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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.
November 16th
Idle Champions: Champions of Lore Podcast 
Posted in Idle Champions.

Fans of Champions of Lore rejoice! You can now enjoy the silky-smooth voice of B Dave Walters and delightful laughter of Erin M Evans as Difficulty Class' Treavor Bettis tries to keep them on topic each week as part of the Champions of Lore Podcast!

For those reading the words 'Champions of Lore' for the first time, it's a show we host live on the CNEGames Twitch Channel each Monday at 11AM Pacific time, where B Dave Walters (A Darkened Wish, Silver & Steel) and Erin M Evans (Brimstone Angels, Dungeon Scrawlers) discuss the Dungeons & Dragons lore in Idle Champions while host Treavor Bettis (Difficulty Class) tries to keep them on track. It's the best hour you'll ever spend listening to people talk about D&D-related lore. Probably.

The Champions of Lore Podcast is available across many platforms, including Spotify, Google Podcasts, and Apple Podcasts. You can find links to all of them through the Champions of Lore Anchor Page.

After each episode broadcasts live at 11AM Pacific on Mondays you can expect them to start showing up on our podcast pages within an hour or two. Or maybe three ;)

The first five episodes are already online! Check them out on Apple Podcasts at the link below. Don't worry if you don't already know what 'Displacer Beast Cheese' is, you'll know by the time you finish the second episode!

Champions of Lore

  • Episode 1: Pilot

  • B. Dave Walters and Erin M. Evans sit down to talk about the Liars' Night event and Ezmerelda D'avenir while Treavor Bettis makes wisecracks from the corner.

  • Episode 2: The Frozen North

  • Erin M Evans and B. Dave Walters talk about the lore of Icewind Dale, Auril the Frostmaiden, and some of the new monsters that came to Idle Champions!

  • Episode 3: Ten-Towns

  • Erin M Evans and Treavor Bettis are joined by the Mighty Trovus! The Speaker of Caer-Konig tells us everything the Idle Champions are bound to fight during their visit to Icewind Dale while Erin and Treavor discuss T-Rex mittens.

  • Episode 4: A Feast Fit for Penelope

  • B. Dave and Erin talk about the lore behind the Feast of the Moon event in Idle Champions - as well as the newest Champion Penelope “Half-Pint”. Also, did you hear Lord Neverember might be half treant?

  • Episode 5: The Fires of Avernus

  • The Champions of Lore go to the Nine Hells. Erin and B. Dave talk about the Blood War, how Devils and Demons are different, and what the Archdevils of the Hells are up to.

November 6th
Idle Champion Spotlight: Penelope "Half-Pint" 
Posted in Idle Champions.

"Will you be my friend?" the young halfling shyly asked.

Penelope "Half-Pint" joins her friends Avren, Freely, and Briv Steelmarrow from D&D Beyond's Silver & Steel & Beyond Heroes, and is eager to meet her new friends on the Idle Champions roster, with Feast of the Moon 4.

It's time for the latest Idle Champion Spotlight, and this delightful druid does it all: Support, Gold Find, and Healing!

I. A Delightful Druid and Everyone's Friend



    Penelope "Half-Pint" is a halfling who just wants to be everyone's best friend, even if they are evil, or a plant, or a rock. With friends that already include a treant named Neverember and a clan of chwinga that have adopted her, Penelope is ready for anything! She has the heart of a true hero and will always stand by her friends until she goes into shrub mode of course.

Penelope is a Support, Gold Find, and Healing Champion. She buffs party members with her Chwinga Mask based on their roles, increasing healing, damage, and Gold Find with the number of Story Time stacks she has. When you want to add Penelope to your formation, you can swap her with Arkhan (Slot 12).

II. Penelope's Stats

Race: Halfling Alignment: Chaotic Good
Class: Druid (Circle of the Moon) / Warlock Gender: Female
Age: 33 Affiliation: none

STR: 10 DEX: 16 CON: 14
INT: 8 WIS: 17 CHA: 14

Role: Support, Gold Find, Healing

Eligible for Patrons: Mirt the Moneylender, Vajra Safahr

Slot: 12, (Arkhan)


III. Penelope's Design

It's always a joy to work with a passionate creator to bring their character to life as a Champion in our game, and working with D&D Beyond's Hope LaVelle was no exception, and working with her is just as delightful as the character she portrays.

Penelope is a naive, young, happy go lucky halfling who just wants to be your friend. She is a Support, Gold Find, and Healing Champion who buffs Champions based on their role(s) and alignment, and she does it all with a skip in her step!

With Have You Met My Friends, Penelope tags enemies she can't kill so her friends can finish the job. Chwinga Mask allows her to call chwingas to her aid. While enemies are attacking, Penelope panics and dons the mask. A Chwinga friend appears on her shoulder for the duration of this effect. The Chwinga grants charms to adjacent Champions based on their tags. Tanks will heal a percentage of health every second. Support, Healer, and Gold Find champions will buff Global Damage. Story Time augments Chwinga Mask, based on how efficiently her friends (Champions within 2 slots) are killing enemies.

Her specializations focus on her ability to make friends with everyone, buffing Have You Met My Friends by increasing the damage of the formation based on the alignment on the Good-Evil axis.

Her second specialization augments her basic attack to include an additional terrain changing effect. Minor Eruption adds a small radius of area of effect damage, leaving difficult terrain underneath her enemies. Hey Batter Batter increases her knockback by four times against non-boss enemies and her damage is increased by 200%.

Her ultimate has her casting Erupting Earth, creating difficult terrain to slow and wound enemies.



IV. Penelope's Abilities

Basic Attack

  • Go Away — Penelope jumps out and hits the closest enemy with her quarterstaff, dealing damage and knocking it back slightly.

Formation Abilities

  • Have You Met My Friends — Whenever Penelope attacks an enemy and doesn't kill it, for the next 30 seconds, all Champions deal 100% additional damage against them.
  • Chwinga Mask — Whenever the formation is under attack, Penelope dons her chwinga mask, calling an elemental friend to her aid. It sits on her shoulder while her mask is on. All Champions adjacent to Penelope gain the following charm(s) based on their tags. Charms last as long as the formation is under attack and then for 10 seconds afterward, persisting through area transitions.
    • Healing Charm (Tank Champions) — Penelope heals affected Champions for 30 HP every second. Once Penelope unlocks Story Time, the amount healed every second is increased by a percentage based on 2x the number of Story Time stacks she has.
      • 0 stacks of Story Time = +0% = 30 HP / sec
      • 10 stacks of Story Time = +20% = 36 HP / sec
      • 25 stacks of Story Time = +50% = 45 HP / sec
    • Tools for the Job Charm (Healing, Support, or Gold Find Champions) — Penelope increases the damage of all Champions by 100% for each Champion affected by this charm. This effect stacks multiplicatively and buffs apply to the post-stack value.
      Once Penelope unlocks Story Time, whenever she has more than 15 stacks of Story Time, this effect also increases the party's gold find by 10% of the total buff caused by this charm (including buffs).
    Champions can only gain each charm once even if they have multiple tags.
  • Story Time — Each time a Champion within 2 slots of Penelope kills an enemy, add a stack of Story Time. Story Time stacks are capped at 25. The stacks of Story Time affect both charms given by Chwinga Mask. Every time you change areas, the stacks of Story Time are reduced by half, rounded down.


First Specializations

  • Keep Your Friends Close — Increases the effect of Have You Met My Friends by 60% for each other Good Champion in the formation (stacking multiplicatively).
  • Keep Your Future Friends Closer — Increases the effect of Have You Met My Friends by 40% for each Evil Champion in the formation (stacking multiplicatively).
  • Everybody Gets To Be Friends — Increases the effect of Have You Met My Friends by 20% for each other Champion in the formation (stacking multiplicatively).

Second Specializations

  • Minor Eruption — Penelope's base attack now causes a minor eruption under the enemy she hits, dealing aoe damage in a small radius and leaving difficult terrain under them for 10 seconds.
  • Hey Batter Batter — Penelope's base attack's knockback is now four times as effective against non-boss enemies and her damage is increased by 200%.

Ultimate Ability

  • Erupting Earth — A fountain of churned earth and stone erupt in the enemies' path (centered on the nearest enemy), dealing AOE damage in a large radius and creating difficult terrain that lasts for 30 seconds. Enemies that encounter the difficult terrain have their movement slowed by 50% while they travel through it.

V. Penelope's Equipment



Slot 1: Global DPS
Slot 2: Have You Met My Friends
Slot 3: Chwinga Mask - Healing
Slot 4: Chwinga Mask - Damage
Slot 5: Ultimate Damage
Slot 6: Ultimate Cooldown

VI. Conclusion

Will you be Penelope's friend? We are excited to see how well she fits in to the Idle Champions 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!
October 19th
Idle Champion Spotlight: Ezmerelda d'Avenir  
Posted in Idle Champions.

Those that have played through the Grand Tour adventures based in Barovia have already been introduced to our next Champion. For those that haven't, we're beyond excited to bring Curse of Strahd's renowned vampire hunter; Ezmerelda d'Avenir to Idle Champions. Read on to find how this prolific monster hunter from Barovia will influence your formations!

Ezmerelda d’Avenir, a Vistana, was once the protégée of Rudolph van Richten — despite their checkered history. When she was young, her family wronged van Richten, and yet he spared their lives. Ezmerelda witnessed van Richten’s act of mercy and was deeply moved by it.

At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home and tracked down van Richten two years later. Ezmerelda remained by van Richten’s side for another two years, helping him track down and slay many creatures of the night. Sadly because of her origins, van Richten never fully trusted her, leading him to keep secrets from her. This lead to frequent arguments between the two vampire hunters At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.

Since bidding farewell to van Richten, Ezmerelda has struck out on her own as an independent monster hunter. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. Ezmerelda d'Avenir has joined the Champions to try and rid this new realm from evil.

I. Vampire Hunter

Dungeons & Dragons Ezmerelda d'Avenir

    Ezmerelda d'Avenir, a Vistana monster hunter, has devoted herself to ridding the world of evil in all of its forms. After years of tutelage by her mentor, the vampire hunter Rudolph van Richten, Ezmerelda struck out on her own. She has since amassed a sizable personal fortune and an impressive arsenal of weapons for hunting monsters. Following the defeat of Strahd von Zarovich, Ezmerelda joins the Champions on their journeys through the world of Toril.

Ezmerelda is a Support Champion who increases the damage of Champions in her column, especially against undead, fiends, or monstrosities. Her ultimate attack is the ultimate debuff, creating a massive short-lived boost to global damage. When you want to add Ezmerelda to your formation, you can swap her with Bruenor (Slot 1).

II. Ezmerelda's Stats

Race: Human Alignment: Chaotic Good
Class: Fighter/Wizard Gender: Female
Age: 27 Affiliation: none

STR: 14 DEX: 19 CON: 16
INT: 16 WIS: 11 CHA: 17

Role: Support

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

Slot: 1, (Bruenor)


Dungeons & Dragons Ezmerelda d'Avenir

III. Ezmerelda's Design

A prolific vampire hunter from the land of Barovia. Ezmerelda brings a wealth of knowledge from Barovia to assist the Champions. Her design is based on a catalyst effect which triggers off the number of debuffs on an enemy. She's a master fighter and uses debuffs to her advantage, culminating in her ultimate attack with a sun dagger to create a strong short-lived massive debuff. It increases the formations' damage for a devastating final team attack.

Ezmerelda has 3 different debuffs that she bestows on enemies as she's training the Champions in her martial & magical style. Her debuffs are based on her skills as a vampire hunter and are named for moments during her training: Pause, Prepare, & Parry.

In addition to her training the Champions, she also brings a wealth of knowledge against undead, as illustrated in her The Devil's Playthings ability. Champions in her column (including herself) increase their damage against Undead by 100%.

Finally, Ezmerelda is never done training. Her Threat Tracking ability has her continuing to learn from her enemies in this new land. Both Threat Tracking and The Devil's Playthings start as undead based but can be changed to humanoid, fiends, or monstrosities with a specialization. Threat Tracking count remains for the adventure, and if the threats tracked changes to fiends or humanoid, she will retain her previous stacks and starts counting the new type instead.

IV. Ezmerelda's Abilities

Basic Attack

  • Fire Bolt — Ezmerelda hurls a mote of fire at a random enemy.

Formation Abilities

  • Training Montage — Ezmerelda marks enemies as she trains the Champions with her vampire hunting skills.
    • Pause: Ezmerelda marks every third enemy that spawns with this debuff. Once marked, the target gains one stack every three seconds, to a max of 10 stacks. For each stack, Champions in Ezmerelda's column deal an additional 10% damage against the target. Buffs apply to the post-stack value.
    • Prepare: Ezmerelda marks every enemy she attacks with this debuff. The effect of this debuff depends on the target.
      • If it is a hits-based or armor-based enemy: Whenever a Champion in Ezmerelda's column would remove a hit point or a chunk of armor from the target, remove one additional hit point or chunk.
      • If it is any other enemy: Decrease the enemies' max hit points by 50%.
    • Parry: The first time a non-boss enemy attacks, the attack misses. Ezmerelda then marks it with this debuff, which illustrates that it has already triggered this effect.
  • The Devil's Playthings — Increases the damage of Champions in the same column as Ezmerelda against undead creatures by 100%.
  • Threat Tracking — Ezmerelda tracks the undead creatures the Champions kill while she is in the formation, increasing the effect of The Devil's Playthings by .01% for each undead tracked. This total resets at the end of each adventure. This ability can be buffed by upgrades, feats, and equipment. Buffs apply to the total calculation.

First Specialization Choice

The first specialization choice relates to which enemies Ezmerelda is tracking.

  • Stay on TargetThe Devil's Playthings and Threat Tracking continue to track & trigger vs undead.
  • Fiendish StatureThe Devil's Playthings and Threat Tracking now track & trigger vs fiends instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • The Devil Wears Many MasksThe Devil's Playthings and Threat Tracking now track & trigger vs humanoids instead of undead for the remainder of the adventure. She will retain her previous tracking totals.
  • Monstrous IntentionsThe Devil's Playthings and Threat Tracking now track & trigger vs monstrosities instead of undead for the remainder of the adventure. She will retain her previous tracking totals.

Second Specializations

The second specialization choice lets you choose how you want her to augment the party for the remainder of the adventure.

  • Smells Like A Trap — Ezmerelda senses trouble, and begins to mark all enemies in preparation for a renewed assault! Ezmerelda now marks every enemy that spawns with Training Montage: Pause.
  • We've Trained For This — The Champions are seeing results from Ezmerelda's training! Training Montage: Pause, Training Montage: Prepare, and The Devil's Playthings now affect all Champions in the formation, not just Champions in Ezmerelda's column.
  • He's Still Out There — Ezmerelda steels herself in preparation for the next time she encounters Strahd, and increases the effect of The Devil's Playthings by 300%.

Ultimate Ability

My Signal — Ezmerelda reveals a magical sun dagger and launches it at the enemy with the most debuffs active (randomly if tied). The dagger lands in the target and remains there as it begins to glow with a burst of radiant energy, creating a new debuff that lasts 10 seconds. It increases the damage done to the enemy by 50% for each active debuff on them, stacking multiplicatively.

V. Ezmerelda's Equipment



Slot 1: Global DPS
Slot 2: Global DPS
Slot 3: Training Montage: Pause
Slot 4: The Devil's Playthings
Slot 5: Threat Tracking
Slot 6: Decrease Ultimate Cooldown

VI. Conclusion

What do you think about Ezmerelda? 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!
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.
September 2nd
Idle Champions: Brightswords 3 
Posted in Idle Champions.

Seeking rest and respite from a year of adventure, the Champions arrive in the tranquil town of Longsaddle - only to find it under siege!

Drow from the Underdark are on the hunt in Longsaddle for a Harpell artifact, and it's a race against time to find it before they do...

Brightswords 3 introduces Lazaapz, the Goblin Armorer Artificer, and brings back returning Champions Turiel, the Aasimar Cleric and Wulfgar, Human Barbarian and member of the Companions of the Hall. Players will have until Monday, September 14th, 2020 at 12:00PM PDT, to complete event objectives!

Year Three Champion: Lazaapz

    Born in The Cogs beneath Sharn's Lower City, Lazaapz's remarkable intellect elevated her to the Tradefair district, where her mechanical genius became highly sought after by the Dragonmarked Houses. Lazaapz's first invention was a functional mechanical arm to replace the one she was born without; now she leads an elite team of engineers in cutting edge research and development.

    Following the discovery of a mysterious Eldritch Machine, Lazaapz was brought in by House Cannith to ascertain the purpose of the device. Shortly after, both Lazaapz and the machine disappeared, never to be seen again.
Lazaapz is a Tank and Support Champion who buffs other small-sized Champions with her Fury of the Small ability. She wears a suit of custom mechanized Power Armor that powers up her abilities and attacks, granting improved bonuses and additional attacks that debilitate enemies while she is under attack. When you want to add Lazaapz to your formation, you can swap her with Makos (Slot 9).

For more information about our Lazaapz, check out the Idle Champion Spotlight: Lazaapz dev blog!

Year Two Champion: Turiel

    Wherever the aasimar known as Turiel goes, devils and demons know to tread lightly. Acting on orders of their divine patron, Bahamut, Turiel works tirelessly to bring law, order, and justice to Toril. When not busy with inquisitions or crusades, Turiel calls the endless libraries of Candlekeep their home, studying ancient tomes and seeking guidance for their next holy mission.
Turiel Supports from the front of the formation, with his Embodiment of the Law greatly increasing the damage of Champions the further they are behind him. When you want to add Turiel to your formation, you can swap him with Bruenor (Slot 1).

For more information about our Turiel, check out the Idle Champion Spotlight: Turiel dev blog!

Year One Champion: Wulfgar

    Wulfgar started his life in the north as the flag bearer of the barbarian Tribe of the Elk. He was bested in the assault on Ten-Towns by Bruenor Battlehammer, who decided his punishment would be five years and a day of service. Bruenor grew to love the tall barbarian, eventually seeing him as an adopted son. At the end of his service, Drizzt Do'Urden to taught Wulfgar the ways of combat and Bruenor crafted for him a mighty warhammer, named Aegis-fang. This magical warhammer bears the symbols of three of the Dwarven Gods: Moradin, Clangeddin, and Dumathoin. It is specifically attuned to Wulfgar and magically returns to his hand upon telepathic command.
Wulfgar deals AOE damage that stuns and deals additional damage to armored and stunned enemies. He has additional abilities for each other Companion of the Hall present. When you want to add Wulfgar, Son of Beornegar to your party, you can swap him with Tyril (Slot 10).

For more information about about Wulfgar, check out his Idle Champion Spotlight: Wulfgar dev blog!

Year Three Variants

  • Lolth's Army — Drow Fighters attempt to stop us from thwarting their plan. Whenever you kill any drow enemy, Lolth grows angry and tracks your transgressions. For each drow killed during this adventure, the damage and movement speed of each drow enemy goes up by 0.1% (Additively)
    Reach area 75.

  • I Got This...? — Only Champions with INT 14 or lower can be used can be used.
    Reach area 125.

  • Short Force Leader — A roving band of Ogres have joined the adventure! Let's show 'em what Lazaapz and her crew can do! Lazaapz starts in the formation. She cannot be moved. Champions in the two columns behind Lazaapz count as a small race for the purposes of Lazaapz' Fury of the Small. Everyone's smaller than an ogre, right?!
    Reach area 175.

Year Two Variants

  • Hearty Constitution — Only Champions with a Constitution (CON) score of 14 or higher can be used.
    Reach area 75.

  • Army of Bahamut — Turiel starts out in slot 1 and can't be moved or replaced. Only Lawful or Good Champions can be used.
    Reach area 125.

  • DPS's Day Off — No Champions with the DPS role can be used.
    Reach area 175.

Year One Variants

  • Little Eyes are Lurking — A pair of Quasits have infiltrated your party, taking up two slots in the formation and causing chaos, making it difficult to work as a team. Every 25 areas they switch positions.
    Reach area 75.

  • Father and Son — Wulfgar and Bruenor have set off alone, on an adventure to catch up after some lost time. Only Bruenor and Wulfgar are available, and both start in your formation. Their damage and cooldowns are dramatically improved.
    Reach area 125.

  • Lolth's Domain — All Drow have the blessing of Lolth. Enemies gain armor and bosses gain additional armor.
    Reach area 175.

See the in-game FAQ for more information!

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 13th
Idle Champion Spotlight: Beadle & Grimm 
Posted in Idle Champions.

It's time for the latest Champion Spotlight or should we say Spotlights? It's two-in-one with Beadle & Grimm making their debut in Midsummer 3!

Read on to find out how this dynamic duo swaps in and out to tag team crush their enemies...

I. Beadle & Grimm

Dungeons & Dragons Beadle & Grimm

    Beadle and Grimm have been best friends & adventuring partners their entire lives. Together, they have faced the most dangerous foes their realm had to offer and built a respite alongside the frozen north's harsh realities: The Giant's Bane Tavern.

Beadle & Grimm are Support and DPS Champions able to swap places in the formation on demand. The longer that one is in the formation, the more powerful the other becomes when swapped in. When you want to add Beadle & Grimm to your formation, you can swap them with Delina (Slot 8).

II. Beadle & Grimm's Stats

Beadle

Race: Dwarf Alignment: True Neutral
Class: Rogue/Wizard Gender: Male
Age: 91 Affiliation: none

STR: 13 DEX: 17 CON: 12
INT: 16 WIS: 10 CHA: 8

Role: Support, Gold

Grimm

Race: Human Alignment: Chaotic Good
Class: Barbarian Gender: Male
Age: 26 Affiliation: none

STR: 18 DEX: 12 CON: 16
INT: 12 WIS: 9 CHA: 14

Role: DPS, Support

Eligible for Patrons: Mirt the Moneylender, Vajra Safahr, Strahd von Zarovich. Read on to understand how!


Dungeons & Dragons Beadle and Grimm

III. Beadle & Grimm's Design

We were elated to collaborate with Matthew Lillard and Bill Rehor on bringing Beadle and Grimm to Idle Champions. We've interacted with the crew from Beadle & Grimm's at multiple D&D events, and we fell in love with the story that their company was named after their home group's D&D Characters!

When we reached out to them to discuss their characters a bit more, we learned about many of their past exploits, including the tavern they created together: The Giant's Bane Tavern. At some point during the discussion, we decided to challenge ourselves with the design of this pair: what would it mean to have a tag-team set of Champions in one Champion slot?

We started with the idea that their shared Ultimate Attack, Tag Team, would swap Beadle for Grimm and vice versa. That ability (and its name), gave us a north star to look to during design. In every aspect of their character (where possible), they are working together.

Beadle & Grimm have all the advantages of two sets of stats and alignments, but none of the disadvantages, which is why their Inseparable ability allows both of them to be eligible for an adventure, variant, or Patron even if only one of them qualifies!

We are very excited to see what opportunities this opens up for players...

IV. Beadle & Grimm's Abilities

Basic Attack

Their normal attack changes based on who is currently in play.
  • Magic Wand (Beadle) — Beadle bonks a random enemy with a wand (dealing half damage). This unleashes two magic missiles that fly out and hit two other random enemies for full damage.
  • Giant's Bane (Grimm) — Grimm cleaves through the nearest enemies with his two enormous greatswords.

Formation Abilities

  • Get Buff — Beadle and Grimm increase the damage of themselves or the Champions around them.
    • Beadle Increase the damage of Champions within 2 slots of himself by 100%.
    • Grimm Increase the damage of Grimm by 100% for each Barbarian in the formation, stacking multiplicatively.
  • Special Order — Beadle and Grimm provide a utility to help the party.
    • Beadle Whenever Beadle damages an enemy that is not at full health, that enemy will drop 25% more gold when it is killed. Does not stack.
    • Grimm Enemies damaged by Grimm take 25% more damage until they are killed (except from ultimates). Can stack additively up to 10 times on a single enemy.
  • Long Rest — While Beadle is active, Grimm's buff increases by 1 stack every 10 seconds. While Grimm is active, Beadle's buff increases by 1 stack every 10 seconds. When a Champion swaps out using their Tag Team ultimate, their stacks are reset, and while they're in-play their stacks reduce by 1 every 10 seconds. Stacks are additive.
    • Beadle — Increase the effect of Beadle's Get Buff by 10% per stack.
    • Grimm — Increase the effect of Grimm's Special Order by 10% per stack.
  • Inseparable — Beadle and Grimm are so inseparable that if either one qualifies for an adventure restriction based on their tags, ages, ability scores, then both can be used.

Beadle's Specializations

  • As Quick As Me — Increase the effect of Beadle's Get Buff by 100% for each Champion with a DEX score of 17 or higher, stacking multiplicatively and then applying to Get Buff multiplicatively
  • As Clever As Me — Increase the effect of Beadle's Get Buff by 100% for each Champion with an INT score of 16 or higher, stacking multiplicatively and then applying to Get Buff multiplicatively.

Grimm's Specializations

  • Chip Away — Increases the effect of Grimm's Special Order by 100% (up to 50% per stack)
  • Strongman Contest — Grimm's Get Buff now also adds a stack for any Champion with a STR score of 18 or higher.

Ultimate Ability

  • Tag Team — Their ultimate attack changes based on who is currently in-play.
    • Beadle — Grimm leaps into the fray, smashing a random enemy and all nearby enemies before leaping back into the formation while Beadle teleports into the shadows to recover.
    • Grimm — Beadle teleports into the center of the battle and explodes with arcane magic, damaging and stunning all enemies. He then slips quietly back into the formation as Beadle leaps away for a brief rest.

V. Beadle & Grimm's Equipment

Slot 1: Self DPS buff
Slot 2: Global DPS buff
Slot 3: Get Buff buff
Slot 4: Special Order buff
Slot 5: Long Rest buff
Slot 6: Ultimate Damage buff

VI. Conclusion

What do you think about Beadle & Grimm? 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!