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August 26th
Idle Champions - Mastery Variants: August 2026 
Posted in Idle Champions.

As we prepare for our 9th Anniversary next week, we're back with the latest wave of Mastery Variants for August 2026! Today's batch of Mastery Variants is connected to the second adventures in each of the first 8 campaigns (all campaigns except for Vecna & Tales).

As a reminder from last month's Introducing Mastery Variants Blog, in order to see the Mastery Variants, you need to:
  1. Have all 10 campaigns unlocked.
  2. Have completed all three variants of the base adventure
Read on to learn more about this month's exciting Mastery Variants, our latest Legendary Feat, and the countdown to our 9th Anniversary on September 2nd!

August 2026 Mastery Variants

A Grand Tour of the Sword Coast: The Cursed Farmer

Variant: Mastery - This Formation is Cursed

Investigate the cursed farm you passed earlier with every curse imaginable.
  • A chicken takes up a slot in the formation. Champions adjacent to the Chicken must have at least one ability score that is 18 or higher.
  • A mad cow takes up a slot in the formation. Champions adjacent to the Cow must have a base attack speed higher than 5 seconds.
  • All slots in the formation are cursed, except for one. Champions placed in cursed slots cannot attack with their base attacks or use their ultimate abilities.
  • Complete Area 1,450

Tomb of Annihilation: Seeking Allies

Variant: Mastery - Thay It Ain't So

Attempt to get on the good side of some red-robed academic wizards.
  • Three Red Wizards join the formation. An Abjurer at the front, an Illusionist in the top left corner, and a Transmuter in the bottom left corner.
  • Champions placed between the Abjurer and another Red Wizard must be either dwarves or Small Champions (Small Champions are fairy, gnome, goblin, halfling, kender, kobold, and plasmoid Champions.)
  • Champions placed between the Illusionist and another Red Wizard must have a magic base attack.
  • Champions placed between the Transmuter and another Red Wizard must have a total ability score of 78 or lower.
  • These restrictions persist even if any or all of the Red Wizards are defeated.
  • Complete Area 1,550

Waterdeep: Dragon Heist: Building Trust

Variant: Mastery - Wizened Waterdeep Walkabout

Is it wise to escort a mysterious noble through a dangerous night out in Waterdeep?
  • No two Champions in the formation can share the same WIS score. If they do, the damage of all Champions is set to 0.
  • Only Champions with an INT score of 12 or higher may be used.
  • A fancy red panda in a top hat riding a unicycle (don't ask) takes up a slot in the formation. You must have at least one core or evergreen Champion adjacent to the red panda, or else the damage of all Champions is set to 0.
  • Complete Area 1,650

Baldur's Gate: Descent into Avernus: The Dead Three

Variant: Mastery - Absolute Entourage

Patrol the streets of Baldur's Gate with some heroes from Baldur's Gate.
  • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversary affiliations.
  • Minsc starts in the formation.
  • Once a Champion is added to the formation they may not be removed or swapped out.
  • After a Champion has been in the formation for 500 areas, they are removed and can not be used for the rest of the adventure. Minsc is immune to this effect.
  • Complete Area 1,750

Icewind Dale: Rime of the Frostmaiden: The Everlasting Rime

Variant: Mastery - Hallucinations of Mithral Hall

Continue to Ten-Towns with the Companions of the Hall while trying not to get distracted.
  • Wulfgar must be unlocked to start this variant.
  • Wulfgar starts in the formation and can not be removed or swapped out.
  • Only Champions from the Companions of the Hall affiliation can deal damage.
  • Chadwick joined the formation. He's still experimenting with some spell scrolls, so Champions adjacent to Chadwick deal 0 damage to normal enemies and bosses.
  • Three random Illusory Enemies from other campaigns appear with the first wave of each area. They do not drop gold nor count toward quest progress, but in addition to the normal quest, you must also defeat these enemies in order to advance. Only Champions adjacent to Chadwick can deal damage to Illusory Enemies.
  • Complete Area 1,850

The Wild Beyond the Witchlight: The Witchlight Carnival

Variant: Mastery - Very Familiar

Uncover the mysteries of the Witchlight Carnival with Nat & several familiars.
  • Nat and Gale the Miniature Giant Seahorse take up slots in the formation
  • They must be distracted by more familiar friends or else the damage of your formation will suffer.
  • If you have fewer than 17 familiars assigned to your formation, the damage of all Champions is reduced by 99.9% for each unassigned familiar.
  • If you have fewer than 11 familiars assigned to your formation, the damage of all Champions is set to 0.
  • Only Champions with a CHA score of 13 or higher may be used.
  • No two adjacent Champions in the formation may have a DEX score that is within one. If they do, the damage of all Champions is set to 0.
  • Complete Area 1,950

Light of Xaryxis: The Evacuation of Waterdeep

Variant: Mastery - Squiddly Versus The Space Clowns

Get to the Dock Ward before the city is overrun and your Champions are burnt to a crisp.
  • Squiddly riding a rocket joins the formation.
  • Squiddly has figured out his fuse issues from the previous Mastery Variant and his rocket will not explode if you take too long to complete an area. Instead, the blast from the rocket damages Champions in the columns behind him for 25% of their max health every 5 seconds.
  • Only Champions with a WIS score of 12 or lower can be placed in the columns behind Squiddly, because... why would you stand there?
  • If Squiddly is defeated, his rocket explodes, instantly killing all the Champions in the columns behind him.
  • One Red Wizard Transmuter spawns with each wave. When it's defeated, it polymorphs into a Space Clown. The Space Clown has 5 hits-based health, moves 200% faster, and ignores all taunt abilities. This is why kids are afraid of clowns.
  • Complete Area 2,050

Turn of Fortune's Wheel: The End is the Beginning

Variant: Mastery - The Four Pillars

WWWW JJJJ HHHH HHHH?
  • Four slots in the formation have glowing, sparking, or pulsing pillars in them.
  • Each Champion in a slot with a glowing pillar must count as more than one species. If they don't, the damage of all Champions is set to 0.
  • Each Champion in a slot with a sparking pillar must count as more than one alignment. If they don't, the damage of all Champions is set to 0.
  • Each Champion in a slot with a pulsing pillar must count as more than one class. If they don't, the damage of all Champions is set to 0.
  • All Champions with a positional formation ability must be adjacent to at least one Champion without a positional formation ability. If they're not, the damage of all Champions is set to 0.
  • Complete Area 2,150


New Legendary Feat

With 8 new Mastery Variants available today, players can earn another Legendary Feat from the Mastery Shop, choosing from Drizzt, Pwent, and Wulfgar. Three more play-reward Legendary Feats will be added to the Mastery Shop in October. In the meantime, a new Legendary Feat for Shadowheart is available today via DLC!

Shadowheart

Astral-Touched Tadpole - Level 1: Shadowheart adds up the total Wisdom scores of all the Champions adjacent to her and increases the effect of Twilight Trickery by 100% for every 5 Wisdom she counts, stacking multiplicatively. If she has at least 20 stacks, your formation gains one additional Ceremorphosis stack.
  • Per Level Adjustment:

    • x2 damage buff per Feat level
    • -1 stacks required to activate additional Ceremorphosis
    • Caps at level 10
Please Note: Shadowheart's Legendary Feat will be exclusive to its DLC Pack for the first 6 months. Afterward, it will also be available through play as well.


Countdown to the 9th Anniversary!


Highharvestide returns NEXT WEEK alongside our in-game Anniversary Celebration, a new back to school collection of Skins, Founder's Pack IX release, and the arrival of our next Hero of the Lance: Caramon Majere!

Come back on Friday for Caramon's Champion Spotlight blog, and stay tuned to our Discord community to learn more about our week-long anniversary next week!


We Want YOUR Feedback

What do you think about today's update? Are you excited to challenge your skills and unlock your next Legendary Feat or Chromatic Skin? Join our community on one of our official platforms and let us know what you think!
July 22nd
Idle Champions - Introducing Mastery Variants! 
Posted in Idle Champions.

Adventures in Idle Champions have always offered up to three Variants to test your mettle... until now!

Today, we're introducing Mastery Variants, a new fourth Variant tier available now for the first adventure of nearly every campaign.

These variants are not for the faint of heart (or low ilevels). Expect daunting restrictions, objectives beginning at area 1,425, and even tougher Patron versions. Completing them is the ultimate test of formation mastery and your path to fantastic new play rewards!

With Mastery Comes Rewards:

Mastery Variants introduce Medallions, new currencies earned by completing these difficult Variants. Mastery Medallions can be used to unlock Legendary Feats in the new Mastery Shop, and Patron Mastery Medallions unlock Chromatic Skins in the Patron Shops.

Choose carefully! You won't be able to earn every reward released today from the first batch of Mastery Variants. New Mastery Variants will arrive every month at the end of each event, bringing additional Medallions to earn. Every three months, we'll expand the Mastery and Patron Shops with new Legendary Feats and Chromatic Skins, giving you even more rewards to collect through play!
  • Legendary Feats: Spend Mastery Medallions to unlock powerful Legendary Feats in the new Mastery Shop tab!
    • Each Champion can equip one Legendary Feat in its own dedicated feat slot, and Legendary Feats can be upgraded with Scales of Tiamat to increase their power.
    • Four Legendary Feats are available today: Drizzt, Wulfgar, and Pwent have Legendary Feats unlockable through gameplay using Mastery Medallions. Lae'zel's Legendary Feat is included in a new DLC Pack, along with 6 DPS Pigments.

  • Chromatic Skins: Complete Patron Mastery Variants to earn Patron Mastery Medallions, then spend them on Chromatic Skins in Patron Shops.
    • Today, Jarlaxle & Hew Maan each receive a new Chromatic Skin, with five dragon-inspired color variants based on the Chromatic Dragons.

Are you ready to take on the challenge? Read on to learn more!

Mastery Variants

Today's inaugural batch of Mastery Variants is connected to the first adventures in each of the first 8 campaigns (all campaigns except for Vecna & Tales). In order to see the Mastery Variants, you need to:
  • 1. Have all 10 Campaigns unlocked.
  • 2. Have completed all three variants of the base adventure

A Grand Tour of the Sword Coast: Beast Intentions

Variant: Mastery - Basic Buzzing

Horrible beasts are carrying off villagers and must be stopped primarily by non-event Champions.
  • You may only use three Champions who are neither Core nor Evergreen Champions. If you have more than three Champions who are neither Core nor Evergreen in your formation, the damage of all Champions is set to 0.
  • Champions of the same species cannot be placed next to each other. If they are, the damage of all Champions is set to 0.
  • In each area, a fly spawns alongside the first wave of enemies. An additional fly spawns for every 25 areas completed, up to a maximum of 50 flies. Flies do not drop gold nor count toward quest progress.
  • Other enemies cannot be damaged until all of the flies in an area have been dealt with.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 1,425

Tomb of Annihilation- The Ring of Regeneration

Variant: Mastery - No Good Deed

Explore a strange temple while trying to save a dying noble and your damage dealers.
  • Every time an area's quest is completed, your BUD-setting Champion is instantly killed.
  • Your BUD-setting Champion cannot be removed nor swapped out of the formation.
  • Each time a Champion is killed, their DPS is reduced by 50% permanently for the rest of the adventure, stacking multiplicatively.
  • The two Treasure Hunters from the third variant join the formation again. They refuse to travel with anyone smarter than them, so only Champions with an INT score of 12 or lower are allowed to be placed adjacent to them.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 1,525

Waterdeep: Dragon Heist - A Mysterious Summons

Variant: Mastery - Force Grey Takes Sides

Once again, patrol the streets of Waterdeep with Force Grey.
  • All the Force Grey Champions start in the formation. They can be moved, but not removed.
  • You can't add any other Champions with the DPS role.
  • Two of Vajra's Stone Golems accompany you on this adventure.
  • All Champions join the faction war. All Champions in even bench seats support the Zhentarim, and all Champions in odd bench seats support the Xanathar.
  • Champions supporting the Xanathar deal no damage to Xanathar enemies.
  • Champions supporting the Zhentarim deal no damage to Zhentarim enemies.
  • Champions supporting one faction deal 0 damage if they are adjacent to 2 or more Champions supporting the opposite faction.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 1,625

Baldur's Gate: Descent into Avernus - A Tale of Two Cities

Variant: Mastery - A Tale of Ten Parts

Head south to confront the evil growing there with a slowly growing complement of Champions.
  • You may only use Champions who are Warlocks, Clerics, or Paladins, or have the Hunter role.
  • The number of Champions in the formation may not exceed the highest area unlocked divided by 175, rounded up.
  • Champions from the same original event year cannot be placed adjacent to each other in the formation. If they are, the damage of all Champions is set to 0. All Core and Evergreen Champions count as being from the same "event" year.
  • 1-2 imps spawn with each wave. They do not count for quest progress and drop no gold.
  • Complete Area 1,725

Icewind Dale: Rime of the Frostmaiden - The Giant's Bane Tavern

Variant: Mastery - The Real Power of Three

Enter Icewind Dale and get lost in the storm with a particular set of Champions.
  • You must have Volothamp "Volo" Geddarm unlocked in order to start this variant.
  • Volothamp "Volo" Geddarm starts in the formation. He cannot be removed.
  • Only Volo, Champions with the Hunter role, Champions from the Absolute Adversaries, or Champions with a Magic base attack can be used.
  • Starting at area 50, you must use a Champion from bench seats 3, 6, and 12. If you do not, the damage of all Champions is set to 0.
  • Champions from seats 3, 6, and 12 must be placed adjacent to Volo. If they are not, the damage of all Champions is set to 0.
  • Three Well-Dressed Bandits appear before the first wave of each boss area. They must be defeated before any other enemies can take damage. One of the bandits has hits-based health, one has armor-based health, and one has crit-based health.
  • Complete Area 1,825

The Wild Beyond the Witchlight - Tall Tales

Variant: Mastery - Follow The Leader

Learn about the history of the Champions & their urchin friends around the campfire.
  • Only Elves, Half-Elves, and Gnomes (of any class) and Druids, Barbarians, and Rangers (of any species) can be used.
  • You cannot have two Champions of the same Species or two Champions of the same Class adjacent to each other. If you do, the damage of all Champions is set to 0.
  • A lesser fire elemental joins the formation. Champions adjacent to it take damage equal to 5% of their max health each second.
  • Only the Champion in the indicated formation slot can deal damage.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 1,925

Light of Xaryxis - Seeds of Destruction

Variant: Mastery - Rocket Elves

Help Laeral Silverhand understand a new threat to Waterdeep while keeping Squiddly's new rocket from exploding.
  • You may only use Elf or Half-Elf Champions in the front two columns.
  • You may only use Champions with the Speed role in the back column.
  • Squiddly riding a rocket joins the formation.
  • If you take more than 20 seconds to complete an area, Squiddly's rocket explodes, and you immediately fail the area (Squiddly is fine; he has a backup rocket in the previous area).
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 2,025

Turn of Fortune's Wheel - The Beginning is the End

Variant: Mastery - Tomb of Champions IV: Out of Time

Return to the Tomb of Annihilation (a couple of times) to stop Acererak from assembling a villainous super team!
  • Every 10 minutes of real time, all Champions are removed from the formation and can't be used for the rest of the adventure. The timer only restarts when a Champion is added to the formation.
  • Once a Champion has been added to the formation, they may not be removed or swapped out.
  • Once there are 2 Speed Champions in your formation, you may not add any more.
  • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
  • Complete Area 2,125

Medallions


Mastery Variants introduce two new currencies: Mastery Medallions and Patron Mastery Medallions. Earn them by completing Mastery Variants and Patron Mastery Variants, then spend them on powerful new rewards!

Mastery Medallions

  • Each completed Mastery Variant rewards 1 Mastery Medallion.
  • Spend 7 Mastery Medallions in the new Mastery Shop to unlock a Legendary Feat. Complete at least seven Mastery Variants to earn your first Legendary Feat, then return each month as new Mastery Variants are added to expand your collection!

Patron Mastery Medallions

  • Each completed Patron Mastery Variant rewards Patron Mastery Medallions equal to its target area. For example, completing a Patron Mastery Variant with an objective of area 1,550 rewards 1,550 Patron Mastery Medallions.
  • Spend 10,000 Patron Mastery Medallions in Patron Shops to unlock a new Chromatic Skin for your Champions in the Patron Shop.


New Legendary Feats


Today marks the debut of Legendary Feats, a powerful new Champion progression system!

Legendary Feats have a main effect that stacks up (based on how you've built your formation) and a secondary effect that requires a certain number of stacks of the main effect to activate. They are equipped into a new Legendary Feat slot that is visible in the feats section once you obtain the Legendary Feat.

Leveling Up: Legendary Feats begin at Level 1 and can be upgraded to Level 10 using Scales of Tiamat, increasing their power with each level.
  • Level 2 5,000 Scales
  • Level 3 10,000 Scales (15,000 Total)
  • Level 4 15,000 Scales (30,000 Total)
  • Level 5 20,000 Scales (50,000 Total)
  • Level 6 30,000 Scales (80,000 Total)
  • Level 7 40,000 Scales (120,000 Total)
  • Level 8 50,000 Scales (170,000 Total)
  • Level 9 75,000 Scales (245,000 Total)
  • Level 10 100,000 Scales (345,000 Total)

Drizzt

Apex Predator - Level 1: Whenever Drizzt scores a Critical Hit he gains an Instinct stack that expires after 15 seconds. His damage is increased by 1000% for each Instinct stack he has, stacking multiplicatively. If he scores another Critical Hit before his stacks expire, the timers for all his stacks restart. This ability caps at 4 stacks. If there are at least 20 Mithral Hall stacks in the formation, Drizzt's base Critical Hit chance is increased by an additional 20%.
  • Per Level Adjustment:

    • x2 damage buff per Feat level
    • -1 Mithral Hall stack required per Feat level
    • +2 cap to Instinct stacks per Feat level
    • Caps at level 10

Wulfgar

Son of Beornegar - Level 1: Wulfgar gains the Hunter role and Monstrosities are his favored foe. Wulfgar increases the damage of all Champions by 100% for each Monstrosity defeated since the last boss was killed, stacking multiplicatively and capping at 25 stacks. If there are at least 20 Mithral Hall stacks in the formation, a Yeti has a 50% chance to spawn with each wave.
  • Per Level Adjustment:

    • x2 damage buff per Feat level
    • -1 stacks required to spawn a Yeti per Feat Level(caps at 1)
    • +5% chance to spawn Yeti per Feat Level (additive)
    • Caps at level 10

Pwent

Loyal to the End - Level 1: Increase the effect of Can You SMELL That? by 250% for each Dwarf Champion or Companion of the Hall Champion in the formation, stacking multiplicatively. Champions that are both provide two stacks. If Pwent has at least 10 stacks of this ability, he gains the Companions of the Hall affiliation.
  • Per Level Adjustment:

    • x2 damage buff per Feat level
    • -1 stacks required to add affiliation per Feat level (caps at 1)
    • Caps at level 10

Lae'zel

Astral-Touched Tadpole - Level 1: Lae'zel adds up the total Strength scores of all the Champions adjacent to her and increases the effect of Lethal Coordination by 100% for every 5 Strength she counts, stacking multiplicatively. If she has at least 20 stacks, your formation gains one additional Ceremorphosis stack.
  • Per Level Adjustment:

    • x2 damage buff per Feat level
    • -1 stacks required to activate additional Ceremorphosis
    • Caps at level 10
Please Note: Lae'zel's Legendary Feat will be exclusive to its DLC Pack for the first 6 months. Afterward, it will also be available through play as well.

New Chromatic Skins

Today's update also introduces Chromatic Skins, a new cosmetic reward earned through Patron Mastery Variants.

Each Chromatic Skin includes five dragon-inspired color variants, with one version themed after each of the Chromatic Dragons. Every color is tied to a different Patron, giving you the freedom to choose the skin variations you want!

Jarlaxle and Hew Maan are the first Champions to receive Chromatic Skins, with more arriving in future updates!

Patron Color Alignment:
  • Mirt: Green
  • Vajra: Black
  • Strahd: Red
  • Zariel: Blue
  • Elminster: White


Feedback

What do you think about today's update? Are you excited to challenge your skills and start collecting the new play rewards? Join our community on one of our official platforms and let us know what you think!
January 29th, 2025
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:
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: