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May 29th
Idle Champions: May 29th Adventure Variants 
Posted in Idle Champions.

It's time again to put your formations to the test! Today we add more Adventure Variants to five of our active campaigns. 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 to five of our active campaigns! This week's update also brings Vecnas - or Vecnae - to half of them, with variants of The Whispered One from across the multiverse arriving to fight the Champions. One might even describe this assault as something of a 'Vecna Emergence' event...


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

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 3: Emperor Vecna Lives!
  • Explore the emergency in Candlekeep and discover an even newer threat to Faerûn.
    • 1-2 Emperor Vecna Cultists, new unique monster from Vecna 1.1 (both melee and ranged), spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Charisma of 13 or lower.
    • Complete area 375.


  • Vecna Loots! Variant 3: Very Well Equipped
  • Stop the assault on Candlekeep with the very best of your best equipped Champions!
    • Only Champions with at least four Epic equipment or better may be used.
    • Three wizard students join the formation. They just get in the way.
    • Complete area 375.


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

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Ending the Rime - Part 1 Variant 3: Baldur's Gate Expatriates - Part 1
  • Head off in the nautiloid with a crew experienced with ceremorphosis.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Complete area 550.


  • Ending the Rime - Part 2 Variant 3: Baldur's Gate Expatriates - Part 2
  • Continue to hunt for The Codicil of White, while dealing with those tadpoles in your head.
    • Requires Baldur's Gate Expatriates - Part 1 completed.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions from the Heroes of Baldur's Gate or Absolute Adversaries affiliation.
    • Bosses (including all 3 forms of Auril) deal 500% additional damage.
    • Complete area 575.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

The Wild Beyond the Witchlight Adventure Variants

  • The Fairy Rings of Thither Variant 3: The Magical Rings of Thither
  • Enter the forests of Thither with those well versed in the magical arts.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • You may only use Champions with a Magic base attack.
    • Complete area 650.


  • Will of the Feywild Variant 3: No Damage, None of the Time
  • Face off against the next member of the League of Malevolence without your damage dealers!
    • You may only use Champions with an ability score total of 78 or less.
    • You may not use any Champions with the DPS tag.
    • Complete area 700.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

The Light of Xaryxis Adventure Variants

  • Rocky Reception Variant 2: Con Crud
  • Search for Commodore Krux while your tough Champions are off doing something else.
    • 1-2 Emperor Vecna Cultists spawn with each wave. They do not drop gold or count towards quest progress.
    • In non-boss areas, non-Vecna Cultist monsters are immune from damage until all Emperor Vecna Cultists are defeated.
    • You can only use Champions with a Constitution of 13 or lower.
    • Complete area 600.

  • Rock and Roll Variant 2: Modal Nodes
  • Escape the rock before somebody shoots first.
    • Only Champions with a ranged base attack can deal damage.
    • After area 25, you can't remove Champions from the formation.
    • After every 50 areas, a random non-Bard Champion is removed from the formation and can't be used for the rest of the adventure.
    • Complete area 650.


Dungeons & Dragons Idle Champions The Turn of Fortune's Wheel Variants

The Turn of Fortune's Wheel Adventure Variants

  • The Beginning is the End Variant 2: Tomb of Champions II: Funky Fandango
  • Return to the Tomb of Annihilation to stop Acererak from assembling a villainous super team with even more speed!
    • You must complete area 300 within 30 minutes of starting the objective.
    • Fire breath potions can't be used during the adventure, and click damage has no effect after area 5.
    • Complete area 300.


  • The End is the Beginning Variant 2: Mixing It Up
  • NEPHEW. ADJUST. PATH?
    • After area 25, you can't add, move, or remove Champions.
    • After every 50 areas, Champions not in the front column are randomly placed in the formation.
    • Complete area 450.


Champion Search

Get ready to level up your formation building with Champion Search! With Champion Search, you will be able to quickly filter through over 140 Champions in the game to perfectly fit your formation needs. Learn more about Champion Search, coming to the game TODAY in our blog post!

See the in-game Change Log for more information!

We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



January 24th
Idle Champions: Xaryxis Finale & Astral Elf Emergence! 
Posted in Idle Champions.

Xaryxis, the star at the center of the Xaryxispace is going supernova! The Champions must make their way back to the Second Wind as fast as possible! But there are astral elves still loyal to Xeleth standing in your way! After that, it's time to return to Waterdeep at last, but not all is well in the city of splendor. Descend into Skullport and clear out a new mind flayer colony!

Note: You will need to complete the previous two Light of Xaryxis adventures, Into Xaryxispace and The Battle of Xaryxis, in order to access these new adventures.


The Last Light of Xaryxis

It's a race against time as the Champions must escape Xaryxispace!
  • Variant: 15 Minutes to Doomsday - It's REALLY a race against time as the Champions must escape Xaryxispace!
  • Every 50 areas starting at area 1, a 15 minute countdown starts. If the countdown hits zero before getting through the 50 areas, every Champion in the formation is removed and can't be used for the rest of the adventure.
  • Anytime there are less than 10 minutes left in the countdown you can't remove Champions from the formation. This restriction is removed when the countdown timer reaches 0 until the countdown starts again.
  • Complete area 1150

Realmspace Restored

Return to Toril and stop mind flayers from taking over Waterdeep!
  • Variant: Evil to the Core - Return to Toril and stop mind Flayers from taking over Waterdeep with Evil Champions!
  • You may only use Evil Champions.
  • Complete area 1200



The last remnant of the Xaryxian Empire is descending on Faerûn! Astral elves loyal to Xeleth are causing all sorts of trouble - it's up to you and your formations to stop them! Protect the Forgotten Realms and unlock exclusive rewards in the Thayan Enclave Shop during the Astral Elf Emergence Event, which runs from Wednesday, January 24th at noon Pacific until Friday, February 2nd at noon Pacific!

During Emergence Events, Corrupted Gems can be collected from the designated monsters (in this case astral elves), and by completing a daily quest visible in the Emergence Event dialog. Use the Corrupted Gems in the Thayan Enclave Shop to collect any of the items below and the remaining items from the Mind Flayer Emergence.

New Items Added to the Thayan Enclave!

  • Two Golden Epics
    • Karlach Slot 2 - Helldusk Armor (20,000 Corrupted Gems)
    • Virgil Slot 5 - Thrilling Memoirs (20,000 Corrupted Gems)
  • Four Feats
    • D'hani - Fields of Green (10,000 Corrupted Gems)
    • Gazrick - Prodigal Leader (10,000 Corrupted Gems)
    • Miria - Caged Dreams (10,000 Corrupted Gems)
    • Karlach - Fiery Tempest (10,000 Corrupted Gems)
  • Two Skins
    • Spelljammer Pilot Miria (10,000 Corrupted Gems)
    • Spelljammer Pilot Strix (10,000 Corrupted Gems)
  • 10x Marvelous Support Pigments (7,000 Corrupted Gems)
  • 8x Modron Component Chests (2,500 Corrupted Gems)
  • 8x Supply Chests (2,500 Corrupted Gems)
  • Unlimited Spelljammer Emergence Chests (2,500 Corrupted Gems)
    • Contains gear for: Miria, Strix, Virgil, Karlach, D'hani, Gazrick


  • You can find all this information, and even more details, in-game!

    We would love to hear about your experiences in Wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    January 3rd
    Idle Champions: Light of Xaryxis, Part 9 
    Posted in Idle Champions.

    The time has come! The Champions and the coalition have entered Xaryxispace and are beginning their attack! Standing in their way is the Xaryxian armada - and their spelljammers are ready for a fight! Can the Champions make it to the citadel and stop Xeleth? Find out!

    Note: you will need to complete the previous two Light of Xaryxis adventures, Foul Play and Spelljammers in Training, in order to access these new adventures.


    Into Xaryxispace

    The time has come to attack the Imperial Citadel. Ready your Spelljammers!
    • Variant: One Spelljammer at a Time - The time has come to attack the Imperial Citadel. Ready your Chaotic Good heroes!
      • You may only use Chaotic Good champions.
      • Champions in the formation deal 100% more damage for each Champion in the formation with a Magic base attack, stacking multiplicatively.
      • Complete area 1050
      • Rewards: Spelljammer Pilot Orkira Skin

    The Battle of Xaryxis

    Find a way to rescue Xedalli and stop Xeleth, before it's too late!
    • Variant: Defense Measures - Find a way to rescue Xedalli and stop Xeleth, while being attacked by magical defenses!
      • Every 10 seconds of real time, Champions take 25% of their total health in damage from the citadel's magical defenses.This speeds up by 0.5 second every 100 areas.
      • You may only use three Champions that don't have the Speed tag.
      • Complete area 1100

    Waterdhavian Celebration!


    We're celebrating the start of Season 7: The Rivals with a week-long party starting at noon Pacific on January 3rd, 2024. Log in each day from now until January 10th, 2024 at Noon PT and claim awesome rewards! Plus, if you claim four out of the seven days you will also unlock the Waterdhavian Gazrick Skin, a Gazrick Unlock, Feat for Gazrick, and 3 Gold Gazrick Chests!

    Be sure check out Season 7: The Rivals live in-game today at Noon PT! Learn more in Idle Season Blog!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    December 13th, 2023
    Idle Champions: December 13th Adventure Variants 
    Posted in Idle Champions.

    It's time again to put your formations to the test! Today we are more Adventure Variants to five of our active campaigns (we'll get to Turn of Fortune's Wheel next year!). 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

    • The Twilight Grove Variant 3: The Overgrown Grove
    • Enter the Twilight Grove and fight the forces of the Gulthias Tree!
      • You may only use Champions with a Dexterity of 17 or higher.
      • Plant creatures deal +400% damage and move +200% faster.
      • 1-2 Twig Blights spawn with each wave. (Monster IDs 756-758) They don't drop gold or count towards quest progress.
      • Complete area 425.


    • Into the Unknown Variant 3: Mental Gymnastics
    • Help some farmers deal with a mind flayer epidemic!
      • You may only use Champions with an Intelligence of 11 or less.
      • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
      • Complete area 425.


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

    Baldur's Gate: Descent into Avernus Adventure Variants

    • Questlines Variant 3: When Tentacles Attack
    • Clear off your quest to do list while tentacles attack!
      • You may only use Champions with a Strength of 10 or lower.
      • Two tentacles block two formation slots. (3 & 8) Every 5 seconds, they attack a random adjacent champion dealing 10% of the Champion's max health.
      • Complete area 550.


    • Bel's Forge Variant 3: Flames of Avernus
    • Begin to unravel Bel's intentions as you enter an active volcano!
      • Every 10 seconds, a random formation slot catches fire for 10 seconds, dealing damage to any Champion occupying it equal to 10% of their max health every second.
      • You may not use Cleric Champions.
      • Complete area 575.


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

    Icewind Dale: Rime of the Frostmaiden Adventure Variants

    • Deekin's Mission Variant 3: Don't Lose Your Head
    • Escort the survivors to Bryn Shander while under assault by brain eating intellect devourers!
      • An Intellect Devourer spawns with each wave. They don't drop gold or count towards quest progress.
      • If an Intellect Devourer reaches the formation, it leaps onto the head of a random Champion with an INT score of at least 11, eats their brain, and removes them from the formation for the rest of the adventure. If no valid Champions exist, the Intellect Devourer starves and dies.
      • Complete area 500.


    • Frozen Vengeance Variant 3: Mind Spike
    • Return to Sunblight fortress under assault by mind flayers that seek revenge!
      • 1-2 Mind Flayers spawn with each wave. (Monster ids 1139-1141) They don't drop gold or count towards quest progress.
      • When a Mind Flayer spawns it Mind Blasts a random Champion, dealing 25% of their max health and stunning them for 60 seconds. Champions with an INT score of 15 or higher take no damage and are not stunned.
      • Complete area 525.


    Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

    Wild Beyond the Witchlight Adventure Variants

    • The Bitter End Variant 2: A Wise Approach
    • Race through Motherhorn to rescue Gleam's sister with Champions that don't spurn Wisdom!
      • You may only use Champions that don't have Wisdom as one of their lowest two stats.
      • An ancient and wise Willow Treant joins the formation. They're so big they take up three spots in your formation, but don't do much else.
      • Complete area 950.


    • The Palace of Heart's Desire Variant 2: The Brains of an Illithid's Desire
    • Learn about the Palace of Heart's Desire with Champions that have less than stellar ability scores.
      • You may only use Champions with an ability score total of 78 or less.
      • 1-2 mind flayers spawn with each wave. They don't drop gold or count towards quest progress.
      • Complete area 1000.


    Dungeons & Dragons Idle Champions Light of Xaryxis Variants

    Light of Xaryxis Adventure Variants

    • No One Can Hear You Scream Variant 2: Arcane Suppression
    • Scavenge your way through Wildspace in an antimagic field.
      • You may only use Champions with a Wisdom of 13 or higher.
      • Champions with Magic attacks deal no damage.
      • Complete area 500.

    • Welcome to the Rock Variant 2: Welcome to the Vrocks
    • Explore the Rock of Bral, trading for repair equipment, while pursued by a furious flock of vrocks!
      • 1-2 Vrocks spawn with each wave. They don't drop gold or count towards quest progress.
      • Champions with Melee attacks deal no damage.
      • Complete area 550.


    See the in-game Change Log for more information!

    We would love to hear about your experiences in Idle Champions on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!



    October 11th, 2023
    Idle Champions: Light of Xaryxis, Part 8 
    Posted in Idle Champions.

    The Arena of Blood is under attack! The Champions must fight their way back to the docks if they're going to rescue Xedalli from her would-be-emperor brother, but they'll need help. And that help comes from a very surprising place! After that, it's time to train a new group of spelljammer pilots and take the fight to Xaryxispace!

    Note: you will need to complete the previous two Light of Xaryxis adventures, The Jungles of Doomspace and The Arena of Blood, in order to access these new adventures.


    Foul Play

    Survive Xeleth's attack on the Arena and push back his forces with a surprising ally.
    • Variant: Fowl Play - Survive Xeleth's attack on the Arena while literally pushing back his forces.
      • An Abyssal Chicken spawns with each wave. They don't drop gold, nor do they count towards quest progress.
      • Non-boss, non-static monsters take no damage until they have been pushed back, rooted, slowed, or stunned.
      • Complete area 950

    Spelljammers in Training

    The coalition is in need of Spelljammers, luckily, we have some friends!
    • Variant: Time Out - The coalition is in need of Spelljammers, luckily, we have some weak friends!
      • You may only use Champions with an STR of 13 or lower.
      • After area 5, a temporal anomaly affects a random Champion in each area. They can't attack, be moved, or be removed until the players switch areas.
      • Complete area 1000
    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    September 20th, 2023
    Idle Champions: Light of Xaryxis, Part 7 
    Posted in Idle Champions.

    The Champions have finally made it to Doomspace! They'll travel to Aruun - a forest moon orbiting a glowing gas giant - to find Warwyck and the coalition. After that it's on to the Arena of Blood to meet with Vocath as the Champions attempt to negotiate for more Spelljammer ships to help in the fight against the Xaryxian Empire!

    This week's update brings two new adventures and adventure variants to our Light of Xaryxis campaign, as well as Tier 4 Blessings! It's time to get back into Wildspace!

    Note: you will need to complete the previous two Light of Xaryxis adventures, The Hunt for the Last Breath and Infinity's and Beyond, in order to access these new adventures.



    The Jungles of Doomspace

    Explore the jungles of Aruun and try not to get eaten by a Tarrasque!
    • Variant: Slow Down Showdown - Explore the jungles of Aruun with characters that are too busy talking to actually fight.
      • You may only use Champions with a CHA of 14+.
      • Whenever a Champion defeats an enemy, their base attack cooldown is increased by 1 second, up to a total of 10 seconds. This increase lasts until the area is changed.
      • Complete area 850

    The Arena of Blood

    Travel to the Arena of Blood in an attempt to secure a fleet!
    • Variant: Entrance of the Gladiators - Travel to the Arena of Blood and face the greatest gladiators of all time!
      • You may only use Champions with a WIS of 13 or less.
      • 1 Space Clown spawns at the start of each (non-boss) area. The number of clowns increases by 1 for every 50 areas completed. They don't drop gold nor do they count towards quest progress.
      • Complete area 900

    Xaryxis Tier 4 Blessings

    With the release of Part 7 of The Light of Xaryxis campaign, the fourth tier of blessings have also been added to the game:
    • Because Good Is Dumb - Local: Increase the damage of non-Good Champions by 100%
    • Spelljammin' Socialites - Local: Increase the damage of Champions with a CHA score of 14 or higher by 100%
    • Recruit Krux - Local: Increase the damage of all Champions by 100% and Commodore Krux by an additional 100%
    • Great Shot, Kid! - Global: Increase Critical Hit Damage by 400%
    You can find all this information and even more details in-game!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    August 9th, 2023
    Idle Champions: Light of Xaryxis, Part 6 
    Posted in Idle Champions.

    A Vampirate and his crew are interested in helping the Champions fight the Xaryxian Empire - but first, they need their flagship back. The Champions must sneak into a secret hideout to find it and then make a daring escape with Farideh at the helm! After that Topolah suggests making a stop at Infinity's - a tavern of taverns - to find her friend Mordenkainen to help communicate with the kindori.

    This week's update brings two new adventures and adventure variants to our Light of Xaryxis campaign. It's time to get back into Wildspace!

    Note: you will need to complete the previous two Light of Xaryxis adventures, Flight of the Kindori Pod and Topolah's Tower, in order to access these new adventures.



    The Hunt for the Last Breath

    Assist Gargenhale in retrieving his flagship, while Farideh learns to pilot a Spelljammer!
    • Variant: The Chaotic Hunt for the Last Breath - Assist Gargenhale in retrieving his flagship with Champions that prefer unorthodox tactics.
      • An asteroid spawns with each wave. If it reaches a Champion, it explodes dealing 50% of the Champion's max health in damage to that Champion. The asteroid drops no gold nor counts toward quest progress.
      • Complete area 750

    To Infinity's and Beyond

    Travel to the tavern of Infinity's to find a solution to the lost kindori pod.
    • Variant: There's a Flying Snake in my Boot! - Travel to the tavern of Infinity's with Champions smart enough to comprehend higher mathematics.
      • Each wave spawns 1-2 flying snakes. They don't drop gold nor count toward quest progress.
      • You may only use Champions with an INT of 13+.
      • Complete area 800
    You can find all this information and even more details in-game!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    July 19th, 2023
    Idle Champions: Light of Xaryxis, Part 5 
    Posted in Idle Champions.

    With the Rock of Bral behind them, Krux tells the Champions about an old friend of his who is hiding out in Doomspace and who very much wants to stop the Xaryxian Empire. They'll need some help getting to Doomspace though. But, before they can do that Xedalli has gone missing! The Champions will have to find her before making their way to Krux's friend!

    This week's update brings two new adventures and adventure variants to our Light of Xaryxis campaign. It's time to get back into Wildspace!

    Note: you will need to complete the previous two Light of Xaryxis adventures, Rocky Reception and Rock and Roll, in order to access these new adventures.

    Also in this week's update is an extra Variant! Completing it will unlock our newest Evergreen Champion - Commodore Krux!

      Commodore Krux is a soldier who believes his glory days are behind him. This Giff has spent the last few years working as a mercenary on and around the Rock of Bral, but lately he has been spending more time in his cups as new jobs have become fewer and farther between.

    Commodore Krux is a DPS, Tanking, and Support Champion who is determined to protect your formation from the threats of Xaryxis. He's our next Evergreen Champion, so starting on July 19th 2023 you can unlock him by first completing the Topolah's Tower adventure and its variant Krux's Speed Run in the Light of Xaryxis campaign. That will unlock that adventure's second variant called Animated Giff, and when you complete that adventure the reward will include the unlock of Commodore Krux! Once unlocked, he'll be battle ready for you in Slot 4 opposite Jarlaxle.

    Learn more about Commodore Krux in his Champion Spotlight!



    Flight of the Kindori Pod

    Join Krux's crew, and navigate an asteroid field.
    • Variant: 3,720 to 1 - Join Krux's crew, and navigate where they'd be crazy to follow you.
      • An asteroid spawns with each wave. If it reaches a Champion, it explodes dealing 50% of the Champion's max health in damage to that Champion. The asteroid drops no gold nor counts toward quest progress.
      • Only Chaotic champions can deal damage.
      • Complete area 650

    Topolah's Tower

    Visit Krux's friend to collect a Wildspace navigation tool.
    • Adventure Variant: Krux's Speed Run - Visit Krux's friend to collect a Wildspace navigation tool with Krux!
      • Commodore Krux joins the formation (Slot 5) as an escort.
      • Every 240 seconds of real time play, a random Champion is transported away, removing them from the formation. They are unavailable for the rest of the adventure.
      • Champions can't otherwise be removed from the formation once they've been added.
      • Complete area 700
    • Adventure Variant: Animated Giff - Visit Krux's friend to collect a Wildspace navigation tool while trying to impress Krux!
      • Requires you to have completed variant 1, Krux's Speed Run.
      • Commodore Krux joins the formation (Slot 5). He doesn't interfere, and seems to be testing you.
      • Every 120 seconds of real time play, a random Champion is transported away, removing them from the formation. They are unavailable for the rest of the adventure.
      • Champions can't otherwise be removed from the formation once they've been added.
      • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
      • Complete area 750
    You can find all this information and even more details in-game!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

    July 18th, 2023
    Idle Champion Spotlight: Commodore Krux 
    Posted in Idle Champions.

    Giff are experienced spacefaring mercenaries and renowned fighters, and Commodore Krux is one of the best Giff you can have at your side on adventures in Wildspace. With his commanding presence and flintlock pistols, Commodore Krux brings purpose and authority to your formation!

    I. Commodore Krux

      Commodore Krux is a soldier who believes his glory days are behind him. This Giff has spent the last few years working as a mercenary on and around the Rock of Bral, but lately he has been spending more time in his cups as new jobs have become fewer and farther between.

    Commodore Krux is a DPS, Tanking, and Support Champion who is determined to protect your formation from the threats of Xaryxis. He's our next Evergreen Champion, so starting on July 19th 2023 you can unlock him by first completing the Topolah's Tower adventure and its variant Krux's Speed Run in the Light of Xaryxis campaign. That will unlock that adventure's second variant called Animated Giff, and when you complete that adventure the reward will include the unlock of Commodore Krux! Once unlocked, he'll be battle ready for you in Slot 4 opposite Jarlaxle.

    II. Commodore Krux's Stats

    Race: Giff Alignment: Lawful Good
    Gender: Male Pronouns: He/Him
    Age: 52 Class: Fighter

    STR: 18 DEX: 14 CON: 17
    INT: 11 WIS: 12 CHA: 12

    Role: DPS, Tanking, Support

    Eligible for Patrons: Mirt, Vajra

    Slot: 4 (Jarlaxle)


    Dungeons & Dragons Commodore Krux Marketing Gif

    III. Commodore Krux's Design

    As the captain of the Second Wind, Commodore Krux has spent many years proudly traversing Wildspace as a fighter and mercenary. He's made many friends and connections, as well as had multiple clashes with astral elves, throughout all of his travels. While he's worried that his glory days are long behind him, he's still enthusiastic about sailing his ship towards adventure!

    Most of Commodore Krux's efforts are focused on boosting All Hands On Deck! He increases the damage of all Champions in his column and in the rear-most column, and raises that bonus the longer you spend in an area. This well traveled Giff is an expert on Wildspace, so he can be used in any Light of Xaryxis campaign adventure or variant despite any restrictions. For every adventure, variant, and Patron variant you have completed in Light of Xaryxis, he increases the effect of his damage boost, as well as raising the health of all Champions in the formation. Plus he will keep an eye on incoming enemies with his Starfarer's Spyglass, making an enemy type in the next area his Favored Foe so they take more damage from all sources!

    Commodore Krux can lead an assortment of formations, so his Specializations help him tailor his support depending on his crewmates. If he wants to focus on his column and the rear-most column, he can knock back his targets while boosting the effects of All Hands On Deck! With a formation filled with magic users, he will increase the damage of those with a magic base attack. Or he can offer damage boosts every time a Favored Foe is defeated. Commodore Krux has a pair of Flintlock Pistols always ready to fire, and when a bigger boom is needed he'll toss a Force Grenade into the fray for an explosion of ultimate damage!

    This burly, hippopotamus-headed Giff is impossible to ignore in your formation, both because of his size and his support!

    IV. Commodore Krux's Abilities

    Basic Attack

    • Flintlock Pistols - Commodore Krux fires a pistol at random targets, dealing 1 hit.

    Passive Abilities

    • Wildspace Lover - Commodore Krux can be used in any Light of Xaryxis campaign adventure or variant, even if he would not normally be available to be used due to variant or patron restrictions.

    Formation Abilities

    • All Hands On Deck! - Commodore Krux increases the damage of all Champions in his column and the rear-most column of the formation by 100%. This does not apply twice if that is the same column.
    • Battle Stations! - Commodore Krux increases the damage bonus of All Hands On Deck! by 20% for each second the Champions are in the current area, stacking multiplicatively up to a maximum of 100 stacks.
    • Batten Down the Hatches! - Commodore Krux increases the health of all other Champions by 0.1% of his max health for each adventure, variant, and Patron variant you have completed in the Light of Xaryxis campaign, stacking additively. Any healing effect on those Champions is increased by the same amount.
    • Starfarer's Spyglass - Upon completing a new area, Commodore Krux raises a spyglass to his eye and spots an enemy from the next area. All enemies of that type become his Favored Foe until another area is completed, and they take 100% more damage from all sources.
    • An Experienced Sailor - Commodore Krux increases the effect of All Hands On Deck! by 20% for each adventure, variant, and Patron variant you have completed in the Light of Xaryxis campaign, stacking multiplicatively.

    Specializations

    • Nautical Knockback - Commodore Krux increases the effect of All Hands On Deck! By 200% and his base attack knocks back his targets a short distance.
    • Take the Helm - Commander Krux increases the damage of Champions with a magic base attack by 400%.
    • Foe of Xaryxis - Each time any favored foe is defeated, Commodore Krux increases the damage of All Hands On Deck! by 25%, stacking additively up to 25 times, until the area is changed.

    Ultimate Ability

    • Force Grenade - Commodore Krux throws a grenade at the enemy with the most health, which explodes dealing ultimate damage to all enemies in a medium radius and knocking them all back a short distance.

    V. Commodore Krux's Epic Equipment



    Slot 1: Increase Health
    Slot 2: All Hands On Deck!
    Slot 3: Battle Stations!
    Slot 4: An Experienced Sailor
    Slot 5: Specializations
    Slot 6: Ultimate Cooldown

    VI. Conclusion

    Commodore Krux is excited to find glory and valor in your formation! Let us know how much you enjoy this Giffs explosives 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!

    July 12th, 2023
    Idle Champions: Light of Xaryxis, Part 4 
    Posted in Idle Champions.

    Now that we're situated on the Rock of Bral, it's time to part ways with Elaina and Flapjack. But before they depart they suggest finding a giff named Commodore Krux to help us on our journey. We need to head back to the Happy Beholder and keep a low profile on the way!

    This week's update brings two new adventures and adventure variants to our Light of Xaryxis campaign. It's time to get back into Wildspace!

    Note: you will need to complete the previous two Light of Xaryxis adventures, No One Can Hear You Scream and Welcome To The Rock, in order to access these new adventures.



    Rocky Reception

    Search for Commodore Krux while keeping a low profile.
    • Variant: Luigi After Hours - Search for Commodore Krux while keeping a low profile with Large Luigi.
      • Three Wildspace Patrons join the formation. Starting with area 16, they leave and are replaced with Large Luigi, the bartender.
      • Every 5 seconds, Large Luigi uses his telekinesis eye ray to propel a tankard of ale at the enemy with the most health. This enrages the enemy, causing them to take +100% more damage, but they deal +100% more damage, both stacking multiplicatively.
      • Complete area 550

    Rock and Roll

    Escape the rock before your luck runs out!
    • Adventure Variant: Electric Mayhem - Escape the rock during an electrical disturbance.
      • Only Champions with a magic base attack can deal damage.
      • Every 5 seconds, a bolt of lightning strikes the Champion that dealt the most damage in the last 5 seconds. This bolt deals 20% of the champion's total health in damage and stuns them for 12 seconds. The stun duration is reduced by 1 second for each Bard in the formation.
      • Complete area 600
    You can find all this information and even more details in-game!

    We would love to hear about your experiences in wildspace on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

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