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April 1st
Idle Champions: Greengrass 3 
Posted in Idle Champions.

A great cosmic conflict has spilled out upon the prime material plane.

While celebrations to mark the start of spring begin in the quaint Sword Coast town of Triboar, a Githyanki raiding party descents from above, raining destruction.

It's up to the Champions to defend the innocent and figure out what has drawn the attention of the Gith and their Endless War. It's time for Greengrass 3!

Greengrass 3 introduces Melf, the legendary Elf Fighter and Wizard, and brings back Aila and Nrakk. Players have until Monday, April 13 at 12PM Pacific to complete their Greengrass 3 unlocks and objectives.

Dungeons & Dragons Melf Luke Gygax

Year 3 Champion: Melf

    Born into the royal family of Celene, he assumed the simple name of Melf eschewing a life of comfort as a noble to study the arcane arts and train as a swordsman. He delved in the dungeons of Castle Greyhawk, the Lost Caverns of Tsojcanth and many other harrowing places honing his skills, knowledge and amassing powerful magic items. Melf sees himself as a weapon of weal hurtling toward the heart of the darkest evils in the realm. He is opinionated and has a touch of conceit that he is blissfully ignorant of possessing.

Melf is a Fighter and Wizard Support Champion. His legendary spellbook is filled with versatile Support Spells, offering a variety of potential damage buffs and speed boosts. When you want to add Melf to your formation, you can swap him with Arkhan (Slot 12).

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

Dungeons & Dragons Aila High Rollers

Year 2 Champion: Aila

    Aila was found and raised by a clan of wild elves, but never truly felt like she belonged. The tartan that was found with her is the only clue she has to her lost elven roots. Aila is stubborn and proud. Whenever anyone questions her past, she simply states 'I'm a delight!'. However, her smirk holds a lifetime of anger & questions that she's held close to her heart.
Aila is a path of the Storm Herald Barbarian, able to Tank and Support in formations. She wields the primal power of storms to damage, stun, and weaken enemies. When you want to add Aila to your formation, you can swap her with Makos (Slot 9).

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

Dungeons & Dragons Nrakk

Year 1 Champion: Nrakk

    Having watched your party's progress for many years from Limbo, the Great Githzerai, Zaerith Menyar-Ag-Gith, has dispatched Nrakk to join your party on the Material Plane. Though his true motivations are unknown, Nrakk is a Way of the Kensei monk whose weapon of choice is a Naginata, making him a true force to be reckoned with on the battlefield. Reserved and aloof, Nrakk sometimes has a hard time interacting with those he sees as his lessers, but he nevertheless seems committed to the party's cause.
Nrakk is a methodical Githzerai Monk, able to DPS and Support formations. His meticulous approach to DPS has him able to deal AoE damage, stun, and bonus damage to single targets. When you want to add Nrakk to your party, you can swap him with Delina or Hitch (Slot 8).

For more information about Nrakk, check out the Year One Champion Balance Update, Part 1 dev blog!

Year Three Variants

  • Honorable Discharge — Each Champion can only be used to complete 50 areas.
    Reach Area 75.

  • The Problem Solvers — Only Champions with an INT score of 13 or higher can be used.
    Reach Area 125.

  • Wheat From the Chaff — Melf starts out in the formation with Melf's Righteous Determination unlocked. Only enemies that Melf deems evil can be damaged. Blockers, bosses, and boss trash mobs are always deemed evil. All non-evil enemies are invulnerable and can not even be attacked.
    Reach Area 175.

Year Two Variants

  • Pixie Machinations — A pixie riding an intellect devourer (like you do) arrives in every area. When it appears, a random Champion is stunned until the pixie is destroyed.
    Reach Area 75.

  • Starve Them Out — Only champions with INT 12 or less can be used. A giant intellect devourer with 200 armor-based HP arrives in each area. While it is alive, all other monsters are immune to damage. For each collective point of intellect BELOW 12 in your formation, the giant intellect devourer's armor is reduced by 10, to a minimum of 10 armor-based hits. For example. If you have Bruenor in your formation, his 8 INT (4 less than 12) will reduce the giant intellect devourer's health by 40 (4x10).
    Reach Area 125.

  • Ride the Storm — Aila starts in your formation. Aila's Storm Aura hits two enemies with each strike. Only enemies who are either Primed or Electrified by Aila can be damaged.
    Reach Area 175.

Year One Variants

  • Whispers — The Elder Brain slowly drives your Champions mad. Whenever a Champion lands a killing blow, they gain 5–10 stacks of a "Whispers" debuff. When they reach 100+ stacks, they are stunned for 15 seconds.
    Reach Area 75.

  • Flower Power — Sentient flower enemies spawn at random in non-boss areas. When killed, they imbue the champion who killed them with a random power, which can be good or bad.
    Reach Area 125.

  • Unlikely Allies — Two Githzerai monks take up slots in the formation. Each increases the DPS of Nrakk by 400% as long as he is adjacent to them, stacking multiplicatively.
    Reach Area 175.

See the in-game FAQ for more information!

March 11th
Idle Champions: Festival of Fools 3 
Posted in Idle Champions.

How far would you go to celebrate foolishness?

Festival of Fools is a time honored tradition in Sword Coast communities. Townsfolk engage in the usual gluttonous consumption of food and drink during the festivities, but they also play pranks on each other.

Unfortunately, one prankster has decided to play a practical joke on a Frost Giant nearby...

Festival of Fools 3 introduces Briv Steelmarrow, Half-Orc Paladin (Oath of Heroism), and brings back Rosie and Strix Beestinger. Players have until Monday, March 23 at 12PM Pacific to complete their Festival of Fools 3 unlocks and objectives.

Dungeons & Dragons

Year 3 Champion: Briv Steelmarrow

    Relentlessly brave but markedly uncouth, Briv Steelmarrow is a stalwart champion of the weak, innocent, downtrodden, and oppressed. Centuries ago, a cabal of Netherese mages experimented on Briv’s clan, gifting him with a magical metal inside his bones that he can pull through his skin and shape for attack or defense. Once a slaver, Briv sought atonement by joining the Order of the Lost Cause, an elite group of knights that travel across Faerûn, taking on quests that only fools would pursue.

Briv is a Tank, Support, and Healing Champion. He uses his Unnatural Haste ability to speed up area progression, and his Steelbones boosts his defense while buffing Champions behind him. When you want to add Briv to your formation, you can swap him with Calliope (Slot 5).

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

Dungeons & Dragons Rosie Beestinger Acquisitions Incorporated

Year 2 Champion: Rosie Beestinger

    Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the “aggressor/victim” relationship. But this is a mix-up that few people make more than once.
Rosie Beestinger is a sassy DPS Champion. Her damage increases for each Champion in the formation younger than she is, and she catches and deflects incoming missiles.

When you want to add Rosie Beestinger to your formation, you can swap her with Tyril (Slot 10). For more information about Rosie, check out the Idle Champion Spotlight: Rosie Beestinger dev blog!

Dungeons & Dragons Strix Beestinger

Year 1 Champion: Strix Beestinger

    The Sorcerer known as Strix is from Sigil, the City of Doors at the center of the multiverse. Very little is known of Strix's heritage, even to herself, but it was recently discovered that she was a powerful member of the Skizzicks family, who long ago made a pact with Asmodeus, ruler of the Nine Hells, to become Tieflings.
Strix Beestinger is a 'Trash Witch' DPS Champion who attacks enemies with Fireballs. Her Poor Hygiene ability causes approaching enemies to take increased damage. When you want to add Strix to your party, you can swap her with Jamilah (Slot 11).

Year Three Variants

  • A Little Perspective — Pixies spawn at random in all non-boss areas. When a Pixie spawns, it shrinks a random Champion by 33%, decreasing their damage done by 99%. This effect persists until the Pixie causing it is killed. This effect can stack multiplicatively if multiple Pixies target the same Champion.
    Reach Area 75.

  • Nerves of Steel — Briv starts in the formation and can not be moved, removed, or swapped out. Normal enemies move faster and attack faster; bosses are unaffected.
    Reach Area 125.

  • A Delicious Diversion — A cart of tasty pies, baguettes, and other baked snacks takes up two slots in the formation; the cart has 100 hit points. Ravenous Crows and Famished Rats spawn randomly in each area. These additional creatures have armored health. If, for whatever reason, the cart is smashed, you immediately lose the area and go back to the previous area.
    Reach Area 175.

Year Two Variants

  • A Lighter Touch — Only Champions with a Strength (STR) score of 14 or lower may be used. Additionally, Champions with an Intelligence (INT) score of 14 or higher deal 400% increased damage.
    Reach Area 75.

  • Flay the Fools — During boss areas, Mind Flayers appear and attack the formation. While alive, Mind Flayers make all other enemies immune to damage.
    Reach Area 125.

  • Beestingers Unleashed — This adventure features unique dialogue created with the help of Strix & Rosie themselves! Strix and Rosie Beestinger begin the adventure in your formation with Strix asking Rosie what it means to be a Beestinger. No other Champions are able to be used, however, both Strix and Rosie Beestinger have increased damage, increased attack speed, and reduced Ultimate ability cooldowns. Additionally, Rosie Beestinger's Matriarch also doubles her health.
    Completing this adventure will unlock a bee outfit for both Rosie & Strix!
    Reach Area 175.

Year One Variants

  • Foolish Variance — Champions randomly do between 0.1% and 199.9% of their actual damage with each hit.
    Reach Area 75.

  • Persistent Foolishness — The Drunken Fool appears randomly in non-boss areas. Only one can be spawned at a time, but he has special abilities each time he appears.
    Reach Area 125.

  • Like Father Like Son — The farmer's son takes up a slot in the formation. He moves to a new slot every 25 areas. Every 15 seconds (in non-boss areas) the farmer's son foolishly summons a Frost Giant to attack the formation unless Strix is adjacent to him.
    Reach Area 175.

See the in-game FAQ for more information!

February 19th
Idle Champions: Fleetswake 3 
Posted in Idle Champions.

You've been recruited by a merchant guild in Waterdeep to look into a number of mysterious missing ships over the past year. The Fair Seas Festival is a good time to look into this as people are quite open about the dangers of the sea, the fury of Umberlee, and so forth.

Many people blame Umberlee for the missing ships, but the merchant guild isn't so sure...

Fleetswake 3 runs until Monday, March 2nd, 2020 at 12:00pm PST, introduces Sisaspia, a Yuan-Ti Pureblood Circle of Spores Druid and brings back The Black Viper, an infamous Human Rogue from Waterdeep, and Zorbu "Thunderbolt" Natten, the Gnome Ranger!

Dungeons & Dragons Sisaspia

Year 3 Champion: Sisaspia

    An outcast even from her home city of Omu on Chult, Sisaspia does not seek wealth or glory for herself. Instead, she wishes only to hone her powers, and anyone or anything that gets in her way will learn that she has already made great strides towards doing so. A reluctant ally, she joins the Champions solely because they are a means to an end: an endless stream of foes on which to unleash and perfect her sinister machinations.

Sisaspia is a Healer and Support Champion. Her Halo of Spores infects her enemies, forcing them to take more damage. She also uses them to heal her allies - if she has to. When you want to add Sisaspia to your formation, you can swap her with Bruenor (Slot 1).

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

Dungeons & Dragons The Black Viper

Year 2 Champion: The Black Viper

    The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper’s persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper’s exploits to lend credence to the villain’s mystique.
The Black Viper is a DPS Champion able to take advantage of Distracted Foes and deliver powerful Sneak Attacks for extra damage. Her Jewel Thief ability improves with every boss kill across all adventures.

When you want to add The Black Viper to your formation, you can swap her with Minsc (Slot 7). For more information about our latest Champion, check out the Idle Champion Spotlight: The Black Viper dev blog!

Dungeons & Dragons Zorbu Natten

Year 1 Champion: Zorbu "Thunderbolt" Natten

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

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

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

Zorbu is a DPS and Support Champion. He increases damage against Favored Enemies for all Champions and deals extra damage to injured or hordes of enemies. When you want to add Zorbu to your party, you can swap him with Arkhan (Slot 12).

Balance Update: Zorbu's Hunter's Pack ability now targets himself in addition to adjacent champions, and the effect has been increased.

Dungeons & Dragons Fleetswake 3 Variants

Year Three Variants

  • Shattered Shields — Umberlee's curse has broken all shields and heavy armor, rendering tanking Champions useless! The shattered remnants have been stolen by some fiendish creatures and co-opted for their own nefarious use. Champions with the tanking role can not be used. Random enemies spawn with 5 armored hit points. Reach Area 75.

  • The Suspicious Shipment — A strange shipment takes up slot 5 in the formation. It's so distracting that Champions in adjacent slots deal no damage with their attacks. Reach Area 125.

  • Seas of Sickness — Sisaspia takes up slot 5 in the formation and can not be moved, removed, or swapped out, and starts out with Halo of Spores unlocked. Enemies move 5x faster and deal 5x damage unless they are infected by one of Sisaspia's spores. Reach Area 175.

Dungeons & Dragons Fleetswake 2 Variants

Year Two Variants

  • Umberlee's Deluge — Sea Spawn monsters appear and attack the formation, growing in number the further you progress. These Sea Spawn monsters drop no gold and do not count towards quest progress. Reach Area 75.

  • Tightfisted Foes — The Black Viper starts in the formation. Only enemies killed by The Black Viper drop gold. Reach Area 125.

  • Extra DEXterous — Champions are augmented based on their Dexterity (DEX) scores:
    • 10 or less: Global DPS reduced by 50% (stacks).
    • 11–12: Enemies move 2x faster (stacks).
    • 13–14: Gold Find increased by 25% (stacks).
    • 15–16: Global DPS increased by 50% (stacks).
    • 17–20: Increases Champion's damage by 300%.
    Reach Area 175.
Dungeons & Dragons Fleetswake Variants

Year One Variants

  • Thunder and Lightning — A crazy storm blows in, affecting all outdoor areas. In addition to the wind and rain, lightning strikes your formation every 5 seconds, dealing 90% of max health unavoidable damage to a random Champion. When Zorbu "Thunderbolt" Natten is hit by the effect, his next normal attack does 10x damage. Reach Area 75.

  • Crashing Waves — Only two of your formation's columns do damage at a time. Columns change every 10 areas. Start with back two (slots 4-9), then middle two (slots 2-6), then front two (slots 0-3), then front and back (0-1 & 7-9), then repeat. Reach Area 125.

  • The Shipwright's Ball — Two Shipwrights take up slots (2, 9) in the formation. The Shipwrights dance with adjacent Champions, swapping the position of two random adjacent Champions every 15 seconds (the one in slot 9 swaps 6 and 8, while the one in slot 2 swaps two of 0, 3, and 4).
  • Reach Area 175.

See the in-game FAQ for more information!

January 29th
Idle Champions: Grand Revel 3 
Posted in Idle Champions.

As Camp Vengeance gets ready to celebrate Grand Revel, a lone Templar approaches the Champions. Her merchant friend's caravan is missing.

The investigation found only scattered supplies and wreckage along the trail. If there are any survivors, they seem to have been taken into the jungles of Chult...

Grand Revel 3 introduces Havilar, the Tiefling Fighter (Battlemaster) sister of Farideh, and brings back Paultin Seppa, the Vistani Bard, and Birdsong, the Tabaxi Bard. Players have until Monday, February 10th at 12PM Pacific to complete their Grand Revel unlocks and objectives.

In addition to Grand Revel 3, our new Offline Progress feature discussed in the Idle Champions in 2020 Dev Blog goes live with this update!

Dungeons & Dragons Idle Champions Offline Progress

Offline Progress

Offline Progress has arrived for all players! This new system simulates the time you spend offline, and will allow you to progress even while Idle Champions is closed. Supported mechanisms includes: area progress, Champion level-ups (if you have Familiars placed on them), and some minor farming support (ie. Zorbu farming). Overall, Offline Progress should dramatically enhance mobile and console play, as you will no longer need to leave the game open to make progress!

Note: We will be actively monitoring the results of Offline Progress throughout the next few days, and we may make tweaks to the adventures and/or Champions it will function with in the event that we discover harmful bugs or glitches.

Dungeons & Dragons

Year 3 Champion: Havilar

    Havilar's twin sister Farideh has always been 'the smart one' and 'the responsible one'—but that's all right, Havilar is definitely 'the tough one,' 'the funny one' and the 'pretty one' (despite being identical twins). Plus, Havilar has a hellhound! Even if it means she's a sort-of-but-not-quite Chosen of Asmodeus, too, not that anyone asked Havi about that. But he should know her glaive is as good as her right hand, and she can slice a devil just as well as an orc, a zombie, or any other villain!

Havilar is a Tank and Support Champion. She summons four different Imps to buff Champions in different ways. When battling fiends, her buffs grow stronger. When you want to add Havilar to your formation, you can swap her with Tyril (Slot 10).

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

Dungeons & Dragons Paultin Seppa

Year 2 Champion: Paultin Seppa

    Paultin and his "son" Simon (AKA Murderbot) have been adventuring as part of the Waffle Crew for many years. Paultin is a wise-cracking adventurer who is more at home at a tavern than anywhere else. He cares deeply for those he considers his friends and will leap into action if anyone hurts them.
Paultin Seppa is a Support Champion whose Muderbot son, Simon, rides atop his shoulders. Paultin increases Gold Find through his Lucky ability and increases the DPS of Champions who are not adjacent to him based upon the number of Champions who are with his Magical Secrets ability. Paultin doesn't always attack, choosing instead to drink from his wineskin or play his bagpipes while Simon shoots poison darts at enemies.

When you want to add Paultin to your formation, you can swap him with Jarlaxle (Slot 4). For more information, check out the Idle Champion Spotlight: Paultin dev blog!

Dungeons & Dragons Birdsong

Year 1 Champion: Birdsong

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

Birdsong is a Support and DPS Champion. She buffs Champions within two spaces with her Song of Battle ability, and can greatly increasing the potency of Good, Evil, or Neutral Champions depending on which specialization she uses. When you want to add Birdsong to your party, you can swap her with Makos (Slot 9).

Year Three Variants

  • Odd Ones Out — Only every second bench slot can be used.
    Reach Area 75.

  • Diamonds Are Forever — Diamond Golems attack the formation at random in non-boss areas. They cannot be damaged and therefore must be tanked until the area is beaten.
    Reach Area 125.

  • Nightmare Scenario — Havilar starts in the formation and cannot be swapped out, moved, or removed from the formation. Half of the non-boss monsters that spawn are replaced with random fiends that have 4x normal health and 2x move speed.
    Reach Area 175.

Year Two Variants

  • Flower for Nanny Pu-pu — Magical floating crates of flowers take up four slots in the formation.
    Reach Area 75.

  • Grand Revel Rock Band — Paultin begins the adventure in the formation. Only Bards with a Charisma (CHA) score of 15 or higher may be used.
    Reach Area 125.

  • Love Hurts — Hordes of adoring fans attack the formation! Superfans, Infatuated Fans, Burly Fans, and Persistent Fans, spawn in each area and attack the formation, each with different abilities.
    Reach Area 175.

Year One Variants

  • Three's a Crowd — Any Champion that is adjacent to more than 1 other Champion has their damage reduced to 0.
    Reach Area 75.

  • Pair Up — Your ratio of women to men in your formation cannot be off by more than one (at all times you must have an equal number of men and women, or 1 more man than woman or vise-versa).
    Reach Area 125.

  • Love Potion — Every 25 areas, two Champions drink a love potion and fall deeply in love. For those 25 areas, if those Champions are adjacent to each other in the formation they do bonus damage themselves (x4), and buff global damage as well (x3). The chosen Champion combos are fixed rather than random.
    Reach Area 175.

See the in-game FAQ for more information!

January 8th
Idle Champions: Midwinter 3 
Posted in Idle Champions.

Deadwinter Day has arrived once again in Longsaddle. While most citizens keep warm in their homes and exchange gifts to celebrate the midpoint of winter with friends and family, the Champions have been hired by the infamous Harpells to patrol the outskirts of town...

Midwinter 3 introduces Môrgæn, the High Elf Ranger (Hunter) played by Morgan Webb on Acquisitions Incorporated. The event also brings back K'thriss Drow'b, the Drow Warlock played by Kris Straub on Acquisitions Incorporated: The "C" Team, and Regis, Halfling Rogue of the Companions of the Hall. Players have until Monday, January 20th at 12PM Pacific to complete their Midwinter 3 unlocks and objectives.

Dungeons & Dragons Môrgæn Morgaen Acquisitions Incorporated

New Champion: Môrgæn

    The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies -- and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.

Môrgæn is a Support Champion who takes a percentage of your gold find in exchange for a powerful DPS buff with her Paid Up-Front ability. The more gold Môrgæn takes, the greater the power of the buff, which persists through resets. When you wish to add Môrgæn to the formation, you can swap her with Makos (Slot 9).

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

Dungeons & Dragons K'thriss Acquisitions Inc C Team

Year 2 Champion: K'thriss Drow'b

    Curious, affable, and morbid, the Drow heretic K'thriss Drow'b seeks the insane god-truth behind the veil of reality. As the "C" Team's hoardsperson, he keeps an eye out for occult relics that could aid him in his unearthly quest.
K'thriss is an unusual Support Champion. He reduces Gold Find to increase Global DPS, summons Shadow Demons to assist the party, and buffs distant allies. When you want to add K'thriss to your party, you can swap him with Bruenor (Slot 1).

For more information, check out the Idle Champion Spotlight: K'thriss dev blog!

Dungeons & Dragons Regis

Year 1 Champion: Regis

    As a poor urchin on the streets of Calimport, Regis quickly learned that survival often requires bending the rules in your favor. He fled to the north to avoid capture after stealing his former master’s magical ruby pendant. Eventually, he found companionship amongst the Companions of the Hall, becoming one of Bruenor Battlehammer’s most trusted confidants. Bruenor was the one who gifted Regis with the nickname “Rumblebelly” due to the halfling’s insatiable appetite.

    Regis would prefer nothing more than to relax in the sun with a full belly near his home in Ten-Towns and fish for knucklead trout, the source of all of his scrimshaw carvings. But when his friends need help, Regis is always there for them. He never sees himself as the hero, even though his true friends know better.

Regis is a Support Champion. He uses a magical ruby amulet to buff Champions in front of or behind him, and to make enemies weak to different types of damage. When you want to add Regis to your party, you can swap him with Celeste (Slot 2).

Year Three Variants

  • Utterly Devoured — Anyone the Devourer completely devours is now devoured for the entire adventure and can't be used again until you reset the adventure. YOU HAVE BEEN WARNED.
    Reach Area 75.
  • Limited Resources — Only Champions in the first bench seat are initially available. Every 10 areas, another bench slot unlocks, allowing Champions from that slot to be used.
    Reach Area 125.
  • Careful Positioning — Môrgæn starts in the formation in slot 3 and can be moved, but not swapped out or removed from the formation. Only Môrgæn and Champions buffed by Paid Up-Front can deal damage; other Champions' attacks will still proc stuns/slows/etc., but will deal 0 damage.
    Reach Area 175.

Year Two Variants

  • Velvet's Midwinter Adventure — K'thriss summons his unseen servant, Velvet, to help with party. Unfortunately, Velvet has been tasked with collecting gold for K'thriss, causing enemies to drop 50% less gold. K'thriss and Velvet both start in the formation, and once unlocked, K'thriss' Unseen Encouragement ability extends from both K'thriss normally, but also extends to those adjacent to Velvet.
    Reach Area 125.
  • Truth Beyond Knowing — K'thriss desires more knowledge of his unknowable god. Every area, a Drow Cultist empowered by the sign of the Ur appears, attacking with Chain Lightning. The Drow Cultist drops no gold upon death, but does drop a glyph (book). Every time you collect a glyph, Champions with an Intelligence (INT) score of 13 or higher have their damage increased by 5%, while Champions with below 13 INT have their damage go down by 5% for the remainder of the adventure.
    Reach Area 125.
  • More Like the Scream Team — The Devourer now arrives as a second boss in Area 25, and if that wasn't scary enough, the Devourer now devours Champions every 8 seconds instead of every 10 seconds!
    Reach Area 175.

Year One Variants

  • Deadwinter Date — You've been tasked with escorting two young Harpell wards on a date during your adventure. They take up slots and are otherwise pretty useless.
    Reach Area 125.
  • Deadwinter Fey — A large number of sprites and pixies spawn with each wave of enemies (not during boss areas). These extra monsters do not drop gold, and when killed they sprinkle a random Champion with pixie dust. Any champion that is sprinkled with 10 Pixie dust has their DPS and Formation Abilities disabled. Pixie dust stacks reset when you change areas.
    Reach Area 125.
  • Deadwinter Pay (-back) — Every time you defeat an enemy (in a non-boss area) your Champions take 10% unavoidable damage. Champions adjacent to Regis take one third of that damage while Regis himself is immune.
    Reach Area 175.
See the in-game FAQ for more information!

December 19th, 2019
Dev Blog: Idle Champions in 2020 
Posted in Idle Champions.

Well met, Idle Champions! Welcome to another installment of our developer blog. I'm Justin, the lead designer on Idle Champions, and today I'll be revealing our high-level plans for Idle Champions in 2020. It's going to be a big year for the game, so buckle up and let's get to it!

A Year In Review

2019 has been a big year for Idle Champions. We released nearly 100 updates, taking us from v186 at the start of January to v279 at the end of the year. We added 17 new Champions to the game, including fan favorites like Spurt, Jim Darkmagic, and Artemis Entreri. We also added a new campaign, 16 new adventures, and numerous challenging variants. We did two big balance patches with the Core Champion Balance Update and the Year 1 Champion Balance Update (Part 1). We also added the Locked Chests & Combinations system to all platforms, unveiled Patrons, launched on the web, and reworked ultimate damage with the BUD system. Our roster of monsters has grown to over 1000 (including special monster variants), and players have redeemed more than 7 million free chest codes since release. Wow!

But this blog isn't really intended to look back. We're more interested in sharing what's coming up! So, without further ado...

Offline Progress

Dungeons & Dragons Idle Champions of the Forgotten Realms

This is a big one. Early in 2020 we hope to roll out offline progress to all platforms. This will have its biggest effect on console and mobile platforms, where leaving the game open for days on end is a challenging prospect to say the least.

Offline progress will advance your formation through the game even when the game is closed. It will not be a full simulation, but will attempt to mimic online play as closely as possible, including stopping on bosses or areas that would wipe you, completing patron challenges, and farming gold at your wall. Our intent is that offline progress will not allow you to cheese challenging variants (like "Never Split The Party"), as it will take into account changes in the formation and the challenge levels of new areas as it progresses you along.

Offline progress is currently undergoing beta testing with a small group of volunteer players, and our goal is to have it tweaked and ready for prime time early in the new year. Based on feedback from our current testers, we're confident that this will make Idle Champions a much more enjoyable experience on both mobile and console platforms, as progression should feel much less punishing. It also feels really good on Steam or web platforms if you're forced to close the game for a longer period of time. Who doesn't like coming back to the game 300 areas later and with a bunch of gold and gems to spend?

Time Gate Rework

Dungeons & Dragons Idle Champions of the Forgotten Realms

An update we often see requested is improvements to time gates. We've seen a lot of great suggestions over the past year, including increasing the number of available Champions, allowing players to re-roll the available Champions, and so forth. We've decided to go above and beyond those suggestions, though, and make time gates truly a feature you can use to recruit and gear up any Champion you want to over time.

Early in 2020 we'll be rolling out our new time gate system. Once it's live, you will be able to open a time gate for ANY Champion at ANY time. The cost will remain the same (6 time gate pieces), but rather than opening a gate and having a choice of 3 random Champions, you'll be able to choose from a list of all of the available Champions. No more rolling the dice.

Additionally, we'll be updating the actual content of each time gate. In addition to two basic adventures with ever-increasing area requirements, one of the Champion's original three event variants will be offered with each opened gate, allowing you to complete their event variant achievement even if their event is not active. This extra variant will award a gold Champion chest, bringing the total number of chests you can earn per gate up to 3. This also means that the only Champion achievement you won't be able to complete outside of an event is the one to beat certain area targets in free play.

One thing we aren't changing is the free time gate weekends. They will still only offer three random Champions for free, so you'll still be able to debate amongst the community which of the three is your best option, and/or which of the three is utterly trash. The difference now is that you can choose to just ignore those three free Champions and open a different gate for time gate pieces, removing a previous restriction on time gates that the old system had. The three Champions will remain free throughout the weekend if you want to open one of their gates later, but as soon as you've opened one of the three, the two others will go back to their normal price.

To help new players from being overwhelmed by all the Champion choices, we will be providing several sorting options for the list of Champions, including popularity, which will be determined by the number of time gates recently opened for a given Champion. This should help newer players get a glimpse of the current meta and make informed time gate choices.

We will also be removing the Time Gate Fragments premium pack from our in-game store when this update rolls out.

Year 4 Events

Dungeons & Dragons Idle Champions of the Forgotten Realms

The time gate section is a good segue into our next topic: Year 4 events. There was a lot of discussion around our original implementation of Year 3 events, so we want to get ahead of that by letting you know our plans for Year 4 as far ahead of time as we can -- that's now!

One of the reasons we are opening up time gates to all Champions is because we feel events are right on the cusp of having too much content to complete in the available time. This was a significant concern for us at the beginning of year 3, and why we initially reduced the freely available champions to two during the first year 3 event. While we did relax this after player feedback, it still remained a concern. As such, starting in Year 4 only the three most recent event Champions for each event will be available in their respective events. For year 4, that will be Champions from years 2, 3, and 4. When we reach Year 5 events, only year 3, 4, and 5 Champions will be available, and so forth.

With time gates being expanded, players will still have an opportunity to recruit and gear up specific older Champions if they wish, now that the randomness of time gates has been removed. While we appreciate that some players would prefer all event Champions be available during their events, we feel that would simply be too overwhelming during events, particularly for newer casual players. For any year 1 Champions considered to be at the top of the meta, the revamped time gate system will allow players of all levels to recruit and gear them up in their own time without having to wait for an event to start or feel rushed during it.

"But wait," you say, "won't that leave you wanting to run Time Gates more often? Don't they distract from doing normal adventures, or doing patron challenges, or farming gems?"

That brings us to our next big feature...

Multiple Adventure Mode

Dungeons & Dragons Idle Champions of the Forgotten Realms

By the time we finish our cycle of year 3 events, Idle Champions will be home to at least 67 unique Champions (and possibly 1 or 2 more). With only 10 slots available in any given formation, this presents us with a very real problem: 57 Champions sitting on the bench doing nothing. 57 Champions you have recruited, geared up, and learned to use, but have no use for. Our solution to this is to let you run multiple adventures at once, with a unique formation of Champions in each one.

We are still in the process of optimizing and building out this system, which will likely piggy-back on the offline progress system we are developing. The end goal is to allow you to make use of 20, 30, or even 40 of the Champions on your roster at once, so that you can take advantage of all that time spent recruiting and gearing them up.

Now, your first thought after hearing this might be the same as ours -- running twice as many adventures as once sounds like twice as much work. Won't this make the game more onerous? Well, that brings us to our last update of this blog...

Modron Automation

To go along with being able to run multiple adventures at once, we want to provide players with some utilities to make those additional adventures easier to run, and start to close the gap between normal players and those who enjoy scripting the game to play itself.

Modron Automation will allow you to set the game to play up to a certain area and then potentially reset and run it again. You'll be able to use this feature to run time gates, farm for gems or chests, complete patron challenges, etc, and you'll be able to use a different script on each adventure you're running with Multiple Adventure Mode.

Both Multiple Adventure mode and Modron Automation are still in early stages, so you shouldn't expect them too early in the new year, but they're important pillars of our plans for Idle Champions moving forward.

Closing Thoughts

Aside from these big picture items, we are of course still hard at work on new Champions, balance patches, soft cap increases, new blessings, and new adventures and variants. We have no plans to slow down in 2020 and we thank you for joining us for the ride!
November 27th, 2019
Idle Champions: Simril 3 
Posted in Idle Champions.

Holidays are a time for togetherness; a time to get back together with family and friends and celebrate together. At least, that's what holidays are supposed to be about...

Someone outside Luskan has been pillaging the food stores in advance of this year's Simril celebration. Residents are becoming worried that there may not be enough to last the long Sword Coast winter to come!

Simril 3 introduces Krull, the Tortle Death Cleric of Tiamat from Baldur's Gate: Descent into Avernus, and brings back Warden, the corrupted Warforged Warlock, and Dhadius the Scarlet, an arrogant Human Wizard. Players have until Monday, December 9th at 12PM Pacific to complete their Simril 3 unlocks and objectives.

Dungeons & Dragons Krull

New Champion: Krull

    Krull is a death-cleric of Tiamat who swore allegiance to Arkhan the Cruel after being bested by him in combat. He's Arkhan's alchemist, his experimenter, his torturer... Always surrounded by the dead, Krull wears a white painted face mask that makes him look undead in an effort to confuse and strike fear in his opponents.
Krull is a Support and Gold Find Champion, dedicated to serving his master, Arkhan the Cruel. He inflicts plagues on his enemies, debuffing them with various ailments. When you want to add Krull to the formation, you can swap him with Asharra (Slot 6).

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

Dungeons & Dragons Warden

Year 2 Champion: Warden

    Forged to be the jailer for a prison filled with eldritch horrors in a faraway land, Warden became corrupted by the monstrosities they sought to keep locked away. Now they journey at the behest of an otherworldly master, seeking souls for the insatiable Dark Hunger to corrupt and feast upon.
Warden is a DPS and Support Champion, corrupted by their Hexblade, the source of their otherworldly strength. At the same time, it is also from this Hexblade that the Elder Evils of Realmspace have laid their claim to Warden, infesting their body with eldritch malignancy. They use their Hex ability to curse enemies, debuffing them and causing them to take additional damage for each stack of the Hex curse they are afflicted with.

When you want to add Warden to your formation, you can swap them with Jamilah (Slot 11).

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

Dungeons & Dragons Dhadius

Year 1 Champion: Dhadius the Scarlet

    Dhadius is a mage of legendary status and acclaim (at least, in his own mind), who sees everyone else as intellectual worms. Being an egomaniac, he seeks out esoteric lore and rare magical secrets, so he may know things that the 'common fools' do not.

    Dhadius hails from Luskan in the north, where he is a member of the Arcane Brotherhood, an infamous group of wizards. He joined them only recently and hasn't been taken as seriously by the others as he thinks he should be. He's determined to let it be known far and wide that he is a wizard to be respected and feared.

Dhadius is an arrogant Wizard and Support Champion. His Skill Empowerment ability increases the damage of nearby Champions - if they are intelligent enough.

When you want to add Dhadius to your formation, you can swap him with Calliope (Slot 5).

Year Three Variants

  • Spoiled Staples — You'll need barrels if you want to cart all this food back to town before it spoils! At the start of the adventure, two barrels on wagons take up slots in the formation.
    Reach Area 75.

  • Master Plaguebringer — Krull begins in the second column of the formation. He can be moved, but can't be removed from the formation. Non-Plagued enemies deal 100% more damage (additive) and move 10% faster (additive) for each enemy on the screen that doesn't have a Plague on them (including themselves).
    Reach Area 125.

  • The Creeping Chill — Every 5 areas, the temperature drops by 5 degrees. For each change in temperature, the enemies get stronger, increasing their health and damage by 100% (additive).
    Reach Area 175.

Year Two Variants

  • Unlucky Hunters — Local beasts do not take kindly to the Champions trespassing upon their land. Beasts deal increased damage, and their hides are thickened like armor.
    Reach Area 75.

  • Frostbitten — The thickness of the falling snow in outdoor areas increases as the adventure goes on. Champions on the outside of the formation deal less damage the further they go due to the cold weather.
    Reach Area 125.

  • Unspeakable Horrors — Warden begins in your formation. Starting in the first area and continuing every 25 areas after, you lose a formation slot to creeping eldritch horrors. For each tentacle taking up a slot in the formation, Warden's damage is increased.
    Reach Area 175.

Year One Variants

  • Frightful Weather — In areas where it is snowing (excluding boss areas), the party takes damage every second.
    Reach Area 75.

  • Light in the Darkness — Several slots in the formation are taken up by floating magical torches.
    Reach Area 125.

  • A Wise Endeavour — Only champions with a wisdom score of 13 or higher – and of course, Dhadius – may be used.
    Reach Area 175.

See the in-game FAQ for more information!

November 26th, 2019
Idle Champion Spotlight: Krull 
Posted in Idle Champions.

    The malevolent black spire of twisted metal stands before you, ascending hundreds of feet into the crimson sky. Bristling with charred skulls impaled on iron spikes, the tower's apex splits into five narrow spires reaching upwards like a dragon's claws. An Ancient White Dragon colored gray with ash and soot circles the air above the tower. As you approach, the spiked iron portcullis yawns open like the mouth of a dragon.

    Hunched over and wrapped in decaying violet robes, a muscular tortle shambles out of the darkness, flanked on either side by armor-clad undead. The tortle's shell is covered in pyramid-like spikes, each carved with draconic runes. Its face is painted in the visage of a gleaming white skull.

    "If you wish to meet with my master," rasps the tortle, "you will need to convince me first. I am Krull, and I serve the Champion of Tiamat, Arkhan the Cruel. What business do you have here?"

Today we are excited to finally reveal Krull, the Tortle Death Cleric of Tiamat coming this week with our third annual Simril event. Some of you may recognize Krull 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 evil tortle shapes up, shall we?

Who is Krull?


    Krull is a death-cleric of Tiamat who swore allegiance to Arkhan the Cruel after being bested by him in combat. He's Arkhan's alchemist, his experimenter, his torturer... Always surrounded by the dead, Krull wears a white painted face mask that makes him look undead in an effort to confuse and strike fear in his opponents.

II. Krull's Stats

Race: Tortle Alignment: Lawful Evil
Class: Cleric (Death Domain) Gender: Male
Age: 40 Affiliation: none

STR: 20 DEX: 14 CON: 15
INT: 12 WIS: 20 CHA: 12

Eligible for Patrons: Mirt, Vajra

III. Krull's Design

When it came to designing Krull, we were lucky to have the direct assistance of his creator, Joe Manganiello. Joe really helped us to distill down the essence of who Krull is and what his relationship is like with Arkhan the Cruel, and more importantly, how Krull prefers to operate. This led us down the path of creating a dark and twisted character who specializes in experimentation and creating different plagues while also supporting his master.

Now that his design has come together, Krull is a Support and Gold Find Champion, dedicated to serving his master, Arkhan the Cruel. He inflicts plagues on his enemies that can increase the amount of gold they drop, cause them to take more damage, and cause damage they take to also deal damage to other enemies around them. Krull is potent in formations focused on evil Champions, and is especially powerful when combined with Arkhan the Cruel. When you want to add Krull to the formation, you can swap him with Asharra (Slot 6).

IV. Krull's Abilities

Basic Attack

  • Krull's Maul/Necrotic Touch — Krull attacks a random enemy with his Maul. Once Draconic Plague is unlocked, this upgrades to Necrotic Touch. At that point, if the enemy he attacks doesn't have all three types of Draconic Plague on them, he infects them with one of the plague strains they do not already have. Otherwise, he adds two stacks to each plague on them (if possible; respecting their individual caps).

Formation Abilities

  • Draconic Plague — Krull applies a draconic plague to the next enemy to spawn. Plagues have a random effect (see below). This ability has a 5 second cooldown. Because of the Virulent Strain ability, enemies can have multiple Plague debuffs on them, including multiple debuffs of the same type. Multiple plague debuffs of the same type stack multiplicatively.

    • Plague: Pilfer — An enemy infected with this plague drops 5% more gold for every 3 seconds it stays alive (additively), capping at 10 stacks (50%). Starts at 1 stack.
      • Enemies drop 5% more gold immediately
      • 10% after 3 seconds
      • 15% after 6 seconds
      • etc.

    • Plague: Pain — An enemy infected with this plague takes 20% more damage every 3 seconds it remains alive (additively), capping at 10 stacks (200%). Starts at 1 stack.
      • Enemies take 20% more damage immediately
      • 40% after 3 seconds
      • 60% after 6 seconds
      • etc.

    • Plague: Traitor — An enemy infected with this plague causes all enemies near it to take damage equal to 10% of the damage it itself receives. This amount is increased for every 3 seconds it remains alive (additively), capping at 10 total stacks (100%). Starts at 1 stack. Does not cascade -- damage caused by Plague: Traitor on other monsters does not trigger it. Note this is very beneficial to Arkhan and other single-target attackers as it provides them with a potential AOE.
      • Nearby enemies take 10% of damage received immediately
      • 20% of damage taken after 3 seconds
      • 30% of damage taken after 6 seconds
      • etc.

  • Virulent Strain — When an enemy with a Plague on it dies there is a 10% chance that its Plague will transfer to another enemy that is not quite so dead. In this way, enemies can have multiple Plague debuffs on them, including multiple debuffs of the same type. Multiple debuffs of the same type stack multiplicatively. This ability is buffed by feats, but not by any normal upgrades or equipment.

  • Arkhan's Army — Krull increases the damage of all "evil" Champions in the formation by 100%. This effect is decreased by 10% (additively) for "each" good Champion in the formation. Buffs to this ability increase both the base buff percentage and the decrease for each "good" Champion.

  • The Master's Call — Krull increases the damage of Arkhan the Cruel by 400%, reduced by 75% (multiplicatively) for each slot away from Arkhan he is greater than one.
    • Examples:
    • 1 slot away = 400%
    • 2 slots away = 100%
    • 3 slots away = 25%
    • etc.

Specializations

  • Plague Focus: Pilfer — Increases the effect of Plague: Pilfer by 100%.

  • Plague Focus: Pain — Increases the effect of Plague: Pain by 100%.

  • Plague Focus: Traitor — Increases the effect of Plague: Traitor by 100%.

Ultimate Ability



Corrupted Ghouls — Krull summons four corrupted ghouls which spawn behind the formation and rush through it towards the nearest enemies. When a ghoul reaches an enemy it explodes, dealing damage in a small radius and leaving behind a pool of necrotic green goo that damages enemies that move through it. These goo pools last for 30 seconds.

V. Krull's Equipment



Slot 1: Global DPS
Slot 2: Plague: Pilfer
Slot 3: Plague: Pain
Slot 4: Arkhan's Army
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

We've been wanting to include Krull 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 heavy metal tortle to life! We hope you like him!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
November 6th, 2019
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!

October 16th, 2019
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!