events. For those concerned about the difficulty of gearing up event Champions outside of their events, we have actively been taking steps to make it easier with weekend promo chests (sign up for the newsletter to get a free one each week), time gates (which will be receiving some more love in the future), and more recently Patron chests (which can drop gear for a wide variety of Champions). Future Time Gate tweaks should also help in this regard.

"Just increase the event tokens drops and leave everything like it was. Problem solved."

It's true that this may have been a workable solution for year 3 events (and we did consider it), but as we move forward into years 4, 5, and 6+, the other challenges and design goals described above would have eventually overcome any additional token drops we provided. For the vast majority of our players there simply isn't enough time over the course of a 12 day event to recruit, gear up, and learn to use so many new Champions.

"This is unfair to veteran players."
"This is unfair to new players."
"This is unfair to middle-of-the-road players."

We've seen a lot of comments like this, and while no system is perfect, we believe our solution strikes the right balance between new, mid-range, and veteran players. New players may indeed struggle to obtain enough Time Gate Pieces to unlock three Champions every event, but this will allow them to be more strategic about their unlock choices and let them spend more time exploring the Champions they do unlock. Likewise for mid-range and veteran players who may already have one or both of the Champions from previous years, this will let you make real decisions about which Champions you truly value, or whether you'd like to spread out your effort to gear up more than two Champions per event.

"I'll never be able to catch up now"

It is true that this change will slow down the ability of new players to "catch up" to veteran players in terms of having all the Champions unlocked and having them all geared up. It may surprise you to hear that we don't necessarily view that as a bad thing. Spacing out content and new Champion unlocks may actually be more fun than unlocking them in masse. Additionally, since you always get immediate access to at least two Champions each event every year, you will eventually be able to unlock all of that event's Champions without spending any Time Gate Pieces. For players who start now, that will be after playing all the events twice. Considering "day-one" players may have been playing for four years by then, it doesn't seem too unreasonable to have done it in basically half the time.

With That Said...

With all of that said, we always pay attention to how these types of changes are received by the community and will not hesitate to make changes in future year 3 events if our solution isn't doing what it was intended to do. We appreciate all of your feedback and encourage you to keep it coming. We are interested in hearing what you all think after the Highharvestide event has ended and we've all experienced the system in practice as opposed to just in theory.

An Apology and a Gift

I'd like to close off with an apology. One of the other big concerns we saw from players is that we've announced this new system too late and they don't have time to save enough Time Gate Pieces for the Highharvestide event. That is fair, and it's our fault that we didn't say anything until now, so we're sorry for that. With that in mind, we'll be gifting everyone six Time Gate Pieces when the event starts. You can use these to unlock all three Champions from Highharvestide, or save them for a manual Time Gate or future event unlock. They won't expire or disappear if you choose not to use them right away. Our goal here isn't necessarily to eliminate the unlock cost for this event, but rather to let everyone enter the event as if they'd been saving up Time Gate Pieces for a couple of weeks in anticipation.

Update: Wed Sept 25, 2019

Spending 6 Time Gate pieces to unlock the last Champion also comes with an extra 5000 event tokens to spend on the event. Thank you for your feedback on these changes.
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!