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October 19th
Idle Champion Spotlight: Ezmerelda d'Avenir  
Posted in Idle Champions.

Those that have played through the Grand Tour adventures based in Barovia have already been introduced to our next Champion. For those that haven't, we're beyond excited to bring Curse of Strahd's renowned vampire hunter; Ezmerelda d'Avenir to Idle Champions. Read on to find how this prolific monster hunter from Barovia will influence your formations!

Ezmerelda d’Avenir, a Vistana, was once the protégée of Rudolph van Richten — despite their checkered history. When she was young, her family wronged van Richten, and yet he spared their lives. Ezmerelda witnessed van Richten’s act of mercy and was deeply moved by it.

At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home and tracked down van Richten two years later. Ezmerelda remained by van Richten’s side for another two years, helping him track down and slay many creatures of the night. Sadly because of her origins, van Richten never fully trusted her, leading him to keep secrets from her. This lead to frequent arguments between the two vampire hunters At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.

Since bidding farewell to van Richten, Ezmerelda has struck out on her own as an independent monster hunter. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. Ezmerelda d'Avenir has joined the Champions to try and rid this new realm from evil.

I. Vampire Hunter

Dungeons & Dragons Ezmerelda d'Avenir

    Ezmerelda d'Avenir, a Vistana monster hunter, has devoted herself to ridding the world of evil in all of its forms. After years of tutelage by her mentor, the vampire hunter Rudolph van Richten, Ezmerelda struck out on her own. She has since amassed a sizable personal fortune and an impressive arsenal of weapons for hunting monsters. Following the defeat of Strahd von Zarovich, Ezmerelda joins the Champions on their journeys through the world of Toril.

Ezmerelda is a Support Champion who increases the damage of Champions in her column, especially against undead, fiends, or monstrosities. Her ultimate attack is the ultimate debuff, creating a massive short-lived boost to global damage. When you want to add Ezmerelda to your formation, you can swap her with Bruenor (Slot 1).

II. Ezmerelda's Stats

Race: Human Alignment: Chaotic Good
Class: Fighter/Wizard Gender: Female
Age: 27 Affiliation: none

STR: 14 DEX: 19 CON: 16
INT: 16 WIS: 11 CHA: 17

Role: Support

Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich

Slot: 1, (Bruenor)


Dungeons & Dragons Ezmerelda d'Avenir

III. Ezmerelda's Design

A prolific vampire hunter from the land of Barovia. Ezmerelda brings a wealth of knowledge from Barovia to assist the Champions. Her design is based on a catalyst effect which triggers off the number of debuffs on an enemy. She's a master fighter and uses debuffs to her advantage, culminating in her ultimate attack with a sun dagger to create a strong short-lived massive debuff. It increases the formations' damage for a devastating final team attack.

Ezmerelda has 3 different debuffs that she bestows on enemies as she's training the Champions in her martial & magical style. Her debuffs are based on her skills as a vampire hunter and are named for moments during her training: Pause, Prepare, & Parry.

In addition to her training the Champions, she also brings a wealth of knowledge against undead, as illustrated in her The Devil's Playthings ability. Champions in her column (including herself) increase their damage against Undead by 100%.

Finally, Ezmerelda is never done training. Her Threat Tracking ability has her continuing to learn from her enemies in this new land. Both Threat Tracking and The Devil's Playthings start as undead based but can be changed to humanoid, fiends, or monstrosities with a specialization. Threat Tracking count remains for the adventure, and if the threats tracked changes to fiends or humanoid, she will retain her previous stacks and starts counting the new type instead.

IV. Ezmerelda's Abilities

Basic Attack

  • Fire Bolt — Ezmerelda hurls a mote of fire at a random enemy.

Formation Abilities

  • Training Montage — Ezmerelda marks enemies as she trains the Champions with her vampire hunting skills.
    • Pause: Ezmerelda marks every third enemy that spawns with this debuff. Once marked, the target gains one stack every three seconds, to a max of 10 stacks. For each stack, Champions in Ezmerelda's column deal an additional 10% damage against the target. Buffs apply to the post-stack value.
    • Prepare: Ezmerelda marks every enemy she attacks with this debuff. The effect of this debuff depends on the target.
      • If it is a hits-based or armor-based enemy: Whenever a Champion in Ezmerelda's column would remove a hit point or a chunk of armor from the target, remove one additional hit point or chunk.
      • If it is any other enemy: Decrease the enemies' max hit points by 50%.
    • Parry: The first time a non-boss enemy attacks, the attack misses. Ezmerelda then marks it with this debuff, which illustrates that it has already triggered this effect.
  • The Devil's Playthings — Increases the damage of Champions in the same column as Ezmerelda against undead creatures by 100%.
  • Threat Tracking — Ezmerelda tracks the undead creatures the Champions kill while she is in the formation, increasing the effect of The Devil's Playthings by .01% for each undead tracked. This total resets at the end of each adventure. This ability can be buffed by upgrades, feats, and equipment. Buffs apply to the total calculation.

First Specialization Choice

The first specialization choice relates to which enemies Ezmerelda is tracking.

  • Stay on TargetThe Devil's Playthings and Threat Tracking continue to track & trigger vs undead.
  • Fiendish StatureThe Devil's Playthings and Threat Tracking now track & trigger vs fiends instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • The Devil Wears Many MasksThe Devil's Playthings and Threat Tracking now track & trigger vs humanoids instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • Monstrous IntentionsThe Devil's Playthings and Threat Tracking now track & trigger vs monstrosities instead of undead for the remainder of the adventure. She will retain her previous tracking totals.

Second Specializations

The second specialization choice lets you choose how you want her to augment the party for the remainder of the adventure.

  • Smells Like A Trap — Ezmerelda senses trouble, and begins to mark all enemies in preparation for a renewed assault! Ezmerelda now marks every enemy that spawns with Training Montage: Pause.
  • We've Trained For This — The Champions are seeing results from Ezmerelda's training! Training Montage: Pause, Training Montage: Prepare, and The Devil's Playthings now affect all Champions in the formation, not just Champions in Ezmerelda's column.
  • He's Still Out There — Ezmerelda steels herself in preparation for the next time she encounters Strahd, and increases the effect of The Devil's Playthings by 300%.

Ultimate Ability

My Signal — Ezmerelda reveals a magical sun dagger and launches it at the enemy with the most debuffs active (randomly if tied). The dagger lands in the target and remains there as it begins to glow with a burst of radiant energy, creating a new debuff that lasts 10 seconds. It increases the damage done to the enemy by 50% for each active debuff on them, stacking multiplicatively.

V. Ezmerelda's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Training Montage: Pause
Slot 4: The Devil's Playthings
Slot 5: Threat Tracking
Slot 6: Decrease Ultimate Cooldown

VI. Conclusion

What do you think about Ezmerelda? If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
October 14th
Idle Champions: Icewind Dale Campaign  
Posted in Idle Champions.

While traveling to Ten-Towns, the Champions discover what we have only heard in rumors prior: there is a massive storm in Icewind Dale...

Our latest update for Idle Champions launches our new Icewind Dale: Rime of the Frostmaiden campaign, and the first tier of Blessings for our new campaign and its deity: Auril.

New Campaign

Our newest campaign is also our most challenging!

To unlock the Rime of the Frostmaiden campaign, you must have 50 different adventures and variants completed. Additionally, the target areas are higher than normal, reflecting the difficulty of making through Auril's rime. The target for our first adventure The Giant's Bane Tavern is area 150. From there, each new adventure's target goes up by 25 areas from the previous adventure, and the variants are each 50 areas higher than the base adventure, or the variant before it.

The Frostmaiden awaits...

New Blessings

When the Champions begin their journey to Ten-Towns, they won't be doing it alone – they will be blessed by earning Auril's favor. Previously players earned Auril's favor during the Midwinter event. From Midwinter 4 onwards, players will earn Eldath's favor during that event, and Auril's favor for the Icewind Dale campaign.

Tier 1 Blessings for the Icewind Dale: Rime of the Frostmaiden campaign will go live with today's update. Our Champions will need to curry favor with The Frostmaiden to survive the wrath of her winters...




The Giant's Bane Tavern

On our journey to Ten-Towns, we find refuge from the blizzard in a cozy tavern. We meet some familiar adventurers there and uncover some disturbing revelations about the storm.
  • Variant: Rime Bandits — Arctic Bandits appear in each area. They do not count towards quest progress, nor do they drop gold. Enemies drop 99% less gold. When an Arcic Bandit enemy damages a Champion, that Champion is stunned for 2 seconds, additional hits reset the timer, but hits do not stack.
  • Reach area 200.

The Everlasting Rime

Have you ever gotten lost? Ok, but have you ever gotten lost in a magical blizzard created by a vengeful god?
  • Variant: Enemy Summit — The rime has brought the Champions' memories to life! A unique enemy from each of the 4 previous campaigns spawns in each area. Each enemy has a unique enemy buff that is active until they are killed.
    • Strahd Zombie- Enemies drop 99% less gold
    • Batiri Goblin - Enemies have their attack cooldown reduced by 25%
    • Gazer - Enemies deal 100% additional damage
    • Abyssal Chicken - Enemies move 100% faster
  • Reach area 225.




Modron Automation & Bug Cleanup Update!

Our developers have been hard at work under the hood of both Modron Automation and the game itself in recent months, clearing out a bunch of bugs affecting our players. We hope our efforts have resulted in a smoother play experience for many of you. We're continuing to knock down more bugs each day, and we'd like to send a big thanks to all of the players who have been using our new bug tracker through the support system! We're making our way towards feature complete on Modron Automation, and our next step is to bring our Switch players in on the fun!

Today Modron Automation is launching on the Nintendo Switch platform. With that we're also releasing a Founder's Pack for the Modron Automation system on all platforms! It includes:
  • 50 Modron Component Chests
  • An exclusive Monodrone Familiar
  • 500 Modron Component Pieces
  • A week-long boost of 50% to all Modron Core Outputs

Switch players can access Modron Automation from the campaign map. Those looking for the Modron Founder's Pack can find it in the in-game shop.

See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
October 7th
Idle Champions: Descent into Avernus, Part 7 
Posted in Idle Champions.

Tiamat has set our next goal: Bel. The former Lord of Avernus. No big deal. But before we head to THAT party, we need to run some errands.

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Wandering Emporium and Tiamat's Army, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Questlines

Arkhan has instructions from Tiamat, but before we can act on them, we need to complete some quests.
  • Variant: Raggadragga's Crew — Various Lycanthropes appear and hassle the Champions. They do not count towards quest progress, nor do they drop gold.
    • Wererat- Enemies drop 99% less gold while a wererat is on screen
    • Wereboar - Enemies deal 100% more damage while a wereboar is on screen.
    • Werebear - Enemies speed is increased by 25% while a werebear is on screen.
    • Reach area 450.

Bel's Forge

It's time to face Bel, and whatever tricks he has up his sleeve! Reya arrives with some bad news about Elturel.
  • Variant: Extreme Heat — Bel's Forge was built into an active volcano. As such, the formation is taking a bit of heat while adventuring. Every 3 seconds, each Champion takes 10% of their max health as damage. Whenever a Champion's health is below 50% of their max health, their damage is reduced by 99%.
    Reach area 475.

See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
September 22nd
Dev Blog: Year 4 Events 
Posted in Idle Champions.

Hey everybody! Justin Stocks, Lead Game Designer for Idle Champions back again with another Dev Blog during our Third Anniversary Celebration Third Anniversary Celebration . This time I want to talk about our next year of events in Idle Champions.

Dungeons & Dragons Third Anniversary

This week will mark the fourth time Highharvestide has come upon us. As we mentioned in our Dev Blog at the end of 2019, we've been planning some changes for Year 4 events for quite a while. While you will still be able to recruit and gear up three unique Champions during the event, including the brand new minotaur Champion Torogar Steelfist, our Year One Champion Stoki will no longer be available to recruit or gear up as part of the event.

We made this change for a number of reasons, but the primary one was to keep events of a fixed, manageable size moving forward. We wanted to avoid overwhelming new players with four (this year), five (next year), six (in Year 6 events), or more new Champions during each event, and the amount of effort required for year three events felt like a good spot to focus in on.

Dungeons & Dragons Idle Champions of the Forgotten Realms

We understand that some players were looking forward to either recruiting or continuing to gear up their year one Champions during the events this year, and with that in mind, we've spent the past year making it easier than ever to recruit and gear up the Champions of your choice through the expanded Time Gate system and Patron chests. With Time Gates you can now pick a Champion from a full list, rather than just three random options, and the rewards have been improved with an additional gold chest and multiple silver chests. The Patron system offers an alternative method of gearing up event Champions via the Patron chests, which can contain gear for any Champions that meets the Patron's restrictions.

Moving forward players can expect us to, as always, monitor player feedback regarding these adjustments. We have already made some small changes based on community feedback, such as always offering at least one year one Champion during free weekend Time Gates.

We hope you enjoy Torogar and all of the other Champions coming your way in our Year 4 events. Thanks again for helping to make Idle Champions the great success it has been.

Feedback Wanted!

We know that this choice will not be popular with all players, but we always appreciate your feedback, so please let us know what you think in a Community Q&A or feedback post on the Idle Champions Subreddit, a post on the Steam forums, or on the Official Idle Champions Discord!

September 21st
Idle Champion Spotlight: Torogar Steelfist 
Posted in Idle Champions.

    "A colossal dragon's skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull's maw. A military tent has been pitched among the bones, and parked next to it is a Devil's Ride belonging to Torogar Steelfist, the savage minotaur bodyguard of Arkhan the Cruel."

You may recognize Torogar 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 raging minotaur shapes up, shall we?

I. Torogar Steelfist

    There's savage, and then there's Torogar. Few had even survived a head-to-head match with him before he ran into Arkhan the Cruel. He was known worlds over as an unstoppable brute. Now, as a part of the Dark Order, Torogar leads armies and communes with a god, but he's always down for another one-on-one match.

II. Torogar's Stats

Race: Minotaur Alignment: Lawful Evil
Class: Barbarian Gender: Male
Age: 32 Affiliation: Dark Order

STR: 23 DEX: 17 CON: 14
INT: 8 WIS: 9 CHA: 15

Role: DPS, Support
Eligible for Patrons: Mirt, Vajra
Slot: 10, (Tyril)

III. Torogar's Design

When it came to designing Torogar, we were lucky to have the direct assistance of his creator, Joe Manganiello. Joe really helped us to distill down the essence of who Torogar is, what his relationship is like with Arkhan the Cruel, and more importantly, how Torogar and the Dark Order operate.

To start, we knew when introducing Krull last year, that Torogar and the Dark Order would be coming to Idle Champions. With the release of Torogar, Arkhan & Krull will gain the Dark Order affiliation, as well as a new Dark Order Synergy ability for both. Get ready, Champions. The Dark Order has arrived!

Torogar is a lynchpin for evil formations, doubling down on the boosts they are already receiving from other Dark Order members and making them stronger as they push further into the adventure.

Torogar's DPS and buffs increase with his devotion to Tiamat through his Zealot stacks affecting his Markings of a Zealot & Preach abilities. Initially, Torogar only gets a Zealot stack when he or an adjacent Champion kills an enemy his Word of Tiamat specialization extends this power to all evil Champions.

Now that his design has come together, Torogar is a support and DPS Champion who powers up Evil Champions. While blood raging, he increases the damage of the formation significantly, with permanent power-ups that unlock the more you use him. Torogar is potent in formations focused on evil Champions and is especially powerful when combined with Arkhan the Cruel & Krull. When you want to add Torogar to your formation, you can swap him with Tyril (Slot 10).

IV. Torogar's Abilities

Basic Attack

  • Fiery Longswords — Torogar inflames his golden blades and then attacks the nearest enemy.

Formation Abilities

  • Markings of a Zealot — Whenever Torogar or an adjacent Champion kills an enemy, Torogar gains a Zealot stack. Torogar's Damage is increased by 0.01% for each Zealot stack he has collected (additive), and stacks persist through resets. This damage bonus is increased by 100% when Blood Rage is active. At various Zealot stack thresholds, the Blood Rage increase is buffed. These buffs apply multiplicatively.

  • Preach — Increase the damage of all other evil Champions by 0.01% for each Zealot stack Torogar has (additive).

  • Dark Order Synergy — The effect of Preach is increased by 100% for each Dark Order member adjacent to Torogar (multiplicative). While Blood Rage is active, this ability is increased by 100%. At various Zealot stack thresholds, the Blood Rage increase is buffed.

  • Note: We have also added Dark Order Affliations and Synergies for Arkhan the Cruel and Krull
    .
    • Arkhan the Cruel — Arkhan's Normal Attack Cooldown is decreased by 0.5 seconds for each other Dark Order member in the formation.
    • Krull — The effect of Krull's Arkhan's Army ability is increased by 100% (multiplicative) for each Dark Order member adjacent to Krull.

  • Blood Rage — Whenever Torogar's Zealot stacks reach a multiple of 50, Torogar enters a Blood Rage for 30 seconds. While Blood Rage is active, enemies damaged but not killed by Torogar gain a Mark of Tiamat debuff. Enemies with a Mark of Tiamat take 300% additional damage. Enemies cannot gain a Mark of Tiamat twice. Once Torogar's Zealot stacks reach the thresholds noted below, the listed effect will also activate when Blood Rage is active. Triggering Blood Rage while it's already active resets the duration.
    • 250: Whenever an enemy gains a Mark of Tiamat, they are stunned for 2 seconds.
    • 2,500: Torogar adds a small AOE to his base attack at 50% of his damage. This AOE attack can trigger multiple Mark of Tiamat debuffs from one attack.
    • 25,000: Enemies with a Mark of Tiamat attack 1 second slower.
    • 250,000: Torogar reduces his base attack cooldown by 1 second.
    • 2,500,000: The damage bonus from Mark of Tiamat is increased by 200%.

Specializations

  • Tiamat's Word — Torogar now also gains a Zealot stack when any evil Champion kills an enemy (not just Champions adjacent to Torogar). Only one stack can be gained per kill, so an evil Champion next to Torogar still only counts once.

  • Tiamat's Rage — The duration of Torogar's Blood Rage is extended by 15 seconds, and it automatically triggers after using Torogar's ultimate.

Ultimate Ability

Bull Rush — Torogar lowers his head and rushes at an enemy in the back, leaving a trail of fire in his wake. Enemies who are rushed through, or who walk through the remaining fire take damage. If the Tiamat's Rage specialization is chosen, Torogar triggers Blood Rage when he returns to the formation regardless of the number of Zealot stacks, or reset the duration if Blood Rage is already active.

V. Torogar's Equipment



Slot 1: Global DPS
Slot 2: Self DPS
Slot 3: Markings of a Zealot
Slot 4: Preach
Slot 5: Dark Order Synergy
Slot 6: Ultimate Cooldown

VI. Conclusion

We've been wanting to include Torogar 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 badass Minotaur to life and to debut the Dark Order in Idle Champions! We hope you like him!

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
September 16th
Idle Champions: Third Anniversary Celebration 
Posted in Idle Champions.

New Features, Content Update, and Daily Rewards, oh my! It's time for our Third Anniversary Celebration!

If you're interested in learning more about what's coming with this week's update, you've come to the right place...

Table of Contents


Dungeons & Dragons Third Anniversary

Third Anniversary Celebration



It's been quite the year for Idle Champions! In our third year we've rolled out quite a few features and systems, including the Patron system, Offline Progress, Modron Automation & Multi-Party Play, and reworked Time Gates! We also released two Evergreen Champions, started a new campaign, launched on Nintendo Switch, and left Early Access! Check out our Year 3 Retrospective Dev Blog for details! All that certainly deserves a celebration, right?


Dungeons & Dragons Third Anniversary Daily Rewards

Daily Rewards

Every day during the Third Anniversary Celebration you can log in and open a new Anniversary chest, but each chest is only available for 24 hours! Each chest contains four awesome items, hand-picked by the team here at Codename Entertainment to help you in your adventures.

Once you have claimed at least four daily Anniversary chests, you unlock the following additional rewards!

  • Exclusive Icewind Dale Tyril Skin
  • Exclusive Snow Click Damage
  • 5 Gold Chests

Dungeons & Dragons Third Anniversary Updates

New Features

We're thrilled to announce the debut of the New Gem Store with our Third Anniversary Celebration! This week's update includes the addition of two new gem skins, a new Evergreen Golden Epic in each patron's shop, and some new DLC. More on those below!

Dungeons & Dragons Summer Spectacular Modron Automation

Gem Store

The Gem Store is a new tab in the in-game Shop that features items you can only purchase with gems! Curious how much your next gem familiar costs? Want to see what new skins are available for Champions? Go to the Gem Store! This also includes the hugely popular community request of purchasing multiple Gold Chests with gems at once! Check out our Gem Store Dev Blog for full details!

Dungeons & Dragons Third Anniversary Celebration Familiars

New Familiars

New Familiars have appeared in the Shop! We've added five new Familiars to the shop: Arctic Fox, Wartsworth the Toad, Sylgar; the Xanathar's Goldfish, Yeti Tyke, & Hedgehog Familiar (as part of the Founder's Pack III DLC).

Dungeons & Dragons Third Anniversary Celebration New Evergreen Golden Epics

New Patron Evergreen Golden Epics

Champions who find themselves in service of Mirt the Moneylender will have access to Ulkoria Stonemarrow's Watchful Order Staff (Slot 1) Golden Epic , those in the service of Vajra Safar may access Azaka Stormfang's Volo's Guide to Chult Pullout Map (Slot 5) Golden Epic and those in the service of Strahd von Zarovich will have access to Dragonbait's Shield (Slot 2) Golden Epic through the Patron Shop.

Dungeons & Dragons Third Anniversary Celebration New DLC

New DLC Packs

New DLC Packs are now available!

The Founder's Pack III includes 42 Gold Chests, with 5 guaranteed Shiny loot cards, Exclusive Hedgehog Familiar, Exclusive Pirate Jarlaxle Skin, 5000 Gems, an Exclusive 50% Gem Buff, and an assortment of Epic potions.

Dungeons & Dragons Third Anniversary Celebration Max Dunbar Companions of the Hall Skins

The Icewind Dale Skin & Feat Pack Bundle Inspired by the art of Max Dunbar, each of the Companions of the Hall has bundled up for their next blizzard-filled trip to Ten-Towns! This Bundle will unlock Catti-brie, Regis & Wulfgar if you don't already have them, and includes Bruenor's Icewind Dale Skin & his King of Mithral Hall Feat, Catti-brie's Icewind Dale Skin & her Trained in the North Feat, Regis' Icewind Dale Skin & his Ruby Reflection Feat, Wulfgar's Icewind Dale Skin & his Dwarven Raised Feat.

The Bundle also includes 7 Gold Supply Chests, 7 Catti-brie Gold Chests, 7 Regis Gold Chests, 7 Wulfgar Gold Chest, and an assortment of Epic potions, and a Potion of Polish. Each Champion's Skin & Feat Combination may also be purchased separately.


Dungeons & Dragons Summer Spectacular Descent into Avernus, Part 6

Descent into Avernus, Part 6

This week's content update brings Descent into Avernus, Part 6. We meet Red Ruth and she sends us to Uldrak, who may have a new solution to his problems in Avernus... Check out the full Descent into Avernus, Part 6 blog post for details about the new adventures and variants.

Feedback Wanted!

These changes are scheduled to go live later today. We very much look forward to your feedback, so please let us know what you think in a Community Q&A or feedback post on the Idle Champions Subreddit, a post on the Steam forums, or on the Official Idle Champions Discord!

September 16th
Idle Champions: Descent into Avernus, Part 6 
Posted in Idle Champions.

We introduce ourselves to Red Ruth as our trip through Avernus takes a decidedly more dangerous turn...

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Path of Dreams and The Lost Hollyphant, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

The Wandering Emporium

We introduce ourselves to Red Ruth, who demands a favor before she'll help us...
  • Variant: Madcap Adventures Redux —The Madcaps are back! Madcaps arrive in each area. If a Madcap deals damage to a Champion, another Madcap immediately spawns (bloodspawned). The bloodspawned Madcaps do not drop gold or count towards quest progress. Each time a Madcap is bloodspawned, Champion damage is reduced by 99% for 3 seconds.
    Reach area 400.

Tiamat's Army

It's time to pay a visit to Arkhan's Dragon Queen and meet Arkhan's minotaur bodyguard Torogar...
  • Variant: Show of Strength — Only Champions with STR of 16 or higher can be used.
    Reach area 425.

See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
September 2nd
Idle Champions: Brightswords 3 
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 3 introduces Lazaapz, the Goblin Armorer Artificer, and brings back returning Champions Turiel, the Aasimar Cleric and Wulfgar, Human Barbarian and member of the Companions of the Hall. Players will have until Monday, September 14th, 2020 at 12:00PM PDT, to complete event objectives!

Year Three Champion: Lazaapz

    Born in The Cogs beneath Sharn's Lower City, Lazaapz's remarkable intellect elevated her to the Tradefair district, where her mechanical genius became highly sought after by the Dragonmarked Houses. Lazaapz's first invention was a functional mechanical arm to replace the one she was born without; now she leads an elite team of engineers in cutting edge research and development.

    Following the discovery of a mysterious Eldritch Machine, Lazaapz was brought in by House Cannith to ascertain the purpose of the device. Shortly after, both Lazaapz and the machine disappeared, never to be seen again.
Lazaapz is a Tank and Support Champion who buffs other small-sized Champions with her Fury of the Small ability. She wears a suit of custom mechanized Power Armor that powers up her abilities and attacks, granting improved bonuses and additional attacks that debilitate enemies while she is under attack. When you want to add Lazaapz to your formation, you can swap her with Makos (Slot 9).

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

Year Two 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 Turiel, 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 his Idle Champion Spotlight: Wulfgar dev blog!

Year Three Variants

  • Lolth's Army — Drow Fighters attempt to stop us from thwarting their plan. Whenever you kill any drow enemy, Lolth grows angry and tracks your transgressions. For each drow killed during this adventure, the damage and movement speed of each drow enemy goes up by 0.1% (Additively)
    Reach area 75.

  • I Got This...? — Only Champions with INT 14 or lower can be used can be used.
    Reach area 125.

  • Short Force Leader — A roving band of Ogres have joined the adventure! Let's show 'em what Lazaapz and her crew can do! Lazaapz starts in the formation. She cannot be moved. Champions in the two columns behind Lazaapz count as a small race for the purposes of Lazaapz' Fury of the Small. Everyone's smaller than an ogre, right?!
    Reach area 175.

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 28th
Idle Champion Spotlight: Lazaapz 
Posted in Idle Champions.

"Where was this device discovered," Lazaapz whispered, "and how old is it?"

The goblin artificer reached out of her mechanized armor to run her fingers along the surface of the Eldritch Machine, admiring the elegant craftsmanship. It resembled a large metallic sarcophagus, covered in arcane runes written in an ancient language.

"It was unearthed during one of our recent expeditions to Xen'Drik," the surly envoy of House Cannith responded. "Our analysis has confirmed that this device was constructed by the Cul'sir Dominion approximately forty thousand years ago."

"Incredible. THEY WERE SO SMART! I've only seen a handful of other machines they've created. There was the one down in the Cogs but it was broken, and then there was the last one your employers brought..." Lazaapz trailed off as she wandered around the machine, inspecting it from every angle.

"House Cannith trusts that you will keep the results of your testing discrete as per our previous arrangement."

"Did you see this?"

"I'm not sure what you're pointing at." The envoy shifted to get a better view of what Lazaapz was gesturing towards.

"These are symbols associated with Dal Quor. Do you see them? WHOA! If this machine is from over forty thousand years ago, that could mean it has something to do with the Quori. Weren't the Quori corporeal on our plane back then? OH BOY! Do you know what this could mean!?"

"...I'll leave you to it," said the envoy, turning to leave the workshop. Lazaapz didn't notice. She rarely noticed people when her mind was fixated on a mechanical puzzle. AND WHAT A PUZZLE! This will be fun...

I. Goblin Armorer Artificer

Dungeons & Dragons Lazaapz

    Born in The Cogs beneath Sharn's Lower City, Lazaapz's remarkable intellect elevated her to the Tradefair district, where her mechanical genius became highly sought after by the Dragonmarked Houses. Lazaapz's first invention was a functional mechanical arm to replace the one she was born without; now she leads an elite team of engineers in cutting edge research and development.

    Following the discovery of a mysterious Eldritch Machine, Lazaapz was brought in by House Cannith to ascertain the purpose of the device. Shortly after, both Lazaapz and the machine disappeared, never to be seen again.

Lazaapz is a Tank and Support Champion who buffs other small-sized Champions with her Fury of the Small ability. She wears a suit of custom mechanized Power Armor that powers up her abilities and attacks, granting improved bonuses and additional attacks that debilitate enemies while she is under attack. When you want to add Lazaapz to your formation, you can swap her with Makos (Slot 9).

II. Lazaapz's Stats

Race: Goblin Alignment: Neutral Evil
Class: Artificer (Armorer) Gender: Female
Age: 19 Affiliation: none

STR: 8 DEX: 16 CON: 16
INT: 18 WIS: 10 CHA: 8

Role: Tanking/Support
Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich


Dungeons & Dragons Lazaapz

III. Lazaapz's Design

The story of Lazaapz began with Rizz Dupree.

We receive a lot of feedback and suggestions when it comes to Champions players would like to see, and among the most popular and frequent requests is for us to introduce a Goblin Champion and to introduce some kind of Artificer now that they have been officially introduced to 5E through Eberron: Rising from the Last War.

Other feedback that came to mind:
  • A tank that uses a tower shield.
  • More short/small Champions.
  • More monstrous Champions.
  • More evil Champions.
This had been on our minds for a while, but it took the introduction of the Armorer subclass for Artificers in Unearthed Arcana: Subclasses, Part 3 in late February for it all to come together. We were inspired to create a Goblin Armorer that used a tower shield and their Arcane Propulsion Arm to fight enemies, and Rizz Dupree was born!

Side note: 'Rizz Dupree' was just a name that sounds kind of like 'Chris Dupuis' to start, and it was just part of the initial Champion design pitch. This name quickly became 'Renton' (named after Renton, Washington, where Wizards of the Coast is located) as the design came together before eventually settling on 'Lazaapz' while the design was finalized.

At this point we knew that we wanted this goblin to be an inventor, a mechanical prodigy able to build their own prosthetic arm replacement as a young child. Using their ingenuity, they worked their way up from the lowest depths of Sharn, the Cogs beneath the Lower City, making their way all the way up to the Tradefair District. The equipment cards for Lazaapz speak to this history, as she built and tested her own suit of power armor.

We knew that we wanted to base the design around a suit of Power Armor that charged up and stored power while not in combat, and that used that power to boost abilities and dish out some punishment to enemies while under attack. This suit would build up to a high power threshold while you cleared areas quickly, and once things got tough the suit would kick in and buff the small members of the party and help Lazaapz damage enemies with her Thunder Fist.

Of course, since Lazaapz has an Arcane Propulsion Arm as a prosthetic, we thought that it would be fun if it was also a kind of long range grappling fist in addition to a thunder fist. She could reach across the screen, grab an enemy, and drag them to the front of the formation for a beating. Another Champion that can manipulate enemy placement!

...and isn't it about time we had a Champion that buffed our kobolds, gnomes, halflings, and dwarves? #IshiMeta

We're still really excited about Lazaapz. We hope you are, too!

IV. Lazaapz's Abilities

Basic Attacks

Lazaapz has two basic attacks. She attacks four times with Thunder Gauntlet and then attacks with Grappling Fist, then repeats.
  • Thunder Gauntlet — Lazaapz leaps out and attacks the nearest enemies with her Thunder Gauntlet, damaging them and stunning them for 0.5 seconds.
  • Grappling Fist — Lazaapz fires her Grappling Fist at a random enemy and quickly yanks it to the front of the formation. This attack deals no damage and cannot move static enemies or blockers.

Formation Abilities

  • Fury of the Small — Increase the damage of all small races (dwarves, goblin, halfling, gnome, or kobold) by 100% for each qualifying Champion in the formation. Stacks multiplicatively.
  • Power Armor — Lazaapz has a set of Artificer Power Armor. It gains one stack for every 1 second that Lazaapz is not under attack. This caps at 100 stacks. Lazaapz gains 1% max health for each stack of Power Armor, stacking additively.
  • Tiny Bulwark — When Lazaapz is under attack, she consumes 10 stacks of Power Armor and increases the effect of Fury of the Small by 400% for 10 seconds.
  • Lightning Launcher — When Lazaapz is under attack by at least 5 enemies, she consumes 15 stacks of Power Armor and activates her Lightning Launcher (fired from a large gem located in the middle of her chest plate), targeting one of the enemies attacking her and striking all enemies in a line, causing them to take 200% more damage for 7.5 seconds
  • Shield of Sharn — Lazaapz increases the max health of all other Champions by 25% of her base max health.

Specializations

  • Stolen Power — Increase the max stacks of Power Armor by 100.
  • Team Player — Abilities that require Lazaapz to be under attack (Tiny Bulwark and Lightning Launcher) will now trigger if any Champion in the formation is attacked.
  • The Zapper — Lightning Launcher will now trigger with only one enemy attacking Lazaapz and its damage buff is increased by 100%.

Ultimate Ability

The ultimate changes based on the number of Power Armor stacks Lazaapz has available. If she has 20 or fewer stacks, her ultimate ability is Recharge. If she has 21 or more stacks, her ultimate ability is Overcharge.
  • Recharge — Lazaapz immediately regains all of her Power Armor stacks and, for the next 30 seconds, does not expend any stacks when triggering Tiny Bulwark or Lightning Launcher.
  • Overcharge — Lazaapz overcharges her Power Armor, preventing it from gaining any more stacks but increasing the effect of Tiny Bulwark and Lightning Launcher by 400% for 30 seconds.

V. Lazaapz's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Fury of the Small
Slot 4: Power Armor
Slot 5: Tiny Bulwark
Slot 6: Lightning Launcher

VI. Conclusion

What do you think about Lazaapz? If you have feedback, let us know in a Community Q&A or Champion feedback post on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!
August 26th
Idle Champions: The Grand Tour, Part 12 
Posted in Idle Champions.

We head east, to make our way towards Mithral Hall, but we're sidetracked along the way...

Note: you will need to have completed the previous two Grand Tour Adventures, Lost in the Goblin Halls and The Twilight Grove, in order to access these new Adventures.

Into the Unknown

We head east, on the way to Mithral Hall, but we get sidetracked by a pair of farmers who lead us to an derro trying to blow a mountain up...
  • Variant: A Tenday at Golgamann's — Golgamann (the skeleton in Izhkin's cave) has some friends over to visit and they do not approve of the Champions! Each area a number of skeletons appear. Skeleton enemies deal 300% more damage, will not count toward quest progress, nor will they drop gold.
    Only Champions with a WIS score of 11 or lower can be used.
    Reach Area 375.

The Prison of Velkynvelve

We awake in a dungeon, prisoners on a new adventure. We're not even supposed to be here today!
  • Variant: Prisoners of Lolth — All drow enemies are blessed by Lolth, granting them an initial set of armored hit points. Only Champions with a STR score of 15 or higher may be used.
    Reach Area 375.

See the in-game Change Log for more information!
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