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August 28th
Turn of Fortune's Wheel Part 7 & New Blessings! 
Posted in Idle Champions.

This week, the Turn of Fortune's Wheel campaign continues as the Champions find themselves in the Mausoleum of Chronepsis. They must help Eonstaryx clear out the undead infestation and clear the dragon gods mind! After that, they make their way to Glorium - the final gate-town - and face off against the the Giant Whirlwyrm!

Additionally, today's update includes Tier 4 Blessings for Fortune's Favor! Read on to learn more!

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Soul's Mirage and Titan on the Town, in order to access these new adventures.

Dungeons & Dragons Turn of Fortune's Wheel Variants

Time's Mausoleum

Help Eonstaryx with dragon memory problem while you face an old foe.

As the Walking Castle continues its trek across the Outlands and, possibly by chance, it passes the Mausoleum of Chronepsis. Eonstaryx says he remembers something bad happening there and asks the Champions to go with him to check it out. As they cross the dunes leading up to the mausoleum, the sands begin to move, and the dead begin to rise! The Champions must clear out the undead and traverse the memories of dragons if they are to save the Mausoleum of Chronepsis!

    Variant

    Chronepsis's Legacy - Help Eonstaryx with a dragon memory problem using your draconic heroes.

    • You may only use (True) Neutral Champions and/or Dragonborn Champions.
    • Dragonborn Champions attack more often as their (normal) attack cooldown is 2 seconds faster.
    • Complete area 950

Heroes of the Day

The Champions venture into the mountains of the Outlands and discover what being a hero really means.

The Champions have finally reached the last of gate-town the need to visit in order to restore the Mosaic Mimir's memory. As they make their way there, Wren questions if she really knows what it means to be a hero because of recent revelations. Freely and Orkira do their best to help her figure this out, but nothing seems to work. Luckily, the gate-town of Glorium is in need of heroes! And the Champions are ready to answer the call.

    Variant

    Glory to Glorium - The Champions venture into the mountains of the Outlands and discover what it means to be a free spirit.

    • You may only use Chaotic Good, Chaotic Neutral and/or Neutral Good Champions.
    • All non-boss area requirements are increased by 25%. If Freely is in the formation, this restriction does not apply.
    • Complete area 1000


Turn of Fortune's Wheel Tier 4 Blessings

  • The Forge of Mount Celestia - Local: Increase the damage of all Human, Gnome, and Dwarf Champions by 100%.
  • Favor of the Wheel - Local: Increase the favor gained from Fortune's Wheel adventures by 100%.
  • Recruit Wren - Local: Increase the damage of all Champions by 100% and Wren by an additional 100%.
  • The Great Lords - Global: Increase the damage of all Champions by 2% for each Patron Variant completed, stacking additively.


We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
August 9th
Idle Champion 2024 Spotlight: Ellywick Tumblestrum 
Posted in Idle Champions.

Ellywick Tumblestrum is the greatest bard in the multiverse, and joined Idle Champions back in year 4 with her triumphant song! But every performer needs to adjust their shows to make them better for the next tour. So this year Ellywick is getting an update to her set list during Ahghairon's Day!

I. Ellywick Tumblestrum

Dungeons & Dragons Ellywick

    Thanks to a lucky draw from the notorious Deck of Many Things, Ellywick Tumblestrum is now the Greatest Bard in the Multiverse! Her magnificent music has dazzled beings across many planes, including royalty from the Feywild. The Summer Queen and the Queen of Air and Darkness were so moved by her performance that they gifted the bard her exquisite instrument, the beautiful lute Morningmist. She tells tales of her amazing adventures at the Witchlight Carnival, aided by her frog companion Groak.


Ellywick is a Support, Gold Find, and Healing Champion who uses the Deck of Many Things to augment her abilities. When you want her bardic skills to inspire your formation, she can be swapped out with Tyril in seat 10.

Check out our Champion Spotlight Video embedded below for a quick overview of Ellywick's abilities, and read on to get all of the details!

II. Ellywick's Stats

Race: Gnome Alignment: Chaotic Neutral
Gender: Female Pronouns: She/Her
Age: 125 Affiliation: None Class: Bard

STR: 12 DEX: 17 CON: 14
INT: 13 WIS: 12 CHA: 20

Role: Support, Gold Find, Healing
Eligible for Patrons: Vajra, Strahd, Zariel, Elminster (until August 7th 2027)
Seat: 10 (Tyril)


Dungeons & Dragons Ellywick Key Art

III. Ellywick's Abilities

Basic Attack

  • Quick Strum - Ellywick strums her lute three times in quick succession, sending out three streaks of magical musical energy that damages random enemies; a single enemy can be affected by multiple streaks.

Formation Abilities

  • Powerful Following - Ellywick increases the damage of Champions in the column behind her by 100%.
  • Fortunate Soul - Gold Find is increased by 50%.
  • The Deck Of Many Things - Ellywick draws a random card from the Deck of Many Things after every 25th enemy kill or after 60 seconds, whichever comes first. She can draw up to 5 cards at once and most duplicate card effects stack multiplicatively. Cards are discarded when she uses her ultimate ability, Call Of The Feywild. Her card options are:
    • Knight - Powerful Following +100%
    • Moon - Fortunate Soul +100%
    • The Fates - Other active card effects +5%
    • Flames - Enemies move 100% faster and deal 100% more damage.
    • Gem - Bosses drop 10% more gems
  • Greatest Song In The Multiverse - Ellywick counts the total number of cards she has drawn in the adventure. She increases the effect of Powerful Following by 3% for each card she has drawn, stacking multiplicatively and capping at 1,000 cards.
  • Call Of The Feywild - Ellywick unlocks her ultimate ability and, when she uses it, discards her current hand of cards. There is an instant effect based on each card discarded:
    • Knight - All enemies currently spawned take 500% more damage from all attacks, stacks multiplicatively.
    • Moon - Instantly drop 10% of the gold from all currently spawned enemies but enemies do not die, stacks multiplicatively
    • The Fates - Champions gain temporary hit points for 50% of their max health, stacks additively.
    • Flames - All currently spawned enemies move 50% slower and deal 50% less damage, stacks multiplicatively.
    • Gem - The next X bosses you fight has their max health reduced by 50%, where X is equal to the number of gem stacks.

Specializations

  • For The Fans - Additively increase the odds of Knight cards by 20% (additively reducing the odds of each other card by 5%)
  • Faster Tempo - Additively increase the odds of Moon cards by 20% (additively reducing the odds of each other card by 5%)
  • All That Sparkles - Additively increase the odds of Gem cards by 20% (additively reducing the odds of each other card by 5%)

Ultimate Ability

  • Call Of The Feywild - Ellywick draws six fey creatures to her; they appear on the right side of the screen and dash towards her across the enemies, dealing damage as they pass by. Once they are gathered, Ellywick plays a short solo riff in celebration and then they dash off again to the right, dealing damage to any remaining or newly spawned enemies.


IV. Ellywick's Epic Equipment



Slot 1: Greatest Song in the Multiverse
Slot 2: Deck of Many Things
Slot 3: Powerful Following
Slot 4: Fortunate Soul
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

V. Ellywick's Achievement and Adventure Variants

Achievement:

  • Stack The Deck - Have Ellywick draw an entire hand with all 5 of the same cards.

Adventure Variants:

Pixie Trickery -
  • One Slot is taken up in the formation by a Pixie riding an intellect devourer, who is along to watch Ellywick do her thing.
  • Each time a boss arrives on screen, all Champions are stunned for 5 seconds. If Ellywick is in the formation, the stun does not take effect.
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Fey Harmonies -
  • Ellywick starts in your formation. She can be moved.
  • Every area, 2 Satyrs arrive to harmonize. While any Satyrs are on screen, all enemies can only be damaged by bards.
  • Only Champions with CHA 14 or higher can be used.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

Draconic Dissonance -
  • Every area (including boss areas), 5 chromatic Dragon Wyrmlings spawn with the second wave. Each type of Dragon buffs the Dragons on screen in a unique way:
    • White - When a Dragon attacks, it heals 20% of its health.
    • Blue - Increase the normal attack cooldown of Champions by .5 seconds.
    • Black - When a non-boss Dragon dies, there's a 25% chance that it immediately respawns.
    • Red - Dragons move 100% faster.
    • Green - Dragons deal 100% additional damage.
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Ellywick's new tour is in full swing! Let us know how much you are enjoying the show:
August 2nd
Idle Champion 2024 Spotlight: Rust on the Harbour 
Posted in Idle Champions.

Many are excited by the thrilling life of a pirate on the high sea. But all the swashbuckling skills in the world cannot help when you are afraid of water!

Rust on the Harbour is the sweetest, nicest sellsword to ever be shot out of a cannon, and it was time we gave a new shine to his one gold piece. So read on to learn all about this terrific tabaxi and the changes we've made to make him even better!

I. Rust

Dungeons & Dragons Rust

    Rust on the Harbour is a former pirate who gave up a life at sea because it was far too wet. His deadly skills are in contrast to his sweet nature and short attention span, and he enjoys seeing others succeed even if they are supposed to be antagonists. Now trying life as an adventurer on land, he'll lend his roguish skills to anyone who can give him that which his heart desires most: one gold piece.


Rust is a Support and Gold Find Champion whose excitement to find coin helps the rest of the formation increase their gold find. When you need his assistance in the formation, he'll be counting his coin in seat 11 opposite Jamilah.

We are fortunate to get to work with a huge variety of liveplay D&D series, but it's a rare treat to be able to include the Dungeon Master as one of the Content Creators who bring a Champion to our game. So we're very happy that this Champion from the Oxventure crew from Outside Xbox and Outside Xtra comes from DM Johnny Chiodini! They created Rust as their character for a Saltmarsh campaign, and brought the supportive tabaxi in as an NPC for Oxventure to enjoy. Along with their impressive DM skills, Johnny has made content for Eurogamer, GameSpot, and Dicebreaker, and currently creates videos about tabletop and video games for their Patreon.

Check out our Champion Spotlight Video embedded below for a quick overview of Rust's abilities, and read on to get all of the details!

II. Rust's Stats

Race: Tabaxi Alignment: Neutral
Gender: Male Pronouns: He/Him
Age: 23 Affiliation: Oxventurers Guild Class: Rogue

STR: 12 DEX: 18 CON: 15
INT: 11 WIS: 12 CHA: 14

Role: Support, Gold Find
Eligible for Patrons: Vajra, Zariel, Elminster (until August 7th, 2027)
Seat: 11 (Jamilah)


Dungeons & Dragons Rust Masquerade

III. Rust's Abilities

Rust has received a rework that super charges his gold find build-around, especially the buffs he gives and how much better he is at holding on to his shiny gold piece. His new abilities let him affect the weather, decrease cooldowns, and generally provide more bonuses to his affiliation and his fellow gold find Champions!

Basic Attack

Rust has two different attacks that he rotates through. He attacks once with Bang Bang, then drops his pistols and will attack with his Rapier three times before retrieving the pistols and starting over.
  • Bang Bang - Rust shoots a random enemy with his pistols, once from each pistol.
  • Stabby Stabby - Rust leaps out and stabs a random enemy with his Rapier once.

Formation Abilities

  • Hello, Friends! - Rust increases the damage of all Champions by 400% for each Champion in the formation with the Gold Find role or the Oxventurers Guild affiliation, stacking multiplicatively.
  • One Gold Piece - Assuming Rust does not already have one, he has a 10% chance to find a shiny gold piece after any kill that drops gold (not just his own). Each time Rust finds a shiny gold piece he gains a Riches stack. Rust increases the effect of Hello, Friends by 10% for each Riches stack he has, stacking multiplicatively. Rust loses his shiny gold piece whenever you use his ultimate ability. Riches stacks are capped at the highest area unlocked / 5, rounded up.
  • Rust For Hire - Rust increases your gold find by 400%.
  • Highest Bidder - Rust increases the damage of all Champions by 100% for each order of magnitude of your Gold Find percentage, stacking multiplicatively.
  • Rags to Riches - Whenever Rust is holding a shiny gold piece, increase the effect of Hello, Friends by 200%. Whenever Rust is NOT holding a shiny gold piece, increase the effect of Rust For Hire by 200%.

Specializations

  • Get Rich Quick - When Rust uses his ultimate, all other Champions with the Gold Find role or Oxventurers Guild affiliation have their remaining ultimate cooldowns reduced by 10%.
  • Even More Riches - Increase the cap of One Gold Piece's Riches stacks by 20% for each Champion in the formation with the Gold Find role or Oxventurers Guild affiliation, stacking multiplicatively.
  • Rust's Fever Dream - Whenever Rust uses his ultimate ability, the weather changes to "raining gold", causing gold coins to rain from the sky. You gain gold equal to 5% of a monster kill (including your gold find modifier) in the current area every second.

Ultimate Ability

  • Cannonball! - Rust loads himself into a cannon and fires himself toward the enemies, dealing damage in a large area upon landing. If Rust has a shiny gold piece, he drops it while flying through the air.

IV. Rust's Epic Equipment



Slot 1: Global DPS
Slot 2: One Gold Piece
Slot 3: Rust For Hire
Slot 4: Highest Bidder
Slot 5: Hello, Friends
Slot 6: Ultimate Cooldown

V. Rust's Achievement and Adventure Variants

Achievement:

  • What's Lost Is Found Again - Gain 300 of Rust's One Gold Piece Riches stacks in a single adventure.

Adventure Variants:

Gold Devourer - Rust increases your damage based on your total gold find. Use gold find buffing Champions in your formation to boost his support abilities!
  • Rust begins in the formation. He can't be moved or removed from the formation.
  • The Devourer appears as a secondary boss on area 25. It must be defeated in order to advance.
  • Gold Find is reduced by 99%.
  • Gold Find is increased by 200% per Champion in formation with the Gold Find Tag.
  • Area Goals:
    • Tier 1: Complete Area 75.
    • Tier 2: Complete Area 250.
    • Tier 3: Complete Area 600.
    • Tier 4: Complete Area 1200.

Deadwinter Drama
  • Only Champions with CON of 14 or higher can be used.
  • Every area, frozen skeleton archers that attack a random Champion from range appear. These enemies do not drop gold, nor do they count towards quest progress.
  • If any undead enemy attacks a Champion, that Champion is stunned for 1 second.
  • Area Goals:
    • Tier 1: Complete Area 125.
    • Tier 2: Complete Area 350.
    • Tier 3: Complete Area 800.
    • Tier 4: Complete Area 1400.

Heads or Tails
  • Rust begins in the formation with his One Gold Piece ability unlocked. He can't be moved or removed from the formation.
  • When Rust is not holding his shiny gold piece, adjacent champions damage is disabled.
  • When Rust is holding his shiny gold piece, non-adjacent champion damage is disabled.
  • Area Goals:
    • Tier 1: Complete Area 175.
    • Tier 2: Complete Area 450.
    • Tier 3: Complete Area 1000.
    • Tier 4: Complete Area 1600.

VI. Conclusion

Has Rust joined your gold find formations to gain even bigger rewards? Tell us all about it:
July 31st
Idle Champions: July 31st Adventure Variants 
Posted in Idle Champions.

Rise to the challenge, face new Adventure Variants, and unlock a new Evergreen Champion! Today we add more Adventure Variants to five of our active campaigns. Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants across five of our active campaigns - one of which unlocks Wren, our newest Evergreen Champion! Wren has been with the Champions throughout the Turn of Fortune's Wheel campaign, and after finishing the Twice Through the Great Wheel Adventure Variant you can add her to your formations.


Dungeons & Dragons Idle Champions Descent into Avernus Variants

Descent into Avernus Adventure Variants

  • The Sibriex Variant 3: Heralds of Evil
  • Follow Bel's instructions and find the Sibriex with your evil Champions.
    • You may only use Evil Champions.
    • 1-2 Heralds of Dust Remnants spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 600.


  • Wrecked Flying Fortress Variant 3: Cake or Death?
  • Explore the flying fortress while under attack by assorted baked goods.
    • You may only use Lawful Champions.
    • 1-2 Cakers spawn with each wave. They do not drop gold or count towards quest progress.
    • Every 3 seconds, a Cake lands on a random Champion, dealing 5% of their total max health. This damage additively increases by 5% for each cake that drops in the current area and is reset when changing areas.
    • Complete area 625.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Reghed Glacier Mysteries Variant 3: A Key Factor
  • Head off in the nautiloid with a crew experienced with ceremorphosis.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • Male Champions cannot be used.
    • Complete area 550.


  • The Spire of Iriolarthas Variant 2: Rulebreakers
  • Gain the final clue to enter the Spire of Iriolarthas while being chased by Harmonium Guards.
    • You may only use Chaotic Champions.
    • 1-2 Harmonium Peacekeepers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 700.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Roots of Loomlurch Variant 3: The Boots of Loomlurch
  • Follow these carefully laid out plans with Champions that understand the importance of good footwear.
    • You may only use Speed Champions.
    • Complete area 750.


  • Best Laid Plans Variant 3: Last But Not Yeast
  • Face off against Skabatha Nightshade and her Cakers allies!
    • You may only use Lawful Champions.
    • 1-2 Cakers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 800.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

  • Flight of the Kindori Pod Variant 2: Never Tell Me The Odds
  • Join Krux's crew, and navigate an asteroid field with a pair of bickering constructs.
    • You may only use Champions in odd bench seats.
    • A Tin Soldier and a Modron Slot Machine join the formation.
    • Complete area 700.

  • The Hunt for the Last Breath Variant 2: The Arcane Hunt for the Last Breath
  • Assist Gargenhale in retrieving his flagship, with Champions that can pilot a Spelljammer.
    • You may only use Champions with a magical base attack.
    • 1-2 Harmonium Peacekeepers spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 800.


Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

The Turn of Fortune's Wheel Adventure Variants

  • Welcome to Sigil Variant 2: Undertakings in Sigil
  • Explore Sigil while your good Champions evade the Heralds of Dust!
    • You may only use Good Champions.
    • 1-2 Heralds of Dust Remnants spawn with each wave. They do not drop gold or count towards quest progress.
    • Complete area 500.


  • Titan on the Town Variant 2: Twice Through the Great Wheel
  • The Champions must hunt down Sylvania's moving gate to gain Wren's allegiance! Requires you to have completed variant 1, Clockwise Through the Great Wheel. This variant will not be available for Mirt (due to no champions being available in Lawful/Chaotic Neutral areas)
    • For the first 100 areas, you may use Lawful Good champions. Every 100 areas, this restriction changes: Neutral Good for area 101-200, Chaotic Good for area 201-300, and so forth. This restriction is linked to your highest area completed, not your current area.
    • Every 100 areas, all Champions in the formation are removed and can't be used for the rest of the adventure.
    • Champions can't otherwise be removed from the formation once they've been added.
    • Click damage only deals damage (including fire breath effects) for the first 5 areas after every alignment switch.
    • Fire breath potions can't be used during the adventure.
    • Complete area 950.
    • Unlocks Wren (Evergreen Champion)

Wren

Dungeons & Dragons Wren

    Wren woke up in the mortuary with the Champions and, like them, had no memory of who she was. The talking skull, Morte, gave her a name and from there she journeyed with the Champions on a quest to discover who they were. Along the way, disaster struck twice and Wren was killed - but each time she quickly returned in the form of herself from somewhere else in the Multiverse!
Wren is a glitch Champion where you get to pick her form. Will you choose the Dwarf Monk, focusing on her ability to deal damage? Will you choose the Tabaxi Barbarian, focusing on her ability to protect her allies? Or will you choose the Warforged Sorcerer, where she debuffs her enemies? Whatever form you pick, Wren will show up in seat 3 next to Nayeli.

Unlock Wren in the Twice Through the Great Wheel Adventure Variant and learn more about her in our Champion Spotlight!

Champion Search

Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions! Join our community and start a conversation:
July 24th
Turn of Fortune's Wheel Part 6 & An Emergence! 
Posted in Idle Champions.

This week, the Turn of Fortune's Wheel campaign continues, and denizens of Sigil invade the Sword Coast in the Planescape Emergence! Fight your way through familiar dreams in Soul's Mirage and help an empyrean face her troubles in Titan on the Town. After that, put your formations to the test with new Adventure Variants!

Read on to learn more about these adventures, and scroll below to find info on the Planescape Emergence and the updates to the Thayan Enclave Shop!

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, The Witch and The Wyrmling and Inversion, in order to access these new adventures.

Dungeons & Dragons Turn of Fortune's Wheel Variants

Soul's Mirage

Fight your way through familiar dreams and discover the truth of who Wren was.

Dungeons & Dragons The Soul's Mirage

The Champions find themselves in a place they do not know fighting foes they do not recognize. Soon, they find themselves back in the Walking Castle - but was it all really just a dream? Before too long they are locked inside another dream and learn of a man named Somnus, who claims to be guiding them through memories they do not remember. But, can Somnus be trusted? And what happens if they die in a dream? Find out in Soul's Mirage!

    Variant

    Dessert in the Desert - Get lost in the desert, and encounter some interesting dreams from your past.
    • You may only use Good Champions.
    • Every 5 seconds, a scoop of ice cream hits a random Champion, stunning them for 10 seconds.
    • Complete area 850

Titan on the Town

The Champions must hunt down Sylvania's moving gate through a sea of chaotic celebrations.

Dungeons & Dragons Green Slaad

The Champions arrive in Sylvania - a gate-town full of constant parties and celebrations. They quickly learn that the gate they seek is constantly moving locations within Sylvania, and if they want to find it, they'll need to do something for the people in charge first. They are charged with tracking down an empyrean named Kopoah - who is causing problems at every party she goes to because of a bad day she is having. It is up to the Champions to find Kopoah, help her work through her problems, and bring good spirits back to the celebrations of Sylvania.

    Variant

    Clockwise Through the Great Wheel - The Champions must hunt down Sylvania's moving gate with heroes of every alignment!
    • This variant will not be available for Mirt
    • You may only use Neutral Champions and Champions of the alignment(s) specified below.
    • For the first 100 areas, you may use Lawful Good champions. Every 100 areas, this restriction changes: Neutral Good for area 101-200, Chaotic Good for area 201-300, and so forth. This restriction is linked to your highest area completed, not your current area.
    • Every 100 areas, all Champions in the formation are removed and can't be used for the rest of the adventure.
    • Champions can't otherwise be removed from the formation once they've been added.
    • Complete area 900

Planescape Emergence

Denizens from Sigil are finding their way onto the material plane and wreaking havoc! Harmonium Peacekeepers are arresting people in the streets, Heralds of Dust are trying to take charge of graveyards, and Cakers are trying to turn anyone and everyone into baked goods!

The Planescape Emergence starts today and runs through Friday, August 2nd at Noon PDT.

Dungeons & Dragons Planescape Emergence

New Items Added to the Thayan Enclave!

  • Two Golden Epics
    • Aeon Slot 3 - Bigby's Beneficent Bracelet (20,000 Corrupted Gems)
    • Ulkoria Slot 2 - Volo's Guide to the Weave (20,000 Corrupted Gems)
  • Four Feats
    • Valentine - Air Genasi Glitch (10,000 Corrupted Gems)
    • Duke Ravengard - Heart of Battle (10,000 Corrupted Gems)
    • Umberto - Woken the Hive (10,000 Corrupted Gems)
    • Ulkoria - Better Every Day (10,000 Corrupted Gems)
  • Two Skins
    • Tabaxi Glitch Shandie (10,000 Corrupted Gems)
    • Secret Agent Maan Hew Maan (10,000 Corrupted Gems)
  • 10x Marvelous Support Pigments (7,000 Corrupted Gems)
  • 8x Modron Component Chests (2,500 Corrupted Gems)
  • 8x Supply Chests (2,500 Corrupted Gems)
  • Unlimited Planescape Emergence Chests (2,500 Corrupted Gems)
    • Contains gear for: Aeon, Duke Ravengard, Hew Maan, Shandie, Ulkoria, Umberto, and Valentine.

  • We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
    June 26th
    Idle Champions: Vecna: Eve of Ruin Part 2 
    Posted in Idle Champions.

    The Champions' adventure across the multiverse to stop Emperor Vecna continues! The next piece of the Rod of Seven Parts is lost in the Astral Sea - and with the help of the Wizards Three, the Champions are sent to the floating corpse of a long-dead god. There, the Champions discover a crashed Spelljammer ship and some of the surviving crew. Could this be where the next piece of the Rod is? Time to find out!

    Note: You will need to have completed the previous two Vecna: Eve of Ruin adventures, A Tale of Two Vecnas and The Wizards Three, in order to access these new adventures.

    Dungeons & Dragons Turn of Fortune's Wheel Variants

    Havock's Zenith

    Investigate a cult of Vecna in the Neverdeath Graveyard!

    Dungeons & Dragons Astral Sea

    The Wizards Three have located the next piece of the Rod of Seven Parts. Far, far away in the Astral Sea floats the corpse of a long-dead god Havock. The Wizards Three are sure the second piece of the rod is located somewhere around it. Using the portal in the Sanctum, the Champions travel to the corpse of Havock and quickly discover the debris of a crashed Spelljammer ship - the Lambent Zenith. Could this ship have the piece of the rod?

      Variant

      Swords at the Ready - Venture into the Astral Sea supporting your best fighter.
      • You may not use Champions with the DPS role unless they have the Fighter class.
      • The Book of Tarchamus joins the formation.
      • Good Champions next to the Book aren't revived and don't heal when changing areas.
      • Complete area 550

    The Heart of Havock

    Join forces with the Wizards Three and venture into the Underdark!

    Dungeons & Dragons Hertilod

    The Champions trek across the horrifying corpse of Havock, ready to search the other two sections of the Lambent Zenith. Along the way, Blooshi meets a representative of her new patron - Alvina! The prismatic tressym tells her that The Kitten Lord has taken up her patronage, and the group is just THRILLED (not really) that Alvina is with them. Eventually, they meet with the captain of the Lambent Zenith and learn the location of the piece of the Rod of Seven Parts. But, in order to get there, they'll have to face off against the gruesome Hertilod!

      Variant

      The Messenger of the Kitten Lord - Break the second ward, find the vault, and try not to get distracted by the CUTENESS!
      • Alvina joins the formation.
      • Champions adjacent to Alvina have their base attack cooldowns doubled due to the distracting cuteness, unless they are Tabaxi.
      • 1-2 Wild Dogs spawn with each wave. They don't drop gold nor count towards quest progress.
      • Complete area 600

    We would love to hear about your experiences in the Astral Sea! Join our community and start a conversation:
    May 31st
    Idle Champion Spotlight: Duke Ravengard 
    Posted in Idle Champions.

    "My duty is first and foremost to the city and its people."

    As a lifelong soldier of the Flaming Fist and now the Grand Duke of Baldur's Gate, Ulder Ravengard has spent his whole life serving and protecting the city. He struggles to remain committed to his ideals, even as devilish creatures seek to undermine all that he has achieved.

    I. Duke Ravengard



      Ulder Ravengard is the leader of the Flaming Fist and the Grand Duke of Baldur's Gate. His primary concerns are the stability and prosperity of Baldur’s Gate, and he's been a voice of reason and common sense among the ruling council. In recent years, he has been a target of fiendish plots in unsuccessful attempts to take over the city.

    Duke Ravengard is a Support Champion who bolsters those who also use Melee base attacks. The more melee attacks, the stronger his buffs become! His buffs are further increased in an area when any Melee Champion scores a critical hit. Once unlocked, he will bring his sword to your battle from seat 8 opposite Delina.

    II. Duke Ravengard's Stats

    Race: Human Alignment: Lawful Neutral
    Gender: Male Pronouns: He/Him
    Age: 53 Affiliation: None Class: Fighter

    STR: 17 DEX: 14 CON: 16
    INT: 11 WIS: 10 CHA: 17

    Role: Support

    Eligible for Patrons: Vajra, Zariel, Elminster (available until June 5th, 2027)

    Seat: 8 (Delina)




    III. Duke Ravengard's Abilities

    Basic Attack

    Duke Ravengard has two basic attacks, the first is his normal attack and the second is when he chooses the Lead The Charge specialization.

    • Duke's Longsword - Duke Ravengard attacks the closest enemy for one hit with his longsword.
    • Duke's Longsword (after picking the Lead the Charge specialization) - Duke Ravengard attacks the closest enemy for one hit with his longsword. If he scores a critical hit, he follows-up by smashing the enemy with his shield, knocking them back a short distance.

    Passive Abilities

    • Critical Hit - Duke Ravengard's base chance to Critical Hit is 20%.

    Formation Abilities

    • Marshal of the Flaming Fist - Duke Ravengard gains a Command stack for each Champion with a melee base attack in the formation (including himself). Each stack increases the damage of these Champions by 400%, stacking multiplicatively.
    • Position of Power - Duke Ravengard increases the effect of the outgoing positional formation abilities of all Champions with a melee base attack by 25% for each Command stack he has, stacking additively.
    • Critical Teamwork - Whenever a Champion with a melee base attack gets a critical hit, increase the effect of Marshal of the Flaming Fist by 50% and additively increase the odds of all Champions in the formation getting critical hits by 1%. Both effects stack up to 50 times and reset when changing areas.

    Specializations

    • Lead The Charge - When Duke Ravengard gets a critical hit, he follows up by bashing the enemy with his shield, knocking it back a short distance. When this occurs, all melee Champions adjacent to Duke Ravengard have their base attack cooldowns immediately reset.
    • Strength of Baldur's Gate - Champions with a melee base attack have their crit chance additively increased by 20% and crit damage increased by 1000%.
    • Legacy of Ravengard - If Wyll is in the formation, anyone affected by Wyll's Folk Hero benefit gains an additional stack, but the maximum remains at 4 stacks.

    Ultimate Ability

    • Fire Shield - Duke Ravengard's magical armor ignites in flames, surrounding him in a flickering aura of magical hot flame for 20 seconds. For the duration, his attacks deal an additional 25 seconds of BUD-based damage and any enemy that makes a melee attack against the formation suffers 25 seconds of BUD-based damage as well.

    IV. Duke Ravengard's Epic Equipment



    Slot 1: Global DPS
    Slot 2: Global DPS
    Slot 3: Marshal of the Flaming Fist
    Slot 4: Critical Teamwork
    Slot 5: Ultimate Damage
    Slot 6: Ultimate Cooldown

    V. Duke Ravengard's Achievement and Adventure Variants

    Achievement:

    • A Critical Task - Score 10,000 Critical Hits while Duke Ravengard is in the formation.

    Adventure Variants:

    Might of Melee - Attempt to calm down a very angry bronze dragon with the Grand Duke Ulder Ravengard!
    • Duke Ravengard starts in the formation. He can be moved, but not removed.
    • You may only use Champions with a melee base attack.
    • Getting to know Duke Ravengard: As an experienced Soldier, Duke Ravengard understands melee combat. Use Champions with Melee attacks to make the most of his buffs!
    • Area Goals:
      • Tier 1: Complete Area 75.
      • Tier 2: Complete Area 250.
      • Tier 3: Complete Area 600.
      • Tier 4: Complete Area 1200.

    Critical Combat - Attempt to calm down a very angry bronze dragon while optimizing your chance to score a critical hit!
    • Duke Ravengard starts in the formation. He can be moved, but not removed.
    • You may only use Champions with a melee base attack.
    • At the start of each area, all Champions have their damage reduced to 1 until someone in the formation scores a critical hit. Every 200 areas, the number of critical hits required to remove this damage reduction debuff is increased by 1.
    • Getting to know Duke Ravengard: Duke Ravengard's buffs grow more potent as your Champions score critical hits. Use Champions with improved critical hit chances to make the most of this!
    • Area Goals:
      • Tier 1: Complete Area 125.
      • Tier 2: Complete Area 350.
      • Tier 3: Complete Area 800.
      • Tier 4: Complete Area 1400.

    That's a Whole Lot of Goblins - Attempt to calm down a very angry bronze dragon while facing down hordes of goblins!
    • Duke Ravengard starts in the formation. He can be moved, but not removed.
    • Duke Ravengard's Ultimate starts unlocked and the cooldown is reduced by 75%.
    • You may only use Champions with a melee base attack.
    • In the first wave of each non-boss area, there is a 20% chance that 30 goblins immediately spawn. These goblins do not drop gold or count toward quest progress.
    • Getting to know Duke Ravengard: When facing a lot of enemies at one time, Duke Ravengard's Fire Shield ultimate can help even the score!
    • Area Goals:
      • Tier 1: Complete Area 175.
      • Tier 2: Complete Area 450.
      • Tier 3: Complete Area 1000.
      • Tier 4: Complete Area 1600.

    VI. Conclusion

    Have you enjoyed how much Duke Ravengard supports a formation filled with melee masters? Let us know about your epic adventures:
    May 29th
    Idle Champions: May 29th Adventure Variants 
    Posted in Idle Champions.

    It's time again to put your formations to the test! Today we add more Adventure Variants to five of our active campaigns. Read on to learn more about what these adventures are and where to find them!

    Adventure Variants

    This week's update brings 10 new adventure variants to five of our active campaigns! This week's update also brings Vecnas - or Vecnae - to half of them, with variants of The Whispered One from across the multiverse arriving to fight the Champions. One might even describe this assault as something of a 'Vecna Emergence' event...


    Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

    Grand Tour of the Sword Coast Adventure Variants

    • Vecna Lives! Variant 3: Emperor Vecna Lives!
    • Explore the emergency in Candlekeep and discover an even newer threat to Faerûn.
      • 1-2 Emperor Vecna Cultists, new unique monster from Vecna 1.1 (both melee and ranged), spawn with each wave. They do not drop gold or count towards quest progress.
      • You may only use Champions with a Charisma of 13 or lower.
      • Complete area 375.


    • Vecna Loots! Variant 3: Very Well Equipped
    • Stop the assault on Candlekeep with the very best of your best equipped Champions!
      • Only Champions with at least four Epic equipment or better may be used.
      • Three wizard students join the formation. They just get in the way.
      • Complete area 375.


    Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

    Icewind Dale: Rime of the Frostmaiden Adventure Variants

    • Ending the Rime - Part 1 Variant 3: Baldur's Gate Expatriates - Part 1
    • Head off in the nautiloid with a crew experienced with ceremorphosis.
      • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
      • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
      • Complete area 550.


    • Ending the Rime - Part 2 Variant 3: Baldur's Gate Expatriates - Part 2
    • Continue to hunt for The Codicil of White, while dealing with those tadpoles in your head.
      • Requires Baldur's Gate Expatriates - Part 1 completed.
      • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
      • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
      • Bosses (including all 3 forms of Auril) deal 500% additional damage.
      • Complete area 575.


    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    The Wild Beyond the Witchlight Adventure Variants

    • The Fairy Rings of Thither Variant 3: The Magical Rings of Thither
    • Enter the forests of Thither with those well versed in the magical arts.
      • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
      • You may only use Champions with a Magic base attack.
      • Complete area 650.


    • Will of the Feywild Variant 3: No Damage, None of the Time
    • Face off against the next member of the League of Malevolence without your damage dealers!
      • You may only use Champions with an ability score total of 78 or less.
      • You may not use any Champions with the DPS tag.
      • Complete area 700.


    Dungeons & Dragons Idle Champions Light of Xaryxis Variants

    The Light of Xaryxis Adventure Variants

    • Rocky Reception Variant 2: Con Crud
    • Search for Commodore Krux while your tough Champions are off doing something else.
      • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
      • In non-boss areas, non-Vecna Cultist monsters are immune from damage until all Emperor Vecna Cultists are defeated.
      • You can only use Champions with a Constitution of 13 or lower.
      • Complete area 600.

    • Rock and Roll Variant 2: Modal Nodes
    • Escape the rock before somebody shoots first.
      • Only Champions with a ranged base attack can deal damage.
      • After area 25, you can't remove Champions from the formation.
      • After every 50 areas, a random non-Bard Champion is removed from the formation and can't be used for the rest of the adventure.
      • Complete area 650.


    Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

    The Turn of Fortune's Wheel Adventure Variants

    • The Beginning is the End Variant 2: Tomb of Champions II: Funky Fandango
    • Return to the Tomb of Annihilation to stop Acererak from assembling a villainous super team with even more speed!
      • You must complete area 300 within 30 minutes of starting the objective.
      • Fire breath potions can't be used during the adventure, and click damage has no effect after area 5.
      • Complete area 300.


    • The End is the Beginning Variant 2: Mixing It Up
    • NEPHEW. ADJUST. PATH?
      • After area 25, you can't add, move, or remove Champions.
      • After every 50 areas, Champions not in the front column are randomly placed in the formation.
      • Complete area 450.


    Champion Search

    Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

    See the in-game Change Log for more information!

    We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



    May 22nd
    Idle Champions: Vecna: Eve of Ruin 
    Posted in Idle Champions.

    Today begins your adventure across the Multiverse! Vecna: Eve of Ruin is our newest campaign based on the tabletop adventure that was released in local game stores earlier this week! This first part introduces our cast of Champions as they investigate strange happenings in the graveyards of Neverwinter and come face to face with Emperor Vecna!

    Read on to learn more about these adventures as well as Tier 1 Blessings!

    Note: To access the Vecna: Eve of Ruin campaign, you have to have completed at least 100 adventures or variants in other campaigns.

    Dungeons & Dragons Turn of Fortune's Wheel Variants

    A Tale of Two Vecnas

    Investigate a cult of Vecna in the Neverdeath Graveyard!

    Dungeons & Dragons The Witch and the Wyrmling

    Neverwinter has called for aid and the Champions have answered. Reya, Blooshi, Sgt. Knox, and Astarion make their way through the city streets to meet with Lord Neverember himself, who has an important quest for them. People have started going missing throughout the city, and they believe it is connected to rumors of a cult hiding out in Neverdeath Graveyard. But what they find within the tombs may be the greatest threat our multiverse has ever faced...

      Variant

      Stench of Death - Investigate a cult of Vecna with heroes that have a strong stomach!
      • 1-2 Emperor Vecna Cultists spawn with each wave. They don't drop gold nor count towards quest progress.
      • You may only use Champions with a Constitution of 16 or higher.
      • Complete area 450

    The Wizards Three

    Join forces with the Wizards Three and venture into the Underdark!

    Dungeons & Dragons Green Slaad

    The threat to the multiverse is revealed, but all hope is not lost. With the help of the Wizards Three and Kaz, a plan is made to search for the pieces of the fabled Rod of Seven Parts, which have been lost to the ages. Luckily for the Champions, Mordenkainen knows the location of the first piece. Deep below the Sword Coast, in the caverns of the Underdark, a cult of Lolth unknowingly has a piece of the Rod of Seven Parts. The Champions must brave the darkness and face down the terrifying Spiderdragon to claim their prize!

      Variant

      Mordenkainen's Moment - Join forces with Mordenkainen of the Wizards Three and venture into the Underdark!
      • Mordenkainen joins the formation.
      • You may only place champions with Magic base attacks next to Mordenkainen.
      • Complete area 500

    Vecna: Eve of Ruin Tier 1 Blessings

    • Awfully Lawfully - Local: Increase the damage of all Lawful Champions by 100%.
    • The Secret To Spoils - Local: Increase your gold find by 8.33% for each piece of epic or better gear on Champions in your formation, stacking additively.
    • Not an Afterthought - Local: Increase the damage of all Champions whose base attack is melee by 100%.
    • The Rod of Seven Parts - Global: Increase the damage of all Champions by 100% for each piece of the Rod of Seven Parts you have collected.


    We would love to hear about your experiences in the Outlands! Join our community and start a conversation:
    April 25th
    Idle Champion Reintroduction Spotlight: Gromma 
    Posted in Idle Champions.

    We've learned a lot in the last seven years of creating Idle Champions, and the game has grown and changed quite a bit. But it's nice to know that even our oldest Champions are still doing good work in their formations. That doesn't mean they don't deserve a bit of a makeover, especially when we're talking about the second event Champion to arrive in the game! This versatile tortle has patiently waited for the youngin's to finish their fun, so now it's time to introduce the new and improved Gromma Nander!

    I. Gromma



      Extremely elderly for a Tortle, Gromma Nander grew discontent with her secluded life after giving birth to her offspring. Once they were old enough to fend for themselves, she ventured back out into the world to learn as much as she could about the strange creatures that inhabit it. Gromma is a wise and inquisitive Tortle who is quick to friendship but slow to trust. She carries a pouch of smooth colored stones that she has collected on her journey and walks with the aid of a battle-worn spear.

    Gromma is a DPS, Support and Tanking tortle who has learned how to be flexible enough to take on almost any role in the formation. She has a soft spot for "the youngins" and does her best to assist anyone younger. She's found a comfy spot in Seat 3 opposite Nayeli.

    Check out our Champion Spotlight Video embedded below for a quick overview of Gromma's abilities, and read on to get all of the details!

    II. Gromma's Stats

    Race: Tortle Alignment: Lawful Neutral
    Gender: Female Pronouns: She/Her
    Age: 80 Affiliation: None Class: Druid (Circle of the Land)

    STR: 14 DEX: 10 CON: 18
    INT: 12 WIS: 17 CHA: 13

    Role: DPS, Support, Tanking

    Eligible for Patrons: Vajra, Zariel, Elminster (available until May 1st, 2027)

    Seat: 3 (Nayeli)




    III. Gromma's Abilities

    Basic Attack

    Gromma's normal attack can change based on her specialization. She starts with Slow and Steady and changes to Melf's Acid Arrow if the Melf's Acid Arrow specialization is chosen.
    • Slow and Steady (Melee) - Gromma Nander, moving faster than you would expect for an 80 year old Tortle, stabs the closest enemy with her spear.
    • Melf's Acid Arrow (Magic) - Gromma shoots a bolt of acid at the nearest target.

    Formation Abilities

    • Hardened Shell - Gromma has a hardened shell, reducing effects of the Overwhelm debuff by 25%.
    • Grandmotherly Love - Gromma increases the damage of all other heroes proportional to their age. The buff starts applying to each Champion at 100%, and for every 10 years younger than 100 that Champion is, the buff on them is increased by 100%, stacking multiplicatively.
    • Ancient Heroism - Gromma increases the health of all other Champions by 25% of her max health.
    • Runnin' With The Youngin's - The effect of Grandmotherly Love is increased by 50% for each Champion in the formation younger than Gromma, stacking multiplicatively.

    First Specializations

    • Circle of the Mountain - Gromma increases the damage of Neutral Champions (on the Good/Evil axis) by 5% for each enemy that has spawned and boss enrage stack in the current area, stacking multiplicatively and capping at 100.
    • Circle of the Arctic - Gromma now casts Sleet Storm on enemies she attacks, causing her targeted enemy, and all nearby enemies, to take 400% additional damage from all attacks.
    • Circle of the Swamp - Gromma's damage is increased by 400% of the highest Grandmotherly Love buff she's applying to another Champion in the formation.

    Second Specializations

    • Stoneskin - Increase the effect of Hardened Shell by 100%. Enemies that attack Gromma are impaled by her spiked shell, instantly taking 10 seconds of BUD damage.
    • Entanglement - The effect of Gromma's chosen Circle specialization is increased by 100%, and enemies damaged by Gromma have their movement speed and attack speed halved.
    • Melf's Acid Arrow - Replaces Gromma's base attack with Melf's Acid Arrow, changing her into a magic attacker. After hitting its target (dealing damage) the arrow explodes, damaging its target (again) and all nearby enemies for an additional 5 seconds of BUD damage.

    Ultimate Ability

    • Wall of Stone - A wall of stone bursts up out of the ground under a random enemy. The targeted enemy and any enemies in the column that the wall appears in take damage and are knocked backwards. The wall lasts for 15 seconds, and for that time enemies cannot pass it.

    IV. Gromma's Epic Equipment



    Slot 1: Runnin' With The Youngin's
    Slot 2: Global Damage
    Slot 3: Grandmotherly Love
    Slot 4: Specializations
    Slot 5: Ultimate Attack Damage
    Slot 6: Ultimate Cooldown

    V. Gromma's Achievement and Adventure Variants

    Achievement:

    • How Do You Do, Fellow Kids! - Complete 1000 areas while Gromma's Runnin' With The Youngin's has 9 stacks.

    Gromma's Adventure Variants:

    Respectful Restraint -
    • Ultimate Attacks can not be used and any attacks with a cooldown of 5 seconds or less have an additional 3 second cooldown. These lengthened attacks don't do any additional damage due to their longer cooldown.
    • Area Goals:
      • Tier 1: Complete Area 75.
      • Tier 2: Complete Area 250.
      • Tier 3: Complete Area 600.
      • Tier 4: Complete Area 1200.

    The Relentless Undead
    • Undead monsters have 2x as much health as normal and, when they take a killing blow, they are stunned for 10 seconds before coming back to life.
    • Area Goals:
      • Tier 1: Complete Area 125.
      • Tier 2: Complete Area 350.
      • Tier 3: Complete Area 800.
      • Tier 4: Complete Area 1400.

    A Grand Nandventure
    • Gromma Nander starts in your formation and cannot be moved or removed. She has a 4x damage boost and her normal attack cooldown is reduced by 2 seconds.
    • Area Goals:
      • Tier 1: Complete Area 175.
      • Tier 2: Complete Area 450.
      • Tier 3: Complete Area 1000.
      • Tier 4: Complete Area 1600.

    VI. Conclusion

    How many different ways have you used this versatile tortle? Let us know in one of these places: