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July 22nd
Introducing Mastery Variants! 
Posted in Idle Champions.

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

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

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

With Mastery Comes Rewards:

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

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

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

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

Mastery Variants

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

A Grand Tour of the Sword Coast: Beast Intentions

Variant: Mastery - Basic Buzzing

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

Tomb of Annihilation- The Ring of Regeneration

Variant: Mastery - No Good Deed

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

Waterdeep: Dragon Heist - A Mysterious Summons

Variant: Mastery - Force Grey Takes Sides

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

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

Variant: Mastery - A Tale of Ten Parts

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

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

Variant: Mastery - The Real Power of Three

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

The Wild Beyond the Witchlight - Tall Tales

Variant: Mastery - Follow The Leader

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

Light of Xaryxis - Seeds of Destruction

Variant: Mastery - Rocket Elves

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

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

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

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

Medallions


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

Mastery Medallions

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

Patron Mastery Medallions

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


New Legendary Feats


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

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

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

Drizzt

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

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

Wulfgar

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

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

Pwent

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

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

Lae'zel

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

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

New Chromatic Skins

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

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

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

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


Feedback

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