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October 7th
Idle Champions: Descent into Avernus, Part 7 
Posted in Idle Champions.

Tiamat has set our next goal: Bel. The former Lord of Avernus. No big deal. But before we head to THAT party, we need to run some errands.

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Wandering Emporium and Tiamat's Army, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Questlines

Arkhan has instructions from Tiamat, but before we can act on them, we need to complete some quests.
  • Variant: Raggadragga's Crew — Various Lycanthropes appear and hassle the Champions. They do not count towards quest progress, nor do they drop gold.
    • Wererat- Enemies drop 99% less gold while a wererat is on screen
    • Wereboar - Enemies deal 100% more damage while a wereboar is on screen.
    • Werebear - Enemies speed is increased by 25% while a werebear is on screen.
    • Reach area 450.

Bel's Forge

It's time to face Bel, and whatever tricks he has up his sleeve! Reya arrives with some bad news about Elturel.
  • Variant: Extreme Heat — Bel's Forge was built into an active volcano. As such, the formation is taking a bit of heat while adventuring. Every 3 seconds, each Champion takes 10% of their max health as damage. Whenever a Champion's health is below 50% of their max health, their damage is reduced by 99%.
    Reach area 475.

See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
September 21st
Idle Champion Spotlight: Torogar Steelfist 
Posted in Idle Champions.

    "A colossal dragon's skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull's maw. A military tent has been pitched among the bones, and parked next to it is a Devil's Ride belonging to Torogar Steelfist, the savage minotaur bodyguard of Arkhan the Cruel."

You may recognize Torogar from Baldur's Gate: Descent into Avernus or from some of the awesome art posted online. Let's dive right in and see how this raging minotaur shapes up, shall we?

I. Torogar Steelfist

    There's savage, and then there's Torogar. Few had even survived a head-to-head match with him before he ran into Arkhan the Cruel. He was known worlds over as an unstoppable brute. Now, as a part of the Dark Order, Torogar leads armies and communes with a god, but he's always down for another one-on-one match.

II. Torogar's Stats

Race: Minotaur Alignment: Lawful Evil
Class: Barbarian Gender: Male
Age: 32 Affiliation: Dark Order

STR: 23 DEX: 17 CON: 14
INT: 8 WIS: 9 CHA: 15

Role: DPS, Support
Eligible for Patrons: Mirt, Vajra
Slot: 10, (Tyril)

III. Torogar's Design

When it came to designing Torogar, we were lucky to have the direct assistance of his creator, Joe Manganiello. Joe really helped us to distill down the essence of who Torogar is, what his relationship is like with Arkhan the Cruel, and more importantly, how Torogar and the Dark Order operate.

To start, we knew when introducing Krull last year, that Torogar and the Dark Order would be coming to Idle Champions. With the release of Torogar, Arkhan & Krull will gain the Dark Order affiliation, as well as a new Dark Order Synergy ability for both. Get ready, Champions. The Dark Order has arrived!

Torogar is a lynchpin for evil formations, doubling down on the boosts they are already receiving from other Dark Order members and making them stronger as they push further into the adventure.

Torogar's DPS and buffs increase with his devotion to Tiamat through his Zealot stacks affecting his Markings of a Zealot & Preach abilities. Initially, Torogar only gets a Zealot stack when he or an adjacent Champion kills an enemy his Word of Tiamat specialization extends this power to all evil Champions.

Now that his design has come together, Torogar is a support and DPS Champion who powers up Evil Champions. While blood raging, he increases the damage of the formation significantly, with permanent power-ups that unlock the more you use him. Torogar is potent in formations focused on evil Champions and is especially powerful when combined with Arkhan the Cruel & Krull. When you want to add Torogar to your formation, you can swap him with Tyril (Slot 10).

IV. Torogar's Abilities

Basic Attack

  • Fiery Longswords — Torogar inflames his golden blades and then attacks the nearest enemy.

Formation Abilities

  • Markings of a Zealot — Whenever Torogar or an adjacent Champion kills an enemy, Torogar gains a Zealot stack. Torogar's Damage is increased by 0.01% for each Zealot stack he has collected (additive), and stacks persist through resets. This damage bonus is increased by 100% when Blood Rage is active. At various Zealot stack thresholds, the Blood Rage increase is buffed. These buffs apply multiplicatively.

  • Preach — Increase the damage of all other evil Champions by 0.01% for each Zealot stack Torogar has (additive).

  • Dark Order Synergy — The effect of Preach is increased by 100% for each Dark Order member adjacent to Torogar (multiplicative). While Blood Rage is active, this ability is increased by 100%. At various Zealot stack thresholds, the Blood Rage increase is buffed.

  • Note: We have also added Dark Order Affliations and Synergies for Arkhan the Cruel and Krull
    .
    • Arkhan the Cruel — Arkhan's Normal Attack Cooldown is decreased by 0.5 seconds for each other Dark Order member in the formation.
    • Krull — The effect of Krull's Arkhan's Army ability is increased by 100% (multiplicative) for each Dark Order member adjacent to Krull.

  • Blood Rage — Whenever Torogar's Zealot stacks reach a multiple of 50, Torogar enters a Blood Rage for 30 seconds. While Blood Rage is active, enemies damaged but not killed by Torogar gain a Mark of Tiamat debuff. Enemies with a Mark of Tiamat take 300% additional damage. Enemies cannot gain a Mark of Tiamat twice. Once Torogar's Zealot stacks reach the thresholds noted below, the listed effect will also activate when Blood Rage is active. Triggering Blood Rage while it's already active resets the duration.
    • 250: Whenever an enemy gains a Mark of Tiamat, they are stunned for 2 seconds.
    • 2,500: Torogar adds a small AOE to his base attack at 50% of his damage. This AOE attack can trigger multiple Mark of Tiamat debuffs from one attack.
    • 25,000: Enemies with a Mark of Tiamat attack 1 second slower.
    • 250,000: Torogar reduces his base attack cooldown by 1 second.
    • 2,500,000: The damage bonus from Mark of Tiamat is increased by 200%.

Specializations

  • Tiamat's Word — Torogar now also gains a Zealot stack when any evil Champion kills an enemy (not just Champions adjacent to Torogar). Only one stack can be gained per kill, so an evil Champion next to Torogar still only counts once.

  • Tiamat's Rage — The duration of Torogar's Blood Rage is extended by 15 seconds, and it automatically triggers after using Torogar's ultimate.

Ultimate Ability

Bull Rush — Torogar lowers his head and rushes at an enemy in the back, leaving a trail of fire in his wake. Enemies who are rushed through, or who walk through the remaining fire take damage. If the Tiamat's Rage specialization is chosen, Torogar triggers Blood Rage when he returns to the formation regardless of the number of Zealot stacks, or reset the duration if Blood Rage is already active.

V. Torogar's Equipment



Slot 1: Global DPS
Slot 2: Self DPS
Slot 3: Markings of a Zealot
Slot 4: Preach
Slot 5: Dark Order Synergy
Slot 6: Ultimate Cooldown

VI. Conclusion

We've been wanting to include Torogar in Idle Champions since the very first time we set our eyes on his character art, and we're excited to have had another chance to work with Joe to bring this badass Minotaur to life and to debut the Dark Order in Idle Champions! We hope you like him!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
September 16th
Idle Champions: Descent into Avernus, Part 6 
Posted in Idle Champions.

We introduce ourselves to Red Ruth as our trip through Avernus takes a decidedly more dangerous turn...

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Path of Dreams and The Lost Hollyphant, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

The Wandering Emporium

We introduce ourselves to Red Ruth, who demands a favor before she'll help us...
  • Variant: Madcap Adventures Redux —The Madcaps are back! Madcaps arrive in each area. If a Madcap deals damage to a Champion, another Madcap immediately spawns (bloodspawned). The bloodspawned Madcaps do not drop gold or count towards quest progress. Each time a Madcap is bloodspawned, Champion damage is reduced by 99% for 3 seconds.
    Reach area 400.

Tiamat's Army

It's time to pay a visit to Arkhan's Dragon Queen and meet Arkhan's minotaur bodyguard Torogar...
  • Variant: Show of Strength — Only Champions with STR of 16 or higher can be used.
    Reach area 425.

See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
August 5th
Idle Champions: Ahghairon's Day 3 
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 3 introduces Omin Dran, CEO and founder of Acquisitions Incorporated, and brings back Jim Darkmagic, the most famous and powerful wizard from Acq Inc, as well as Ishi Snaggletooth. Players will have until Monday, August 17th, 2020 at 12:00PM PDT, to complete their event unlocks and objectives.

Year Three Champion: Omin Dran

    Omin Dran built the organization called Acquisitions Incorporated to facilitate his quest to find his true sister, at least in part. Despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. He is often accused of being a Masked Lord of Waterdeep, though that would explain some things...
Omin is a Gold Find and Support Champion. He uses Champion of Tymora to buff adjacent allies and Contractual Obligations to increase Gold Find. When you want to add Omin to your formation, you can swap him with Nayeli (Slot 3).

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

Year Two 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 Jim, 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).

For more information about Ishi, check out the Dev Blog: Champion Balance Update (March 2020) dev blog!

Year Three Variants

  • Lords of Waterdeep — Word has gotten around that you're searching for an ex Lord of Waterdeep, and fans of the city's ruling council join your adventure. A 'masked lord' of Waterdeep starts in your formation. Every 25 areas, another one joins you, filling the formation from the back to front.
    Reach area 75.

  • Vajra's Command — Vajra Safahr, The Blackstaff, suggests you take only the heartiest of the Champions with you on this endeavor. Omin counters that there are none heartier than Acquisitions Inc. Only Champions with CON 14 or higher, and/or an affiliation of 'Acq Inc "C" team' or 'Acquisitions Incorporated' can be used.
    Reach area 125.

  • Fortune Favors the Bold — Omin starts the adventure in the formation and cannot be moved or swapped out. Whenever a Champion attacks a non-boss enemy and kills them, the next base attack cooldown of Champions adjacent to them is reduced by 0.25 seconds. Whenever a Champion attacks a non-boss enemy and doesn't kill them, the enemy moves 100% faster and deals 100% more damage. This effect can stack additively.
    Reach area 175.

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!

July 29th
Idle Champions: Descent into Avernus, Part 5 
Posted in Idle Champions.

The Champions and Lulu find themselves at Fort Knucklebone with some new allies. They set off in a warmachine to find the Sword of Zariel and encounter some interesting folks along the way.

Traveling the wastelands of Avernus is never a simple or smooth journey.

Note: you will need to have completed the previous two Descent into Avernus Adventures, Into the Fire and Dreamscape, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

The Path of Dreams

The Champions and their new allies catch a sweet ride to Harumann's Hill, but the journey through the wastelands of Avernus is neither uneventful nor easy...
  • Variant: The Path of Redcaps — Redcaps from Fort Knucklebone arrives to hamper your progress. Redcaps appear in each area with increased damage. Redcaps track the number of enemies destroyed. For each enemy destroyed during this adventure, the damage of all Redcaps is increased by 10% (additive).
    Reach area 350.

The Lost Hollyphant

The Champions find themself alone on Avernus and launch a rescue party for their kidnapped ally!
  • Variant: Zapper Overload — The Demon Zapper is overcharged and overloading! Only Champions with STR of 13 or higher can be used. In areas 1-40, the demon zapper is no longer targeting fiends, it's targeting interlopers that are in Avernus! Every 10 seconds, one member of the formation is zapped by the demon zapper offscreen. In addition to taking damage from the zap, Champion zapped have one of the following random effects happen to them:
    • Teleport: The Champion is removed from the formation and you are unable to use them until you change areas.
    • Sear:The Champion takes 50% more damage from the beam for each Champion adjacent to them.
    • Enfeeble:The Champion's damage drops to 0 for the next 30 seconds.
  • Reach area 375.


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
July 15th
Idle Champions: Midsummer 3 
Posted in Idle Champions.

It's the day before Shieldmeet and the Open Lord of Waterdeep has gone missing. Nobody has seen Laeral Silverhand in days and it is imperative that she be found before the meeting with the Masked Lords begins.

At the behest of the Blackstaff, the Champions are sent to discover what happened...

Midsummer 3 introduces Beadle & Grimm, the purveyors of the Pandemonium Warehouse and owners of the Giant's Bane Tavern, brings back the speedy hero of Baldur's Gate, Shandie Freefoot, and the street rogue, Xander Cesso. Players have until Monday, July 27th at 12PM PDT to complete their event unlocks and objectives.

Dungeons & Dragons Beadle Grimm Pandemonium Warehouse Matthew Lillard

Year 3 Champion: Beadle & Grimm

    Beadle and Grimm have been best friends & adventuring partners their entire lives. Together, they have faced the most dangerous foes their realm had to offer and built a respite alongside the frozen north's harsh realities: The Giant's Bane Tavern.

Beadle & Grimm are Support and DPS Champions able to swap places in the formation on demand. The longer that one is in the formation, the more powerful the other becomes when swapped in. When you want to add Beadle & Grimm to your formation, you can swap them with Delina (Slot 8).

For more information about Beadle & Grimm, check out the Idle Champion Spotlight: Beadle & Grimm dev blog!

Dungeons & Dragons Shandie Freefoot Baldur's Gate Jim Zub

Year 2 Champion: Shandie Freefoot

    Shandie grew up on the rough streets of the Lower City of Baldur's Gate. She quickly learned that if she wanted to survive, she needed to be fast on her feet and even faster with her wit and weaponry. The first time Shandie saw a bowmaster gracefully launch an arrow into a bull's-eye, she knew she had to master archery. With years of practice under her belt, any opponents underestimating this stealthy halfling will soon realize how dangerous she is as a volley of arrows bear down on them unexpectedly from shadowy corners.
Shandie is an agile Support Champion. Her Dash ability can increase formation speed, while Explosive Arrows and Agile Allies offer potent formation buffs. When you want to add Shandie to your formation, you can swap her with Asharra (Slot 6).

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

Dungeons & Dragons

Year 1 Champion: Xander Cesso

    Fascinated by magic at a young age when he lived in an orphanage, but lacking any ability or proficiency, Xander is not terribly good at much of anything, though something about his adorable clumsiness and childlike wonder anytime magic is being used nearby has been known to inspire those around him. Until recently, he was living on the streets of Waterdeep, scraping together just enough to survive. Now, he is a faithful member of your party, always ready to leap into the fray, even if he doesn't really seem to be able to hit much of anything.
Xander is a Support Champion. His Lucky Shot ability has a chance to double quest progress, and his Streetwise ability increases the damage of Champions behind him. When you want to add Xander to your formation, you can swap him with Calliope (Slot 5).

Year Three Variants

  • Arvaiss' Next Trap - Every area, a collection of magical monsters attempt to thwart your progress. Once they spawn, their effects are active until they are destroyed.
    • Young Red Dragons(Armored) - No other monsters can be damaged until all the Young Red Dragons on-screen are destroyed.
    • Fire Snake - The base attack cooldown for each Champion is increased by 1 second while this enemy is alive.
    • Giant Fire Beetle - While this enemy is alive, all enemies are increased in size by 20%, deal 300% more damage and move at 100% increased speed.
    Reach Area 75.

  • Showoffs - Beadle & Grimm are ready to show the Champions how they do things in the frozen north! Beadle starts unlocked and in the formation. They can be moved. Champions can only be used if they meet one or more of the following requirements:
    • Strength 18 or higher
    • Dexterity 17 or higher
    • Intelligence 16 or higher.

    Reach Area 125.

  • A Contest, You Say? - Beadle & Grimm have started some infighting on which method of attacking is best. It's time to answer the question, but the enemies are not going to make it easy on you!
    • Enemies have 300% more hit points.
    • Enemies attack twice as often.
    • When an enemy is killed by a type of Base Attack (Melee, Ranged, or Magic) the Champions with the same Base Attack type have their damage decreased by 2% while Champions with the other Base Attack types have their damage increased by 1%.

    Reach Area 175.

Year Two Variants

  • Dreams of Grandeur — Jenks really wants to meet Vajra Blackstaff. From Area 12 onward, Jenks takes up a slot in your formation.
    Reach Area 75.

  • Stay Back — Only Champions that attack with ranged or magic-based attacks can be used.
    Reach Area 125.

  • Haunted Past — Only Neutral, Evil, or Champions with a Dexterity (DEX) score of 15 or higher can be used. Shandie beings the adventure in your formation and cannot be swapped out, moved, or removed. Strahd Vampires that can only be damaged by Shandie randomly spawn in non-boss Areas. Luckily, Shandie will prioritize Strahd Vampires over all others and attack twice as frequently when they are present.
    Reach Area 175.

Year One Variants

  • Waterdeep Escort — The Waterdeep City Watch Officer insists that he accompany you on your adventure. He fills one slot in the formation, and if he is killed, your DPS goes down by 33% every 10 seconds.
    Reach Area 75.

  • Drow Deception — The Drow said they were looking for a wizard, but the Champions seem like a more interesting quarry to chase! A Stealthy Drow Pickpocket appears on every level, and if they reach the formation, you fail the area and have to head back to the previous level.
    Reach Area 125.

  • Commander Xander — Xander takes the lead as his childhood wishes of becoming a Hero have come true! Champions not adjacent to Xander have a 50% chance to miss whenever they attack (Xander isn't great at command). Those that are adjacent to Xander attack normally. He does enough missing for everyone.
    Reach Area 175.

See the in-game FAQ for more information!

May 22nd
Griddle Champions Giveaway Winner! 
Posted in Idle Champions.

Congratulations to our Griddle Champions giveaway winner Tony A, from Colorado, USA. Tony is the lucky winner of a Dancakes Pancake Art Kit. used by legendary pancake artist Lee Goldberg every week on Griddle Champions.

Dungeons & Dragons Dancakes Griddle Champions Kit All is not lost if you didn't win. If you'd like to get your own Dancakes Pancake Art Kit to make your own Champions pancakes, you can buy one at Dancakes' online store.
May 13th
Idle Champions: The Great Modron March 3 
Posted in Idle Champions.

A modron sighting is a rare occurrence outside Mechanus, the plane of true law.

At least, it's supposed to be a rare occurrence -- word has it that thousands of modrons have been seen on the march in the wilderness, and they are heading towards Waterdeep!

The Great Modron March 3 introduces Jaheira, the renown half-elf druid from Baldur's Gate, and brings back Qillek Ad Khollar and Evelyn Avalona Helvig Marthain. Players have until Monday, May 25th at 12PM Pacific to complete their event unlocks and objectives.

A Note Regarding Nintendo Switch

We're immensely excited to be on the Nintendo Switch, and chomping at the bit to share our corner of the Forgotten Realms with all of the new players that have joined us.

Unfortunately, due to COVID-19 related delays, we were unable to release our latest build on Switch in time to launch the Great Modron March event. We are genuinely sorry for the delay. We're working with our partners at Nintendo to minimize future delays.

As compensation for missing the event, we'll be crediting players with the following when we can release the next Switch build:
  • Unlocks for all three event Champions (Jaheira, Qillek, and Evelyn)
  • 3 Silver and 3 Gold Chests for each of those Champions.
  • 6 Time Gate pieces
You can follow us on our Twitter and Facebook to be the first to hear when the update (and Champion unlocks) are out on Switch.

Dungeons & Dragons Jaheira Baldur's Gate

Year 3 Champion: Jaheira

    Jaheira is a noble-born half-elf who was raised by an enclave of druids after her family was killed. Having gained an understanding of balance, she resolved to serve nature with the skills the druids taught her. She was recruited by the Harpers, where she met her late husband, Khalid. Jaheira knows life isn't black and white. She lives in the balance, as nature demands.

Jaheira is a DPS and Support Champion who channels her anger into powerful DPS buffs for herself and her allies. Specializations amplify the abilities based on allied classes and enemy types. When you want to add Jaheira to your formation, you can swap her with Jarlaxle (Slot 4).

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

Dungeons & Dragons Quill Qillek Ad Khollar Tom Hazel High Rollers

Year 2 Champion: Qillek Ad Khollar

    Qillek is timid, meek and nervous, being a comparably young character in the party and thrown into a world he doesn’t understand with no wing to fly him out of a bad situation. His charisma, wit, and superiority ripped away when flying through the Valley of the Storms, taking his left wing and arm away but introducing him to H’esper, who gave him dark visions to push him forward. Inside him is an envious amount of courage and a stable sense of logic when things get dire, which has led other party members to consider him their leader. He doesn’t agree with the idea, but he’s not ready to let his friends down.
Qillek is a Support Champion capable of buffing allies while also debuffing enemies. He casts Prayer of Healing to heal the formation and Bless to boost their damage. When you want to add Qillek to your formation, you can swap him with Calliope (Slot 5).

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

Dungeons & Dragons Evelyn Avalona Helvig Marthain Anna Prosser Acquisitions Incorporated

Year 1 Champion: Evelyn Marthain

    Caring, motherly, and endlessly optimistic, Evelyn has adventured across the realms as part of the Waffle Crew with Strix, Diath, and Paultin for many years. She's always first in battle, thanks to her flying boots, and will always take a hit to protect others. Short, yet tough, her devotion to Lathander has seen her through many perilous situations.
Evelyn is a powerful Tank and Support Champion. She buffs her allies with her Divine Prayer, Channel Divinity, Steadfast Might, and Conduit of the Light abilities. When you want to add Evelyn to your party, you can swap her with Asharra (Slot 6).

Year Three Variants

  • An Unkindness of Ravens — Jaheira starts in your formation in slot 3. She can't be moved. Ravens appear in each area; Whenever any raven dies, 1-2 more spawn. Ravens do not drop gold, nor do they count towards quest progress.
    Reach Area 75.

  • The Backwards Modron — Nordom the Modron joins the cause! Nordom takes up a spot in your formation and cannot be moved or removed. He is intent on helping Waterdeep with his lightning crossbow bolts, but instead of stunning the constructs, Nordom's lightning bolt accidentally empowers them!
    Reach Area 125.

  • Chickens in the Deep — In each area, an armored Abyssal Chicken spawns after 10 enemies. Abyssal Chickens drop no gold and do not count towards quest progress. Every 10 areas (from area 11 onward), the number of Abyssal Chickens that spawn per area is increased by 2.
    Reach Area 175.

Year Two Variants

  • Division — Every time a Modron is killed (including bosses) it splits into two copies of a Modron one level lower on the Modron hierarchy. You must kill all the split Modrons in boss Areas.
    Reach Area 75.

  • Machine Learning — The Modorns have decided to stop bashing their melee weapons against the Champions with no results. All melee Modrons now throw gears at Champions while at range. Champions struck by four gears are stunned for 15 seconds.
    Reach Area 125.

  • Messenger of Hope — Qillek has a dream that his god has granted him the power to overcome The Great Modron March. Qillek begins the adventure in the formation and cannot be moved. Only Champions within two slots of Qillek can deal any damage.
    Reach Area 175.

Year One Variants

  • The Neverending March — Every time a Modron is killed in non-boss areas it shuts down for five seconds and then comes back to life with full health.
    Reach Area 75.

  • (Hu)man vs. Machine — All human Champions get a buff called "The Human Spirit" which increases their damage by 5% in each area (stacking multiplicatively).
    Reach Area 125.

  • Charge Into Battle — Enemies move extremely fast and deal massive damage to everyone except Evelyn. Evelyn starts the adventure at level 1 and in the front slot of the formation.
    Reach Area 175.

See the in-game FAQ for more information!

May 8th
Idle Champion Spotlight: Jaheira 
Posted in Idle Champions.

A fierce protector of the balance of the natural world, Jaheira is the half-elf fighter/druid coming to Idle Champions with The Great Modron March 3 event.

Some of you may already know the name - perhaps you recognize her from last year's Dungeon Mayhem expansion? Or maybe you played one of the most acclaimed Dungeons & Dragons video games of all time and recruited Jaheira into your party?

If you'd like to learn more about Jaheira, read on...

I. Jaheira

Dungeons & Dragons Jaheira Baldur's Gate

    Jaheira is a noble-born half-elf who was raised by an enclave of druids after her family was killed. Having gained an understanding of balance, she resolved to serve nature with the skills the druids taught her. She was recruited by the Harpers, where she met her late husband, Khalid. Jaheira knows life isn't black and white. She lives in the balance, as nature demands.

Jaheira is a DPS and Support Champion who channels her anger into powerful DPS buffs for herself and her allies. Specializations amplify the abilities based on allied classes and enemy types. When you want to add Jaheira to your formation, you can swap her with Jarlaxle (Slot 4).

II. Jaheira's Stats

Race: Half-Elf Alignment:True Neutral
Class: Fighter/Druid Gender: Female
Age: 36 Affiliation: none

STR: 15 DEX: 14 CON: 17
INT: 10 WIS: 14 CHA: 15

Role: DPS, Support
Eligible for Patrons: Vajra Safahr


Dungeons & Dragons Jaheira

III. Jaheira's Design

We were inspired by the updated aesthetic design to Jaheira that came with her inclusion in Dungeon Mayhem last year, so much so that we based the Idle Champions version of Jaheira off that look instead of her appearances in the BioWare classics. It just felt right for us. But fear not, Champions. There are still plenty of throwbacks to her Baldur's Gate days.

When it came to Jaheira's mechanical design, well, we knew she was a fierce protector of nature so that's what we went with. Jaheira enrages whenever beasts are being killed, even if it was her hand that killed them. If you kill enough beasts, Jaheira goes into a primal rage, boosting her damage and abilities. She is ideal for adventures with lots of beasts, and depending on the specializations you select, she can be incredibly valuable in fights against humanoids and fiends as well.

There are a lot of beast enemies in Idle Champions, making Jaheira a strong fit for many formations, but in the event that your adventure doesn't include beasts you can choose a specialization for this fighter/druid that swaps beasts for fiends or humanoids.

IV. Jaheira's Abilities

Basic Attack

  • Tangling Scimitar — Jaheira attacks the nearest enemy with her scimitar, briefly rooting them in place with some vines.
    Note: this does not stop enemies from attacking, it only stops them from moving toward the formation.

Formation Abilities

  • Fierce Protector — Jaheira goes into a rage whenever she sees a Beast enemy die (even if she herself is the one who killed it). This increases her damage by 400% and increases the effect of Class Warfare by 100% for 10 seconds.
  • Battle Rage — Jaheira keeps track of the number of enemies killed that she is a Fierce Protector of. After 20 protected enemies have been killed she flies into a Battle Rage, increasing the effects of Fierce Protector by 200% for 30 seconds. This ability is not buffed by anything. Once Lingering Anger is unlocked, when the effect expires she gains one stack of Lingering Anger.
  • Lingering Anger — Jaheira increases the damage of all Champions, including herself, by 10% for each stack of Lingering Anger she has, stacking additively. This ability is buffed by equipment and upgrades.
  • Unity — Increase the effect of Class Warfare by 100% for each Champion affected by it, stacking multiplicatively. This ability is not buffed by anything.

First Specializations

  • Class Warfare - Spellslingers — Jaheira increases the damage of Clerics, Wizards, Sorcerers, and Warlocks by 100%.
  • Class Warfare - Bruisers — Jaheira increases the damage of Barbarians, Fighters, Rogues and Monks by 100%.
  • Class Warfare - Hybrids — Jaheira increases the damage of Paladins, Rangers, Druids, and Bards by 100%.

Second Specializations

  • Protective - Nature — Jaheira continues to be a Fierce Protector of Beast creatures.
  • Protective - Twisted Creatures — Jaheira's Fierce Protector and Battle Rage ability now trigger off of Fiend creatures instead of Beasts.
  • Protective - Civilization — Jaheira's Fierce Protector and Battle Rage ability now trigger off of Humanoid creatures instead of Beasts.

Ultimate Ability

  • Insect Plague — Jaheira blankets the area in front of the party with a swarm of insects for 30 seconds, dealing a small amount of damage to all enemies within the swarm every half-second.

V. Jaheira's Legendary Equipment



Slot 1: Self DPS
Slot 2: Global DPS
Slot 3: Class Warfare
Slot 4: Lingering Damage
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

What do you think about Jaheira? If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
April 22nd
Idle Champions: The Running 3 
Posted in Idle Champions.

A young elven wizard is on a pilgrimage to the Grandfather Tree, and she has hired the Champions to escort her.

The wizard has foreseen an acorn falling from the tree - an extraordinary and truly rare occurrence - and she hopes to collect the holy relic to take to Silverymoon.

Yet as the party ventures forth, the very forest itself resists them, while elves from the Feywild and the Underdark seek to claim the acorn for themselves...

The Running 3 introduces Krydle, the charismatic half-elf rogue of the Heroes of Baldur's Gate, and brings back Spurt and Catti-brie. Players have until Monday, May 4th at 12PM Pacific to complete their event unlocks and objectives.

Dungeons & Dragons Krydle Jim Zub

Year 3 Champion: Krydle

    A Charismatic Leader, a dashing thief and poet, Krydle is the quintessential rogue with a heart of gold. A resident of Baldur's Gate, Krydle rejects the upper city political machinations of his estranged father Coran, but nevertheless has familiarity of the city's nobles and their schemes, as well those of the city's criminal network. Certainly a handy chap to know...

Krydle is a DPS and Support Champion. His legendary charm buffs other Champions based on their charisma, and his Thieves Cant ability amplifies this buff for each rogue in the party. When you want to add Krydle to your formation, you can swap him with Celeste (Slot 2).

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

Dungeons & Dragons Spurt Chris Perkins

Year 2 Champion: Spurt

    Spurt the Kobold Inventor is crafty and quick with his hands. He builds improvised weapons in the hope of gaining some new advantage in combat. Spurt never knew he would have such lasting appeal when he met a mighty group of adventurers in a cave, but here we are. Packed to the gills with his "awesome" inventions this clever kobold brings his 11-days of life experiences to the Champions, along with a really cool 'Centi-pult'!
Spurt is a Kobold Inventor and Support Champion. He buffs the formation through his Centipede Net, Wa-spiration, and Pack Tactics abilities. Spurt can also perform a Heroic Sacrifice to boost his buffs! When you want to add Spurt to your formation, you can swap him with Nayeli (Slot 3).

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

Dungeons & Dragons Catti-brie RA Salvatore

Year 1 Champion: Catti-brie

    "When I first laid eyes on Catti-brie, she had just punched a rather menacing fellow who was threatening to break every bone in my body. She hit the lout with such surprising force that he flopped to the floor like a sackful of mullet. Over the years, I’ve come to call her a friend. Underneath Catti-brie’s rough exterior lies a heart of gold. She cares deeply for her friends and will protect what she holds dear without fail. If she takes a shine to you, be sure to count your lucky pennies, because her enemies rarely fare well for long."
    ~Volothamp Geddarm
Catti-brie is a DPS and Support Champion. Her Powerful Draw and Critical Hit abilities help her deal damage at long range, while her Mark for Death weakens enemies. When you want to add Catti-brie to your formation, you can swap her with Minsc (Slot 7).

Year Three Variants

  • Split Up — Champions cannot be placed adjacent to each other.
    Reach Area 75.

  • The Early Bird Gets The Acorn — Only Champions in slots 1-7 can be used.
    Reach Area 125.

  • Krydle's Posse — Krydle starts out in slot 4 and can not be moved, removed, or swapped out. Only Champions with a Charisma (CHA) score of 12-16 can be used.
    Reach Area 175.

Year Two Variants

  • Delusions of Grandeur — Spurt and his Centipult start in the formation, taking up two slots. The Centipult launches centipedes at random enemies, enraging them and increasing their speed and damage.
    Reach Area 75.

  • Elves are Wild — All Elves (Elf, Eladrin, Drow) & Half-Elves in the formation have their attack speed increased. Drow enemies now have armor. Additional Eladrin spawn in each area, and they are immune to damage until after they attack.
    Reach Area 125.

  • Alignment Askew — Champions are all affected by different debuffs based on the formation's alignment.
    Reach Area 175.

Year One Variants

  • The Wolves in the Woods — Werewolves randomly spawn and attack the party, each with special abilities. Catti-brie's silver arrows deal double damage/hits to these creatures.
    Reach Area 75.

  • Critter Companions — Two forest critters take up slots in the formation, increasing the damage of adjacent Champions by 400% moving around every 25 areas.
    Reach Area 125.

  • Catti-alone — Catti-brie is the only Champion available for this mission. Her damage increases by 40% per area, stacking multiplicatively, her attack speed is greatly increased, and her Ultimate ability cooldown is reduced to 10 seconds.
    Reach Area 175.

See the in-game FAQ for more information!