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November 24th
Idle Champions: November 2021 Adventure Variants 
Posted in Idle Champions.

Warning: There be Dragons ahead!

Today's update brings 11 new adventure variants across 5 campaigns! Each campaign has one or more variants themed around different chromatic dragons, these new adventure variants will test the mettle of your formations!

Also joining us today in the fight against dragons is Idle Champions Presents: The Trials of Mount Tiamat Party 2's favorite little ally, Red the Squirrel!


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

Grand Tour of the Sword Coast Adventure Variants

  • Leemooggoogoon Rises: Volo's Guide to Kuo-toa
  • Help the Kuo-toa while Volo and his friend chat you up.
    • Volo and a Kuo-toa join the formation, chatting up your team.
    • Champions adjacent to Volo and/or the Kuo-toa have their base attack cooldown increased by 1 second; it does not stack.
    • Complete area 400.

  • Neutral No More: Crimson Perception
  • Head to Mantol-Derith, while a young red dragon causes havoc.
    • In each boss area a young red dragon appears. You must defeat this additional boss to advance.
    • Only Champions with WIS of 14 or higher can be used.
    • Complete area 450.

  • Encroaching Madness: Maroon Madness
  • Explore Mantol-Derith while you deal with some wyrmlings who shouldn't be there.
    • Red Wyrmlings appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Red Wyrmlings should not be in Mantol-Derith. When a Champion kills a Red Wyrmling, they are stunned for 4 seconds as they try to understand what's happening.
    • Only Champions with WIS 12 or lower can be used
    • Complete area 450.


    Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

    Waterdeep: Dragon Heist Adventure Variants

    • A Botched Kidnapping: This Quest Stinks!
    • Help Volothamp Geddarm with a small task while dealing with a stinky foe.
      • Two skunks accompany the formation, but don't worry: Volo vouched for them!
      • Champions adjacent to the skunk deal no damage (but their formation abilities still work).
      • Black Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Complete area 225.

    • Trollskull Manor: Home Not So Alone
    • An annoying goblin has taken up residence in Trollskull Manor and put up defenses!
      • Each boss fight, a Blockade and a Goblin appear. The boss is invulnerable until the Blockade and Goblin are taken out. When the Goblin is defeated, they run off the screen instead of disappearing.
      • Gold Find is reduced by 99%.
      • Complete area 250.


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

    Baldur's Gate: Descent into Avernus Adventure Variants

    • The Wandering Emporium: When the Going Gets Tough
    • Hold back indestructible stone golems with your toughest champions!
      • Each wave spawns one invulnerable Stone Golem.
      • Only Champions with CON of 15 or higher can be used.
      • Complete area 450.

    • Tiamat's Army: Fight Dragons with Dragons
    • A terrible curse slows down any champion that isn’t a Dragonborn!
      • Non-Dragonborn champions attack cooldown is tripled, making them attack less often.
      • Blue Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Complete area 475.

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

    Icewind Dale: Rime of the Frostmaiden Adventure Variants

    • The Radiant Nightmare: Tough Acting
    • Chase down Xardorok's Chardalyn Dragon with your toughest champions!
      • Only Champions with STR of 14 or higher and CON of 15 or higher can be used.
      • Complete area 400.

    • Waiting on Sunrise: A Chilling Encounter
    • Race to save Termalaine with a White Dragon on your tail!
      • Every 5 seconds, a random champion is Stunned for 5 seconds due to the freezing cold.
      • With each boss, an extra white Dragon Wyrmling boss with 25 armored HP appears. The main boss is invulnerable until the white dragon is defeated.
      • Complete area 425.

    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    Wild Beyond the Witchlight Adventure Variants

    • Tall Tales: An Unexpected Geist
    • Learn about the history of the Champions by listening to creepy Ghost stories!
      • One Specter appears in each wave. They drop no gold, nor do they count towards quest progress. When they are killed, they respawn in the same location after 5 seconds. The Specters move 200% faster.
      • Complete area 250.

    • The Witchlight Carnival: A Dragon Against Us
    • Uncover the mysteries of the Witchlight Carnival while evading dragons.
      • Green Dragon Wyrmlings appear in each area. They drop no gold, nor do they count towards quest progress.
      • Only Champions with DEX of 15 or higher can be used.
      • Complete area 300.


    New DLC

    Dungeons & Dragons Red the Squirrel

    Red the Squirrel, the delightful ally of Party 2 of Idle Champions Presents: The Trials of Mount Tiamat, arrives as a familiar who can join your adventures!! The Red the Squirrel Familiar Pack includes Red, the Squirrel Familiar, 6 Epic Potions of Speed, 6 Epic Potions of Giant's Strength, 6 Epic Potions of Clairvoyance, 6 Epic Potions of Fire Breath, and 1 Potion of Polish.

    See the in-game Change Log for more information!
    March 31st
    Idle Champions: Descent into Avernus, Part 10 
    Posted in Idle Champions.

    Now it's time to enact our plan to save Elturel! Some things go right, some things go wrong. One thing goes REALLY wrong and will have drastic repercussions for the future of Faerȗn and Idle Champions.

    Today's update for Descent into Avernus brings its exciting concluding adventures, as well as Reya Reborn the second variant for the Idyllglen adventure, which upon completion unlocks our latest Evergreen Champion, Reya Mantlemorn!

    These adventures and variants go live with today's update at 12PM Pacific!

    New Champion: Reya Mantlemorn

    Dungeons & Dragons Reya Mantlemorn

      Born in the land of Turmish, Reya came to the holy city of Elturel to train as a Hellrider when she was twelve. As a faithful follower of Torm, Reya trained to sacrifice herself for the greater good. That preparation led to her taking Zariel's sword and joining the Champions, after rescuing the city of Elturel from Avernus.

    Reya powers up Champions adjacent to her with her Searing Radiance. You can power up that ability by increasing Champions who are Lawful and/or Good in the formation. When you want to add Reya to your formation, you can swap her with Asharra (Slot 6).

    II. Reya's Stats

    Race: Human/Celestial Alignment: Lawful Good
    Class: Paladin Gender: Female
    Age: 19 Affiliation: none

    STR: 18 DEX: 12 CON: 14
    INT: 13 WIS: 11 CHA: 20

    Role: Support

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

    Slot: 6, (Asharra)

    For more information about our latest Evergreen Champion, check out the Idle Champion Spotlight: Reya Mantlemorn blog post!

    Idyllglen

    We relive the battle of Idyllglen through Lulu's recently returned memories. We'll face untold horrors on our way back to the Bleeding Citadel, the Sword of Zariel, and the fate that awaits us in Avernus.
    • Variant: Reya Reborn — Help Reya take the Sword of Zariel and become a Champion. Zariel has positioned a fiendish army in Reya's way. Only Champions with STR of 10 or higher and CHA of 13 or higher can be used. In each area, additional fiends sent by Zariel appear. One randomly spawns at the end of the first wave, an additional fiend is added (no duplicates) every 100 areas.
      Fiends:
      • Bearded Devil - Gold Find is reduced by 99%.
      • Black Abishai - Champion damage is reduced by 99%.
      • Erinyes - - Champions damaged by enemies are stunned for 1 second. Getting damaged again resets the timer.
      • Lemure - Ultimate attacks are unavailable until this enemy is destroyed.
      • Merregon - The damage of all enemies is increased by 200%.
      • Spined Devil - All enemies move 200% faster.
      • White Abishai - The base attack cooldown of all Champions is increased by 1 second.
      Unlocks Reya Mantlemorn
      Reach area 625.

    Note: you will need to have completed the previous two Descent into Avernus Adventures, The Bleeding Citadel and Idyllglen, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Battle of High Hall Tower

    Return to Elturel for the final battle, facing the worst Avernus has to offer. We have the sword of Zariel, now it's time for the endgame.

    Reach area 550
    • Variant: Might Makes Right — Return to Elturel for the final battle with your strongest Champions. Only Champions with STR of 18 or higher can be used.Champion damage is reduced by 99%.
    • Reach area 600.

    Elturel's Last Stand

    Facedown Archduke Zariel of Avernus, and try to save Elturel from its fate.

    Reach area 575
    • Gargauth's Betrayal — Facedown Archduke Zariel of Avernus, along with a backstabbing pit fiend! Gargauth's betrayal saps the will of the Champions, who are facing ruin at every turn. From area 26 onward, Gargauth the Pit Fiend has a 25% chance of appearing in each non-boss area. Whenever he doesn't spawn the chance increases by 25% (additively) until he does spawn. While Gargauth is on screen, all other enemies are invulnerable.
      Reach area 625.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    March 26th
    Idle Champion Spotlight: Reya Mantlemorn 
    Posted in Idle Champions.

    We met Reya earlier in our Descent into Avernus campaign and she joined the Champions following the apparent destruction of Elturel. She swore to remain with the defenders of the city, but the Blood War took its toll on her. She was asked to face one more trial, to sacrifice herself to become a Celestial, the Avatar of Zariel. You can unlock Reya Mantlemorn by completing the Reya Reborn variant of the Idyllglen adventure.

    Read on to learn more about our latest Evergreen Champion.

    I. Reya Mantlemorn



      Born in the land of Turmish, Reya came to the holy city of Elturel to train as a Hellrider when she was twelve. As a faithful follower of Torm, Reya trained to sacrifice herself for the greater good. That preparation led to her taking Zariel's sword and joining the Champions, after rescuing the city of Elturel from Avernus.

    Reya powers up Champions adjacent to her with her Searing Radiance. You can power up that ability by increasing Champions who are Lawful and/or Good in the formation. When you want to add Reya to your formation, you can swap her with Asharra (Slot 6).

    II. Reya's Stats

    Race: Human/Celestial Alignment: Lawful Good
    Class: Paladin Gender: Female
    Age: 19 Affiliation: none

    STR: 18 DEX: 12 CON: 14
    INT: 13 WIS: 11 CHA: 20

    Role: Support

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

    Slot: 6, (Asharra)


    III. Reya's Design

    Born in the land of Turmish, but came to the city of Elturel when she was twelve so that she could train as a Hellrider. She was away from the city when Elturel was transported to Avernus, but always stayed true to the Creed Absolute and remained devoted to Elturel and its people. As the lone Hellrider who could truly defend her city, Reya takes up the Sword of Zariel, losing her former self to become the Avatar of Zariel, imbued with celestial power.

    As a Lawful Good Celestial and the Avatar of Zariel, Reya often communes with Zariel and attracts her gaze with Echoes of Zariel boosting other Lawful, Good, and especially Lawful Good Champions in the formation. Without bringing the gaze of Zariel upon her enemies, Reya supports adjacent Champions with her Searing Radiance, due to her experience in the Blood War, this ability is especially powerful against fiends.

    IV. Reya's Abilities

    Basic Attack

    • Sword of Zariel — Reya leaps out and slashes at random enemy with the Sword of Zariel, cleaving all other enemies nearby as well.

    Formation Abilities

    • Searing Radiance — Reya imbues adjacent Champions with her Searing Radiance, causing their attacks to deal 100% more damage. This effect is doubled against fiends. Can be buffed by upgrades, feats, and equipment.
    • Echoes of Zariel — The gaze of Zariel turns from Reya and sweeps across the formation, looking at random Champions before returning to Reya. It has an equal chance of looking at any Champion in the formation (including returning to Reya) but won't look at the same Champion twice without having returned to Reya first. Once it returns to Reya it increases the effect of Searing Radiance by 100% for each Champion it looked at, including Reya, stacking multiplicatively. Gaze moves every 5 seconds. Buff lasts until the gaze returns to Reya again. Can be buffed by upgrades, feats, and equipment.
    • Celestial Champion — All Lawful Good aligned Champions' damage is increased by 100%. Can be buffed by upgrades, feats, and equipment..

    Specializations

    • Champions of Good — The gaze of Zariel focuses on Good aligned Champions. Echoes of Zariel is guaranteed to look at all Good aligned Champions in the formation before returning to Reya (though may also look at non-Good aligned Champions using its normal mechanics). This guarantees a minimum number of stacks on the Echoes of Zariel effect.
    • Champions of Law — The gaze of Zariel focuses on Lawful aligned Champions. Echoes of Zariel is guaranteed to look at all Lawful aligned Champions in the formation before returning to Reya (though may also look at non-Lawful aligned Champions using its normal mechanics). This guarantees a minimum number of stacks on the Echoes of Zariel effect.

    Ultimate Ability

    • Avatar of Zariel — Reya launches to the sky, flying off of the top of the screen. She lands by SLAMMING the Sword of Zariel into the ground with a shockwave, summoning Zariel and her friend Lulu. While Reya communes with Zariel, Lulu zips around the board, putting all enemies to sleep for 10 seconds. While the enemies are asleep and reya remains in her pose, the Champions deal massive damage against them. When the 10 seconds is complete, Reya removes the sword and swings it in a massive circle.


    V. Reya's Epic Equipment



    Slot 1: Global DPS
    Slot 2: Global DPS
    Slot 3: Searing Radiance
    Slot 4: Echoes of Zariel
    Slot 5: Celestial Champions
    Slot 6: Ultimate Cooldown

    VI. Conclusion

    We are awed Reya has taken up the Sword of Zariel and is joining Idle Champions roster as our latest Evergreen and we are excited to see how well she fits into the meta. 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!
    January 27th
    Idle Champions: Descent into Avernus, Part 9 
    Posted in Idle Champions.

    The Sword of Zariel is within reach, but we need a history lesson to understand how it came to this awful place. Is there a way to save the Elturel? Who will take up Zariel's sword? What in the name of Faerûn is Yeenoghu doing in this nightmare? AND WHY IS HE HEADED OUR WAY?! Read on to see what the penultimate adventure of Descent into Avernus will hold!

    Note: you will need to have completed the previous two Descent into Avernus Adventures, The Sibriex and Wrecked Flying Fortress, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Bleeding Citadel

    The Champions enter the Bleeding Citadel and advance towards the Sword of Zariel.
    • Variant: Don't Pick at the Scab — Climb the stinking scab while trying not to disturb the architecture.
      • Only Champions with WIS and INT of 12 or higher can be used.
      • Reach area 550.

    Idyllglen

    We relive the battle of Idyllglen through Lulu's recently returned memories. We'll face untold horrors on our way back to the Bleeding Citadel, the Sword of Zariel, and the fate that awaits us in Avernus.
    • Variant: Madness of Yeenoghu — Relive history as you experience the madness caused by a demon lord! Enemies deal 200% additional damage and move 200% faster. Whenever a Champion destroys an enemy, the Champion is stunned for a duration equal to their base attack cooldown.
      Reach area 575.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    November 25th, 2020
    Idle Champions: Descent into Avernus, Part 8 
    Posted in Idle Champions.

    Bel has one final task for us as we attempt to get our plan to save Elturel in order. Along the way, we encounter Zariel for the first time...

    Note: you will need to have completed the previous two Descent into Avernus Adventures, Questlines and Bel's Forge, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Sibriex

    Follow Bel's instructions and find the Sibriex before it's too late for Elturel.
    • Variant: The Archduke's Blessing — Follow Bel's instructions while a cultist of Zariel preaches to your enemies.
      • A Cultist of Zariel arrives in each area to celebrate Zariel. The cultist has 4 armored hit points and deals 300% additional damage.
      • While the Cultist of Zariel is on screen, bosses cannot be damaged.
      • Reach area 500.

    Wrecked Flying Fortress

    Explore the flying fortress to find the adamantine rods for Bel.
    • Variant: Relentless Peril — Explore the flying fortress while ghouls from Elturel haunt your thoughts. The Champions worry about Elturel as their quest drags on. Elturel Ghouls now attack in each area. They have twice as much health as normal and, when they take a killing blow, they are stunned for 10 seconds before coming back to life.
      Reach area 525.

    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    October 7th, 2020
    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 21st, 2020
    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, 2020
    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.
    July 29th, 2020
    Idle Champions: Descent into Avernus, Part 5 
    Posted in Idle Champions.

    The Champions and Lulu find themselves at Fort Knucklebone with some new allies. They set off in a warmachine to find the Sword of Zariel and encounter some interesting folks along the way.

    Traveling the wastelands of Avernus is never a simple or smooth journey.

    Note: you will need to have completed the previous two Descent into Avernus Adventures, Into the Fire and Dreamscape, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    The Path of Dreams

    The Champions and their new allies catch a sweet ride to Harumann's Hill, but the journey through the wastelands of Avernus is neither uneventful nor easy...
    • Variant: The Path of Redcaps — Redcaps from Fort Knucklebone arrives to hamper your progress. Redcaps appear in each area with increased damage. Redcaps track the number of enemies destroyed. For each enemy destroyed during this adventure, the damage of all Redcaps is increased by 10% (additive).
      Reach area 350.

    The Lost Hollyphant

    The Champions find themself alone on Avernus and launch a rescue party for their kidnapped ally!
    • Variant: Zapper Overload — The Demon Zapper is overcharged and overloading! Only Champions with STR of 13 or higher can be used. In areas 1-40, the demon zapper is no longer targeting fiends, it's targeting interlopers that are in Avernus! Every 10 seconds, one member of the formation is zapped by the demon zapper offscreen. In addition to taking damage from the zap, Champion zapped have one of the following random effects happen to them:
      • Teleport: The Champion is removed from the formation and you are unable to use them until you change areas.
      • Sear:The Champion takes 50% more damage from the beam for each Champion adjacent to them.
      • Enfeeble:The Champion's damage drops to 0 for the next 30 seconds.
    • Reach area 375.


    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
    July 8th, 2020
    Idle Champions: Descent into Avernus, Part 4 
    Posted in Idle Champions.

    The Champions have unlocked enough of Lulu's memories to know that they must leave Elturel and travel to Fort Knucklebone.

    First the Champions must figure out how to get out of Elutrel with their lives intact, not an easy feat. Once down and fought clear of the blood war, the wastelands of Avernus and their warmachines are still treacherous at best...

    Note: you will need to have completed the previous two Descent into Avernus Adventures, Eltruel has Fallen and Resolve Amongst Chaos, in order to access these new Adventures.


    Dungeons & Dragons Baldur's Gate: Descent into Avernus

    Into the Fire

    We're in the depths of the High Hall in Elturel. Hell is all around us, and we need to find our way out and travel through the wasteland to Fort Knucklebone...
    • Variant: A Difficult Descent — Getting out of Elturel requires Strength and Dexterity. Only Champions with DEX and STR of 13 or higher can be used.
      Reach area 300.

    Dreamscape

    Arriving at Fort Knucklebone, we learn the ways of Avernus before starting our dream quest with Mad Maggie.
    • Variant: Dream Gauntlet — Healing is harder in Hell. Only Neutral or Good Champions may be used. Champions do not heal to full nor are they revived when advancing areas. The only way to revive or heal defeated Champions is to go back one or more areas. If you go back one or more areas in your two highest unlocked areas, enemy damage is increased by 25% stacking multiplicatively.
      Reach area 325.


    See the in-game Change Log for more information, including a full list of changes and fixes included in this update.