Game Features
Collect renowned Champions from the world of Dungeons & Dragons.
Master Formation Strategy to maximize each Champion's special abilities.
Regular updates with new official Dungeons & Dragons adventures.
Complete events to unlock new Champions and gear.
Recent News
November 27th
Idle Champions: Simril 3 
Posted in Idle Champions.

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

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

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

Dungeons & Dragons Krull

New Champion: Krull

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

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

Dungeons & Dragons Warden

Year 2 Champion: Warden

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

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

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

Dungeons & Dragons Dhadius

Year 1 Champion: Dhadius the Scarlet

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

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

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

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

Year Three Variants

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

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

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

Year Two Variants

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

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

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

Year One Variants

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

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

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

See the in-game FAQ for more information!

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

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

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

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

Today we are excited to finally reveal Krull, the Tortle Death Cleric of Tiamat coming this week with our third annual Simril event. Some of you may recognize Krull from Baldur's Gate: Descent into Avernus or from some of the awesome art posted online. Let's dive right in and see how this evil tortle shapes up, shall we?

Who is Krull?


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

II. Krull's Stats

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

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

Eligible for Patrons: Mirt, Vajra

III. Krull's Design

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

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

IV. Krull's Abilities

Basic Attack

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

Formation Abilities

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

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

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

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

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

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

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

Specializations

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

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

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

Ultimate Ability



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

V. Krull's Equipment



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

VI. Conclusion

We've been wanting to include Krull in Idle Champions since the very first time we set our eyes on his character art, and we're excited to have had another chance to work with Joe to bring this heavy metal tortle to life! We hope you like him!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
November 6th
Idle Champions: Feast of the Moon 3 
Posted in Idle Champions.

During Feast of the Moon, residents of the Sword Coast pay homage to to the deeds of legendary heroes by visiting their crypts and graves.

When the Champions arrive at The Crypt of Legends, they find hordes of undead crawling up from the depths. Something is making the dead heroes rise, and the answer will require a descend into the depths to discover the cause...

Feast of the Moon 3 introduces Sentry, the Warforged Paladin (Oath of the Ancients) from High Rollers: Aerois, and brings back Vlahnya Um'vairar, the Eladrin Bard/Wizard, and Gromma Nander, the Tortle Druid. Players have until Monday, November 18th at 12PM Pacific to complete their Feast of the Moon 3 unlocks and objectives.

New Champion: Sentry

    Sentry, protector of the Kingdom of Solwynn, is an ancient relic on her plane. Long ago, a dark power obliterated Sentry's peaceful home, forcing her to power down until a new purpose could wake her. Now, with her ceremonial axe, and memories of Solwynn guiding her, Sentry devotes herself to protecting the friends fighting alongside her. Despite being thrust into a new world eons beyond the one she knew, Sentry defends the good of the world from the dark reaches of evil’s grasp. She will not fail again.
Sentry is a Support and Tanking Champion who buffs DPS while at the front of the formation with her Guardian of Solwynn ability. She also uses Create Echo to summon a companion who can increase healing received, speed up progress, and further boost formation DPS. When you want to add Sentry to the formation, you can swap her with Jarlaxle (Slot 4).

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

Year 2 Champion: Vlahnya Um'vairar

    Fate Weaver, Spy mistress, New Olamn college of whispers instructor, Band Manager of Sirens of the Realms & Magic Missile, long time pal of Durnan. This noble looking Eladrin Elf has friends in high and low places. Her true origins are unknown though it is rumored she traveled across Faerȗn with a bard troupe and learned about the world one tavern at a time.

Vlahnya is a Support Champion, able to buff Champions in columns ahead of her with Enthralling Performance. The more harmonious the party, the greater the buff. When you want to add Vlahnya to your party, you can swap her with Delina (Slot 8).

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

Year 1 Champion: Gromma Nander

    A wise Tortle matriarch, Gromma Nander is an elderly Circle of the Land Druid with nearly one hundred grandchildren. She has picked up many skills over her long life, and is able to fulfill DPS, support, or tanking roles in a formation. No matter her specialization, Gromma has a particular grandmotherly fondness for young members of any race, and will empower members of her party, with the youngest receiving the greatest boost.

Gromma is a versatile Tank and Support Champion. Her Druid Circle specializations offer different tanking options depending on the situation, while her Grandmotherly Love formation ability buffs your party, with the youngest Champions receiving the greatest benefit. When you want to add Gromma to your party, you can swap her with Nayeli (Slot 3).

Year Three Variants

  • Strike While It's Hot — Enemies spawn with an effect called "Hardening Iron;" after every 2 seconds they're alive, they take 50% less damage from all sources, stacking multiplicatively.
    Reach Area 75.

  • Ride-Along — Sentry starts out in the formation and can not be moved, removed, or swapped out. Two more slots are occupied by two frightened villagers who started out pretty excited about being able to go on patrol with the Champions, but have since changed their minds.
    Reach Area 75.

  • Tempered Foes — Enemies that are damaged but not killed have their speed and damage increased by 100% and instantly heal one third of their missing health; this effect can stack multiple times but does not apply to static or hits-based/armor-based enemies.
    Reach Area 175.

Year Two Variants

  • Inevitable Betrayal — Skeletal warriors accompany you in your adventures through the crypt of legends. They take up 2 slots in the formation. While they are both 'alive' the champions deal 50% less damage.
    Reach Area 75.

  • Siren's Song — A doppelganger has taken on the guise of Vlahnya and is filling the crypt with dissonant tunes, waiting to destroy Vlahnya and take her place. Vlahnya starts the adventure in your party. This Doppel-Vlahnya appears in each area, stunning Champions, and only the true Vlahnya can deal damage to her until she reverts to her Doppelganger form.
    Reach Area 125.

  • Undead Legends — Additional undead stalk the Champions within the crypt. Additional boss monsters appear in each boss area, including some legendary bosses from your past, present, and/or fugure. This variant features unique dialogue.

Year One Variants

  • Respectful Restraint — Ultimate Attacks are disabled, and any attacks with a cooldown of 5 seconds or less have an additional 3 second cooldown (so a 4 second cooldown becomes 7 seconds, but a 6 second cooldown stays at 6 seconds). These lengthened attacks don't do any additional damage due to their longer cooldown.
    Reach Area 75.

  • The Relentless Undead — Undead monsters have their health doubled, and when they take a killing blow, they are stunned for 10 seconds before coming back to life (they still drop gold and quest items and count towards the quest each time they are killed).

  • A Grand Nandventure — Gromma Nander is forced to be in your formation. She starts at level 1 in your formation right away alongside Bruenor (or Deekin). Gromma cannot be removed from the formation or moved from her formation seat. She has a 4x damage boost and her normal attack cooldown is reduced by 2 seconds.
    Reach Area 175.

See the in-game FAQ for more information!

October 16th
Idle Champions: Liars' Night 3 
Posted in Idle Champions.

    "Did you hear what happened at the Wayside Inn?"
    "No -- what happened?"
    "While everyone was partying to Liars' Night they got robbed."
    "Seriously!? Who robs a party?"
    "It was 'A Masked Man', apparently."
    "What a jerk. I hope they catch him."
The local Liars' Night festivities at the Wayside Inn were interrupted by a masked thief! They stole magical items and escaped, and now it's up to the Champions to stop them!

Liars' Night 3 introduces Avren, the Half-elf Warlock/Sorcerer trickster, and brings back Donaar Blit'zen, the Dragonborn Paladin, and Krond, the Half-orc Eldritch Knight. Players have until Monday, October 28th at 12PM Pacific to complete their Liars' Night 3 unlocks and objectives.

New Champion: Avren

    Avren is an embodiment of mischief; a trickster god in humanoid form. Long ago, he tricked an ancient being into giving him magic and immortality. This power also came with a curse: whenever Avren dies, he will return to life with a new body and varying abilities. While Avren's body may change, however, his soul and his undying love for his wife, Sofious, always remains. The two have remained married for centuries, seeking each other out to reunite in each lifetime.
Avren is a pure Support Champion. He uses his Mirror Image ability to boost Champions in the formation based on assigned roles (DPS, Support, and Tanking), increasing even further for Champions with more than one role. Avren also raises Global DPS based on the number of Champions adjacent to him in the formation. When you want to add Avren to your party, you can swap him with Jamilah (Slot 11).

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

Year 2 Champion: Donaar Blit'zen

    This copper, draconic gentleman claims to know more than one hundred different dragons. Chromatic, metallic—just tons and tons of dragons—I’m hoping we can leverage some of these connections in our dealings. None of the dragons I’ve contacted have gotten back to me, but they’re probably just very busy right now. This is one of the busiest times for dragons… or so I’ve been told by my new best friend, Donaar Blit’zen.
Donaar is a Support/Healer Champion. He uses his Command ability to debuff enemies, while also healing damaged Champions and buffing those behind him. When you want to add Donaar to your party, you can swap him with Celeste (Slot 2).

For more information about Donaar, check out the Idle Champion Spotlight - Donaar dev blog!

Year 1 Champion: Krond

    Born to an academic human wizard who was researching an orc tribe and the leader of said tribe, Krond has experience in both worlds. Raised as a fearsome warrior, he began focusing on the arcane arts after his mother was killed in a goblin raid. Krond wears intricate leather and cloth armor and carries a bonded warhammer.
Krond is a versatile DPS Champion, able to choose one of three DPS specializations. Krond's formation ability, Survival of the Fittest, increases his DPS for every strong (STR 16+) or evil-aligned Champion in the formation. When you want to add Krond to your party, you can swap him with Asharra (Slot 6).

For more information about Krond, check out the Idle Champion Spotlight - Krond dev blog!

Changes from Highharvestide

We got a lot of community feedback before, during, and after the recent Highharvestide event, and we have taken it into consideration for this and future events. We have removed the year-lock mechanic and made all three years of the event available to everyone from the very start. We have also increased the number of token drops players will receive, though we may adjust it again in future events. Finally, on some platforms we have slightly re-arranged the base event dialog in order to highlight the brand new Champion in each event. Thanks to everyone who provided feedback about our initial Year 3 event structure.

Year Three Variants

  • Costumed Fans — Two costumed fans join the formation, ready to be Champions. They are not Champions, and as such are unable to do damage.
    Reach Area 75.

  • Next Time, Champions! — Every time you face The Masked Man, they try another trick! Each time the party encounters The Masked Man (Areas 5, 20, 35, and 50) they have a different attack:

    • Area 5: Caltrops/Dagger Throw — The Masked Man throws caltrops at the party, damaging all Champions for a minor amount, followed by a dagger throw to a random target in the front row.

    • Area 20: Double Dagger Attack — The Masked Man's damage is increased by 100%.

    • Area 35: Invisible — The Masked Man is invisible, and does not appear until he is on the front row and attacking with his normal dagger attack.

    • Area 50: Mirror Mirror — Three versions of The Masked Man appear, each with armored health. Only one of them is the real version, though...

    Reach Area 125.


  • The Clone War — One of Avren's cloning vats was stolen and the body turned undead. Now, a Zombie Avren stalks the party, trying to kill its progenitor. Avren begins the adventure in the formation and cannot be moved or swapped out. In each Area, a Zombie Avren attacks the formation. Zombie Avren cannot be killed; instead, after 5 seconds it gets back up and begins attacking again.
    Reach Area 175.
    Completing this adventure unlocks the Zombie Avren skin.

Year Two Variants

  • The Chaotic Decisionist — Donaar has decided that he's going to lead the way on his first adventure. Donaar starts this adventured unlocked and in the front of the formation, and he has decided that he can't move from that location. Only Champions with a chaotic alignment can be used.
    Reach Area 75.

  • Nightmare Fuel — A flaming scarecrow spawns in every Area. After each encounter with the Masked Man, an additional scarecrow will spawn every Area, stacking cumulatively.
    Reach Area 125.

  • Pirate's Night — Bruenor tried to bring the fun for Liars' Night by dressing up as a pirate. Unfortunately, a drunken sailor has mistaken him for another pirate who owes her some money. She spawns in every Area with one of four different special abilities. Bruenor is locked into his Pirate Bruenor skin for this variant, which unlocks for you once you complete the adventure.

Year One Variants

  • Stealthy Pickpockets — Invisible pickpockets spawn and sneak towards the formation, becoming visible after five seconds. When they reach your formation, they steal 2% of your total gold each time they attack.
    Reach Area 75.

  • Costumed Foes — A variety of costumed humanoids enemies attack the formation, each with different special abilities.
    Reach Area 125.

  • It's Getting Darker — The night gets even darker, with each successive area getting darker and reducing your gold find while monsters gain additional health.
    Reach Area 175.

See the in-game FAQ for more information!

September 25th
Idle Champions: Highharvestide 3 
Posted in Idle Champions.

The Savage Frontier of the Sword Coast can be a dangerous place. At the junction of the Long Road and Evermoor Way, the town of Triboar seeks the aid of heroes. Bandits have begun to assail the small town while the citizens are meant to prepare for the Highharvestide Festival...

Highharvestide 3 sees the beginning of Year 3 Events and the introduction of one of the fiercest and most loyal allies to the Companions of the Hall: Thibbledorf Pwent, Dwarven Battlerager! Our first Y3 Event also brings back the Y2 and Y1 Champions to unlock: Stoki, the Rock Gnome Monk, and Farideh, the Tiefling Warlock. For more information about how Y3 Events work, check out our Year 3 Events Dev Blog.

Players have until Monday, October 7th at 12PM Pacific to complete their Highharvestide 3 unlocks and objectives.

New Champion: Thibbledorf Pwent

    Despite a reputation as a loud, gruff, and stinky dwarf who hates bathing, Thibbledorf Pwent is a loyal and beloved member of Clan Battlehammer. Known as 'Pwent' to his friends, he leads the Gutbusters of Mithral Hall, a dwarven battlerager squad focused on direct combat with little regard for their own safety. He wears armor completely covered in spikes to help rend the flesh of his enemies, and in the midst of battle Pwent often falls into a bloodrage, doing anything to protect his allies.

    While not an official member of the Companions of the Hall, Pwent will always aid his King when possible — even beyond death...
Thibbledorf Pwent is a Dwarven Battlerager Barbarian and Support Champion. His attacks cause enemies to bleed, he can boost ally damage for adjacent Champions, and he greatly buffs dwarves and Companions of the Hall members in the formation. When you want to add Thibbledorf to your party, you may swap him with Calliope (Slot 5).

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

Year 2 Champion: Farideh

    Abandoned as an infant and adopted by an outcast dragonborn warrior, Farideh grew to adulthood acutely aware of the drawbacks of being a tiefling. Despite doing everything she could to reassure her neighbors, including keeping her wild twin sister, Havilar, out of trouble, the villagers focused on Farideh as the one who would embrace the dark side of herself. They weren’t wrong.

    When Havilar tried to summon an imp to practice her blade on, she drew the attention of Lorcan, a cambion looking to make warlock pacts with the descendants of one of the first Infernal warlocks, the Brimstone Angel. But Havilar was always meant for the glaive--and Farideh would do anything to keep her sister safe. While Lorcan, Asmodeus, and the Nine Hells do their utmost to corrupt her, Farideh isn’t interested in power so much as defending the world from demons, the undead, and any other villains trying to bring trouble or drag her friends and family into danger. Even being made the Chosen of Asmodeus--something Asmodeus isn’t going to explain to Farideh or anybody else--just means she has more magic to turn against the powers of evil.
Farideh is a DPS Champion with a tank-synergy twist. She attacks using Scorching Ray and will use Hellish Rebuke against enemies who attack either her or adjacent Champions. When you want to add Farideh to your party, you can swap her with Minsc (Slot 7).

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

Year 1 Champion: Stoki

    Born Stami Gackle, she fled her home after a terrible accident at a young age and joined a monastery of the Even Hand to study ki. An adept monk and extremely capable adventurer, her thoughtful approach to problems has earned her a reputation as an uncommonly stoic Rock Gnome.
Stoki is a DPS and Support Champion, able to attack multiple enemies. Furthermore, enemies damaged by Stoki will drop additional gold when killed. When you want to add Stoki to your party, you can swap her with Jarlaxle (Slot 4).

Year Three Variants

  • Underdark Reinforcements — Drow cultists appear alongside the enemies in each area, seeking to further Loth's dominion. Each cultist deals double damage. Additionally, they can only be damaged once they have been bled by Thibbledorf.
    Reach Area 75.

  • The Plague Cometh — Cursed Cows spawn randomly in each area. If any of them reach the formation, the Champion they damage becomes cursed. Cursed Champions deal no damage and have max health halved. After 5 seconds, the curse spreads to adjacent Champions.
    Reach Area 125.

  • Somebody's Poisoned the Well! — The bandits have poisoned the well! Luckily, Thibbledorf has some Gutbuster flasks to help. Champions lose health every time they attack. Thibbledorf is not affected by the poison.
    Reach Area 175.

Year Two Variants

  • Asmodeus is Watching — Cultists of Asmodeus randomly spawn alongside the normal monster waves. They drop no gold when killed.
    Reach Area 75.

  • It's Quite A Puzzle — Only champions with Intelligence/INT score of 12 or higher are allowed in the formation.
    Reach Area 125.

  • Time to Step Up — Asmodeus is testing Farideh. You start with Farideh in your formation, however, she is the only Champion that can deal damage. All other Champions' damage is reduced to 0, but they continue to grant buffs.
    Reach Area 175.

Year One Variants

  • The Farmer's Kids — The Farmer's Daughter and Son block two slots in the formation.
    Reach Area 75.

  • Due Diligence — Quest requirements are doubled.
    Reach Area 125.

  • Wanton Necromancy — Undead enemies randomly spawn alongside the normal monsters. These additional enemies drop no gold.
    Reach Area 175.

See the in-game FAQ for more information!

September 23rd
Dev Blog: Year 3 Events 
Posted in Idle Champions.

This week we'll be releasing the Highharvestide event for the third time, marking a new milestone in Idle Champions history. It's an exciting time for us, but also a challenging one, as we start to run into many issues that did not exist in earlier versions of our events. In this blog I will briefly outline our plan for year three and future events, and then take a step back to touch on the challenges with (and our goals for) events in years 3, 4, 5, and beyond.

Notice: This structure was changed dramatically in the second event of the year: Liars' Night. This blog no longer represents the final implementation of year 3 events.

The System

  • The new Year 3 Champion will be available to unlock just like previous years' Champions have been (you have immediate access to their recruit adventure, variants, and free play).
  • You can choose one of the previous years to also unlock like normal (you will then able able to access that year's Champion recruit adventure, variants, and free play).
  • Additional years of the event will cost 6 Time Gate Pieces to unlock (as above).
You may have some questions about why we choose to implement a system like this. I will address a number of player concerns that we've read since we announced this on our weekly stream last Thursday, however, first I want to talk about the challenges and things we had to consider with year 3+ events.

The Challenges

Each time we repeat an event we add a new Champion to that event. For example, year one of Highharvestide only had Stoki. In year two we added Farideh. In year three we will add yet another Champion. This is very important for us as it gives us an opportunity to shake up the meta and potentially introduce some new lore or bring a popular content creator's Champion to life. These are all exciting things, and we want the newest Champion to always be the star of each repeated event. One possible solution was to lock the newer years' Champion behind earlier years' completion (as we have in Crusaders of the Lost Idols), but for the aforementioned reasons this was not something that would work well in Idle Champions. The new Champion always needs to be available right away.

With all of these new Champions becoming available, this excess of event content presents a challenge, as the available time to do it in remains constant (12 days per event). Imagine a sixth year event with six Champions to unlock, gear up, and experiment with. We can easily see new players being incredibly overwhelmed with the extremely tight timelines required to complete 24 adventures/variants and a similar number of free plays. It could make Idle Champions start to feel more like a full-time job than a fun game you can play in your spare time. This is something we desperately want to avoid, so any solution we came up with needed to be able to scale in future event years and keep the amount of content players will have available to play relatively consistent.

Other Goals

One of the things we balance our events around is how much equipment players' have for their new Champions upon completion. Generally this is a full set of blues and at least one epic item. We would like this to continue to be the case moving forward, as recruiting a new Champion without any gear isn't terribly compelling and often times means that new Champion will simply be ignored in favor of their more geared compatriots. With three, four, five, or more Champions available to recruit from an event, the time and token pressures would quickly lead to most, if not all, of those Champions emerging from an event under-geared. We would rather players focus on gearing up one or two Champions per event as opposed to feeling like they need to spread themselves thin in order to try to gear up all of them. While this may be a minor problem in year 3 of an event, it compounds itself moving forward.

With that said, we did want to give our more hardcore players the option to spend more time and currency (Time Gate Pieces/event tokens) on an event if that's their desire. Time Gate Pieces seemed to make sense in this regard, as they can already be used outside of events to unlock what are essentially two event free plays with a guaranteed gold chest in each. Instead of two gold chests, we could let people access an entire years' worth of event content, with the base adventure to unlock the Champion, three variants, and unlimited free plays for as long as their event tokens held out. Many players already used bounty contracts to get additional tokens in an event and do more free plays than the basic token drops would allow.

Side Benefits

This system has a couple other indirect benefits. As mentioned above, it increases the value of Time Gate Pieces. Instead of getting two gold chests for six Time Gate Pieces, you could potentially get eight or nine chests (with most likely 3+ being gold). That's twice the value for something you already had and were already going to use to get event chests anyway. Additionally, in some analysis earlier this year, a large percentage of active players had more than one Time Gate worth of Time Gate Pieces (6+) saved up, with a non-trivial percentage having at least a dozen pieces just sitting around. This new system allows players to derive some additional value out of those extra pieces, if they so desire. It also allows players who have a hard time finding time to open manual gates to get predictable, arguable more powerful use out of their Time Gate Pieces that they may otherwise struggle to use. This has an overall effect of increasing the value of Time Gate Pieces, making them a higher priority item for players to obtain and giving us a better excuse to include them as rewards in future game systems.

Secondly, one of the main things we rely on to tell how we're doing is community feedback, and another small benefit of this change will likely be an increase in community chatter around the start of each event about which of the previous years' Champions are the highest priority to recruit and gear up. We gain a similar benefit each time a natural time gate weekend begins and we get to see what people are suggesting on the reddit thread, steam forums, and discord discussion. These discussions and debates give us insight into what the community thinks about each Champion, and informs our balancing decisions in the future.

Player Concerns

We've been reading a lot of reddit, discord, and forum discussion since we initially talked about this system last week during our weekly stream and we've seen a lot of good feedback and concerns. I'd like to take a few minutes to address some of those comments directly, so hopefully you can all understand where we're coming from a little better. These aren't direct quotes from any particular player, but rather generalizations of feedback we've seen across the board.

"I can't get as much stuff from year 3 events as I could from earlier years"

We've designed this system to actually keep the amount of content you can easily get from events exactly the same -- that's one of the core goals! You get two potentially new Champions and exactly as much gear for them as you could from year 2 events. We consider content beyond those two Champions to be a bonus; more content than you have been able to unlock in previous years.

"But I want to unlock and gear up all the available Champions"

That's a fair point, and that's why we provided an option to unlock additional years instead of just locking them out entirely. What we want to avoid is players feeling like they have to unlock and gear up all the available Champions in order to keep up with the meta. Gearing up all available Champions from scratch will require a significant investment, including additional bounty contracts to get the tokens you need for additional free plays. We want that to be a choice that is not made lightly.

We also don't think that, in practice, most players will be too concerned with unlocking and gearing up all event Champions right away. From both our impression and analysis, players tend to focus on only one "meta" Champion per event and mainly gear that one up, doing only a token amount of work (pun intended) on the other, less desirable Champion. With three (or more) available Champions, events where more than two of them will be actively considered "OP requirements of the meta" are unlikely.

"You're locking me out of content behind a rare item or paywall"

While this is true, players do have the means to eventually make the Time Gate Piece cost fairly negligible through Patron shop purchases and the normal drops. Some players have made the point that new players may not have access to Patrons, and this is absolutely fair, but I would also argue that since they don't yet have access to Patrons (a large chunk of content in the game), is it actually unreasonable that they also don't yet have access to additional content in events? There will always be a progression curve from a new player to a veteran player, and these additional costs will inevitably become negligible at some point on that progression curve. We will also likely be adding more ways to get Time Gate Pieces in the future.

"I can't complete the event achievements and am missing out on those bonuses"

This is a fair comment. However, four out of the five "event" achievements can actually be completed outside of their events. Only the achievement for completing event variants can not be completed by recruiting the Champion (say through a time gate) and gearing them up/using them outside of events. For those concerned about the difficulty of gearing up event Champions outside of their events, we have actively been taking steps to make it easier with weekend promo chests (sign up for the newsletter to get a free one each week), time gates (which will be receiving some more love in the future), and more recently Patron chests (which can drop gear for a wide variety of Champions). Future Time Gate tweaks should also help in this regard.

"Just increase the event tokens drops and leave everything like it was. Problem solved."

It's true that this may have been a workable solution for year 3 events (and we did consider it), but as we move forward into years 4, 5, and 6+, the other challenges and design goals described above would have eventually overcome any additional token drops we provided. For the vast majority of our players there simply isn't enough time over the course of a 12 day event to recruit, gear up, and learn to use so many new Champions.

"This is unfair to veteran players."
"This is unfair to new players."
"This is unfair to middle-of-the-road players."

We've seen a lot of comments like this, and while no system is perfect, we believe our solution strikes the right balance between new, mid-range, and veteran players. New players may indeed struggle to obtain enough Time Gate Pieces to unlock three Champions every event, but this will allow them to be more strategic about their unlock choices and let them spend more time exploring the Champions they do unlock. Likewise for mid-range and veteran players who may already have one or both of the Champions from previous years, this will let you make real decisions about which Champions you truly value, or whether you'd like to spread out your effort to gear up more than two Champions per event.

"I'll never be able to catch up now"

It is true that this change will slow down the ability of new players to "catch up" to veteran players in terms of having all the Champions unlocked and having them all geared up. It may surprise you to hear that we don't necessarily view that as a bad thing. Spacing out content and new Champion unlocks may actually be more fun than unlocking them in masse. Additionally, since you always get immediate access to at least two Champions each event every year, you will eventually be able to unlock all of that event's Champions without spending any Time Gate Pieces. For players who start now, that will be after playing all the events twice. Considering "day-one" players may have been playing for four years by then, it doesn't seem too unreasonable to have done it in basically half the time.

With That Said...

With all of that said, we always pay attention to how these types of changes are received by the community and will not hesitate to make changes in future year 3 events if our solution isn't doing what it was intended to do. We appreciate all of your feedback and encourage you to keep it coming. We are interested in hearing what you all think after the Highharvestide event has ended and we've all experienced the system in practice as opposed to just in theory.

An Apology and a Gift

I'd like to close off with an apology. One of the other big concerns we saw from players is that we've announced this new system too late and they don't have time to save enough Time Gate Pieces for the Highharvestide event. That is fair, and it's our fault that we didn't say anything until now, so we're sorry for that. With that in mind, we'll be gifting everyone six Time Gate Pieces when the event starts. You can use these to unlock all three Champions from Highharvestide, or save them for a manual Time Gate or future event unlock. They won't expire or disappear if you choose not to use them right away. Our goal here isn't necessarily to eliminate the unlock cost for this event, but rather to let everyone enter the event as if they'd been saving up Time Gate Pieces for a couple of weeks in anticipation.

Update: Wed Sept 25, 2019

Spending 6 Time Gate pieces to unlock the last Champion also comes with an extra 5000 event tokens to spend on the event. Thank you for your feedback on these changes.
September 4th
Idle Champions: Brightswords 2 
Posted in Idle Champions.

Seeking rest and respite from a year of adventure, the Champions arrive in the tranquil town of Longsaddle - only to find it under siege!

Drow from the Underdark are on the hunt in Longsaddle for a Harpell artifact, and it's a race against time to find it before they do...

Brightswords 2 introduces Turiel, the Aasimar Cleric. Players will have until Monday, September 16th, 2019 at 12:00pm PDT, to unlock him!

New Champion: Turiel

    Wherever the aasimar known as Turiel goes, devils and demons know to tread lightly. Acting on orders of their divine patron, Bahamut, Turiel works tirelessly to bring law, order, and justice to Toril. When not busy with inquisitions or crusades, Turiel calls the endless libraries of Candlekeep their home, studying ancient tomes and seeking guidance for their next holy mission.
Turiel Supports from the front of the formation, with his Embodiment of the Law greatly increasing the damage of Champions the further they are behind him. When you want to add Turiel to your formation, you can swap him with Bruenor (Slot 1).

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

Year One Champion: Wulfgar

    Wulfgar started his life in the north as the flag bearer of the barbarian Tribe of the Elk. He was bested in the assault on Ten-Towns by Bruenor Battlehammer, who decided his punishment would be five years and a day of service. Bruenor grew to love the tall barbarian, eventually seeing him as an adopted son. At the end of his service, Drizzt Do'Urden to taught Wulfgar the ways of combat and Bruenor crafted for him a mighty warhammer, named Aegis-fang. This magical warhammer bears the symbols of three of the Dwarven Gods: Moradin, Clangeddin, and Dumathoin. It is specifically attuned to Wulfgar and magically returns to his hand upon telepathic command.
Wulfgar deals AOE damage that stuns and deals additional damage to armored and stunned enemies. He has additional abilities for each other Companion of the Hall present. When you want to add Wulfgar, Son of Beornegar to your party, you can swap him with Tyril (Slot 10).

For more information about about Wulfgar, check out last year's Idle Champion Spotlight: Wulfgar dev blog!

Year Two Variants

  • Hearty Constitution — Only Champions with a Constitution (CON) score of 14 or higher can be used.
    Reach area 75.

  • Army of Bahamut — Turiel starts out in slot 1 and can't be moved or replaced. Only Lawful or Good Champions can be used.
    Reach area 125.

  • DPS's Day Off — No Champions with the DPS role can be used.
    Reach area 175.

Year One Variants

  • Little Eyes are Lurking — A pair of Quasits have infiltrated your party, taking up two slots in the formation and causing chaos, making it difficult to work as a team. Every 25 areas they switch positions.
    Reach area 75.

  • Father and Son — Wulfgar and Bruenor have set off alone, on an adventure to catch up after some lost time. Only Bruenor and Wulfgar are available, and both start in your formation. Their damage and cooldowns are dramatically improved.
    Reach area 125.

  • Lolth's Domain — All Drow have the blessing of Lolth. Enemies gain armor and bosses gain additional armor.
    Reach area 175.

See the in-game FAQ for more information!

August 14th
Idle Champions: Ahghairon's Day 2 
Posted in Idle Champions.

Each year the citizens of Waterdeep celebrate Ahghairon's Day, honoring the first Open Lord of Waterdeep and the founder of the Lords of Waterdeep. Common folk leave violets and effigies at Ahghairon's Tower and the House of Wonder, Lords toast Ahghairon and the Watchful Order, and Guildmasters offer toasts in the name of the Lords.

For this year's festivities, the party has received an assignment from the Open Lord of Waterdeep, Laeral Silverhand — and when the Open Lord calls, you must answer...

Ahghairon's Day 2 introduces Jim Darkmagic, the most famous and powerful wizard from Acquisitions Incorporated. Players will have until Monday, August 26th, 2019 at 12:00pm PDT, to unlock Jim!

New Champion: Jim Darkmagic

    James Winifred Darkmagic III is the scion of a mysterious, multi-planar wizarding family. As an entertainer and purveyor of the 'Jim Darkmagic Experience,' the legendary mage can often be found in markets and town squares performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as a Chief Arcanist (and occasional arsonist) for Acquisitions Incorporated.
Jim is a DPS and Support Champion. His Wand of Wonder offers varied Support effects, and his Magic Magic Magic Magic increases the DPS of Champions with magic base attacks. When you want to add Jim to your formation, you can swap him with Minsc (Slot 7).

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

Year One Champion: Ishi Snaggletooth

    Ishi Snaggletooth hails from a warren of Kobolds living in the sewers under Baldur's Gate. Always the type to be more curious than careful, she accidentally stowed away on a ship headed to Port Nyanzaru. There, she met her dear friend, the Firbolg Littlefox. Often shunned by humans, Ishi hopes to prove herself as a true hero however she can. Ishi's biggest claim to fame is the defeat of the known swordsman, Hershel Von Saberburg, and since that day she's touted herself as a renowned duelist to anyone that'll listen to her.
Ishi is always the fastest Champion in your formation. She increases her own damage as well as the party's Gold Find based on the number of non-human members. When you want to add Ishi to your party, you can swap her with Jarlaxle (Slot 4).

Year Two Variants

  • Spelling "Bee" — Our Champions continue to struggle to spell "Ahghairon's day". Spelling Bees spawn at random, reducing the DPS of whomever kills them by 90% for 20 seconds. If that Champion kills another Spelling Bee before their debuff expires, the effect stacks and resets the cooldown back to 20 seconds.
    Reach area 75.

  • Magical Misadventure — Only Champions whose base attacks are magical may be used.
    Reach area 125.

  • Center of the Multiverse — Jim Darkmagic starts the adventure in the formation and cannot be moved or swapped out. Only formation slots which Jim considers to be useful to himself may be used (the columns in front of and behind him).
    Reach area 175.

Year One Variants

  • Memory Magic — Two slots in your formation are affected by a magical spell causing all of the bandits to fight for the Eye of Gruumsh spellcaster. These affected slots change every 15 seconds by moving to a random adjacent slot. Heroes in affected slots must concentrate on resisting the magic, so they are unable to attack and all their Formation Abilities are disabled.
    Reach area 75.

  • Orcs Among Us — One, two, or three Powered-up Orc Fighters spawn randomly with each wave. They have triple health, do triple damage, they do not drop any gold, and they do not count toward any quest progress.
    Reach area 125.

  • No Humans Allowed — Ishi has been shunned by humans too many times, and for once she just wants them to see how it feels! You cannot use Human Champions in this variant.
    Reach area 175.

See the in-game FAQ for more information!

August 14th
Idle Champion Spotlight: Jim Darkmagic 
Posted in Idle Champions.

It's time for our newest Champion Spotlight! Today, we're previewing the release of James "Jim" Winifred Darkmagic III, human wizard and member of Acquisition's Incorporated. Read on to learn about this new and exciting Champion releasing later today in Ahghairon's Day Y2!

"Jim" who?

    James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. As an entertainer and purveyor of the 'Jim Darkmagic Experience,' the legendary mage can often be found in markets and town squares performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as a Chief Arcanist (and occasional arsonist) for Acquisitions Incorporated.
Jim Darkmagic is a founding member of the Acquisitions Incorporated, played by Mike Krahulik. He joins his 'comrades' from the C-Team: Rosie, K'thriss, Donaar, and Walnut.


Jim's Stats


Race: Human Alignment: Chaotic Neutral Class: Wizard
Age: 41 Affiliation: Acquisitions Incorporated
STR: 8 DEX: 14 CON: 10
INT: 18 WIS: 12 CHA: 14

To add Jim to your formation, you can swap him with Minsc (Slot 7).

Basic Attack

Jim attacks random enemies with his own brand of magic missiles.

Formation Abilities

  • Magic magic magic magic — Increase the damage of all Champions whose base attacks are magic by 50% (stacks multiplicatively) for each such Champion in the formation.

  • Wand of Wonder — Every 5 attacks, Jim uses their Wand of Wonder. It provides one of four random effects:
    • Slow the target for 15 seconds.
    • Stun the target for 5 seconds.
    • Polymorph the target into an abyssal chicken with very little health or an armored mimic that drops more gold. (this effect cannot affect boss or special creatures).
  • Fan Club — Increase Jim's damage by 50% for each Champion in the column in front of and behind them (stacks multiplicatively).

  • Specializations

    Jim's Specializations allow him to choose which route to focus on, DPS (Darkmagic cheer squad) or Support (Is there an echo in here?)

    • Darkmagic Cheer Squad — This choice will increase the effect of Jim's Fan Club, letting him focus on his own damage.

    • Is There An Echo In Here? — This choice will increase the effect of Magic magic magic magic, allowing him to support his allies more, if you're into that sort of thing.

    Ultimate Attack

      Jim's Magical Maelstrom — Jim attacks all enemies with a showery shower of sparks. You can't miss it!

    Equipment



    Final Thoughts

    We're psyched to add Jim to the game, and feel he has a lot to offer the most magical of formations.

    As always, feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
    July 24th
    Idle Champions: Midsummer 2 
    Posted in Idle Champions.

    Every four years, a special leap year day follows Midsummer between Flamerule 30 and Eleasis 1. Known as Shieldmeet, this special day is celebrated across Faerûn.

    In the city of Waterdeep, Shieldmeet also serves another important purpose. On this auspicious day every four years, the lords of Waterdeep meet with the Open Lord to reaffirm their rule.

    As the Champions arrive in the City of Splendor on Midsummer, the day before Shieldmeet, they are summoned by The Blackstaff, Vajra Safahr. It seems that Open Lord Laeral Silverhand has gone missing...

    Midsummer 2 introduces Shandie Freefoot, the Halfling Rogue and member of the Heroes of Baldur's Gate. Players will have until Monday, August 5th, 2019 at 12:00pm PDT, to unlock her!

    New Champion: Shandie Freefoot

      Shandie grew up on the rough streets of the Lower City of Baldur's Gate. She quickly learned that if she wanted to survive, she needed to be fast on her feet and even faster with her wit and weaponry. The first time Shandie saw a bowmaster gracefully launch an arrow into a bull's-eye, she knew she had to master archery. With years of practice under her belt, any opponents underestimating this stealthy halfling will soon realize how dangerous she is as a volley of arrows bear down on them unexpectedly from shadowy corners.
    Shandie is an agile Support Champion. Her Dash ability can increase formation speed, while Explosive Arrows and Agile Allies offer potent formation buffs. When you want to add Shandie to your formation, you can swap her with Asharra (Slot 6).

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

    Year One Champion: Xander Cesso

      Fascinated by magic at a young age when he lived in an orphanage, but lacking any ability or proficiency, Xander is not terribly good at much of anything, though something about his adorable clumsiness and childlike wonder anytime magic is being used nearby has been known to inspire those around him. Until recently, he was living on the streets of Waterdeep, scraping together just enough to survive. Now, he is a faithful member of your party, always ready to leap into the fray, even if he doesn't really seem to be able to hit much of anything.
    Xander is a Support Champion. His Lucky Shot ability has a chance to double quest progress, and his Streetwise ability increases the damage of Champions behind him. When you want to add Xander to your formation, you can swap him with Calliope (Slot 5).

    Year Two Variants

    • Dreams of Grandeur — Jenks really wants to meet Vajra Blackstaff. From Area 12 onward, Jenks takes up a slot in your formation.

    • Stay Back — Only Champions that attack with ranged or magic-based attacks can be used.

    • Haunted Past — Only Neutral, Evil, or Champions with a Dexterity (DEX) score of 15 or higher can be used. Shandie beings the adventure in your formation and cannot be swapped out, moved, or removed. Strahd Vampires that can only be damaged by Shandie randomly spawn in non-boss Areas. Luckily, Shandie will prioritize Strahd Vampires over all others and attack twice as frequently when they are present.

    Year One Variants

    • Waterdeep Escort — The Waterdeep City Watch Officer insists that he accompany you on your adventure. He fills one slot in the formation, and if he is killed, your DPS goes down by 33% every 10 seconds.

    • Drow Deception — The Drow said they were looking for a wizard, but the Champions seem like a more interesting quarry to chase! A Stealthy Drow Pickpocket appears on every level, and if they reach the formation, you fail the area and have to head back to the previous level.

    • Commander Xander — Xander takes the lead as his childhood wishes of becoming a Hero have come true! Champions not adjacent to Xander have a 50% chance to miss whenever they attack (Xander isn't great at command). Those that are adjacent to Xander attack normally. He does enough missing for everyone.

    See the in-game FAQ for more information!

    Blog Archive...
    Play Idle Champions Now!
    Follow Idle Champions!
    Screenshots