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February 21st
Idle Champions: Fleetswake 7 
Posted in Idle Champions.

You've been recruited by a merchant guild in Waterdeep to look into a number of mysterious missing ships over the past year. The Fair Seas Festival is a good time to look into this as people are quite open about the dangers of the sea, the fury of Umberlee, and so forth.

Many people blame Umberlee for the missing ships, but the merchant guild isn't so sure...

Fleetswake 7 introduces Dynaheir, the Wychlaran wizard from Baldur's Gate 2! Also returning is Solaak, the kalashtar ranger, and Desmond, the werewolf ranger! Players have until Monday, March 4th at 12 PM Pacific to complete their Fleetswake 7 unlocks and objectives.

Dynaheir



    Dynaheir is a Wychlaran Invoker hailing from the distant land of Rashemen, who travels with her stalwart bodyguard, Minsc. She carries a deep-seated animosity toward the Red Wizards of Thay, and the mere mention of these hated adversaries sparks a fiery determination in her eyes and a steely edge to her voice.
Dynaheir the Invoker is a Support and Speed Champion who buffs hardy Champions while helping increase quest progress. This human wizard can be found in Seat 3 opposite of Nayeli once she is unlocked.

For more information on Dynaheir and her abilities, check out her Champion Spotlight!

Year Seven Variants


The Wychlaran of Rashemen - Search for some missing ships during Fleetswake in Waterdeep with Dynaheir!
  • Dynaheir joins the formation. She can be moved, but not removed.
  • You may only use Champions with a CON of 15 or higher.
  • Getting to know Dynaheir: Dynaheir increases the damage of resilient heroes. Use as many as you can to get the most from her abilities!
  • Reach Area 75.

Thayan Threat - Search for some missing ships during Fleetswake in Waterdeep while fighting Red Wizards!
  • Dynaheir joins the formation. She can be moved, but not removed.
  • Quest requirements are increased by 25% in non-boss areas.
  • A Red Wizard spawns with every wave in non-boss areas.
  • Getting to know Dynaheir: Humanoids (and therefore Red Wizards) are Dynaheir's favored foe, and her favored foes have a chance to drop double quest progress when defeated!
  • Reach Area 125.

Minsc's Dajemma - Search for some missing ships while helping Minsc with his journeys.
  • Dynaheir and Minsc join the formation. They can be moved, but not removed.
  • You may not use Tanking Champions.
  • Getting to know Dynaheir: Minsc is Dynaheir's bodyguard. Use Dynaheir's specialization choice to turn him into a durable defender!
  • Reach Area 175.

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



February 16th
Idle Champion Spotlight: Dynaheir 
Posted in Idle Champions.

"Any protection would be courtesy, not necessity. My power is no less than thine!"

Folks native to Rashemen have proven themselves to be fierce individuals displaying great bravery and tremendous arcane power, and Dynaheir is no exception. She's confident in her abilities, and will not hesitate to use her archaic speech to be critical of others. But her faithful bodyguard Minsc has earned her loyalty and respect as they have traveled together across the Sword Coast.

I. Dynaheir



    Dynaheir is a Wychlaran Invoker hailing from the distant land of Rashemen, who travels with her stalwart bodyguard, Minsc. She carries a deep-seated animosity toward the Red Wizards of Thay, and the mere mention of these hated adversaries sparks a fiery determination in her eyes and a steely edge to her voice.
Dynaheir the Invoker is a Support and Speed Champion who buffs hardy Champions while helping increase quest progress. This human wizard can be found in Seat 3 opposite of Nayeli once she is unlocked.

II. Dynaheir's Stats

Race: Human Alignment: Lawful Good
Gender: Female Pronouns: She/Her
Age: 28 Affiliation: Heroes of Baldur's Gate Class: Wizard

STR: 11 DEX: 13 CON: 16
INT: 17 WIS: 15 CHA: 12

Role: Support, Speed

Eligible for Patrons: Mirt, Vajra, Strahd

Seat: 3 (Nayeli)


III. Dynaheir's Design

There is no greater enemy to the Red Wizards of Thay than this powerful wizard from Rashemen. Dynaheir goes out of her way to hunt them down wherever she goes, while also helping the rest of the formation go after their chosen targets. Humanoid enemies, like those Red Wizards, are her Favored Foe. Thanks to her support, all Favored Foes of ANY Champion in the formation will have a bigger chance of dropping double quest items or counting for double quest progress.

The formation won't get far on their mission without healthy Champions, so Dynaheir increases the Overwhelm of Champions in the front-most column in the formation. She also increases the damage of Champions with a high Constitution, and that bonus grows as her allies are attacked. She can boost that even further if she specializes in Circle Magic. Otherwise she can put extra focus on dealing damage to Favored Foes with the Iron Lord's Justice, or support her Loyal Bodyguard Minsc by giving him the Tanking role and all of the buffs needed to fulfill his task!

Dynaheir uses An Old School Sling most of the time, but when necessary she can call upon two different Ultimate elemental attacks! She will alternate between a gigantic Fireball that damages and knocks back enemies, and a Lightning Bolt that will injure and stun a line of creatures.

The ranks of the Heroes of Baldur's Gate are bolstered with Dynaheir joining them, and she's ready to show just how powerful a Wychlaran Invoker can be!

IV. Dynaheir's Abilities

Basic Attack

  • An Old School Sling - Dynaheir attacks the closest enemy with her sling, dealing 1 hit.

Formation Abilities

  • The Resolve of Rashemen - Dynaheir increases the damage of all Champions in the formation with a CON of 15+ by 400% for each Champion affected by this ability, stacking multiplicatively.
  • Enemy of Thay - Humanoid enemies are Dynaheir's Favored Foe. There is a 50% chance that an additional Red Wizard spawns with each wave in non-boss areas.
  • Spoils of War - All Favored Foes have a 25% chance to drop double quest items or count for double quest progress.
  • Defensive Position - Dynaheir increases the bonus of The Resolve of Rashemen by 20% each time an ally is attacked, up to a maximum of 100 stacks. If Minsc is in the formation, the base effect is increased to 44%. Stacks apply multiplicatively and reset when changing areas.
  • The Unapproachable East - Champions in the front-most column of the formation have their Overwhelm increased to 25, if it wasn't already higher.

Specializations

  • Circle Magic - Champions that are adjacent to Dynaheir get +1 CON and the base effect of The Resolve of Rashemen is increased by 10%.
  • Iron Lord's Justice - Champions deal 1000% more damage against all Favored Foes.
  • Loyal Bodyguard - Minsc gains the Tanking role and is now eligible for this adventure regardless of other restrictions. Dynaheir increases Minsc's base health by 200%, and then further increases his health by 75% for every 50 areas completed in the current adventure, up to area 600. She also increases the health of all Champions, other than Minsc, by 25% of Minsc's max health.

Ultimate Ability

Dynaheir alternates between two different Ultimate attacks, Fireball and Lightning bolt:

  • Fireball - Dynaheir casts a gigantic fireball that engulfs the entire enemy's side of the screen, dealing 1 ultimate hit to all enemies and knocking them back a short distance.
  • Lightning Bolt - Dynaheir casts a lightning bolt through the target with the most health remaining, dealing 1 ultimate hit to all creatures in a wide line and stunning them for 5 seconds.

V. Dynaheir's Epic Equipment



Slot 1: Global DPS
Slot 2: The Resolve of Rashemen
Slot 3: Spoils of War
Slot 4: Defensive Position
Slot 5: Specializations
Slot 6: Ultimate Cooldown

VI. Conclusion

Are you excited to another familiar Champion from Baldur's Gate? Let us know:
February 14th
Idle Champions: Turn of Fortune's Wheel Part 3 
Posted in Idle Champions.

This week the Turn of Fortune's Wheel continues! With the help of Farrow, the Champions find themselves in the titular Fortune's Wheel - a casino in Sigil. There they meet the owner, Shemeshka, and get more information about their glitch situation. After that, they must delve deeper into the Mortuary to find another glitched Champion and make it out with their souls intact!

Note: You will need to have completed the previous two Turn of Fortune's Wheel adventures, Welcome to Sigil and Fast Food, in order to access these new adventures.



The Fortune's Wheel

The Champions are kept on their toes with the pandemonium at the Fortune's Wheel casino!
Play Reward: Gnome Avren Skin
  • Variant: The Misfortune's Wheel - The Champions deal with the chaos of the Fortune's Wheel casino while broke!
    • Gold Find is reduced by 99%.
    • You may not use Champions with the Gold Find role.
    • Complete area 550

A Glitch in the Mortuary

Descend further into the Mortuary and find another glitched Champion!
Play Reward: Gnome Glitch Avren Feat
  • A Gnome in the Mortuary - Explore the depths of the Mortuary with Gnome Avren!
  • Prerequisites: Must have Avren unlocked.
    • You may only use Champions that are partially or totally neutral.
    • Avren joins the formation.
    • Complete area 600


We would love to hear about your experiences in the Outlands on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

January 31st
Idle Champions: Grand Revel 7 
Posted in Idle Champions.

As Camp Vengeance gets ready to celebrate Grand Revel, a lone Templar approaches the Champions. Her merchant friend's caravan is missing. The investigation found only scattered supplies and wreckage along the trail. If there are any survivors, they seem to have been taken into the jungles of Chult...

Grand Revel 6 introduces Presto, the unicorn befriending wizard from the Dungeons & Dragons Cartoon! It also brings back Brother Uriah, the good-hearted cleric of the Black Dice Society, and Vi, the planes-walking, gun-toting, gnome artificer played by Jeremy Crawford on Acquisitions Incorporated! Players have until Monday, February 12th at noon Pacific to complete their Grand Revel 7 unlocks and objectives.

Presto



    Presto is a bookish and timid teenager whose dreams of becoming a magician became reality when he was transported with his friends to the magical world of Dungeons & Dragons. He wields a capricious, unpredictable form of magic with his distinctive green magical hat. Presto is known for his inventive but sometimes uncontrollable magical solutions as he and his friends search for a way back home.

Presto the Magician is a support Champion who assists the party through debuffs created by his magical hat, buffs to the two columns in front of him, and he discovers extra Modron Component pieces. Once unlocked, you can find this human wizard in Seat 2 opposite Celeste.

Year Seven Variants


Magician! - Discover the fate of some merchants in the jungles of Chult with Presto!
  • Presto joins the formation (Slot 6). He can't be moved or removed.
  • Only Champions in the two columns in front of Presto can deal damage.
  • Getting to know Presto: Presto increases the damage of Champions in the two columns in front of him. Place your damage dealers to take advantage of this!
  • Reach Area 75.

The Last Illusion - Discover the fate of some merchants in the jungles of Chult with Varla, the illusionist!
  • Presto joins the formation (Slot 7). He can be moved, but not removed.
  • Varla also joins the formation. (New escort in Slot 4). Champions next to her attack faster as their base attack cooldowns are reduced by 2 seconds.
  • Only monsters that have a debuff can take damage.
  • Getting to know Presto: Presto's attacks debuff monsters, making them take additional damage and suffer other effects. Use him and other debuffing Champions to make it so you can damage these monsters!
  • Reach Area 125.

It's Venger Time! - Discover the fate of some merchants in the jungles of Chult while being hunted by Venger!
  • Presto joins the formation (Slot 7). He can be moved, but not removed.
  • At the start of each Boss area, Venger arrives on his nightmare as an additional boss that must be defeated.
  • You may only use Champions that have a Magic base attack, an age of 20 or younger, or have a total ability score of 78 or lower.
  • Getting to know Presto: Presto's specialization bonuses depend on the other Champions in the formation. Pick a specialization and build your formation around it to maximize your damage!
  • Reach Area 175.

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



January 26th
Idle Champion Spotlight: Presto 
Posted in Idle Champions.

"My hocus-pocus is out of focus!"

Young Albert had already been working on his card trick skills when he was pulled into the fantastical world of Dungeons & Dragons. He took on the mantle of Presto the Magician, hoping to become a mighty magical mage. But between his lack of self confidence and an unpredictable magic hat, he still has a lot to learn about being a wizard!

I. Presto



    Presto is a bookish and timid teenager whose dreams of becoming a magician became reality when he was transported with his friends to the magical world of Dungeons & Dragons. He wields a capricious, unpredictable form of magic with his distinctive green magical hat. Presto is known for his inventive but sometimes uncontrollable magical solutions as he and his friends search for a way back home.

Presto the Magician is a support Champion who assists the party through debuffs created by his magical hat, buffs to the two columns in front of him, and he discovers extra Modron Component pieces. Once unlocked, you can find this human wizard in Seat 2 opposite Celeste.

II. Presto's Stats

Race: Human Alignment: Neutral Good
Gender: Male Pronouns: He/Him
Age: 14 Affiliation: Saturday Morning Squad Class: Wizard

STR: 9 DEX: 9 CON: 12
INT: 16 WIS: 14 CHA: 13

Role: Support

Eligible for Patrons: Mirt, Strahd

Slot: 2 (Celeste)


III. Presto's Design

"Magic hat, I'm gonna be frank: What we need now is a twenty-ton tank!"

With a green hat full of magical mischief and a repertoire of rhyming spells, Presto is excited to be a real wizard, even if he can't always control what actually happens. His Hat of Many Spells can produce birthday cakes, skateboards, and rotary phones, each damaging and debuffing enemies in different ways. He prefers to stay behind his stronger friends, so he'll boost the damage of Champions in the two columns in front of him. He'll also help scavenge Modron Component Pieces from defeated bosses to assist the formation on their adventures.

Presto can increase his damage bonus depending on who has joined him in the formation. He can specialize with Champions close to his own age, work with companions with less heroic ability scores, or be inspired by others capable of powerful magical attacks. And when he tries hard enough, Presto can pull an amazing elemental attack from his hat to debuff all the enemies on the battlefield and inflict ultimate damage!

Presto hasn't been able to use his magic to help his friends return home, but he's ready to assist the formation as they continue on their adventures!

IV. Presto's Abilities

Basic Attack

  • Presto's Hat - Presto takes his hat off, pulls out a random projectile, and throws it at the nearest enemy, dealing one hit.

Formation Abilities

  • Hesitant Helper - Presto increases the damage of Champions in the two columns in front of him by 100%.
  • Hat of Many Spells - Presto's attacks cause monsters hit by them to take +100% damage (for 15 seconds), stacking multiplicatively up to 5 times. In addition, a secondary effect occurs depending on the projectile.
    Projectiles:
    • Birthday Cake w/ one lit candle: The monster is slowed by 50% for 5 seconds.
    • Skateboard: The monster is knocked back a short distance.
    • Rotary Phone: The monster is stunned for 2.5 seconds.
  • Ultimate Hat Trick - Presto's ultimate is unlocked and has a random effect when used.
    Effects:
    • Snowballs: Snowballs fire out at all enemies, dealing 1 ultimate hit to each monster and slowing them by 50% for 10 seconds. The weather changes to Snow.
    • Fireworks: A shower of bright colorful fireworks shoot out and explode all over the battlefield, dealing 1 ultimate hit to all monsters, and stunning them for 5 seconds. The weather changes to Fog.
    • Tornado: A tornado flies out of the hat and grows in size, dealing 1 hit to all monsters and knocking them back a medium distance. The weather changes to Rain.
  • Component Scavenger - Presto can help scavenge up to (2,000 + 20/day) Modron Component Pieces when killing bosses. While this cap is not reached, Presto has a 10% chance of scavenging 1 Modron Component Piece each time a boss is defeated. The cap increases by 20 every day.

Specializations

  • Humble Heroes - Presto increases the damage bonus of Hesitant Helper by 100% for each Champion in the formation with a total ability score of 78 or less.
  • Junior Juggernauts - Presto increases the damage bonus of Hesitant Helper by 100% for each Champion in the formation with an age of 20 or less.
  • Magical Mastery - Presto increases the damage bonus of Hesitant Helper by 100% for each Champion in the formation with a magic attack.

Ultimate Ability

  • A Hatful of Havoc - Presto takes his hat off and holds it out in front of him, firing an assortment of objects at his opponents.

V. Presto's Epic Equipment



Slot 1: Global DPS
Slot 2: Hesitant Helper
Slot 3: Hat of Many Spells
Slot 4: Specializations
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

Do you have fond memories of the original Dungeons & Dragons cartoon? Are you excited to see Presto in your formations? We'd love to hear all your stories:
January 24th
Idle Champions: Xaryxis Finale & Astral Elf Emergence! 
Posted in Idle Champions.

Xaryxis, the star at the center of the Xaryxispace is going supernova! The Champions must make their way back to the Second Wind as fast as possible! But there are astral elves still loyal to Xeleth standing in your way! After that, it's time to return to Waterdeep at last, but not all is well in the city of splendor. Descend into Skullport and clear out a new mind flayer colony!

Note: You will need to complete the previous two Light of Xaryxis adventures, Into Xaryxispace and The Battle of Xaryxis, in order to access these new adventures.


The Last Light of Xaryxis

It's a race against time as the Champions must escape Xaryxispace!
  • Variant: 15 Minutes to Doomsday - It's REALLY a race against time as the Champions must escape Xaryxispace!
  • Every 50 areas starting at area 1, a 15 minute countdown starts. If the countdown hits zero before getting through the 50 areas, every Champion in the formation is removed and can't be used for the rest of the adventure.
  • Anytime there are less than 10 minutes left in the countdown you can't remove Champions from the formation. This restriction is removed when the countdown timer reaches 0 until the countdown starts again.
  • Complete area 1150

Realmspace Restored

Return to Toril and stop mind flayers from taking over Waterdeep!
  • Variant: Evil to the Core - Return to Toril and stop mind Flayers from taking over Waterdeep with Evil Champions!
  • You may only use Evil Champions.
  • Complete area 1200



The last remnant of the Xaryxian Empire is descending on Faerûn! Astral elves loyal to Xeleth are causing all sorts of trouble - it's up to you and your formations to stop them! Protect the Forgotten Realms and unlock exclusive rewards in the Thayan Enclave Shop during the Astral Elf Emergence Event, which runs from Wednesday, January 24th at noon Pacific until Friday, February 2nd at noon Pacific!

During Emergence Events, Corrupted Gems can be collected from the designated monsters (in this case astral elves), and by completing a daily quest visible in the Emergence Event dialog. Use the Corrupted Gems in the Thayan Enclave Shop to collect any of the items below and the remaining items from the Mind Flayer Emergence.

New Items Added to the Thayan Enclave!

  • Two Golden Epics
    • Karlach Slot 2 - Helldusk Armor (20,000 Corrupted Gems)
    • Virgil Slot 5 - Thrilling Memoirs (20,000 Corrupted Gems)
  • Four Feats
    • D'hani - Fields of Green (10,000 Corrupted Gems)
    • Gazrick - Prodigal Leader (10,000 Corrupted Gems)
    • Miria - Caged Dreams (10,000 Corrupted Gems)
    • Karlach - Fiery Tempest (10,000 Corrupted Gems)
  • Two Skins
    • Spelljammer Pilot Miria (10,000 Corrupted Gems)
    • Spelljammer Pilot Strix (10,000 Corrupted Gems)
  • 10x Marvelous Support Pigments (7,000 Corrupted Gems)
  • 8x Modron Component Chests (2,500 Corrupted Gems)
  • 8x Supply Chests (2,500 Corrupted Gems)
  • Unlimited Spelljammer Emergence Chests (2,500 Corrupted Gems)
    • Contains gear for: Miria, Strix, Virgil, Karlach, D'hani, Gazrick


  • You can find all this information, and even more details, in-game!

    We would love to hear about your experiences in Wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    January 10th
    Idle Champions: Midwinter 7 
    Posted in Idle Champions.

    Deadwinter Day arrives once again in Longsaddle. While most citizens keep warm in their homes and exchange gifts to celebrate the midpoint of winter with friends and family, the Champions are hired by the infamous Harpells to patrol the outskirts of town...

    Midwinter 7 introduces Karlach, the Tiefling Barbarian from Baldur's Gate 3! Also returning is Fen, the Drow Dhampir Warlock from the Black Dice Society, and Rust on the Harbour, the hydrophobic Tabaxi Rogue and sometimes member of the Oxventure Guild. Players have until Monday, January 22nd at 12 PM Pacific to complete their Midwinter 7 unlocks and objectives.

    Karlach



      Freshly escaped from Hell, Karlach is finally free of the Archdevil Zariel - but not from the infernal engine Zariel planted in her chest. With her first taste of freedom in ten years, Karlach is eager to find a fix for the engine that’s burning hotter and hotter before it burns her out completely. But even more premiere in her mind? Exploring, finding like-minded travelers, falling in love (or lust)...and taking revenge on the man who sold her to Zariel all those years ago.

    Karlach is a DPS, Support, and Tanking Champion who ignites in fire when her rage kicks in. Once unlocked, you can find this Tiefling Barbarian in Seat 4 opposite Jarlaxle.

    For more details on Karlach and her abilities, check out her Champion Blog, or her Spotlight Video!

    Year Seven Variants


    Let's March! - Patrol the outskirts of Longsaddle on Deadwinter Day with Karlach!
    • Karlach joins the formation. She can't be moved or removed.
    • Only Champions in the front two columns can deal damage.
    • Getting to know Karlach: As a tank, Karlach is best in the front of the formation. Will you use her as a support or as your main DPS?
    • Reach Area 75.

    This Is The Best Day - Patrol the outskirts of Longsaddle on Deadwinter Day.
    • Karlach joins the formation. She can't be moved or removed.
    • Karlach starts with The Fury of Avernus and Rage abilities unlocked.
    • An animated Clive also joins the formation.
    • All damage against enemies is reduced to 1 until Karlach has at least 20 Rage stacks. (This includes click damage!)
    • Karlach gains an additional Rage stack whenever any other Champion in the formation attacks.
    • Getting to know Karlach: Karlach's Rage kicks in after lots of attacks happen. If she's tanking a lot of enemies, her Rage will grow more quickly.
    • Reach Area 125.

    Zariel's Champion - Patrol the outskirts of Longsaddle on Deadwinter Day.
    • Karlach joins the formation. She can't be moved or removed.
    • Other than Karlach, you may only use Champions with a STR of 10+ and a CHA of 13+.
    • Getting to know Karlach: As Zariel's Champion, Karlach can always be used in Zariel Patron challenges. Which Champions will you use with her?
    • Reach Area 175.

    We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



    January 5th
    Idle Champion Spotlight: Karlach 
    Posted in Idle Champions.

    "There's courage in being terrified, but still going forward."

    After escaping the horrors of Avernus, Karlach wants to experience all the joys of the mortal world that she missed. She's full of positivity, an unrestrained lust for life, and a deep kindness for others. And when necessary, she'll gleefully charge into battle full of rage and fire!

    I. Karlach



      Freshly escaped from Hell, Karlach is finally free of the Archdevil Zariel - but not from the infernal engine Zariel planted in her chest. With her first taste of freedom in ten years, Karlach is eager to find a fix for the engine that’s burning hotter and hotter before it burns her out completely. But even more premiere in her mind? Exploring, finding like-minded travelers, falling in love (or lust)... and taking revenge on the man who sold her to Zariel all those years ago.

    Karlach is a DPS, Support, and Tanking Champion who ignites in fire when her rage kicks in. Once unlocked, you can find this Tiefling Barbarian in Slot 4 opposite Jarlaxle.

    II. Karlach's Stats

    Race: Tiefling Alignment: Chaotic Good
    Gender: Female Pronouns: She/Her
    Age: 30 Affiliation: Absolute Adversaries Class: Barbarian

    STR: 15 DEX: 13 CON: 14
    INT: 9 WIS: 12 CHA: 12

    Role: DPS, Support, Tanking

    Eligible for Patrons: Mirt, Vajra, and Zariel

    Slot: 4 (Jarlaxle)


    Dungeons & Dragons Karlach

    III. Karlach's Design

    As an impressively muscular Tiefling with an intimidating greataxe, Karlach is a terrifying opponent on the battlefield. But she is just as fierce in her love of life and joy at being surrounded by good people. Most of her focus is on protecting her new friends by boosting the damage of Champions in her column and the column behind her, and by charging forward to cleave at the nearest enemies. As she attacks, or is attacked, her Rage grows until she ignites on fire and boosts her damage bonus even more!

    Because she is a Champion of Zariel, Karlach can always be used in any Zariel Patron adventure or variant. And the more of those Zariel Patron variants you complete, the bigger her damage bonus becomes. She also has a mind flayer tadpole in her brain, which she uses to increase the health of all other Champions in her formation. And when necessary she can absorb the energy of a Soul Coin to add even more fuel to the fire of her Rage for Ultimate damage!

    Karlach's specialization choice further reinforces either her DPS, tanking, or support role. She can become a Berserker and increase her Rage damage. Or she can use that unrelenting ferocity while raging to heal some of the damage she's taken. Otherwise she can choose to embrace the mental connection she has with her fellow Champions undergoing Ceremorphosis to increase her support capabilities.

    Whichever path she takes, Karlach will embrace her role with extreme passion, bringing her fun-filled love of life to the entire formation!

    IV. Karlach's Abilities

    Basic Attack

    • Greataxe Cleave - Karlach moves up to the closest enemy and swings her greataxe in a wide arc, dealing 1 hit to everyone in range.

    Passive Abilities

    • Champion of Zariel - As a Champion of Zariel, Karlach can be used in any Zariel Patron adventure or variant, even if she would not normally be available to be used due to variant or patron restrictions.

    Formation Abilities

    • The Fury of Avernus - Karlach increases the damage of all Champions (including herself) in her column and the column behind her by 100%.
    • Ceremorphosis - Your formation gains one Ceremorphosis stack due to the mind flayer tadpole in Karlach's brain. Karlach increases the health of all other Champions by 20% of her max health, plus 2% for each Ceremorphosis stack the formation has, stacking additively.
    • Rage - When Karlach attacks or is attacked, she gains a Rage stack, capped at 50 stacks. Karlach increases the effect of The Fury of Avernus by 25% for each Rage stack, stacking multiplicatively. Stacks are reduced by 60% when changing areas.
    • Infernal Engine - While Karlach has 20 or more Rage stacks, she ignites on fire dealing 0.1 second of BUD-based damage for each Rage stack to any enemy that attacks her, stacking additively.
    • An Experienced Gladiator - Karlach increases the effect of The Fury of Avernus by 10% for each Zariel Patron variant you have completed, stacking multiplicatively.

    Specializations

    • Berserker - While Karlach has 20 or more Rage stacks, she increases her damage by 50% for each Rage stack she has, stacking multiplicatively.
    • Wildheart - While Karlach has 20 or more Rage stacks, she heals 10% of her max health every second.
    • Wild Magic -While Karlach has 20 or more Rage stacks, she increases the effect of The Fury of Avernus by 100% for each stack of Ceremorphosis, stacking multiplicatively.

    Ultimate Ability

    • Soul Coin - Karlach absorbs the energy in the soul coin, which lasts until completing a new boss level or her ultimate cooldown ends. For the duration, Karlach's Rage cap is increased to 100 stacks, and she doesn't lose Rage stacks when switching areas. In addition, she increases the base (pre-stack) amount of Infernal Engine's BUD-based damage by 100%.

    V. Karlach's Epic Equipment



    Slot 1: Global DPS
    Slot 2: Increase Health
    Slot 3: The Fury of Avernus
    Slot 4: Rage
    Slot 5: An Experienced Gladiator
    Slot 6: Ultimate Cooldown

    VI. Conclusion

    Karlach is always excited to be around friends, so tell us how much you enjoy her fire in your formations:
    January 3rd
    Idle Champions: Season 7 Overview 
    Posted in Idle Champions.

    Season 7: The Rivals

    Season 7 focuses on Champions from the Rivals of Waterdeep affiliation! There are six Champions that are a part of this affiliation, and three of them were targeted for reworks: Shaka (Seat 9), Selise (Seat 12), and D'hani (Seat 1). Read below to learn more about these Champions, and the details you need to know about Season 7!

    The focus of Season 7's redesigns is to fix some of the most glaring issues with the targeted Champions. These are Champions with solid bones, but each had an issue or issues that prevented them from rising to greatness. Synergies between the Rivals of Waterdeep Champions already existed, so we haven't focused too much on improving those.

    Season 7 begins on Wednesday, January 3rd, 2024, and to celebrate we're going to have a special day of streaming on our Twitch Channel starting at noon Pacific. The day will be capped off by an extraordinary D&D one shot adventure featuring the return of the Rivals of Waterdeep! We're thrilled to have Jasmine Bhullar as the Dungeon Master and players Tanya DePass as Selise, Masood Haque as Gazrick, Shareef Jackson as Shaka, LaTia Jacquise as D'hani, Eugenio Vargas as Kent, and Brian Gray as Virgil. Join us in your fanciest attire at 4pm Pacific for this one night only special reunion event!

    The Rivals one shot

    Table of Contents


    Season 7 The Rivals

    Champion Overview

    Shaka (Seat 9)

    Shaka
    Shaka's Celestial Puzzle ability is one of the most unique buffs in the game, but it could be confusing to use and the juice wasn't worth the squeeze in many cases. We have added several quality of life changes and buffed the base values to really reward people who take the time and effort to build a unique formation for their Shaka-centric run.

    Celestial Puzzle is Shaka's main support ability, which buffs the whole formation. When you unlock it, five slots in the formation are highlighted. Four of these slots have tags assigned to them, while one is hidden and associated with Shaka's specialization. If you place a Champion into a slot that has a tag matching that slot, Celestial Puzzle's buff is increased. Celestial Resistance periodically provides a temporary hit point shield to everyone in the formation, where the size of the shield is buffed by the number of successfully filled Celestial Puzzle slots. If Shaka is adjacent to any of his Celestial Puzzle slots, Feast or Famine further increases the base effect of that buff. Finally, Riddling Rivals increases the base effect of Celestial Puzzle for each other Rival in the formation.

    Specializations: Three of Shaka's specializations unlock his previously secret fifth Celestial Puzzle slot, each one with a different target tag (and a small buff to Celestial Puzzle based on how difficult the target tag would be to fulfill). Since you can see which slot is going to be added and what tag it's going to target, you have plenty of information to pick the right choice for the formation you've built. A final specialization increases the effect of Celestial Resistance.

    Using Shaka: Place Shaka in your formation and unlock his Celestial Puzzle ability, then find your best Champions for the tag targets in his Celestial Puzzle slots. Build a custom formation that fulfills as many puzzle slots as you can to get the biggest buffs from Shaka. You should also try to make sure Shaka is adjacent to as many of his puzzle slots as you can. When it comes time to pick a specialization, choose the one that fits best into the formation you've been building.

    Selise (Seat 12)

    Selise
    Selise's kit was one of the most complex in the game, but it needed some love to make it a little more useful. We have smoothed out her kit by removing her Reflect stance and moving its effects to Wall stance, providing a more clear progression of stances from Aggressive (pushing) to Wall (tanking) to Last Resort (burning down a boss). We've also provided a new quality of life improvement with a feat that prevents roaming familiars from activating her ultimate (and thus changing her stance when you didn't mean it to change).

    Selise's Divine Sense increases the damage of Champions in the two columns behind her, plus it has a secondary effect based on Selise's current shield stance. You can change Selise's shield stance by using her ultimate ability, which unlocks at the same time as Divine Sense. Selise's three stances are Aggressive, Wall, and Last Resort. In Aggressive stance, Divine Sense also decreases affected Champion's attack cooldowns. In Wall stance, Divine Sense's effect is increased and Selise and her nearby allies take less damage. Finally, in Last Resort stance, Vow of Vengeance's base effect is increased by a massive amount that reduces over time. Vow of Vengeance, by the way, is another ability that is active in both Wall and Last Resort stance, and increases the effect of Divine Sense each time an enemy attacks Selise, stacking multiplicatively. Shield of Psychomancy causes Selise to debuff hit-based and armor-based enemies to take extra hits when attacked (synergizing with Gazrick), but is only active while in Aggressive stance. Protect The Party increases the health of other Champions in the formation, further increasing the buff based on the number of Rivals of Waterdeep Champions in the formation. Rivalry's Insight also cares about the number of Rivals in the formation, increasing the effect of Divine Sense for each one. Finally, every 180 seconds when Selise switches from Last Resort to Aggressive stance, she casts Thunderous Smite, dealing massive damage to up to six enemies on the field.

    Specializations: Selise has two sets of specialization choices. During the first set, you can pick a specialization that buffs a specific shield stance. During the second set, you can pick from one of the two stances that you didn't buff, or extend the range of Divine Sense. The buffs are: Relentless Avenger, increasing the number of bonus hits Shield of Psychomancy can inflict. Reflective Shield, deflecting ranged and magical projectiles back at enemies while in Wall stance. And Mithral Skin, reducing the damage Selise takes while in Last Resort stance.

    Using Selise: Place Selise at the front of your formation and switch shield stances based on what your party is doing. While pushing toward your wall in areas you can quickly and easily clear, stay in Aggressive stance to speed up the attacks of Champions near Selise. When you begin to approach your wall (when enemies are surviving long enough to reach your formation), switch into Wall stance to reduce the damage Selise takes while tanking and increase the damage your allies affected by Divine Sense do. If the fight is looking dire, switch into Last Resort stance to provide a big boost of power to your allies, but be sure to switch out of Last Resort once your foes are defeated, as the effect is reduced greatly over time.

    D'hani (Seat 1)

    D'hani
    D'hani is a DPS Champion who is all about painting. In general, the more paint that she has applied to her enemies in the current area, the more damage she does. Paint Them Red applies up to 3 strokes of red paint to enemies D'hani attacks (one stroke per attack). Splash of Yellow can apply one stroke of yellow paint to each enemy. Enemies affiliated by yellow paint drop additional gold when killed. Stroke of Green applies green paint, which causes D'hani's attacks against them to also damage nearby enemies. Blotch of Blue applies blue paint, which stuns enemies and causes boss enemies to take even more damage.

    D'hani's Way of the Brush ability keeps track of the total number of enemies she has painted across all resets, and her damage is further increased based on that number. With Friendly Rivalry, she increases her damage based on the number of Rivals of Waterdeep Champions in the formation.

    D'hani will always attack the nearest enemy as well as one random enemy, helping her spread her paints. Her ultimate ability attacks and applies paint to five random enemies, and also removes any weather effects in the current area (potentially triggering a stack of Virgil's Weather Control).

    Specializations: D'hani has one specialization for each of her yellow, green, and blue paints. Each specialization increases the effectiveness of that type of paint.

    Using D'hani: Place D'hani anywhere in your formation with as many other Rivals of Waterdeep Champions as you can manage. That's it. D'hani will apply paint more quickly if she can attack faster, so try to team her up with support Champions who will decrease her base attack cooldown.

    Season 7 The Rivals

    Key Season Rewards

    As with last season, the marquee rewards are at level 60. After that, you begin to earn Bonus tokens for every level (two tokens per level for Season Pass purchasers). Each token can be redeemed for one of the 15 unique bonus rewards.

    Once a reward has been earned, it cannot be earned again until each type of reward has been earned. Once all rewards are earned, your odds reset. Your odds of a specific type of reward when none have been earned are approximately as follows:

  • Champion iLevels: 33%
  • Gems: 13%
  • Modron Component Chest: 13%
  • Season Chest: 13%
  • Blacksmithing Contracts: 6.5%
  • Bounty Contracts: 6.5%
  • Supply Chest: 6.5%
  • Support Pigment: 6.5%


  • This season includes a new Click Damage Skin, a Golden Epic for Shaka, a new Hawk Man familiar, Epic and Rare feats for all the Season Champions, and exclusive skins for those Champions! It also makes Marvelous Tanking Pigments available for the first time since Season 5! Check out the Rewards track in-game for more detail.

    Rewards:

    Available to All Players

    • Golden Epic: Shaka Slot 5
    • Click Damage Skin: Rivals Sword
    • Rare Feats: Shaka, D'hani, Kent, Virgil
    • Epic Feat: Selise
    • Item Level Boosts
    • Chests
    • Epic Potions and Scrolls
    • Gems

    Available to Season Passholders

    • Familiar: The Hawk Man
    • Tanking Pigments
    • Week-long Potions
    • Epic Feats: Shaka, Selise, D'hani, Kent, Virgil
    • Waterdhavian Skins: Shaka, Selise, D'hani, Kent, Virgil



    Season 7 Keywords and Key Abilities

    Keywords and Key Abilities

    Throughout the season, various quests may reference certain keywords and abilities. Here is a quick reminder on some of those!

    BUD-setting: BUD stands for Base Ultimate Damage. Your 'BUD' is based on the DPS of the highest hit that any Champion has recently achieved against a single enemy. Bud-setting Champion, means the Champion who has most recently done the most damage.
    • On PC UI, this is visible by mousing over the lightning bolt banner to the left of your Ultimate Attack buttons.
    • On Console UI, this is visible by looking to the right of your ultimate bar, on the graphic labeled with 'Ult DPS'.
    Event Adventures: Event Adventures are only available in two ways: When the corresponding event is active, or when a time gate for a Champion that was originally available in that event is opened. Event Adventures are home to many unique bosses and creatures, however, some of them can be found outside of their original events in permanent adventures.

    Patron Challenges: The Patron system allows you to re-play adventures and variants with additional restrictions, resulting in influence and currency that you can spend in a Patron's given shop. Once you have unlocked a Patron, they will provide you with ten challenges that refresh every Monday at Noon Pacific Time.
    • On PC UI, Patrons are accessible through a button on the upper left UI.
    • On Console UI, Patrons are accessible in the UI buttons above the Champion seats.
    Positional Formation Abilities: Positional Formation Abilities are abilities that trigger based on where a target is in the formation.

    Time Gate Adventures: A Time Gate allows you to unlock Champions from previous events you may have missed and/or gear them up for free. You need 6 Time Gate Pieces to open a Time Gate for a Champion, though they open naturally every 2-3 weekends.
    • On PC UI, Time Gates are accessible through a button on the upper left UI.
    • On Console UI, Time Gates are accessible in the UI buttons above the Champion seats.
    Season 7 Key Enemies

    Key Enemies

    Throughout the season, various quests may reference certain types of enemies. Here is a quick reminder on where to find some of those!

    Beast bosses: Beast bosses appear in almost every adventure in Idle Champions. If you're looking for an early beast boss to grind into a paste, the Unearthed Evil adventure in the Grand Tour of the Sword Coast campaign contains a Grizzly Bear boss in area 5!

    Beast enemies: Beast monsters can be encountered in most adventures. If you are looking for a good target to encounter beasts, try The Cursed Farmer - the first (non-tutorial) adventure in the Grand Tour of the Sword Coast campaign.

    Devourer: The Devourer appears in all the Midwinter event adventures, so look there first if the event is running. If you want even more Devourer fun, and don't feel like opening a Midwinter time gate, it can be found in many other adventures, including the first adventure of the Turn of Fortune's Wheel campaign.

    Distractions: Distractions are the clickable items that appear in the background during adventures. Sometimes they also scurry or fly by. Click them before they disappear to gain credit for any quests that call for their destruction! Pro tip: Having six familiars assigned to clicking enemies will also automatically click distractions as soon as they appear!

    Elf bosses: As mentioned above, Astral Elves can be found all throughout the Light of Xaryxis campaign, but you can also find elves in other campaigns, for example there are plenty of Drow in the Underdark portions of the Grand Tour of the Sword Coast campaign.

    Elf enemies: You can find an Ice Troll ripe for farming in The Giant's Bane Tavern adventure in the Icewind Dale campaign (the very first adventure of the campaign). If that doesn't float your boat, or if your boat is frozen in the lake, there are several other targets scattered throughout the Forgotten Realms.

    Fiend enemies: Everyone knows you can farm Imps quickly in The Mad Wizard adventure in the Grand Tour of the Sword Coast campaign, but did you know that other adventures also exist and contain fiend enemies? Well, we think so, at least. We're all just farming The Mad Wizard too.

    Gibbering Mouther: The Gibbering Mouther appears in area 35 of all the Fleetswake event adventures. If you're looking for them when the event isn't active, the easiest place to search is the Escort to Waterdeep adventure in the Grand Tour of the Sword Coast campaign.

    Humanoid enemies: Humanoid monsters can be encountered in many adventures. If you are looking for a good target to encounter humanoids, try A Mysterious Summons - the first adventure in the Waterdeep: Dragon Heist campaign.

    Monstrosity enemies: Monstrosity enemies can be found all throughout the forgotten realms. Check out areas 34 and 35 in The Cursed Farmer adventure in the Grand Tour of the Sword Coast campaign for some Mimics, perhaps the most famous D&D monstrosities!

    Nanny Pu'pu: Nanny Pu'pu is the final boss of all the Grand Revel event adventures. If you miss them during the event, you'll need to open a time gate for Birdsong, Paultin, Havilar, Hew Maan, Vi, or Brother Uriah in order to access a Grand Revel adventure.

    Plant bosses: There are plenty of evil trees that need to be chopped down through the game, but there are a couple in The Mad Wizard adventure in the Grand Tour of the Sword Coast campaign that make easy targets. Seek out the Shambling Mound in area 25 or the Treant in area 30.

    Resurrected Hero of the Vale: This poor guy keeps getting resurrected just so you can kill him again. He appears in both the Highharvestide and Feast of the Moon event adventures, as well as several other adventures. If neither event is available, check out The Mists of Ravenloft adventure in the Grand Tour of the Sword Coast campaign, or Resolve Amongst Chaos in the Baldur's Gate: Descent Into Avernus campaign.

    Segmented health: Creatures with segmented health are available on many different adventures. Bosses with hit-based or armor-based health will count towards this quest. The Tyrannosaurus Zombie on area 50 of Running of the Saurs in the Tomb of Annihilation campaign is a great early-game example of a segmented health boss!

    Undead bosses: You can cleanse the world of stinky undead in many adventures. Might we suggest the Upright Crawling Claw in The Mad Wizard adv-- wait, no. This one isn't in the Mad Wizard adventure. Instead, load up the Unearthed Evil adventure in the Grand Tour of the Sword Coast campaign. It's good to have some variety.

    Undead enemies: Undead monsters are available in many different adventures. If you are looking for a good target to encounter undead, you can find Zombies in Terror in the Dark - the fourth adventure in the Grand Tour of the Sword Coast campaign.

    January 3rd
    Idle Champions: Light of Xaryxis, Part 9 
    Posted in Idle Champions.

    The time has come! The Champions and the coalition have entered Xaryxispace and are beginning their attack! Standing in their way is the Xaryxian armada - and their spelljammers are ready for a fight! Can the Champions make it to the citadel and stop Xeleth? Find out!

    Note: you will need to complete the previous two Light of Xaryxis adventures, Foul Play and Spelljammers in Training, in order to access these new adventures.


    Into Xaryxispace

    The time has come to attack the Imperial Citadel. Ready your Spelljammers!
    • Variant: One Spelljammer at a Time - The time has come to attack the Imperial Citadel. Ready your Chaotic Good heroes!
      • You may only use Chaotic Good champions.
      • Champions in the formation deal 100% more damage for each Champion in the formation with a Magic base attack, stacking multiplicatively.
      • Complete area 1050
      • Rewards: Spelljammer Pilot Orkira Skin

    The Battle of Xaryxis

    Find a way to rescue Xedalli and stop Xeleth, before it's too late!
    • Variant: Defense Measures - Find a way to rescue Xedalli and stop Xeleth, while being attacked by magical defenses!
      • Every 10 seconds of real time, Champions take 25% of their total health in damage from the citadel's magical defenses.This speeds up by 0.5 second every 100 areas.
      • You may only use three Champions that don't have the Speed tag.
      • Complete area 1100

    Waterdhavian Celebration!


    We're celebrating the start of Season 7: The Rivals with a week-long party starting at noon Pacific on January 3rd, 2024. Log in each day from now until January 10th, 2024 at Noon PT and claim awesome rewards! Plus, if you claim four out of the seven days you will also unlock the Waterdhavian Gazrick Skin, a Gazrick Unlock, Feat for Gazrick, and 3 Gold Gazrick Chests!

    Be sure check out Season 7: The Rivals live in-game today at Noon PT! Learn more in Idle Season Blog!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

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