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June 21st, 2023
Idle Champions: June 21st Adventure Variants 
Posted in Idle Champions.

Season 4: Legends of the Mithral Hall has begun! And to celebrate we have ten new adventure variants across our five active campaigns to put your Champions to the test! Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

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

Grand Tour of the Sword Coast Adventure Variants

  • Meepo's Quest Variant 3: Calcryx Tricks
  • Split the party and reveal the kobold threat with a white dragon!
    • Only Event Champions can be used on this adventure.
    • Meepo's "pet" dragon Calcryx joins the formation.
    • Champions next to Calcryx start each area at 25% of their max health due to her "help".
    • Champions' damage is reduced by 25% (additively) for each champion in the formation that is not a kobold or a goblin.
    • Complete area 375.


  • Lost in the Goblin Halls Variant 3: Goblin Halls: the Next Generation
  • Search through the citadel to find the Twilight Grove with your youngest champions!
    • You may only use champions that are 25 years old or younger.
    • Complete area 425.


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

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Wandering Emporium Variant 3: Bazaar Companions
  • Call in a favor from Mahadi with a shopping montage.
    • You may only use Champions that have the Gold Find role.
    • 5 Wagon escorts join the formation. After every 100 areas, one of the wagons rolls away and frees up the formation slot.
    • Complete area 500.


  • Tiamat's Army Variant 3: Bahamut's Army
  • Deal with an abyssal mutiny with your most honorable champions!
    • You may only use Lawful Good champions.
    • Complete area 525.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Cold as Ice Variant 2: Willing to Sacrifice
  • Continue to hunt for the clues of the Rite of the Arcane Octad with those that are cold as ice.
    • Only Chaotic Evil champions can deal damage.
    • After every 50 areas, a random active non-(Chaotic Evil) Champion is permanently removed from the formation.
    • Once a Champion is added to the formation they can not be removed.
    • Complete area 650.


  • Friends & Foes Variant 2: Devilishly Cold
  • As the factions within Ythryn close in around the Champions, your Tieflings take center stage!
    • You may only use Tiefling Champions..
    • It's snowing in each area. Brr!
    • Complete area 675.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Minions of Endelyn Moongrave Variant 2: Tiny Treaty
  • Negotiate a peace between the Korreds and Brigganocks of Yon from their point of view.
    • You may only use dwarf, goblin, halfling, or kobold champions.
    • Twice as many monsters spawn with each wave, but quest requirements for each area are doubled.
    • Complete area 850.


  • Love Unsoiled Variant 2: All The World's A Stage
  • Gain Endelyn's allegiance with the bardiest bards that ever barded!
    • You may only use Bard Champions.
    • All dialogs start with a random interjection.
    • Complete area 900.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Who Lurks Below? Variant 2: The Champion's Guide to Wildspace
  • Set sail into Wildspace but don't forget your towel.
    • A Plasmoid that just had its home planet destroyed joins the formation. (Slot 3) They constantly ask questions so adjacent champions deal no damage due to the distraction.
    • Complete area 400.

  • Xanathaaaaaaar! Variant 2: Not That Type of Helm!
  • Investigate a trading post nestled in an asteroid while you try to secure some new fancy headwear!
    • You may only use fighter or paladins.
    • All familiars are wearing fancy hats.
    • Complete area 450.


See the in-game Change Log for more information!

Tell us all how Season 4: Legends of Mithral Hall is going on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

June 9th, 2023
Idle Champions: Season 4 Overview 
Posted in Idle Champions.

Season 4 focuses on five famous and infamous Champions from the history of Mithral Hall: Regis (Seat 2), Artemis (Seat 3), Pwent (Seat 5), Catti-brie (Seat 7), and Wulfgar (Seat 10).

The focus of Season 4 is to add synergy with the new Critical Hit system:
All Champions and monsters now have a chance to critically hit with their attacks, dealing 100% additional damage when they score a Critical Hit. The base chance for a Critical Hit for all Champions & enemies is 2.5%, with some Champions gaining base abilities and/or feats to increase that chance further. Some Champions have formation abilities that trigger when they or other Champions score a Critical Hit. Some Champions have abilities that trigger when an enemy scores a Critical Hit on a Champion.

In addition to the core Season Champions (Regis, Artemis, Pwent, Catti-brie, and Wulfgar), Bruenor, Drizzt, and Jarlaxle received some minor updates to align with the changes. Read below to learn more about these Champions and the details you need to know about Season 4!

The changes outlined below will roll out on Wednesday, June 14th, along with the preview for Season 4: Legends of Mithral Hall. Season 4 officially begins on June 21st, 2023.

Table of Contents


Season 4: Legends of Mithral Hall

Champion Overview

Regis (Seat 2)

Regis
Regis has been moderately reworked and now officially features the Gold Find role. While his core buffing abilities have not been changed, his healing abilities have been enhanced to be more useful during long, drawn-out engagements, and many of his abilities are now triggered by the new Critical Hit system.

Critical Hit: Regis' base chance to score a Critical Hit is 20%.

Regis' Ruby Encouragement ability allows him to buff the damage of those in the column ahead or behind him. His Bounty of the Hall ability adds Mithral Hall Stacks to your shared formation pool. It also increases your gold find bonus for each Mithral Hall Stack you have, stacking multiplicatively. His Ruby Healing ability allows Regis to heal the formation whenever he scores a Critical Hit, increasing the heal amount for each Mithral Hall Stack you have.

Ruby Amplification increases the effect of Ruby Encouragement each time Regis scores a Critical Hit. The effect can stack up to 10 times (multiplicatively) and resets when changing areas. Ruby Invigoration stores a charge whenever an enemy scores a Critical Hit against a Champion. This charge increases Regis' chance to score a Critical Hit on his next attack!

Specializations:
  • Ruby Encouragement: Choose which column's Champions get their damage increased (ahead or behind Regis)
  • Ruby Weakness: Choose which damage type deals increased damage to enemies (Melee, Ranged, Magic)


Artemis (Seat 3)

Artemis
Don't worry, Artemis has not been adjusted except to have some new feats added for the reward shop & a default uncommon feat to increase his crit chance.

Critical Hit: Artemis' base chance to score a Critical Hit is 2.5%.

Artemis is already a force to be reckoned with on the battlefield. His entry in Season 5 allows him to gain new critical hit feats to further increase his damage!

Artemis' key ability is Observance. He observes and copies the positional formation abilities applied to other DPS Champions in the formation and gains a copy of those abilities on himself at an increased effect, even if he's already receiving that effect! His Jeweled Power ability allows his damage to be increased by 100% (multiplicatively) whenever Artemis kills an enemy. With each trigger of this ability, there's also a 10% chance that Artemis' next attack deals 300% more damage!

Specializations:
  • Observance: Friend: Observance's effect is increased by 10% for each positional formation observed and copied from Champions adjacent to Artemis
  • Observance: Foe: Observance's effect is increased 25% for each positional formation ability observed and copied from Drizzt Do'Urden or Catti-brie.


Pwent (Seat 5)

Pwent
Pwent has been moderately reworked (mostly simplified) and now has several abilities that complement the new Critical Hit system.

Critical Hit: Pwent's base chance to score a Critical Hit is 2.5%.

Pwent has a new passive ability that is always active: Bleed. When Pwent attacks, he causes all enemies he damages to bleed, taking a half second of BUD damage every second for the next 20 seconds. While an enemy is bleeding, attacks that target them have a 20% higher chance to critically hit! Can You SMELL That? increases the damage of Champions not adjacent to Pwent. His Battlerager ability grants a chance to reset his attack cooldown when he attacks an enemy already affected by his bleed effect. Gutbuster Recruits increases the effect of Can You SMELL That? each time a Champion adjacent to Pwent scores a Critical Hit. Bruenor, Me King! grants one Mithral Hall Stack to your shared formation pool, and increases the damage bonus of Can You SMELL That? for each Mithral Hall Stack you have.

Combining all of this with Pwent's Round 'Em Up! Ultimate, where he stuns, damages and causes a bleed effect against multiple enemies will make Pwent a potent support for you Season 4 adventures!

Specializations:
  • Recruiting Drive: Gutbuster Recruits is now triggered when non-adjacent Champions score Critical Hits instead of adjacent Champions.
  • Scents of Mithral Hall: Increases the effect of Can You SMELL That? by 200% for each Dwarf Champion in the formation, stacking multiplicatively and including himself.
  • Critical Wound: Attacks targeting enemies that Pwent has caused to bleed have a 40% additive chance to be a Critical Hit, up from 20%.


Catti-brie (Seat 7)

Catti-brie
Catti-brie has been heavily reworked and now functions more smoothly as a Support or DPS Champion, instead of being a weird mash-up of the two. Since her Critical Hit ability has been expanded to all Champions, her abilities have been revised to synergize well with Champions who are better at Critical Hits, which is mainly Companions Of The Hall at this point. We revisited her abilities, specializations, and even equipment to make her work well as a support option.

Critical Hit: Catti-brie's base chance to score a Critical Hit is 20%.

Catti-brie's Powerful Draw ability deals additional damage to enemies the farther away they are from the formation. Mark for Death causes enemies hit by Catti-brie's arrows to take additional damage equal to Catti-brie's critical hit damage bonus. Grievous Wounds causes enemies that are marked by Mark for Death to be stunned and take even more damage when a Champion hits them with a Critical Hit. Push Forward increases the damage of herself and all Champions in front of her whenever she scores a Critical Hit. Mark of the Hall grants one Mithral Hall Stack to your shared formation pool and increases the damage bonus of Mark for Death for each Mithral Hall Stack you have.

Specializations:
  • Piercing Arrow: Catti-brie's damage is increased by 400% and her arrows hit all enemies on their way to their target. Each enemy hit has a separate chance of being a Critical Hit.
  • Big Push: Increases the base effect of Push Forward to 60% per stack and Catti-brie only loses half of her existing stacks when changing areas instead of all of them.
  • Critical Family: Additively increases the critical hit chance of all Companions of the Hall Champions by 20%.


Wulfgar (Seat 10)

Wulfgar
Wulfgar has been heavily reworked and now has several abilities that complement the new Critical Hit system.

Critical Hit: Wulfgar's base chance to score a Critical Hit is 20%.

Wulfgar has a new passive ability that is always active: He can be used in any Icewind Dale campaign adventure or variant, even if the restrictions would not normally allow him.

King of the Elk Tribe increases the Health of all other Champions by 25% of Wulfgar's Max Health. Clangeddin's Will increases the damage of all Champions in the formation whenever an enemy is stunned. Dumathoin's Will allows Wulfgar to gain Temporary Hit Points based on the boss's remaining health whenever he stuns that boss. Hammer of the Hall grants one Mithral Hall Stack to your shared formation pool. Wulfgar increases the damage bonus of Clangeddin's Will for each Mithral Hall Stack you have. Wulfgar's Smash 'n Grab ability allows the party to increase their damage up to 5 times in an area whenever Wulfgar attacks an armor-based enemy but doesn't remove a piece of the armor.

Specializations:
  • Heavy Blows: Additively increases all Champions' critical hit chances by 10%.
  • Flag Bearer: Increases the effect of Clangeddin's Will by 100%, and only 50% of the stacks are lost on area change.
  • Moradin's Will: Increases the damage of Companions of the Hall Champions by 100%, and all of the Companions of the Hall are available to be used if Icewind Dale is the current campaign, even if they do not currently qualify based on variant or patron restrictions.


Season 4: Legends of Mithral Hall

Adjacent Champion Overview

Bruenor (Seat 1)

Bruenor
Bruenor has been slightly tweaked so that his Companions' synergy ability works with the new system and has a new name (King of the Hall).

Critical Hit: Bruenor's base chance to score a Critical Hit is 2.5%.

Bruenor now has a new uncommon feat that buffs his Rally ability. He's also gained a new feat at rare, which increases the number of Mithral Hall Stacks Bruenor provides to your shared formation pool.


Jarlaxle (Seat 4)

Jarlaxle
Jarlaxle has been slightly tweaked to act as an introduction to Critical Hits for newer players.

Critical Hit: Jarlaxle's base chance to score a Critical Hit is 20%.

Jarlaxle has new feats that buff his critical hit chance and damage. He also has a new feat at rare, increasing his CON by 1, allowing him to qualify for Vajra patron adventures.




Drizzt (Seat 9)

Drizzt
Drizzt has been slightly reworked so that his Companions' synergy ability and specializations work with the new system, and his damage can keep up.

Critical Hit: Drizzt's base chance to score a Critical Hit is 20%.

Drizzt's Leader of the Companions specialization now increases his damage for each Companions of the Hall Champion in the formation. His Drow Stalker Specialization now increases his damage for each Drow in the formation. New feats have been added which buff his Icingdeath ability. He's also gained a new feat at rare, which increases the number of Mithral Hall Stacks Drizzt provides to your shared formation pool. Drizzt has also had a balance pass, and several of his abilities and upgrades have been buffed.

Season 4: Legends of Mithral Hall

Key Season Rewards

This season includes a significant change to the rewards track. The goal is to simplify the process and respond to feedback on the past reward system. There is no longer Season Currency. Instead, Season rewards are unlocked simply by reaching the required season level. At each level (up to level 60), there is a reward for all players and an additional reward for players who have purchased the Season Pass.

There is an additional track of rewards after completion of level 60, with EVEN MORE rewards!

This season introduces a Click Damage skin in the form of Guenhwyvar's Paw, a new Guenwhyvar familiar, DPS Pigments, Epic, and Rare feats for all the Season Champions, exclusive skins for those Champions, AND MORE! Check out the Rewards track in-game for more detail.

Available to All Players

  • Click Damage Skin: Guenhwyvar's Paw
  • Golden Epic: Pwent Slot 4
  • Rare Feats to increase Mithral Hall Stacks:
    • Regis
    • Pwent
    • Catti-brie
    • Wulfgar
  • Rare Feat to increase chance to critical hit:
    • Artemis

Available to Passholders

  • Familiar: Mythic Guenhwyvar
  • DPS Pigment: +400% damage
  • Epic Feats to increase Mithral Hall Stacks:
    • Regis
    • Pwent
    • Catti-brie
    • Wulfgar
  • Epic Vicious Damage Feat:
    • Artemis
  • Mythic Skins for all 5 Season 4 Champions

Season 4: Legends of Mithral Hall

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 DPS number on the upper left UI, or 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'.
Critical Hit: All Champions and monsters now have a chance to critically hit with their attacks, dealing 100% additional damage on a crit. The base chance for a Critical Hit is 2.5%. Critical Hits are visualized as a color change from red damage numbers to yellow with a burst symbol on each side of the number. Some Champions have formation abilities that trigger when they or other Champions score a Critical Hit. Some Champions have abilities that trigger when an enemy scores a Critical Hit on a Champion.

Companions of the Hall: The Companions of the Hall is an affiliation within Idle Champions comprising the core group of characters from R. A. Salvatore's Legend of Drizzt book series: Bruenor Battlehammer (Seat 1), Regis (Seat 2), Catti-brie (Seat 7), Drizzt Do'Urden (Seat 9), and Wulfgar (Seat 10).

Distractions: Distractions are the birds, bugs, rats, snakes, and other pests which often appear in the background of any adventure. You can earn gold for clicking on distractions while they are on screen.

Drizzt Do'Urden: The Champion Drizzt Do'Urden is a Companions of the Hall member and is available to unlock in Idle Champions! You can unlock Drizzt through play by completing the first variant of the Underdeep Cartography adventure (Overdue Rendezvous) on the Waterdeep node of the Grand Tour of the Sword Coast campaign.

Mithral Hall Stacks: Mithral Hall Stacks are gained by having Companions of the Hall Champions in the formation. You can increase those stacks further by equipping their specialized feats. Mithral Hall Stacks are a shared formation pool referenced in multiple Companions of the Hall Champion abilities.

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.
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 4: Legends of Mithral Hall

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!

Armor-based Enemies: Bosses with armored health (segmented chunks that will flash a shield over the health chunk when a Champion doesn't deal enough damage to it) are available on many different adventures. In Week 7, you can encounter an armor-based monster in area 50 of the Midsummer Adventure: The Missing Lord and its variants. When Midsummer isn't active, you can access The Missing Lord by opening a Time Gate to Shandie, Xander, Beadle & Grimm, Ellywick, or Valentine. Note: Armor-based monsters are also available on various other adventures; this is just an example.

Arvaiss the Red: Arvaiss the Red is the Red Dragon boss in area 50 of the Midsummer Adventure: The Missing Lord and its variants. When Midsummer isn't active, you can access The Missing Lord by opening a Time Gate to Shandie, Xander Cesso, Beadle & Grimm, Ellywick Tumblestrum, or Valentine.

Beasts: 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.

Dinosaur: Dinosaur enemies can be found throughout the Tomb of Annihilation campaign once you get to the peninsula of Chult.

Eye of Gruumsh: The Eye of Gruumsh is the boss in area 50 of the Ahghairon's Day adventure: Reclaiming the Past and its variants. When Ahghairon's Day isn't active, you can access Reclaiming the Past by opening a Time Gate to Ishi Snaggletooth, Jim Darkmagic, Omin Dran, Prudence, or Voronika.

Fiends: Fiend monsters are available in many different adventures. If you are looking for a good target to encounter Fiends, you can find Imps in The Mad Wizard - the second adventure in the Grand Tour of the Sword Coast Campaign.

Flying or Floating Bosses: Flying or Floating bosses are bosses who don't touch the ground. If you are looking for a good target to encounter flying creatures, try The Cursed Farmer - the first (non-tutorial) adventure in the Grand Tour of the Sword Coast Campaign.

Gnoll: Gnolls can be found in the Midsummer Adventure: The Missing Lord and its variants. When Midsummer isn't active, you can access The Missing Lord by opening a Time Gate to Shandie, Xander Cesso, Beadle & Grimm, Ellywick Tumblestrum, or Valentine. Note: gnolls are also available on various other adventures; this is just an example.

Humanoids: 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.

Lycanthrope:Lycanthropes come in many forms (werewolf, wererat, werebear, etc.) and can be encountered in many adventures. If you are looking for a good target to encounter lycanthrope bosses, try Beast Intentions - the third non-tutorial adventure in the Grand Tour of the Sword Coast campaign.

Minotaur Skeleton: If you are looking for a good target to encounter the fearsome Minotaur Skeleton, try Underdeep Cartography - the second adventure on the Waterdeep node in the Grand Tour of the Sword Coast campaign.

Resurrected Hero of the Vale: If you are looking for a good target to encounter the Resurrected Hero of the Vale, try the Highharvestide adventure: The Bandit's Harvest or the Feast of the Moon adventure: The Crypt of Legends. You can access The Bandit's Harvest by opening a Time Gate to Stoki, Farideh, Pwent, Torogar, D'hani, or Egbert. You can access The Crypt of Legends by opening a Time Gate to Gromma, Sentry, Penelope, Widdle, or Virgil.

Undead: 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.

Zariel: In week 2, you can encounter this armor-based boss monster in area 50 of the Founders' Day adventure: Party Crashers and its variants. When Founders' Day isn't active, you can access Party Crashers by opening a Time Gate to Deekin, Walnut, Freely, Sgt. Knox, or Nahara.