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November 25th
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
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
Idle Champion Spotlight: Torogar Steelfist 
Posted in Idle Champions.

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

You may recognize Torogar from Baldur's Gate: Descent into Avernus or from some of the awesome art posted online. Let's dive right in and see how this raging minotaur shapes up, shall we?

I. Torogar Steelfist

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

II. Torogar's Stats

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

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

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

III. Torogar's Design

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

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

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

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

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

IV. Torogar's Abilities

Basic Attack

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

Formation Abilities

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

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

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

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

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

Specializations

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

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

Ultimate Ability

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

V. Torogar's Equipment



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

VI. Conclusion

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

Feel free to send us feedback on via the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord!
September 16th
Idle Champions: 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
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
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.
April 15th
Idle Champions: Descent into Avernus, Part 3 
Posted in Idle Champions.

The holy city of Elturel has been pulled into the first layer of the Nine Hells, and now floats anchored above the River Styx held in place by massive infernal chains.

Guided by Lulu the hollyphant, our Champions rally in the ruins of High Hall, seeking a way to save Elturel's survivors while besieged on all sides by the forces of darkness.

Welcome to Avernus...

Note: you will need to have completed the previous two Descent into Avernus Adventures, The Darkness Runs Deeper and Difficult Terrain, in order to access these new Adventures.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Descent into Avernus Map

In order to access the new adventures and variants, you will need to switch from the Sword Coast map to the Avernus map. Once unlocked, you can find the Avernus map in the bottom-right corner of the Sword Coast map. Clicking on the green button in the very bottom-right corner will transport you to Avernus.


Dungeons & Dragons Baldur's Gate: Descent into Avernus

Elturel Has Fallen

The Champions arrive in Avernus to find the holy city of Elturel in chaos, as dark forces begin to overwhelm the city's defenses...
  • Variant: Everything is Awful — In Avernus, the food tastes like ash, the water tastes like bile, and the wine tastes like spoiled milk. But Champions need to eat! Only Champions with CON of 15+ can be used. Every 5 areas, Celeste urges the Champions to eat or drink. For the next 5 areas, the Champions are afflicted by the demoralization of forcing horrible tasting food and drink down:
    • Food tastes like Ash: The Base Attack Cooldown of all Champions is doubled.
    • Water tastes like Bile: Enemies move 20% faster and deal 200% more damage.
    • Wine tastes like Spoiled Milk: Champions collect 99% less gold.
    Reach area 250.

Resolve Amongst Chaos

Survivors of Elturel's descent into Avernus are taking refuge in the High Hall.
  • Variant: All You Know Is Wrong — Things in Avernus don't work the way they should. That much is clear. Whenever a non-boss creature dies, there is a chance they immediately respawn as a Relentless Ghoul. When they are killed, Relentless Ghouls don't disappear (nor do they spawn an additional Relentless Ghoul). Instead, after 5 seconds, they get back up and start attacking again. They do not drop gold, or count towards quest progress.
    Reach area 275.


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
December 11th, 2019
Idle Champions: Descent into Avernus, Part 2 
Posted in Idle Champions.

An unknown disaster has struck the city of Elturel, and the remaining citizens have fled west to Baldur's Gate seeking refuge.

But the metropolitan city harbors secrets of its own, and the Champions soon find themselves entangled in the even-seedier underbelly of Baldur's Gate...

Note: you will need to have completed the previous two Descent into Avernus Adventures, A Tale of Two Cities and The Dead Three, in order to access these new Adventures.

Dungeons & Dragons Baldur's Gate: Descent into Avernus

The Darkness Runs Deeper

It's time to find out what's going on in Baldur's Gate, and there's no better place to start than in the Lower City...
  • Variant: Troublesome Prisoner — Amrik Vathampur takes up a slot in the formation, doing no damage. Additionally, Champions adjacent to Amrik also deal no damage.
    Reach area 200.

Difficult Terrain

The Champions leave the darkened streets of Baldur's Gate on a journey to the library-fortress of Candlekeep in search of answers.
  • Variant: Cold & Wet — Two members of the Flaming Fist take up slots in the formation, changing positions every 25 aeas. In all areas where it is raining, Champion DPS and Gold Find is reduced by 99%.
    Reach area 225.


Hand of Vecna

As we descend deeper into Avernus we’re excited to release our latest DLC ⁠— The Hand of Vecna Skin & Feat pack for none other than Arkhan the Cruel. Pick up this awesome skin and get a wicked double-edged boost for Arkhan.


Arkhan the Cruel Hand of Vecna


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.
October 9th, 2019
Idle Champions: Descent into Avernus 
Posted in Idle Champions.

It's time to journey into the Nine Hells!

Our latest update for Idle Champions is a massive one. In addition to launching our new Baldur's Gate: Descent into Avernus campaign, we are also adding new Patron Challenges, some additional Familiar Updates, a setting for Advanced Effect Descriptions, and the first three tiers of Blessings for our new campaign.

There's a lot to unpack here, and even more included in our in-game Change Log – read on to learn more!

Patron Challenges

Patron Challenges have finally arrived in Idle Champions! Players are now able to earn up to 5000 additional patron currency each week for each patron by completing their respective challenges. In fact, this amount can even be slightly increased by a Tier 4 Mirt Patron Perk(!).

New Patron Challenges appear every Monday at 12:00PM Pacific, and the set of challenges will generally be the same for all players from week to week (some challenges require specific Champions and the game will always attempt to ensure that the required Champions are ones that the player owns).

Familiar Updates

The non-gamepad/console Familiar interface has been updated in an effort to make it easier to see where they can be placed. Additionally, tooltips have been added that explain exactly what Familiars do when they are placed. Finally, we have also added the ability to assign Familiars to individual Ultimate abilities; Familiars assigned to specific Ultimates will keep that Ultimate on cooldown by attempting to click the button every second.

Advanced Effect Descriptions

Have you ever looked at your formation ability descriptions and been confused? Do you wonder how those buffs are calculated? Well we have some good news for you: in today's update we've added an Effect Description setting in the settings menu that allows you to toggle more advanced versions of formation ability descriptions.

These enhanced descriptions are more explicit about how the final bonuses are calculated, and include a standardized format for stacking type, post-stack values, post-stack multipliers, timers, and final bonuses. This has allowed us to streamline the basic descriptions as details about stacking types and buff multipliers are included in the enhanced text.

New Blessings

When the Champions begin their journey into the first layer of the Nine Hells, they won't be doing it alone – they will be blessed by earning Tiamat's Favor.

Tier 1, Tier 2, and Tier 3 Blessings for the Baldur's Gate: Descent into Avernus campaign will go live with today's update. As you journey closer towards Tiamat's Lair in Avernus you will grow ever more powerful with The Dragon Queen...

A Tale of Two Cities

The Champions are dispatched by one of their allies on a mission to the city of Elturel, east of Baldur's Gate. What they find is beyond anything they imagined. Luckily for them, they discover a helpful ally by the name of Terminatur...
  • Variant: A Tale of Two Fiends — Two Imps take up spots in the formation, spying on the Champions during the adventure. Fiend enemies deal 200% additional damage.
    Reach area 100.

The Dead Three

Thanks to a chance encounter with Captain Zodge of the Flaming Fists, the Champions find themselves enlisted in service of the city of Baldur's Gate. Captain Zodge wants the party to investigate the seedier underbelly of Baldur's Gate...
  • Variant: Slow and Steady — Only champions with Base Attack timers of five seconds or higher may be used.
    Reach area 100.


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