September 4th
Idle Champions: Brightswords 2 
Posted in Idle Champions.

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

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

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

New Champion: Turiel

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

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

Year One Champion: Wulfgar

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

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

Year Two Variants

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

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

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

Year One Variants

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

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

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

See the in-game FAQ for more information!

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

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

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

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

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

I. Turiel's Story

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

II. Turiel's Stats

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

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

III. Designing Turiel

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

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

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

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

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

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

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

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

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

IV. Turiel's Abilities

Basic Attack

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

Formation Abilities

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

Specializations

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

Ultimate Ability

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

V. Turiel's Equipment



VI. Conclusion

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

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
August 14th
Idle Champions: Ahghairon's Day 2 
Posted in Idle Champions.

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

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

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

New Champion: Jim Darkmagic

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

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

Year One Champion: Ishi Snaggletooth

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

Year Two Variants

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

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

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

Year One Variants

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

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

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

See the in-game FAQ for more information!

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

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

"Jim" who?

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


Jim's Stats


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

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

Basic Attack

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

Formation Abilities

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

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

  • Specializations

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

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

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

    Ultimate Attack

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

    Equipment



    Final Thoughts

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

    As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
    August 7th
    Idle Champions: Feats & The Grand Tour, Part 9 
    Posted in Idle Champions.

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

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

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

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

    Feats

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

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

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

    Who Lurks in Lurkwood

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

    Orcs are Wild

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

    See the in-game Change Log for more information!
    July 24th
    Idle Champions: Midsummer 2 
    Posted in Idle Champions.

    Every four years, a special leap year day follows Midsummer between Flamerule 30 and Eleasis 1. Known as Shieldmeet, this special day is celebrated across Faerûn.

    In the city of Waterdeep, Shieldmeet also serves another important purpose. On this auspicious day every four years, the lords of Waterdeep meet with the Open Lord to reaffirm their rule.

    As the Champions arrive in the City of Splendor on Midsummer, the day before Shieldmeet, they are summoned by The Blackstaff, Vajra Safahr. It seems that Open Lord Laeral Silverhand has gone missing...

    Midsummer 2 introduces Shandie Freefoot, the Halfling Rogue and member of the Heroes of Baldur's Gate. Players will have until Monday, August 5th, 2019 at 12:00pm PDT, to unlock her!

    New 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!

    Year One 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 Two Variants

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

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

    • 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.

    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.

    • 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.

    • 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.

    See the in-game FAQ for more information!

    July 23rd
    Idle Champion Spotlight: Shandie Freefoot 
    Posted in Idle Champions.

    It's time for our newest Champion Spotlight! Today, we're previewing the release of Shandie Freefoot, a halfling rogue, and member of Heroes of Baldur's Gate! Read on to learn about this new and exciting Champion releasing later today in Midsummer Y2!

    Who is Shandie?

      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 Freefoot is a member of the Heroes of Baldur's Gate, created by Jim Zub and Max Dunbar for the Legends of Baldur's Gate series by IDW. She joins her comrades Boo, Minsc, Delina, and Nerys Kathon as the fifth and second-to-last member of the team to join Idle Champions.

    Shandie's Stats


    Race: Halfling Class: Rogue Alignment: Chaotic Good
    Age: 63 Affiliation: Heroes of Baldur's Gate
    STR: 10 DEX: 18 CON: 15
    INT: 13 WIS: 12 CHA: 14

    To add Shandie to your formation, you can swap her with Asharra (Slot 6).


    Basic Attack

    Shandie fires an arrow at a random enemy.

    Formation Abilities

    • Agile Allies — Increase the damage of Champions within 2 slots of Shandie by 100% (multiplicative) for each Champion adjacent to Shandie with a DEX of 15 or higher.
      • For reference that list currently includes: Aila, Birdsong, Black Viper, Calliope, Catti-brie, Xander, Drizzt, Hitch, Ishi, Jarlaxle, K'thriss, Korth, Minsc, Nrakk, Paultin, Regis, Rosie, Qillek, Spurt, Stoki, Tyril, Walnut, Warden, and Zorbu!

    • Dash — Increases the game speed by 25% when the formation hasn't been under attack for 60 seconds. Early levels are quicker to get through with Shandie!

      Note: this will not increase speed beyond the current limit of 10x speed.

    • Explosive Arrow — When the formation is under attack, Shandie fires Alchemist Fire-equipped arrows that explode and increase the damage of Champions in the column in front of Shandie for each enemy hit. Put your DPS Champions in front of Shandie!

    Specializations

    Shandie's Specializations allow her to choose where to double-down her abilities
    • Ranger Training — Select Ranger Training to increase the effect of Dash by 100%. Zoom Zoom.

    • Alchemist's Fire Expertise — Select Alchemist's Fire Expertise to increase the effect of Explosive Arrow by 100%

    • Criminal Contacts — Select Criminal Contacts to increase the effect of Agile Allies by 50% for each Neutral or Evil Champion next to Shandie.

    Ultimate Attack

      Survivalist — Shandie throws smoke grenades and caltrops onto the battlefield, causing enemies to bleed and miss 50% of their attacks for 10 seconds.

    Equipment



    Final Thoughts

    Like Deekin from Founder's Day, Shandie is a go-to speed assistant, helping your Champions advance through the early areas quicker. Put her in the center of your formation, and surround her with dextrous friends (see the list above) to maximize her contribution to the formation!

    As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
    July 3rd
    Idle Champions: Founders' Day 2 
    Posted in Idle Champions.

    It's a time of celebrations and festivities for Waterdeep. Founders' Day is a time of legendary displays of martial and arcane prowess from the notable Champions who call the City of Splendor home, where visitors and locals alike gather and share stories of Waterdeep's history.

    Unfortunately, these festivities have also attracted the attention of one of the Lords of the Nine Hells, who has come to collect souls for the Blood War...

    Founders' Day 2 introduces the Wild Elf Druid, Walnut Dankgrass, and brings back Deekin Scalesinger, the Kobold Bard. Players will have until Monday, July 15th, 2019 at 12:00pm PDT, to unlock them!

    New Champion: Walnut Dankgrass

      Walnut is a child of the Enclave Panax Anima, an all-female clan of woodland defenders within the Kryptgarden Forest. Not only a frighteningly enthusiastic member of Acquisitions Incorporated, she also strives to protect the natural world by any means necessary. Did we mention she also has the goddess Mielikki living inside her? That seems important.
    Walnut is a versatile Tank and Support Champion. Her Documancer ability can be customized for your formation needs through multiple specializations. When you want to add Walnut to your formation, you can swap her with Delina (Slot 8).

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

    Returning Champion: Deekin Scalesinger

      A former member of the Dripping Fang clan, Deekin was once a Skald for a White Dragon named Tymofarrar. Once he was released from Tymofarrar's service, he set out to become the most amazing storyteller in all of Faerȗn. He yearns to sing and tell stories of heroic deeds, but his songs often devolve into "tales" of the doom that is coming to him or his companions.
    Deekin is a Support Champion. He helps the party by buffing DPS and by attracting enemies (to help clear areas more quickly) with his Song of Doom. When you want to add Deekin to your formation, you can swap him with Bruenor (Slot 1).

    Year Two Variants

    • Rain of Fire — Fireballs occasionally rain from the sky, damaging a random Champion. These Fireballs become more frequent the further you progress.

    • Close Quarters Combat — Only Champions with melee Base Attacks may be used.

    • Aww, Hells Nuts — Enemies become much more powerful over the course of the adventure. Walnut starts the adventure in your formation and cannot be moved, removed, or swapped out. Demonic Squirrels occasionally spawn. When killed, these squirrels drop Hell-Nuts, which increase the effectiveness of Walnut's Documancer ability and last until the end of the adventure, stacking additively.

    Year One Variants

    • Spectator Sport — Three local farmers have joined in on the Founders' Day tussle, and won't take the hint that they should probably take a seat. It might be because they are pretty drunk. They take up a slot in your formation and change positions every 25 areas.

    • Doom is Coming to Waterdeep — Deekin must sing a song so everyone in Waterdeep knows that doom is coming. I know. We tried talking to him. However, he doesn't know which spot will give him the best acoustics. Deekin is always in your formation and will change positions every 10 areas. Deekin cannot be moved because, well, Deekin is singing a song.

    • The Blood War — Whenever you kill a demon, devils get stronger and demons get weaker, and vice-versa.

    See the in-game FAQ for more information!

    July 3rd
    Idle Champion Spotlight: Walnut Dankgrass  
    Posted in Idle Champions.

    It's time for our newest Champion Spotlight! Today, we're previewing the release of Walnut Dankgrass, the Wood Elf Druid, Documancer, and final member of Acquisitions Incorporated: The "C" Team! Read on to learn about this new and exciting Champion releasing later today in Founders' Day Y2!

    Who is Walnut?

    Walnut Dankgrass (the k is silent) is played by Amy T. Falcone on Penny Arcade's The "C" Team every Wednesday at 4PM Pacific on twitch.
      Walnut is a child of the Enclave Panax Anima, an all-female clan of woodland defenders within the Kryptgarden Forest. Not only a frighteningly enthusiastic member of Acquisitions Incorporated, she also strives to protect the natural world by any means necessary. Did we mention she also has the goddess Mielikki living inside her? That seems important.

    Walnut Drankgrass is the fourth and final member of Acquisitions Incorporated: The "C" Team. She joins fellow "C" Team members Donaar Blit'zen, K'thriss Drow'b, and Rosie Beestinger as the latest Event Champion to join Idle Champions.

    Walnut's Stats


    Race: Elf (wood) Class: Druid Alignment: Lawful Neutral
    Age: 62 Affiliation: Acq Inc "C" Team
    STR: 8 DEX: 16 CON: 14
    INT: 10 WIS: 20 CHA: 10

    To add Walnut to your formation, you can swap her with Delina (Slot 8).


    Basic Attack

    Walnut has two different base attacks which trigger based on which form Walnut is in:
    • Elf Form - Wicked Scimitar: Walnut attacks the closest enemy with her scimitar.

    • Wolf Form - Bite: Walnut savagely attacks the closest enemy, dealing damage to that enemy and others near it.

    Formation Abilities

    • Documancer — Documancer is the heart of Walnut's kit and is buffed by other abilities. Documancer increases the damage of all Champions adjacent to Walnut by 5% for each enemy killed in a given area. It caps at 50 stacks (enemies killed) and resets when changing areas. The longer you're on an area, the more she'll buff her adjacent allies! This is especially helpful at your wall.

    • Job's Done — When the current area's quest is completed, increase the effect of Documancer for 30 seconds. This cooldown resets to 30 seconds whenever an enemy is killed in a completed area. This is another ability that helps you collect more gold near you wall. Finish the quest and hanging around for a bit? Walnut is on the case!

    • Wolfnut — Whenever Walnut is under attack, she uses Wild Shape to turn into a wolf, gaining a temporary health shield equal to 10 HP for each enemy on screen as she transforms. This shield remains even if she reverts back to elf form. While in wolf form, her attack changes from Wicked Scimitar to Bite and the effect of Contractual Obligations is doubled.

    • Contractual Obligations — Increase the health of all Champions by a percentage of Walnut's maximum health. This effect is doubled when Walnut is in wolf form. This helps her tank in the front of the formation, keeping those behind her safe!

    • Pen-Paws — Increase the effect of Documancer for every 2 seconds that Walnut is in wolf form, stacking additively. Caps at 50 stacks. When she leaves wolf form, the stack count decreases every 4 seconds until she enters wolf form again. This again helps position her as a strong tank, increasing the damage of those around her while she's under attack!

    Specializations

    Walnut has two sets of specializations, one for extending the reach of Documancer to affect more Champions and a second for increasing the effects of it based on synergies.

    First Specialization Choices

    • Extended WarrantyDocumancer now also applies to all Champions within 2 slots of Walnut and is buffed by 100%. Spread the Documancer love to more Champions!

    • Sign and DateDocumancer now also applies to all Champions in the top or bottom slots of each column and is buffed by 50%. Added flexibility for Documancer based on where your DPS slosts are.

    • Ah, Screw ItDocumancer now applies to all Champions in the formation but is not buffed. This allows you to get everyone a boost, but it doesn't buff Documancer any more than it already is.

    Second Specialization Choices

    • Co-Signers — The effect of Documancer is increased separately on each Champion by 100% (multiplicatively) for each of the following "C" Team abilities affecting them:
      • K'Thriss's Unseen Encouragement
      • Donaar's Lead By Example
      • Rosie's Deflect Missiles (includes Rosie herself)
      You obviously want this specialization if you're running a "C" Team heavy formation.
    • Temporary Alliance — Increase the effect of Documancer by 25% for each Champion with an affiliation other than the "C" Team. Champions with no affiliation do not count. Nice try, Spurt.

    Ultimate Attack

      Forest Friends — Walnut summons a swarm of lovable forest creatures that rush in and damage all enemies. Each enemy that is killed heals everyone in the party by 10% of their max health. If no enemies are killed, everyone in the formation gains a temporary hit point shield equal to 100% of their max health.

    Equipment



    Final Thoughts

    Walnut is the final piece to the "C" Team and we're excited to see folks' "C" Team formations! She's a strong and versatile tank who can customize her Documancer ability to work in multiple types of formations! Try her out and let us know what you think!

    As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
    June 26th
    Idle Champions: Upgrade Cap Increase 
    Posted in Idle Champions.

    Your adventures in Faerûn have taken you around the world of Toril, from the City of Sails in the north of the Sword Coast, all the way south to the jungles of Chult. It has been a grand tour of the realms, and along the way you've explored lost cities, delved into countless dungeons, crossed through pocket dimensions, and fought endless beasts, fiends, monstrosities, and more.

    You've become Champions — but that's not all. These adventures have brought you more than just equipment and wealth: it's time to level up!

    Today's update for Idle Champions brings with it increases to the upgrade cap for all 45 Champions, taking you from the e49 to the e56 range (roughly). This newfound strength will help your formations to push further than ever before. Good luck!

    Coming Soon

    • Year One Champion Balance Update (Part 1)
    • Additional QoL Updates & Fixes
    • And much more...