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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.
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.
December 23rd, 2020
Idle Champions: Wintershield 4 
Posted in Idle Champions.

Wintershield sees a celebration of maps in the Realms, symbolizing our paths through the new year. As part of this year's tradition, the Champions have purchased a map from a Waterdeep street vendor. And then it started talking...

Wintershield 4 introduces Baeloth the Entertainer, Drow Sorcerer, and proprietor of The Black Pits. Wintershield also brings back Artemis Entreri, the Human Assassin who first appeared in RA Salvatore's 1988 novel The Crystal Shard, and Nerys Kathon, Human Cleric of Kelemvor, and Hero of Baldur's Gate. Players have until Monday, January 4th at 12PM Pacific to complete their Wintershield 4 unlocks and objectives.

For more information about Year 4 Events and how they work, please check out our Year 4 Events Dev Blog.

New Champion: Baeloth the Entertainer

Dungeons & Dragons Baeloth Barrytil The Entertainer

    Baeloth Barrityl is the master of The Black Pits, the combat arena he claims is 'the best show in all the realms'. Baeloth captures hapless adventurers to fight to the death all for the sake of entertainment! When he's not commanding the attention of anyone near him, he's doing whatever he can to reinforce that he's one of the top five spellcasters in all the realms.


Baeloth is a Gold Find and Support champion, lightening the pockets of his enemies as he kills them. Despite his alignment, Baeloth is quite the team player buffing and exuberantly encouraging his fellow Champions, delighting in their triumphs on the field, and providing a swift resurrection from his indentured servant, the Djinn Najimm! When you want to add Baeloth to your formation, you can swap him with Jarlaxle (Slot 4).

II. Baeloth's Stats

Race: Elf (Drow) Alignment: Chaotic Evil
Class: Sorcerer Gender: Male
Age: 222 Affiliation: none

STR: 12 DEX: 14 CON: 16
INT: 19 WIS: 12 CHA: 16

Role: Gold Find, Support
Eligible for Patrons: Vajra Safahr, Mirt the Moneylender, Strahd von Zarovich
Slot: 4, (Jarlaxle)


Baeloth's Abilities

Baeloth's design has three parts, his gold-find taking the entrance fee to the Black Pits, his buff as his excitement for his allies' success grows, and his swift rescue of teammates who have fallen. With Chain Lightning enemies Baeloth drop extra gold when killed, and if enemies are killed by a Champion in the row ahead of or behind him, he feeds on this excitement triggering Cause For Celebration, and they explode in a shower of magical confetti, damaging and slowing enemies near them. His excitement level grows as more and more death and destruction occur around him, which increases his buffs to nearby Champions through building stacks of Morbid Excitement.

Finally, since he's a team player, with Generous Djinn he has commanded Najim, his indentured Djinn to keep everyone alive, which means anyone who dies gets resurrected and protected for a short period of time.

For more information on Baeloth and his abilities, check out his Champion Spotlight!


Year Four Variants


  • Watchful Eyes — Only Champions with INT and WIS scores of 11 or higher can be used. Baeloth starts in the formation but he can be moved or benched.
    Reach Area 75.

  • Rat Problems — The streets of Waterdeep have been overrun by deadly giant rats from Avernus! All beast enemies in the adventure have been replaced by Abyssal Rats throughout the adventure. Additional Abyssal Rats spawn in each area. Abyssal Rats start out by dealing 100% additional damage, but each time an Abyssal Rat attacks a Champion, the damage of all Enemies increases by 10% (multiplicative).
    Reach Area 125.

  • The More the Merrier! — Baeloth starts in the formation and cannot be moved. An Ogre, a Shambling Mound and a Fire Elemental walk into a tavern appear in each area, while they are alive, they each grant a unique buff to the enemies.
    • Ogre — Enemies can only be damaged by Champions with Magical or Ranged base attacks.
    • Shambling Mound — Enemies deal 100% additional damage.
    • Fire Elemental — Enemies move 100% faster.
    • This adventure has unique dialogue.
    Reach Area 175.

For information on previous years' variants, check out the Wintershield 3 blog.
December 18th, 2020
Idle Champion Spotlight: Baeloth Barrityl 
Posted in Idle Champions.

Are you not entertained?! Prime spellcaster and the proprietor of the Black Pits, the premier fighting pit of the Underdark, and co-host of Improvised Champions. Maybe you played one of the most acclaimed Dungeons & Dragons video games of all time and recruited Baeloth into your party? Baeloth Barrityl is delighted to meet your acquaintance and is keen to get the back up of the benched champions to build another brilliant Black Pits to keep their skills sharp and allowing him to charge a modest fee for the masses' entertainment!

If you'd like to learn more about Baeloth the Entertainer, read on...

I. Baeloth the Entertainer

Dungeons & Dragons Baeloth Barrytil The Entertainer

    Baeloth Barrityl is the master of The Black Pits, the combat arena he claims is 'the best show in all the realms'. Baeloth captures hapless adventurers to fight to the death all for the sake of entertainment! When he's not commanding the attention of anyone near him, he's doing whatever he can to reinforce that he's one of the top five spellcasters in all the realms.


Baeloth is a Gold Find and Support champion, lightening the pockets of his enemies as he kills them. Despite his alignment, Baeloth is quite the team player buffing and exuberantly encouraging his fellow Champions, delighting in their triumphs on the field, and providing a swift resurrection from his indentured servant, the Djinn Najimm! When you want to add Baeloth to your formation, you can swap him with Jarlaxle (Slot 4).

II. Baeloth's Stats

Race: Elf (Drow) Alignment: Chaotic Evil
Class: Sorcerer Gender: Male
Age: 222 Affiliation: none

STR: 12 DEX: 14 CON: 16
INT: 19 WIS: 12 CHA: 16

Role: Gold Find, Support
Eligible for Patrons: Vajra Safahr, Mirt the Moneylender, Strahd von Zarovich
Slot: 4, (Jarlaxle)


Dungeons & Dragons Baeloth

III. Baeloth's Design

The design of Baeloth was a fun conversation with Mark Meer, talented actor and co-host of our very own Improvised Champions, a play-by-play commentary of Idle Champions, airing Mondays at 1PM Pacific on our Twitch Channel.

Baeloth's design has three parts, his gold-find taking the entrance fee to the Black Pits, his buff as his excitement for his allies' success grows, and his swift rescue of teammates who have fallen. Enemies Baeloth damages with his Chain Lightning drop extra gold when killed, and if enemies are killed by a Champion in the row ahead of or behind him, he feeds on this excitement triggering Cause For Celebration, and they explode in a shower of magical confetti, damaging and slowing enemies near them. His excitement level grows as more and more death and destruction occur around him, which increases his buffs to nearby Champions through building stacks of Morbid Excitement.

Finally, since he's a team player, with Generous Djinn he has commanded Najim, his indentured Djinn to keep everyone alive, which means anyone who dies gets resurrected and protected for a short period of time.

IV. Baeloth's Abilities

Basic Attack

  • Chain Lightning — Baeloth fires a bolt of lightning at a random enemy, which deals damage and arcs to another random enemy within a medium area of effect. Each time the lightning arcs it deals 20% less damage. Can arc up to 4 times total per attack, cannot arc to the same enemy twice.

Formation Abilities

  • Paid Partially with Pain — Enemies affected by Baeloth's Chain Lightning drop 25% more gold when killed. Enemies can only be affected once.
  • Cause For Celebration — Enemies killed by Champions in the column ahead of or behind Baeloth explode into magical paper confetti, dealing damage and slowing enemies near them by 50% for 10 seconds. The damage done ignores debuffs and is either half of the hit that killed them or one-quarter of their max health, whichever is higher. This effect can chain if the explosion kills an enemy, with the damage the chained explosions do being based on the damage from the previous explosion.
  • Morbid Excitement — Baeloth is excited when the battle is going well. He buffs the Champions in the column in front of and behind him by 10% for each stack of excitement he has, stacking additively. He gains stacks in the following ways:
    • An enemy drops extra gold due to Paid Partially with Pain: +1 stack.
    • An enemy explodes in confetti due to Cause for Celebration: +2 stacks per explosion.
    • A chain reaction occurs due to Cause for Celebration: +3 stacks per chain-explosion.
    • A Champion in any column in front of Baeloth takes damage: +5 stacks per hit.
    • A Champion dies: +100 stacks.
    Stacks are reduced by 10% every 10 seconds. Max stacks start at 20 but can be increased with a specialization choice.
  • Generous Djinn — Baeloth's Djinn servant, Najim, will bring any Champion that dies back to life at 1HP and make them immune to all damage for 20 seconds. For as long as the resurrected Champion lives, the party's damage is increased by 300%. This ability has a 60-second cooldown and if multiple resurrected Champions are alive the damage bonus stacks multiplicatively, with buffs applying to the post-stack value.

Specializations

  • Baeloth's Birthday Party — The Morbid Excitement stack increases related to Cause For Celebration are doubled and the damage bonus of Morbid Excitement is increased by 100%./li>
  • Over Excited — Increase the max stacks of Morbid Excitement by 200%.
  • The Show Must Go On — Increase the duration of Generous Djinn's immunity by 10 seconds and increase the pre-stack damage bonus by 100% (to 600% per stack).

Ultimate Ability

  • Now That's An Entrance — Najim streaks across the field, dealing massive damage to all enemies, pushing ones that survive back slightly, but more importantly increasing Baeloth's excitement stacks to max.

V. Baeloth's Legendary Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Paid Partially with Pain
Slot 4: Morbid Excitement Damage
Slot 5: Morbid Excitement Stacks
Slot 6: Generous Djinn Post-stack Buffs

VI. Conclusion

What do you think about Baeloth? 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!
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.
August 5th, 2020
Idle Champions: Ahghairon's Day 3 
Posted in Idle Champions.

Each year the citizens of Waterdeep celebrate Ahghairon's Day, honoring the first Open Lord of Waterdeep and the founder of the Lords of Waterdeep. Common folk leave violets and effigies at Ahghairon's Tower and the House of Wonder, Lords toast Ahghairon and the Watchful Order, and Guildmasters offer toasts in the name of the Lords.

For this year's festivities, the party has received an assignment from the Open Lord of Waterdeep, Laeral Silverhand — and when the Open Lord calls, you must answer...

Ahghairon's Day 3 introduces Omin Dran, CEO and founder of Acquisitions Incorporated, and brings back Jim Darkmagic, the most famous and powerful wizard from Acq Inc, as well as Ishi Snaggletooth. Players will have until Monday, August 17th, 2020 at 12:00PM PDT, to complete their event unlocks and objectives.

Year Three Champion: Omin Dran

    Omin Dran built the organization called Acquisitions Incorporated to facilitate his quest to find his true sister, at least in part. Despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. He is often accused of being a Masked Lord of Waterdeep, though that would explain some things...
Omin is a Gold Find and Support Champion. He uses Champion of Tymora to buff adjacent allies and Contractual Obligations to increase Gold Find. When you want to add Omin to your formation, you can swap him with Nayeli (Slot 3).

For more information about Omin, check out the Idle Champion Spotlight: Omin Dran dev blog!

Year Two Champion: Jim Darkmagic

    James Winifred Darkmagic III is the scion of a mysterious, multi-planar wizarding family. As an entertainer and purveyor of the 'Jim Darkmagic Experience,' the legendary mage can often be found in markets and town squares performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as a Chief Arcanist (and occasional arsonist) for Acquisitions Incorporated.
Jim is a DPS and Support Champion. His Wand of Wonder offers varied Support effects, and his Magic Magic Magic Magic increases the DPS of Champions with magic base attacks. When you want to add Jim to your formation, you can swap him with Minsc (Slot 7).

For more information about Jim, check out the Idle Champion Spotlight: Jim Darkmagic dev blog!

Year One Champion: Ishi Snaggletooth

    Ishi Snaggletooth hails from a warren of Kobolds living in the sewers under Baldur's Gate. Always the type to be more curious than careful, she accidentally stowed away on a ship headed to Port Nyanzaru. There, she met her dear friend, the Firbolg Littlefox. Often shunned by humans, Ishi hopes to prove herself as a true hero however she can. Ishi's biggest claim to fame is the defeat of the known swordsman, Hershel Von Saberburg, and since that day she's touted herself as a renowned duelist to anyone that'll listen to her.
Ishi is always the fastest Champion in your formation. She increases her own damage as well as the party's Gold Find based on the number of non-human members. When you want to add Ishi to your party, you can swap her with Jarlaxle (Slot 4).

For more information about Ishi, check out the Dev Blog: Champion Balance Update (March 2020) dev blog!

Year Three Variants

  • Lords of Waterdeep — Word has gotten around that you're searching for an ex Lord of Waterdeep, and fans of the city's ruling council join your adventure. A 'masked lord' of Waterdeep starts in your formation. Every 25 areas, another one joins you, filling the formation from the back to front.
    Reach area 75.

  • Vajra's Command — Vajra Safahr, The Blackstaff, suggests you take only the heartiest of the Champions with you on this endeavor. Omin counters that there are none heartier than Acquisitions Inc. Only Champions with CON 14 or higher, and/or an affiliation of 'Acq Inc "C" team' or 'Acquisitions Incorporated' can be used.
    Reach area 125.

  • Fortune Favors the Bold — Omin starts the adventure in the formation and cannot be moved or swapped out. Whenever a Champion attacks a non-boss enemy and kills them, the next base attack cooldown of Champions adjacent to them is reduced by 0.25 seconds. Whenever a Champion attacks a non-boss enemy and doesn't kill them, the enemy moves 100% faster and deals 100% more damage. This effect can stack additively.
    Reach area 175.

Year Two Variants

  • Spelling "Bee" — Our Champions continue to struggle to spell "Ahghairon's day". Spelling Bees spawn at random, reducing the DPS of whomever kills them by 90% for 20 seconds. If that Champion kills another Spelling Bee before their debuff expires, the effect stacks and resets the cooldown back to 20 seconds.
    Reach area 75.

  • Magical Misadventure — Only Champions whose base attacks are magical may be used.
    Reach area 125.

  • Center of the Multiverse — Jim Darkmagic starts the adventure in the formation and cannot be moved or swapped out. Only formation slots which Jim considers to be useful to himself may be used (the columns in front of and behind him).
    Reach area 175.

Year One Variants

  • Memory Magic — Two slots in your formation are affected by a magical spell causing all of the bandits to fight for the Eye of Gruumsh spellcaster. These affected slots change every 15 seconds by moving to a random adjacent slot. Heroes in affected slots must concentrate on resisting the magic, so they are unable to attack and all their Formation Abilities are disabled.
    Reach area 75.

  • Orcs Among Us — One, two, or three Powered-up Orc Fighters spawn randomly with each wave. They have triple health, do triple damage, they do not drop any gold, and they do not count toward any quest progress.
    Reach area 125.

  • No Humans Allowed — Ishi has been shunned by humans too many times, and for once she just wants them to see how it feels! You cannot use Human Champions in this variant.
    Reach area 175.

See the in-game FAQ for more information!

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.