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December 13th, 2023
Idle Champions: December 13th Adventure Variants 
Posted in Idle Champions.

It's time again to put your formations to the test! Today we are more Adventure Variants to five of our active campaigns (we'll get to Turn of Fortune's Wheel next year!). 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 for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • The Twilight Grove Variant 3: The Overgrown Grove
  • Enter the Twilight Grove and fight the forces of the Gulthias Tree!
    • You may only use Champions with a Dexterity of 17 or higher.
    • Plant creatures deal +400% damage and move +200% faster.
    • 1-2 Twig Blights spawn with each wave. (Monster IDs 756-758) They don't drop gold or count towards quest progress.
    • Complete area 425.


  • Into the Unknown Variant 3: Mental Gymnastics
  • Help some farmers deal with a mind flayer epidemic!
    • You may only use Champions with an Intelligence of 11 or less.
    • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
    • Complete area 425.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • Questlines Variant 3: When Tentacles Attack
  • Clear off your quest to do list while tentacles attack!
    • You may only use Champions with a Strength of 10 or lower.
    • Two tentacles block two formation slots. (3 & 8) Every 5 seconds, they attack a random adjacent champion dealing 10% of the Champion's max health.
    • Complete area 550.


  • Bel's Forge Variant 3: Flames of Avernus
  • Begin to unravel Bel's intentions as you enter an active volcano!
    • Every 10 seconds, a random formation slot catches fire for 10 seconds, dealing damage to any Champion occupying it equal to 10% of their max health every second.
    • You may not use Cleric Champions.
    • Complete area 575.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Deekin's Mission Variant 3: Don't Lose Your Head
  • Escort the survivors to Bryn Shander while under assault by brain eating intellect devourers!
    • An Intellect Devourer spawns with each wave. They don't drop gold or count towards quest progress.
    • If an Intellect Devourer reaches the formation, it leaps onto the head of a random Champion with an INT score of at least 11, eats their brain, and removes them from the formation for the rest of the adventure. If no valid Champions exist, the Intellect Devourer starves and dies.
    • Complete area 500.


  • Frozen Vengeance Variant 3: Mind Spike
  • Return to Sunblight fortress under assault by mind flayers that seek revenge!
    • 1-2 Mind Flayers spawn with each wave. (Monster ids 1139-1141) They don't drop gold or count towards quest progress.
    • When a Mind Flayer spawns it Mind Blasts a random Champion, dealing 25% of their max health and stunning them for 60 seconds. Champions with an INT score of 15 or higher take no damage and are not stunned.
    • Complete area 525.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Bitter End Variant 2: A Wise Approach
  • Race through Motherhorn to rescue Gleam's sister with Champions that don't spurn Wisdom!
    • You may only use Champions that don't have Wisdom as one of their lowest two stats.
    • An ancient and wise Willow Treant joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Complete area 950.


  • The Palace of Heart's Desire Variant 2: The Brains of an Illithid's Desire
  • Learn about the Palace of Heart's Desire with Champions that have less than stellar ability scores.
    • You may only use Champions with an ability score total of 78 or less.
    • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
    • Complete area 1000.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • No One Can Hear You Scream Variant 2: Arcane Suppression
  • Scavenge your way through Wildspace in an antimagic field.
    • You may only use Champions with a Wisdom of 13 or higher.
    • Champions with Magic attacks deal no damage.
    • Complete area 500.

  • Welcome to the Rock Variant 2: Welcome to the Vrocks
  • Explore the Rock of Bral, trading for repair equipment, while pursued by a furious flock of vrocks!
    • 1-2 Vrocks spawn with each wave. They don't drop gold or count towards quest progress.
    • Champions with Melee attacks deal no damage.
    • Complete area 550.


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!



June 21st, 2023
Idle Champions: June 21st Adventure Variants 
Posted in Idle Champions.

Season 4: Legends of the Mithral Hall has begun! And to celebrate we have ten new adventure variants across our five active campaigns to put your Champions to the test! 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 for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • Meepo's Quest Variant 3: Calcryx Tricks
  • Split the party and reveal the kobold threat with a white dragon!
    • Only Event Champions can be used on this adventure.
    • Meepo's "pet" dragon Calcryx joins the formation.
    • Champions next to Calcryx start each area at 25% of their max health due to her "help".
    • Champions' damage is reduced by 25% (additively) for each champion in the formation that is not a kobold or a goblin.
    • Complete area 375.


  • Lost in the Goblin Halls Variant 3: Goblin Halls: the Next Generation
  • Search through the citadel to find the Twilight Grove with your youngest champions!
    • You may only use champions that are 25 years old or younger.
    • Complete area 425.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Wandering Emporium Variant 3: Bazaar Companions
  • Call in a favor from Mahadi with a shopping montage.
    • You may only use Champions that have the Gold Find role.
    • 5 Wagon escorts join the formation. After every 100 areas, one of the wagons rolls away and frees up the formation slot.
    • Complete area 500.


  • Tiamat's Army Variant 3: Bahamut's Army
  • Deal with an abyssal mutiny with your most honorable champions!
    • You may only use Lawful Good champions.
    • Complete area 525.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Cold as Ice Variant 2: Willing to Sacrifice
  • Continue to hunt for the clues of the Rite of the Arcane Octad with those that are cold as ice.
    • Only Chaotic Evil champions can deal damage.
    • After every 50 areas, a random active non-(Chaotic Evil) Champion is permanently removed from the formation.
    • Once a Champion is added to the formation they can not be removed.
    • Complete area 650.


  • Friends & Foes Variant 2: Devilishly Cold
  • As the factions within Ythryn close in around the Champions, your Tieflings take center stage!
    • You may only use Tiefling Champions..
    • It's snowing in each area. Brr!
    • Complete area 675.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Minions of Endelyn Moongrave Variant 2: Tiny Treaty
  • Negotiate a peace between the Korreds and Brigganocks of Yon from their point of view.
    • You may only use dwarf, goblin, halfling, or kobold champions.
    • Twice as many monsters spawn with each wave, but quest requirements for each area are doubled.
    • Complete area 850.


  • Love Unsoiled Variant 2: All The World's A Stage
  • Gain Endelyn's allegiance with the bardiest bards that ever barded!
    • You may only use Bard Champions.
    • All dialogs start with a random interjection.
    • Complete area 900.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Who Lurks Below? Variant 2: The Champion's Guide to Wildspace
  • Set sail into Wildspace but don't forget your towel.
    • A Plasmoid that just had its home planet destroyed joins the formation. (Slot 3) They constantly ask questions so adjacent champions deal no damage due to the distraction.
    • Complete area 400.

  • Xanathaaaaaaar! Variant 2: Not That Type of Helm!
  • Investigate a trading post nestled in an asteroid while you try to secure some new fancy headwear!
    • You may only use fighter or paladins.
    • All familiars are wearing fancy hats.
    • Complete area 450.


See the in-game Change Log for more information!

Tell us all how Season 4: Legends of Mithral Hall is going on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

April 5th, 2023
Idle Champions: April 5th Adventure Variants 
Posted in Idle Champions.

We're keeping the Emergence celebration going this week with some Red Wizard filled Adventure Variants! Fight back the forces of Thay and get those Corrupted Gems!

One of the two Adventure Variants that each of the Active Campaigns are receiving today will feature Red Wizards of Thay invading the adventure. Fend them off and halt the Red Wizard's plans! It won't be easy, however. Each Adventure Variant has restrictions for your formations making the fight against the Red Wizards even more difficult! Read on to learn more about these and the other Adventure Variants releasing today.

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • The Dread Domain of Tovag Variant 2: Frail Doesn't Mean Broken
  • Race across the dread domain with Champions that don't focus on Constitution!
    • You can't use Champions that have CON as their highest ability score, including ties.
    • 1-2 Zhentarim Spies spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.

  • The Castle of a Thousand Vecnas Variant 2: Unreasonable Doesn't Mean Stupid
  • Join the troops of Kas with Champions that don't focus on Intelligence!
    • You can't use Champions that have INT as their highest ability score, including ties.
    • 1 Red Wizard Necromancer and 1-2 skeletons spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Path of Dreams Variant 3: Bad Odds in Avernus
  • Follow Lulu's dream across Avernus with odd companions.
    • You may only use Champions with a total ability score sum that is odd.
    • A Gelatinous Cube joins the formation. All it does is gurgle in the back of the formation.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • The Lost Hollyphant Variant 3: An Even Worse Time in Avernus
  • Follow Lulu's cries across Avernus while under attack by Red Wizards!
    • You may only use Champions with a total ability score sum that is even.
    • 1-2 Red Wizard Evokers spawn with each wave. All it does is gurgle in the back of the formation.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Radiant Nightmare Variant 3: Witty Riposting
  • Chase down Xardorok's Chardalyn Dragon with your nimblest champions!
    • Only Champions with DEX of 15 or higher and CHA of 16 or higher can be used.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • Waiting on Sunrise Variant 3: How Far Away is Thay?
  • Race to save Termalaine while protecting Volo from Red Wizards.
    • Volo joins the formation. He doesn't do much other than get in the way..
    • 1-2 Red Wizard Abjurers spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Roots of Loomlurch Variant 2: The Lutes of Loomlurch
  • Follow these carefully laid out plans with Champions that make plans that fail.
    • You may only use up to 3 champions in the formation that aren't Bards.
    • Complete area 700.
    • Rewards 1250 Corrupted Gems.

  • The Howling Peaks of Yon Variant 2: The Invisible Wizards of Thay
  • Enter Yon while fighting back invisible red wizards!
    • 1-2 Red Wizard Illusionists spawn with each wave. They don't drop gold nor count towards quest progress. They are invisible until they attack and can't be attacked while invisible.
    • Red Wizard Illusionists have a ranged magic attack. They attack a random target and their attack stuns the target for 5 seconds.
    • Complete area 800.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Seeds of Destruction Variant 2: Owlbear Necessities
  • Help Laeral Silverhand understand a new threat to Waterdeep with an owlbear companion.
    • A snowy owlbear joins the formation. Only champions next to the Owlbear or next to a Druid Champion can deal damage.
    • Complete area 300.
    • Rewards 1250 Corrupted Gems.

  • The Evacuation of Waterdeep Variant 2: Best Thay Ever
  • Get to the Dock Ward while evading red wizards!
    • 1-2 Red Wizard Transmuters spawn with each wave. They don't drop gold nor count towards quest progress. When they are defeated, they polymorph into a beast and must be defeated again.
    • Complete area 350.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
March 29th, 2023
Idle Champions: March 29th 2023 Adventure Variants 
Posted in Idle Champions.

To celebrate the start of our Emergence Events we have a whole bunch of new Adventure Variants for you to complete - and they reward Corrupted Gems! Read on to learn more!

Several of these Variants feature some surprising characters that need to be escorted through the Adventure. In one Variant you'll be taking a Pink Elephant through Lulu's dreams, while in another both Kent and Virgil join the formation! These also mark the last Adventure Variants for Waterdeep: Dragon Heist - hard to believe, but there are plenty of other campaigns to go!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • Return to the Tomb Variant 2: Keep Your Distance
  • Return to the Tomb of Annihilation with Champions that are smart enough to stay out of harm's reach.
    • You can't use Champions that have INT as their lowest ability score, including ties.
    • Champions with melee attacks deal no damage.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.

  • Heatwave Variant 2: Hands Off!
  • Collect the Hand of Vecna with empty hands while fighting even more empty hands.
    • You may only use Champions with Magic base attacks.
    • Each wave spawns 1-2 severed hands. They don't drop gold nor count for quest progress.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Déjà Vu Variant 3: Déjà Vu All Over Again
  • Defeat the Mind Flayers and then… Defeat the Mind Flayers.
    • Area requirements are doubled in non-boss areas.
    • Enemies spawn twice in all non-static boss levels. The second set of spawns happen after the first set is defeated, and both bosses must be defeated to progress.
    • In all areas, each time a monster is defeated, all monsters deal +10% damage, gain +10% max health, and +10% speed, stacking additively. Stacks reset after going to a new area.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Alterdeep Variant 3: Ulkoria's Escape from Alterdeep
  • Find your way out of Extremiton's nefarious trap before all your magic using champions are captured!
    • Must have completed all other Waterdeep: Dragon Heist adventures and variants.
    • Every 50 areas, the champion with the lowest Intelligence is captured by mind flayers and removed from the formation. They cannot be added back for the duration of the adventure.
    • Ulkoria joins the formation in slot 3. She can be moved, but not removed or swapped out, and she will never be taken away by mind flayers.
    • You may only use Champions with a magical base attack.
    • 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 450
    • Rewards: 5 Modron Component Chests, New Feat for Ulkoria: Guardian of Waterdeep: Ulkoria may be used in any Waterdeep: Dragon Height campaign adventure or variant when a patron is enabled, even if the patron or variant restrictions would normally restrict her.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • Into the Fire Variant 3: Hearts Aflame
  • Head into the wasteland of Avernus facing a literal heartache.
    • You can't use Champions that have CHA as their lowest ability score, including ties.
    • Every 10 seconds, two flaming hearts falls from the sky, striking two random Champions, dealing 25% of their max health in damage and stunning them for 10 seconds.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Dreamscape Variant 3: Look Out!
  • Head into Lulu's memories with a vivid companion.
    • A Pink Elephant joins the formation. Champions next to the Pink Elephant deal no damage.
    • You can only use Champions with a ranged basic attack.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Rite of the Arcane Octad Variant 2: An Icewind Dale Reunion
  • Explore the ancient city of Ythryn with Pavel and Kara.
    • Pavel and Kara join the formation.
    • Only core and evergreen Champions can be used.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.

  • The Netherese Necropolis Variant 2: The Archaeologist and the Sailor
  • Search the city for more Arcane Octad clues with an experienced archaeologist and a Storm Sorcerer.
    • The player must have Kent and Virgil unlocked..
    • Kent and Virgil join the formation. They can be moved but not removed.
    • You can't use DPS champions unless they are from the Rivals of Waterdeep affiliation.
    • Complete area 625.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Downfall Variant 3: Third Third Out
  • Learn the lay of the land in Downfall, without the last third of your Champions
    • Only bench seats 2, 3, 5, 6, 8, 9, 11, and 12 may be used.
    • Two Giant Frogs (Monster ID 29 and 31) join the formation in slots 5 and 6.
    • Complete area 550.
    • Rewards 1250 Corrupted Gems.

  • Slack-jawed Lorna Variant 3: A Steadfast Love
  • Face off against the first hag of the Hourglass Coven while protecting a storybook love.
    • A one legged Tin Soldier and a Toy Ballerina join the formation.
    • 1-2 Lesser Fire Elementals spawn with each wave. They like to melt tin.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
September 21st, 2022
Idle Champions: September 21st Adventure Variants and Scotty the Rescue Pup Familiar 
Posted in Idle Champions.

We're celebrating the release of Scotty the Rescue Pup Familiar and raising money for Take This with a potpourri of adventure variants! Scotty is an awesome way to help you tackle all these new challenges because everyone loves an adorable, happy doggie!

Dungeons & Dragons Idle Champions Scotty the Rescue Pup Familiar one sheet

Adventure Variants

This week's update brings 10 new adventure variants for 5 different Campaigns!

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

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 2: A Demigod's Defender
  • Explore the emergency in Candlekeep while fending off undead monstrosities that deflect blows from swords and arrows!
    • At the start of each area, a Zombie Minotaur appears with ten armored hit points. They can only be damaged by magical attacks.
    • Complete area 350.

  • Vecna Loots Variant 2: More Than Well Equipped
  • Stop the assault on Candlekeep with the best of your best-equipped Champions!
    • Only Champions with at least two Epic equipment or better may be used.
    • Two wizard students join the formation, but they just get in the way.
    • Complete area 350.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Champions of Waterdeep Variant 3: Take Five
  • Head home after a job well done with Champions from Year Five. What can possibly go wrong?
    • Only Event Champions from Year Five can be used.
    • Complete area 300.

  • Once More Into the Breach Variant 3: Nightmare Mode
  • Head into Undermountain while grappling with an absolute plethora of bosses!
    • Each boss needs to be defeated four times to advance.
    • Only Champions with WIS of 8 or lower can be used.
    • Complete area 375.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Darkness Runs Deeper Variant 3: Faerun's Most Wanted
  • Learn more about the events in Baldur's Gate with Champions from the most used time gates.
    • You may only use the Champions in the top 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 400.

  • Difficult Terrain Variant 3: Faerun's Most Neglected
  • Head to Candlekeep with the Champions from the least used time gates, but watch your step!
    • You may only use the Champions in the bottom 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 425.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Moose Tracks Variant 3: Ten in Ten-Towns
  • Enter Ten-Towns with a Champion of OUR choice.
    • A random Champion from seat 10 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 350.

  • Civilization Variant 3: Lone Wolf Party
  • Head to Termalaine with Champions that tend to go it alone.
    • Only Champions that aren't part of an affiliation can be used.
    • One Winter Wolf appears with each non-boss wave. They don't drop gold, nor do they count towards quest progress.
    • One Winter Wolf Alpha appears at the start of each boss area. They must be defeated in order to progress.
    • Complete area 375.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Hither of the Feywild Variant 3: Don't Squeeze the Spiders
  • Venture into the Feywild while fighting spiders resistant to magic.
    • Additional Giant Spiders appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Only Champions with a melee or ranged base attack can be used.
    • Champions' base attack cooldowns are increased by 3 seconds.
    • Complete area 450.

  • Prince of a Thousand Enemies Variant 3: Where the Magic Happens
  • Head further into Hither with your best magical attackers.
    • Only Champions with a Magical base attack can be used.
    • Whenever a Champion attacks and doesn't kill at least one monster, the Champion is stunned for 5 seconds.
    • Complete area 500.


See the in-game Change Log for more information!
August 26th, 2022
Idle Champions: Pack Antics Series 2 
Posted in Idle Champions.

After a successful Witchlight run, some new kobold Champions return for a second series. But this time it's kobolds IN SPAAAAAAACE!!!!

The new series of our colorful, popular, and adorable comic Pack Antics has returned with an exciting Spelljammer adventure! This time Krydle, Nayeli, Makos, Reya, Shandie, and Tyril have all been polymorphed into small kobolds, and geared out to take on whatever Wildspace can throw at them!

Pack Antics Spelljammer Comic #1

Both series of Pack Antics are drawn by Luke McKay, and written by Treavor Bettis. You can find the entire first series on our Official Idle Champions Discord saved in the Comics channel of the Art section. Series 2 will be posted there, as well as on our Official Twitter, so you can always keep up with the latest kobold antics.

Return to Sender: A Pack Antics Adventure

Dungeons & Dragons Return to Sender headshots

Return to Sender is a special D&D one shot with Treavor taking the Dungeon Master seat! Our players include Lauren as Tyril, Vee as Shandie, and Mars as Krydle...but all transformed into kobolds! Watch live on our Twitch channel on Wednesday August 31st from 1-4pm Pacific!

Collect Your Own Crew!

Dungeons & Dragons Pack Antics Series 2 gif

Starting on August 31st, you can pick up these adorable new skins for your own Idle Champions! All six Champions are available in the store as individual packs, or buy the Pack Antics Series 2 Bundle Pack to get the whole set for a discount!

Because Reya Mantlemorn is an Evergreen Champion unlockable only through play in the Descent into Avernus Campaign, her Skin & Feat Pack will not unlock the Champion. But we're here to help you finish your Descent Into Avernus adventures so you can enjoy Pact Antics Reya! From August 31st until Sept 7th Pacific Time, you will collect 50% bonus favor whenever you reset a Descent into Avernus adventure! Reya is unlockable by completing the second variant of the Idyllglen adventure titled: "Reya Reborn" towards the end of the Descent into Avernus campaign.

Check out the in-game store for all of the details when these packs go live on August 31st!
August 3rd, 2022
Idle Champions: August 3rd 2022 Adventure Variants & A Familiar Quest 
Posted in Idle Champions.

It's time to challenge your formation skills in these 10 new adventure variants! But don't worry, escorts drawn from our livestream show A Familiar Quest, Champions from previous years, and an updated Vi will be right there to help.

A Familiar Quest Series Two

Dungeons & Dragons Idle Champions A Familiar Quest S2 The second series of A Familiar Quest returns to Mondays at 5pm Pacific starting August 15th! In this next round of episodes, LaTia Jacquise takes over the DM seat, with players Emme Montgomery, Michelle Nguyen Bradley, Gabe Hicks, and Eugenio Vargas! The cast will also be joined by additional guest players, like Hope LaVelle as Dottie! New familiars are joining some of the previous familiars, who now have a new look. Make sure you watch the show to see what adventures they will all experience!

Starting on August 8th you can purchase A Familiar Quest Series Two familiars in Idle Champions, so they can help you in your adventures! They'll be available individually, or you can pick up the Series Two Bundle Pack for a discount and have the whole set! Check the in-game store for all the details.

Dungeons & Dragons Idle Champions A Familiar Quest S2 Bundle Pack

Adventure Variants

We've added 10 new adventure variants to our game, 2 in each campaign! Evergreen Champions and A Familiar Quest friends are ready to help you complete these new and dangerous missions.

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

Grand Tour of the Sword Coast Adventure Variants

  • Orcs are Wild Variant 3: A Familiar Friend
  • Aid an Orc in taking back control of his tribe with a familiar friend, Moogin the Swarm of Quippers!
    • Only Champions next to Moogin can deal damage with normal attacks. This does not affect Ultimate attacks.
    • Enemies have +4000% health, but take an additional 10% damage each time they take damage
    • Complete area 375.

  • The Sunless Citadel Variant 3: Evergreens with an Evergreen
  • Split the party and follow the trail of goblins with a coniferous companion.
    • Only Evergreen Champions can be used on this adventure.
    • An Evergreen Treant joins the formation. They're so big they take up three spots in your formation and throw giant rocks at the enemies dealing 1 second of BUD damage per hit.
    • Complete area 375.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Waterdeep Under Siege Variant 3: In The Beginning
  • Race the Xanathar to the Vault of Dragons with Champions from Year One.
    • Only Event Champions from Year One can be used.
    • Complete area 325.

  • Vault of Dragons Variant 3: Vault of Cuteness
  • Stop the Xanathar from raiding the Vault of Dragons while being overwhelmed by cuteness.
    • Marvel the Imp joins the formation. Champions next to Marvel have their normal attack cooldown increased by 5 seconds due to the cuteness overload.
    • 1-2 adorably cute enemies from The Sketching Hour with 5 armored hit points each join in with each wave. They don't drop gold, nor do they count towards quest progress.
    • Complete area 350.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • A Tale of Two Cities Variant 3: A Tale of Two Years
  • Head south to confront the evil growing there using Champions from Year Two.
    • Only Event Champions from Year Two can be used.
    • Complete area 350.

  • The Dead Three Variant 3: Sneak Attack
  • neak through the streets of Baldur's Gate and survive its seedy underbelly.
    • Pest the Gremishka joins the formation
    • You can't use Champions with the speed role.
    • When you enter a new area, the area requirements are reduced by 5% for each Champion with a Dexterity score of 15 or higher.
    • Complete area 375.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Giant's Bane Tavern Variant 3: Power of Three
  • Enter Icewind Dale with Champions from Year Three.
    • Only Event Champions from Year Three can be used.
    • Complete area 300.

  • The Everlasting Rime Variant 3: Only Human
  • Continue to Ten-Towns with a human Champion of OUR choice.
    • A random Human Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Human Champions cannot be used.
    • In each area, enemies move 2% faster and deal 4% more damage
    • Complete area 325.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Witchlight Carnival Variant 3: A Familiar Behind Us
  • Uncover the mysteries of the Witchlight Carnival with your most charismatic Champions.
    • Gale the Miniature Giant Seahorse joins the formation. Champions next to Gale have their normal attack cooldown decreased by 1 second for each familiar assigned to click enemies.
    • Champions' normal attack cooldown is increased by 5 seconds.
    • Only Champions with a Charisma of 16 or higher may be used.
    • Complete area 350.

  • Thieves of the Coven Variant 3: Go Fourth
  • Dive deeper into the mysteries of the Witchlight Carnival with Champions from Year Four.
    • Only Event Champions from Year Four can be used.
    • Complete area 400.


Update to Vi

Vi - Vi receives a small buff during our Spring Balance Update, and now we've had a chance to update a few more of her abilities:
  • Vi should always finish her current attack before switching to her "Bored Now" attack (so that Catch and Release has a chance to trigger).
  • When changing areas, Vi's Baubles is destroyed and the bonus gold is immediately collected.
  • The gold bonus of Vi's Bauble remains even if she is benched.
See the in-game Change Log for more information!
April 20th, 2022
Idle Champions: April 20 2022 Adventure Variants 
Posted in Idle Champions.

Celebrate Earth Day and the launch of our new Charity Familiar, Dottie the Dandelion, with a set of adventure variants for our active campaigns! These new adventure variants feature two exciting features to challenge your formation skills. Some adventures will feature escorts will take up more spaces, while others will choose a random Champion that you have unlocked and add them to you formation. It's time to put your formation building skills to the test!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • Towering Expectations Variant 3: Tanking Expectations
  • It's a nice day to stop a wedding with a tanking champion of OUR choice.
    • A random Tanking Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Champions with the Tanking role cannot be used.
    • Enemies move 300% faster, have 300% more health, and deal 300% more damage.
    • Complete area 350.

  • Who Lurks in Lurkwood Variant 3: And a Pixie in a Pear Treant
  • Help Volothamp Geddarm and a wooden friend track down an abyssal chicken.
    • A Pixie in a Pear Treant joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Only Champions with a CON of 12 or lower can be used.
    • Complete area 375.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Enter the Sargauth Variant 3: The Madness Peaks
  • Head deeper into the Undermountain with the other half of your Champions missing.
    • All champions in the odd slots have disappeared. They're all out to get you.
    • Each wave spawns a Hallucination with 5 armored hits. They drop no gold, nor do they count towards quest progress.
    • Complete area 300.

  • The Lair of the Xanathar Variant 3: DPS in the Deeps
  • Track down the Stone of Golorr and face down the Xanathar with a damage-dealing Champion of OUR choice.
    • A random DPS Champion is immediately unlocked, added to the formation, and can't be removed.
    • Other Champions with the DPS role cannot be used.
    • Complete area 325.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Bleeding Citadel Variant 2: Going to Eleven
  • Climb the stinking scab with a Champion of OUR choice.
    • A random Champion from seat 11 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 600.

  • The Battle of High Hall Tower Variant 2: The Stunning Tower Battle
  • Return to Elturel for the final battle with a backup striker.
    • Every 15 seconds, your top damage dealing Champion is stunned for 15 seconds.
    • Whenever you move a Champion in the formation, they are stunned for 15 seconds.
    • Complete area 650.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Reghed Glacier Mysteries Variant 2: Male Pattern Boldness
  • Take the Codicil of White to the Reghed Glacier with a male Champion of OUR choice.
    • A random male or nonbinary Champion is immediately unlocked, added to the formation, and can't be removed.
    • Female Champions cannot be used.
    • Complete area 550.

  • Tekeli-li's Hunt Variant 2: Working for the Weak End
  • Continue to explore the Caves of Hunger, with a mad vampire gnoll chasing your weakest champions.
    • Two frozen Twig Blights join the formation.
    • Only Champions with a STR of 10 or lower can be used.
    • Complete area 575.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Slack-jawed Lorna Variant 2: End of the Line
  • Face off against the first hag of the Hourglass Coven with a Champion of OUR choice.
    • A random Champion from seat 12 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 550.

  • Tall Tales Variant 3: Back to Nature
  • Learn about the history of the Champions with a shambling mound by your side.
    • A Shambling Mound joins the formation. They're so big they take up three spots in your formation, but don't do much else.
    • Only Elves, Half-Elves, and Gnomes (of any class) and Druids, Barbarians, and Rangers (of any race) can be used.
    • Complete area 300.


See the in-game Change Log for more information!
February 16th, 2022
Idle Champions: Feb 16 2022 Adventure Variants 
Posted in Idle Champions.

Celebrate the launch of Idle Champions Presents: Court of the Raven Queen with a new set of adventure variants for our active campaigns! Experience these new variants with links to Orcus, the Raven Queen, the Shadowfell, and the Raven Queen’s Shadar-Kai minions.

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns! Enjoy!

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

Grand Tour of the Sword Coast Adventure Variants

  • Backtracking through Barovia: Shadowfell Stalwarts
  • Revisit highlights of Barovia while fighting an incursion of shadar-kai.
    • Each wave spawns shadar-kai warriors. They don't drop gold, nor do they count towards quest progress.
    • Each boss area spawns 1 Shadar-Kai Soul Monger. When the Soul Monger hits a Champion with a melee attack, that Champion is defeated. You must defeat this additional boss to advance.
    • Complete area 325.

  • Excavating History: Birds of a Feather
  • Enter Castle Ravenloft with escorts from the Raven Queen.
    • A raven joins the formation.
    • When a Champion is knocked out, they don’t recover until after defeating a new boss area.
    • Complete area 325.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Fugitives: Twilight Twist
  • Chase the Nimblewright through the streets of Waterdeep with the Raven Queen’s minions.
    • Two Shadar-Kai warriors take up slots in the formation. Champions next to the Shadar-Kai are so filled with existential angst that their base attack cooldown speed is doubled.
    • Orcus has sent his minions to slow you down, Relentless Ghouls appear with every wave.
    • When they are killed, Relentless Ghouls don't disappear. Instead, after 5 seconds, they get back up and start attacking again. They do not drop gold or count towards quest progress.
    • Complete area 275.

  • Hopelessly Lost: Servants of the Demon Prince
  • Lost in the Undermountain, it's time to find your way home under assault by Orcus’s minions.
    • In Non-Boss levels, each wave has an extra 1-3 random undead. They do not drop gold, or count towards quest progress.
    • In Boss levels, an additional boss spawns. You must defeat this additional boss to advance.
    • Only Champions with INT of 14 or higher may be used.
    • Complete area 300.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Sibriex: A Neutral Party
  • Follow Bel's instructions and find the Sibriex with cawing companions.
    • Two Ravens take up slots in the formation.
    • Only Champions that are part or totally neutral (NG, LN, N, CN, and NE) may be used.
    • Complete area 550.

  • Wrecked Flying Fortress: Rickety Rubble
  • Explore the flying fortress while trying to stay on your feet.
    • Two Rolling Rocks fill two random formation slots. The rocks move to new formation slots after every 50 areas.
    • Only Champions with a DEX of 14 or higher may be used.
    • Complete area 575.

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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Ending the Rime Part 1: Shady Sidekicks - Part 1
  • Head off in the nautiloid with a pair of sneaky Shadar-Kai.
    • Two Shadar-Kai warriors join the formation.
    • Only Champions with a WIS of 15 or higher may be used.
    • Complete area 500.

  • Ending the Rime Part 2: Shady Sidekicks - Part 2
  • Continue to hunt for The Codicil of White with the Raven Queen’s minions in tow.
    • Two Shadar-Kai warriors join the formation.
    • Only Champions with a WIS of 15 or higher may be used.
    • Bosses (including all 3 forms of Auril) deal 200% additional damage.
    • Complete area 525.

    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    Wild Beyond the Witchlight Adventure Variants

    • The Prince of a Thousand Enemies: The Birds
    • Head further into Hither, under assault from the sky.
      • Ravens appear at the start of every non-boss area. They do not drop gold, or count towards quest progress.
      • Only Champions with Melee or Ranged base attacks can be used.
      • Complete area 450.

    • Downfall: Second Third Out
    • Learn the lay of the land in Downfall without another third of your Champions.
      • Only Champions in slots 1, 3, 4, 6, 7, 9, 10, and 12 may be used.
      • Two Ravens take up slots in the formation.
      • Complete area 500.


    See the in-game Change Log for more information!
January 5th, 2022
Idle Champions: Jan 5 2022 Adventure Variants 
Posted in Idle Champions.

This week's update brings not only 11 new adventure variants for the 5 active campaigns of Idle Champions, but we're also updating the Patron Shop and adding Tier 6 & 7 Patron Perks! Each adventure variant is Patron-themed, and some of them have the Patrons along to supervise!

Adventure Variants

This week's update brings 11 new adventure variants for our 5 active campaigns! Many of these adventure variants have the patrons joining the party to supervise. Enjoy!

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

Grand Tour of the Sword Coast Adventure Variants

  • Seeds of Deceit: The Strahd Squad
  • Protect the Martikov family winery from destruction while fighting back hordes of zombies.
    • There is a 40% chance with each wave that 5 additional Strahd Zombies appear. They don't drop gold, nor do they count towards quest progress.
    • Due to Strahd’s influence, Champion healing is reduced by 75%.
    • Complete area 275.

  • Flies on the Wall: A Nod from Strahd
  • Head to the Amber Temple to help Kasimir while repelling Strahd.
    • In each boss area Strahd on Horseback appears. You must defeat this additional boss to advance. When defeated, he runs off the screen.
    • Only champions with INT of 13 or higher can be used..
    • Complete area 325.

  • Lost in the Goblin Halls: Temporal Rift in the Goblin Halls
  • Search through the citadel to find the twilight grove in record time!
    • Time is sped up by 2x.
    • You must complete area 100 within 30 minutes of starting the objective.
    • You must click on 50 distractions before completing the objective.
    • Complete area 100.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Attack on the Manor: Review by the Blackstaff
  • Investigate a heinous attack just outside your new manor under the watchful eye of the Blackstaff.
    • Vajra joins the formation to advise.
    • Champions with Melee and Ranged attacks deal no damage.
    • Complete area 250.

  • Nimble Escape: Distracted Escape
  • Search Gralhund Villa for the Nimblewright while protecting Mirt.
    • Mirt leads the formation.
    • Champions adjacent to Mirt deal no damage due to his distracting presence.
    • Only good and evil champions may be used.
    • At the start of each area, an Iron Defender with 10 armored HP appears. Other monsters are invulnerable while the Iron Defender is there.
    • Complete area 275.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • Questlines: Just The Worst
  • Clear off your quest to do list with the worst of the worst.
    • Good Champions cannot be used.
    • Neutral Champions (on the good/evil axis) deal no damage.
    • Complete area 500.

  • Bel's Forge: Fire and Brimstone
  • Begin to unravel Bel's intentions while fighting fire and fiends!
    • In each non-boss area, one Lesser Fire Elemental appears with each wave. They do not count towards quest progress, nor do they drop gold. The Elemental’s movement is 300% faster. If the Elemental hits with an attack, it explodes (and dies) and all champions lose 20% of their HP.
    • In each boss area a Cultist of Zariel appears. You must defeat this additional boss to advance.
    • Only champions with STR of 10 or higher and CHA of 13 or higher can be used.
    • Complete area 525.

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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Deekin's Mission: Fire and Ice
  • Escort the survivors to Bryn Shander with the redeemed Zariel.
    • Redeemed Zariel takes up a slot in the formation.
    • Zariel’s presence has attracted hordes of angry devils due to her redemption. In Non-Boss levels, each wave creates an extra 1-3 random devils. They do not drop gold or count towards quest progress. In Boss levels, create an additional random boss that must also be defeated to advance.
    • Evil champions may not be used.
    • Neutral (on the good/evil axis) champions deal no damage.
    • Complete area 450.

  • Frozen Vengeance: REALLY Frozen Vengeance
  • Return to Sunblight fortress during the coldest day of the year.
    • The cold causes all Champion base attack cooldowns to be doubled, making them attack less often.
    • Only slow Champions with a DEX of 13 or lower can be used.
    • Complete area 475.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Thieves of the Coven: Patron Party
  • Dive deeper into the mysteries of the Witchlight Carnival while protecting the patrons.
    • Redeemed Zariel, Mirt, and Vajra escort the party and take up slots in the formation.
    • Complete area 350.

  • Hither of Witchlight: Don’t Blast the Brigands
  • Venture into the Feywild in a fog that blocks ranged attacks.
    • Additional Harengon Brigands appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Only Champions with a melee or Magical base attack can be used.
    • Complete area 400.


New Patron Perks and Patron Shop Updates

With this Adventure Variant Update, it's also time to update Patron Perk Tiers and the Patron Shop! In addition to Tier 6 & 7 Patron Perks, each Patron will receive a skin for an Evergreen Champion, a Golden Epic for an Evergreen Champion, and Rare & Epic Feats.

Tier 6 & 7 Patron Perks

  • Mirt the Moneylender:
    • Tier 6 Local — Dig Deep: Increase the damage of all Champions by 1% for each enemy on screen.
    • Tier 6 Global — Price of Inflation: Gold Find +2.5%.
    • Tier 7 Local — Moneylent: Reduce the amount of gold required to level up Champions by 3%
    • Tier 7 Global — Silvery Gates: Time Gate Silver Chest drops have a +2% chance of being doubled.
  • Vajra Safahr:
    • Tier 6 Local — Embassy: Increases the damage of non-human Champions by +50%.
    • Tier 6 Global — The Less Fortunate: Damage of Champions without the "Gold Find" role +10%.
    • Tier 7 Local — Young Guns: Damage of Champions aged 50 or younger +40%
    • Tier 7 Global — Golden Gifts: Gold chest drops have a +2% chance of being doubled.
  • Strahd von Zarovich:
    • Tier 6 Local — Long Lived: Damage of Champions aged 50 or older +50%.
    • Tier 6 Global — Arm's Length: Damage of Champions adjacent to 2 or fewer Champions +10%.
    • Tier 7 Local — And Prosperous: Increases the damage of all Champions by 10% for every Gold Find Champion in the formation (mult)
    • Tier 7 Global — Unlikely Allies: Global Damage +5% for each Good/Evil pair of Champions in the formation.
  • Zariel:
    • Tier 6 Local — Only the Strong: Increase the damage of Champions with a STR score of 12+ by 75%.
    • Tier 6 Global — No Trial Left Undone: Increase the damage done by Champions while on a Trials of Mount Tiamat trial adventure by 50%.
    • Tier 7 Local — Only the Loved: Increase the damage of Champions with a CHA score of 15+ by 75%.
    • Tier 7 Global — Tiamat Unleashed: Increase the Assault Party DPS provided by reaching the daily Trials of Mount Tiamat area goal by 1%.


New Patron Feats

  • Mirt the Moneylender:
    • Rare Feat
      • Celeste — Sturdy Mantle: Crusader's Mantle +40%.
    • Epic Feat
      • Krond — Striker Training: Survival of the Fittest +80%.
  • Vajra Safahr:
    • Rare Feat
      • Nayeli — Strong Willed: Aura of Courage +40%.
    • Epic Feat
      • Calliope — Wound Master: Song of Protection +60%.
  • Strahd von Zarovich:
    • Rare Feat
      • Shandie — Bonus Blast: Explosive Arrows +40%.
    • Epic Feat
      • Makos — Prodigal Leader: Global Damage +50%.
  • Zariel:
    • Rare Feat
      • Ishi — Well Rounded: Monsters are People Too +40%.
    • Epic Feat
      • Krull — Golden Touch: Plague: Pilfer +80%.


Dungeons & Dragons Idle Champions New Golden Epics

New Patron Golden Epics

  • Mirt the Moneylender:
    • Ulkoria Slot 3 — Animated Gargoyle
  • Vajra Safahr:
    • Azaka Slot 1 — Scimitar of the Weretiger
  • Strahd von Zarovich:
    • Dragonbait Slot 3 — Belt of Many Pouches
  • Zariel:
    • Reya Slot 3 — Armor of the Avatar


Dungeons & Dragons Idle Champions New Patron Skins

New Patron Skins

  • Mirt the Moneylender:
    • Mindflayer Ulkoria
  • Vajra Safahr:
    • Farmer Azaka
  • Strahd von Zarovich:
    • Vampire Dragonbait
  • Zariel:
    • Blood War Reya


See the in-game Change Log for more information!