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January 29th
Idle Champions: January 29th Variant Update  
Posted in Idle Champions.

Today's update includes 15 fiendish new adventure variants, featuring five for the Icewind Dale: Rime of the Frostmaiden, including its capstone variant with bonus rewards and quality-of-life improvements to item level visibility.

For more information about the new variants and these updates, read on...

A Grand Tour of the Sword Coast

Terror in the Dark

Variant: Friend of Nature

Every night, zombies are attacking a nature-loving village
  • In addition to the core 12 Champions, you may only use Ranger, Druid, and/or Barbarian Champions.
  • Friendly animals take up slots in your formation. You start out with one slot taken up by a friendly animal, then every 50 areas a new animal joins your team, until there are 6 animals.
  • Complete Area 200

Unearthed Evil

Variant: Waves of Evil

A local mine needs some evil help to solve an evil goblin problem
  • In addition to the core 12 Champions, you may only use Evil Champions.
  • All monsters emanate waves of shadowy evil upon spawning and every 5 seconds after that. Each wave deals 10% max health damage against a random Champion.
  • Complete Area 200

Icewind Dale: Rime of the Frostmaiden

The Netherese Necropolis

Variant: Cryophilic Combatants

Search the city for more Arcane Octad clues while fighting back enemies that thrive in the cold.
  • You may only use Champions that are 75 years old or more.
  • 1-2 White Abishai spawn with each wave. They don't drop gold nor count toward quest progress.
  • Whenever a Champion takes damage, their base attack cooldown is increased by 0.5 seconds until the area changes, stacking additively.
  • Complete Area 675

Cold as Ice

Variant: Pay the Price

Continue to hunt for the clues of the Rite of the Arcane Octad with Champions who are not foreign to the ways of wealth.
  • You may only use Champions with the gold find role.
  • 1-2 Mezzoloth mercenaries spawn with each wave. They don't drop gold nor count toward quest progress.
  • Other enemies drop 99.99% less gold.
  • Complete Area 700

Friends and Foes

Variant: Fiendishly Fierce

As the factions within Ythryn close in around the Champions, they definitely learn who is in it for themselves.
  • You may only use Drow Champions.
  • 1-2 Spined Devils spawn with each wave. They don't drop gold nor count towards quest progress.
  • You may not remove Champions from the formation. (They can be moved as normal.)
  • Non-boss area requirements are reduced by 5% for each empty formation slot, stacking additively.
  • Complete Area 725

The Spire of Iriolarthas

Variant: Class Clown

Gain the final clue to enter the Spire of Iriolarthas while fighting space clowns.
  • You may only use Chaotic Champions.
  • Champion damage is reduced by 99% for each Champion in the formation that is not a Bard, stacking multiplicatively.
  • 1-2 ranged Space Clowns attack with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 750

The Fall of Ythryn

Variant: Xerophon's Ythryn Zenith

Destroy the Ythryn Mythalar with Xerophon!
  • Xerophon starts in the formation with their ultimate unlocked. They can be moved but not removed.
  • After area 10, Champions can only deal damage while Xerophon is imitating an enemy with their Perfect Imitation ultimate attack.
  • Champions can't be removed from the formation once they have been added.
  • Every 50 areas, a random Champion that matches the highest number of Xerophon's specialization choices is removed from the formation and can not be used again in the adventure. In the case of a tie, a random tied Champion is picked. If you have not chosen any spec choices for Xerophon, a random Champion is picked. Xerophon themself is never removed.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 775
    • Additional Rewards:
      • 5 Modron chests
      • New Feat for Xerophon: Guardian of Icewind Dale: Xerophon may be used in any Icewind Dale: Rime of the Frostmaiden adventure or variant when a patron is enabled, even if the patron or variant restrictions would normally restrict them.
      • 1,250 Corrupted Gems.


Light of Xaryxis

Seeds of Destruction

Variant: Elf Help

Help Laeral Silverhand understand a new threat to Waterdeep with help from some elves.
  • You may only use Elf and Half-Elf Champions.
  • Laeral Silverhand joins the formation. Only Champions next to her can deal damage.
  • Complete Area 350

The Evacuation of Waterdeep

Variant: Send In The Clowns

Get to the Dock Ward with some foolish helpers.
  • You may only use Champions with a Wisdom score of 10 or lower.
  • 1-2 Space Clowns attack with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 400

The Wild Beyond the Witchlight

Legends and Lore

Variant: Fiend Folio

Skabatha is ready for revenge with some daemonic assistance!
  • You may only use Drow, Githyanki, Githzerai, Aarakocra, and Tabaxi Champions.
  • A Flumph escort joins the formation. Only Champions next to the Flumph can deal damage.
  • 1-2 Mezzoloths spawn with each wave. They don't drop gold nor count toward quest progress.
  • A Shadow Demon spawns at the start of each Boss area. It must also be defeated to progress.
  • Complete Area 1150

The End

Variant: The Final Curtain

Time to deal with Endelyn while fighting monsters that get harder and harder to defeat!
  • You may only use Chaotic Champions.
  • Each time an enemy is defeated, Champion damage is reduced by 90% until the area changes, stacking multiplicatively.
  • Complete Area 1200

Turn of Fortune's Wheel

A Glitch in the Mortuary

Variant: A Hitch in the Mortuary

Descend further into the Mortuary with Hitch!
  • Prerequisite - You must have Hitch unlocked. Sign up for the newsletter in the Main Menu to get him!
  • You may only use Champions that are Chaotic and/or Good.
  • Hitch joins the formation. He can be moved but not removed.
  • Two other Hitches take up two slots in the formation but are confused and don't attack.
  • 1-2 Merregons spawn with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 650

Welcome to the Outlands

Variant: We Take It Fey by Fey

Begin to explore the Outlands, and find a walking castle and some flying fey!
  • You may not use Champions with melee attacks.
  • Each enemy wave that spawns increases the speed and damage of all enemies by 100%, stacking additively and resetting with each area change.
  • 1-2 Pixies spawn with each wave. They don't drop gold nor count toward quest progress.
  • Complete Area 700

Vecna: Eve of Ruin

A Tale of Two Vecnas

Variant: Friends and Fiends

Investigate a cult of Vecna while fighting some fiendish foes!
  • You may only use Champions with a Charisma of 17 or higher.
  • 1-2 Quasits spawn with each wave. They don't drop gold nor count toward quest progress.
  • A Night Hag boss spawns at the start of each Boss area. It must also be defeated to progress.
  • Complete Area 500

The Wizards Three

Variant: Alustriel's Arrival

Join forces with Alustriel Silverhand of the Wizards Three and venture into the Underdark!
  • You may only use Champions with an Intelligence of 14 or higher.
  • Alustriel joins the formation.
  • You may only place champions with Magic base attacks next to Alustriel.
  • Complete Area 550

Item Level QoL Updates

We've been working on additional quality of life improvements when it comes to the visibility of item levels in Idle Champions, arriving with today's update!

Tracking your progress through item level increases has become much more important over the lifetime of Idle Champions, and now it will be easier than ever!

Players will be able to see item levels more prominently on equipment cards, increases to item levels while opening chests, more details in Champion Profiles, and more. Log in before February 5th, 2025, to unlock Hew Maan and collect 6 free Platinum Hew Maan Chests so you can experience these updates!!

Opening the Vault

The Vault is open! What wondrous treasures lie within?

Access to a special vault has been granted for a limited time. Click the notification or check the Shop to learn more.

We Want YOUR Feedback

We want to hear about your experiences in Idle Champions! Your participation and feedback have brought us this far, and we would love to have you join our community on one of our official platforms:
January 22nd
Idle Champions: Turn of Fortune's Wheel 10 FINALE 
Posted in Idle Champions.

This is the end.

For the final Turn of Fortune's Wheel adventures, the Champions will face their true foe and attempt to repair the multiversal glitch! But how can they stop it? What other plans might Shemeshka have in store? And what aberrant horrors lie in wait in the realms beyond?

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Full Circle and Return to Fortune's Wheel, in order to access these new adventures.

Campaign: Turn of Fortune's Wheel

Shemeshka's Gambit

Face down Shemeshka and determine Wren's true loyalty.

Variant: Aligned in Purpose

Face down Shemeshka and determine Wren's true loyalty with a Champion of OUR choice.
  • A random Champion is immediately unlocked, added to the formation, and can't be removed.
  • You may only use Champions that have the same initial alignment as the chosen Champion's initial alignment.
  • Complete Area 1250

Tyrant's Spiral

Travel to the Gzemnid's Realm and save the lost modrons!

Variant: Eye Spy

Travel to the Gzemnid's Realm and save the lost modrons while fighting a hive of Beholders!
  • You may not have two Champions in the formation with the same base species.
  • 1-2 Gazers spawn with each wave. They don't drop gold nor count towards quest progress.
  • In each boss area, an additional Beholder boss with more health than normal spawns with the second wave. All other monsters are immune to damage until this Beholder is defeated.
  • Complete Area 1300

Construct Emergence

January's theme of Dungeons & Dragons Constructs continues with the Construct Emergence!

Various constructs are coming. They cannot be reasoned with. They do not feel emotion like pity or fear... and they absolutely will not stop until they succeed in taking your party down! Defeat Construct enemies in Free Play to earn Corrupted Gems for the Thayan Enclave.

The Construct Emergence runs until Friday, January 31st.

Corrupted Gem Shop Updates

New Items Added to the Thayan Enclave!
  • Golden Epics
    • Eric Slot 2 - Cavalier's Breastplate (20,000 Corrupted Gems)
    • Xerophon Slot 1 - Blade of the Ages (20,000 Corrupted Gems)
  • Feats
    • Shadowheart - Shar's Veil (10,000 Corrupted Gems)
    • Kas - Weapon Master (10,000 Corrupted Gems)
    • Eric - Prolonged Push (10,000 Corrupted Gems)
    • Bobby - Tenacious (10,000 Corrupted Gems)
  • Skins
    • Modron Ellywick (10,000 Corrupted Gems)
    • Modron Vin Ursa (10,000 Corrupted Gems)
  • Chests
    • Unlimited Construct Emergence Chests (2,500 Corrupted Gems each)
      • Contains gear for Bobby, Eric, Ellywick, Kas, Shadowheart, Vin Ursa, and Xerophon
    • 8x Gold Supply Chests (2,500 Corrupted Gems each)
    • 8x Modron Component Chests (2,500 Corrupted Gems each)
  • Buffs
    • 10x Marvelous Support Pigments (7,000 Corrupted Gems each)

DLC Feat Exclusivity

Starting with today's update, Feats introduced through DLC Packs will be available exclusively through those DLC Packs for three months after they launch.

Once the three-month exclusivity expires, Feats will become available for Gems.

Previously-introduced Feats will not be affected by this change.

We Want YOUR Feedback

The journey in the Outlands is over. What do you think?

Your feedback is important to us, and we would love to have you join our community on one of our official platforms:
December 26th, 2024
Idle Champions: Fortune's Wheel 9 & T5 Blessings 
Posted in Idle Champions.

The Champions have finally rescued R04M and learned the truth -- or have they?

In the latest Turn of Fortune's Wheel adventures, the Champions will find themselves on a path that takes them back to familiar territory, where they will discover who their allies are and who the true villain is!

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, The Lost Modron and Realm of Enchanted Mysteries, in order to access these new adventures.

Campaign: Turn of Fortune's Wheel

Full Circle

Travel back to Sigil as the puzzle pieces start to fall into place.

Variant: Fully Aligned

Travel back to Sigil as the alignment puzzle pieces start to fall into place.
  • R04M joins the formation. He doesn't do much other than get in the way.
  • You may not have two Champions in the formation with the exact same base alignment.
  • Complete Area 1150

Return to Fortune's Wheel

Search Fortune's Wheel and the Platinum Rooms to find Shemeshka!

Variant: Four Corners

Search Fortune's Wheel and the Platinum Rooms while evading hordes of Modrons!
  • You may only use Lawful Good, Chaotic Good, Lawful Evil, and/or Chaotic Evil Champions.
  • In each non-boss area, there is a 25% chance that 5 Modrons spawn before the first wave. The number of Modrons spawned increases by 5 for every 50 areas completed, capped at 50 Modrons. They drop no gold nor count towards quest progress.
  • While any Modron enemy is alive, non-Modron enemies can't take damage.
  • Complete Area 1200

Turn of Fortune's Wheel Tier 5 Blessings

  • Gehenna's Heights - Local: Increase the damage of all Champions in bench seats of 7 or higher by 100%
  • Depths of Limbo - Local: Increase the damage of all Champions for each Champion with a CON score of 14 or lower by 100% (additive)
  • The Mercy of Hades - Local: Monsters killed in their first second after spawning have a 10% chance to count for an additional quest progress.
  • The Infinite Power of the Abyss - Global: Increase the damage of all Champions by 10% for each completed event tier, stacking additively.

We Want YOUR Feedback

Our Planescape journey is almost complete. Are you excited for the finale next month? How do you feel about the story so far?

Your feedback is important to us, and we would love to have you join our community on one of our official platforms:

November 27th, 2024
Idle Champions: Turn of Fortune's Wheel Part 8  
Posted in Idle Champions.

The search for R04M continues with the latest update to Turn of Fortune's Wheel!

With the information uncovered after unlocking the Mosaic Mimir's memories, the Champions journey into a realm of nightmares, where the Plane of Shadow has been infringing upon the Outlands. The Champions will uncover far more than they ever bargained for as the truths they discover begin to contradict the truths they thought they knew...

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Time's Mausoleum and Heroes of the Day, in order to access these new adventures.

Campaign: Turn of Fortune's Wheel


The Lost Modron

Search for R04M within the encroaching darkness of the Shadowfell.

Variant: Song and Silence

Search for R04M within the encroaching darkness of the Shadowfell with some skillful allies.
  • You may only use Rogue and Bard Champions.
  • Champions with a Charisma of 18 or higher have their positional formation abilities increased by 100%.
  • Complete Area 1050

Realm of Enchanted Mysteries

Escape with R04M while dealing with a visit from our old pal Somnus.

Variant: R04M Where You Want To

Escape with R04M while dealing with some not-so-good Champions.
  • You may not use Good Champions.
  • R04M joins the formation. Champions next to R04M attack 0.5 seconds slower for every 100 areas completed.
  • Complete Area 1100

We Want YOUR Feedback

How do you feel about your journey in the Outlands so far?

Your feedback is important to us, and we would love to have you join our community on one of our official platforms:



October 30th, 2024
Idle Champions: October 30th Adventure Variants 
Posted in Idle Champions.

Time to dial things up to 15!

Today's update brings 15 spooky new Adventure Variants (and some special rewards) to Idle Champions of the Forgotten Realms across six campaigns, including Grand Tour of the Sword Coast, Baldur's Gate: Descent into Avernus, Icewind Dale: Rime of the Frostmaiden, The Wild Beyond the Witchlight, Spelljammer: Light of Xaryxis, and Turn of Fortune's Wheel.

Each of these campaigns will be receiving two new Adventure Variants, with Baldur's Gate: Descent into Avernus receiving five(!) new Adventure Variants including the capstone variant which has bonus rewards!

Read on to learn more!

A Grand Tour of the Sword Coast

The Sanctum of the Sword

Variant: Find a Wooden Stake

Fight your way across Tovag to recover the Sword of Kas as vampires try to stop you!
  • Only Champions with Melee base attacks can deal damage.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Complete Area 575

Get Back In The Castle

Variant: Kas the Betrayer

Reclaim the Hand of Vecna and impress Kas enough to claim a new look!
  • You must have Kas unlocked.
  • Kas starts in the formation.
  • Every 100 areas, all Champions are removed (other than Kas) and can't be used again during this adventure.
  • Champions can't be removed from the formation once they have been added.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 575
    • Additional Reward: Unlocks the Classic Kas skin

Baldur's Gate: Descent into Avernus

The Bleeding Citadel

Variant: Strong and Healthy

Climb the stinking scab and enter the Bleeding Citadel while facing foes hungry for blood.
  • You may only use Champions with a STR and CON of 14+.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Undead monsters deal 100% more damage and have 100% more health for every 100 areas completed, stacking multiplicatively.
  • Complete Area 650

Idyllglen

Variant: A Rider's Time to Shine

Relive history while taking on devilish foes with Champions on the straight and narrow path.
  • You may only use Champions that are either Good or Lawful.
  • 1-2 Spined Devils attack with each wave. They don't drop gold nor count towards quest progress.
  • Devil monsters deal 100% more damage and have 100% more health for every 100 areas completed, stacking multiplicatively.
  • Complete Area 675

The Battle of High Hall Tower

Variant: The Pumpkins from High Hall Tower

Return to Elturel for the final battle, facing the worst pumpkins that Avernus has to offer.
  • Two Pumpkin Sprouts join the formation.
  • Every 5 seconds, a thrown pumpkin hits a random Champion in the formation, requiring a DEX save or their next attack is delayed by 5 seconds.
  • Complete Area 700

Elturel's Last Stand

Variant: Lulu's Last Stand

Face off against Archduke Zariel of Avernus with a Hollyphant friend.
  • Lulu the Hollyphant joins the formation. Only Champions adjacent to Lulu can deal damage.
  • You may only use Champions with a STR of 10+ and a CHA of 13+.
  • Complete Area 675

Elturel's Last Stand

Variant: Reya's Last Stand

Face off against Archduke Zariel of Avernus with Reya!
  • Must have completed all other Baldur's Gate: Descent into Avernus adventures and variants.
  • Every 25 areas, a random champion with the lowest Dexterity will be sucked into a portal and removed from the formation. They cannot be added back for the duration of the adventure.
  • Reya starts in the formation. She can be moved, but not removed. (She also can't be sucked into a portal.)
  • You may only use Champions that are either Good or Lawful.
  • Champions can't be removed from the formation once they have been added.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 725
    • Additional Rewards:
      • 5 Modron chests
      • An exclusive feat for Reya which allows her to be used in any Descent into Avernus Patron adventure or variant.
      • 1,250 Corrupted Gems.

Icewind Dale: Rime of the Frostmaiden

Tekeli-li's Hunt

Variant: Run Away!

Continue to explore the Caves of Hunger, with a bunch of mad vampire gnolls on your tail.
  • You may only use Champions with a DEX of 18 or higher.
  • 1-2 Gnoll Vampires attack with each wave. They don't drop gold nor count towards quest progress.
  • Complete Area 625

The Rite of the Arcane Octad

Variant: Eight for the Octad

Explore the ancient city of Ythryn with a Champion of OUR choice!
  • A random Champion from seat 8 is immediately unlocked, added to the formation, and can't be removed.
  • Champions from the first four bench seats cannot be used.
  • Professor Orb and Aspix start in the formation. They just get in the way.
  • Complete Area 650

The Wild Beyond the Witchlight

The Court of Storms

Variant: Forever Wounded

Enter the Palace of Heart's Desire and face those hungry for blood.
  • Enemy speed is increased by 300%.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Champions don't recover health when moving to a new area.
  • Champions resurrect at half health when changing areas instead of full health.
  • Complete Area 1050

Beware the Jabberwock

Variant: Snicker-Snack

The Jabberwock is ready for a brawl. Time to hack, snicker-snack!
  • You may only use Champions with a melee base attack.
  • Champions' critical hit chances get a +20% additive bonus and critical damage get a 1000% multiplicative bonus.
  • Complete Area 1100

Light of Xaryxis

To Infinity's and Beyond

Variant: You're My Favorite Fighter

Travel to the tavern of Infinity's with your favorite deputies.
  • You may only use Fighter Champions.
  • 1-2 constructs that are confused as Toys attack with each wave. They don't drop gold nor count towards quest progress.
  • Complete Area 850

The Jungles of Doomspace

Variant: Night Knight

Explore the jungles of Aruun with those tough enough to survive being eaten by a Tarrasque!
  • You may only use Tanking Champions.
  • 1-2 Vampires spawn with each wave. They don't drop gold, nor count towards quest progress.
  • Complete Area 900

Turn of Fortune's Wheel

Fast Food

Variant: Necessary Evil

Elude the Harmonium Peacekeepers with a group of professional evil doers!
  • You may only use Evil Champions.
  • 1-2 additional Harmonium Peacekeepers spawn with each wave. They don't drop gold or count towards quest progress.
  • When a Champion is defeated, they are captured by the guard, removed from the formation and can't be used for the rest of the adventure.
  • Complete Area 550

The Fortune's Wheel

Variant: Fortune's Folly

The Champions deal with the chaos of the Fortune's Wheel casino with their own chaotic good luck!
  • You may only use Chaotic Good Champions.
  • Morte joins the formation. Champions adjacent to Morte don't deal damage.
  • Complete Area 600

We Want YOUR Feedback

We want to hear about your experiences in Idle Champions! Your participation and feedback have brought us this far, and we would love to have you join our community on one of our official platforms: