All 100 achievements. The line under each name is the game's own condition; open an entry for what the game actually checks and when.
The Sworn CrossingClear Vrethvath, the Velkordath's own yard.
This is the opening trial fight, so winning it is the whole task. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Left the Velkordath's own yard with the frost already on it.”
The First of ThemClear the northern spur toward Sortheld harbour.
This is the first boss fight, the hoar-mammoth. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Killed the first thing that should not have been that far south.”
Short of FuelClear Skarnvold, Ostvalden's southernmost fjord-mouth — band I ends.
This is the eighth room, an arena fight, and winning it closes the first band of rooms. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Reached the first keep that already knew.”
Long-Quiet StoneClear Holdskarr's Citadel foundations — band II ends.
This is the eighteenth room and winning it closes the second band of rooms. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Stood on the coldest stone in Ostvalden while it was warm.”
Where the Count StartsClear the inner-forest edge — band III ends.
This is the twenty-sixth room, a pack fight, and winning it closes the third band of rooms. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Crossed the treeline the Mokrar count from.”
The Second ColumnClear the Mokrar clan-territory, inner forest.
This is a boss fight and the first of the three finales. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Met what the count has been counting.”
UnattendedClear Vorthskarr's slag-ground and walls.
This is a boss fight and the second of the three finales. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Eight hundred years of weather did nothing to these walls.”
End the MeasurementClear the great central hearth — the campaign ends.
This is the final room of the campaign, so the award comes when its boss falls, before the closing screens. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “The reading is finished.”
The Last Real FireClear the Calvendris Heart's northern edge.
This is the fifth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Whatever came down out of the Heart, it stopped at the byres.”
A Subject, Not a ComplaintClear the approach to Ostvalden.
This is the seventh room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Crossed the line where cold stops being a complaint.”
An Ordinary PassageClear Thyrnvold, the Thyrn-Mouth narrows.
This is the ninth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “The toll was paid in the only currency left.”
Answering NothingClear Brenvask, the Skara-narrows relay.
This is the eleventh room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Eleven days of silence, and you found what was keeping it.”
Nothing to Write DownClear Halvnast, the mid-reach promontory shrine.
This is the thirteenth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Nine hundred years of rotation, ended on your watch.”
Investigation, ScheduledClear Skeldnar, the Skeld Throat anchorage.
This is the fifteenth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “The beacon was investigated.”
All the Same DistanceClear Holdskarr, the Skarr-Seat.
This is the seventeenth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Held the seat that stopped asking where people came from.”
Nobody Lowering ItClear Votskarr, the Voth confluence.
This is the nineteenth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Settled the confluence's argument for it.”
About the Approach-RightClear Tornskarr, the Bend-Cliff.
This is the twenty-first room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Eleven meetings about the cliff and none about the cold. You went.”
Eleven Blank DaysClear Halvnar, the Outer Hold.
This is the twenty-third room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Gave the registrar something to write at last.”
The Only EntryClear Grevnfast, the Skara-mouth outer headland.
This is the twenty-fifth room of the road and a boss fight. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “The garrison did not leave. Neither did you.”
One Point SpentFirst talent point spent — the trial's own grant.
Awarded the moment any player spends a talent point on the talent screen. It does not have to be the point the trial grants: the first point spent anywhere in the campaign counts, so banking it and spending it later also works.
In the ledger: “Chose something about yourself, ten minutes in.”
The First FourFirst draft completed.
Awarded the moment any one player locks in a pick from a draft offer; the first draft comes after the first boss. One player's pick is enough for the whole party.
In the ledger: “Took what the road offered.”
The Same Again, BetterFirst upgrade taken in a draft.
Awarded when any player picks an offer for a spell they already hold, so that spell gains a rank instead of a new spell joining the list. A pick that adds a new spell does not count.
In the ledger: “Took the upgrade instead of the new thing.”
Stepped AsideFirst blink.
Checked when a fight ends, win or lose, so a blink in a room you then wipe in still counts. Any one player blinking once is enough; a press that the cooldown or a lockout refused does not count.
In the ledger: “Left where you were standing without walking.”
Close WorkFirst melee kill.
Only a killing blow from a melee swing counts; a spell, projectile or burn that finishes an enemy does not. Any player in the party can make it, and it is checked when the fight ends.
In the ledger: “Killed something with your hands.”
Two ColoursFirst time two elements combine on one enemy.
It counts when a hit lands on an enemy that is still carrying a different element from the last four seconds and so pays a combo bonus. The earlier element can come from a friend, so combining with a party member counts. Checked when the fight ends.
In the ledger: “Two elements on one body, and it cost it.”
The Bigger OneFirst elite killed.
The elite is one of the specially marked tougher enemies some encounters place among the ordinary ones; a room's boss is not what this means. Any player's kill, by any means, counts, and it is checked when the fight ends.
In the ledger: “Met one that was not like the others.”
Back to the StartFirst party wipe followed by a retry.
It needs a full party wipe (everyone down at the same moment) and then the same room started again with Retry. It is awarded when that retried fight ends, not on the defeat screen itself.
In the ledger: “It went badly, and it cost you the room and nothing else.”
Halfway Up the RoadClear the Skeld Throat ice.
This is the sixteenth room, a siege fight, and it is the halfway mark of the 31-room road. Any difficulty counts, Story included, and wiping and retrying first makes no difference. It is awarded the moment the last enemy falls and is listed on that fight's results screen.
In the ledger: “Sixteen behind, fifteen in front.”
The Minority Verb25 low attacks in one campaign passed under you mid-jump.
Only low sweeps count, and only when you are standing inside the attack's area and in the air at the moment it lands; stepping or jumping out of the area does not count. The count adds up every player in the party across the whole campaign, wiped attempts included, and is checked when each fight ends.
In the ledger: “Answered twenty-five low sweeps with your feet off the ground.”
Six Colours6 different elements on one enemy at the same time.
It counts on the hit that lands while six different elements are on the same enemy, and each element only stays on for about four seconds. The elements can be applied by different players. Checked when the fight ends.
In the ledger: “Six different elements on one body at once.”
The Wrong One First25 opposing-element bonuses in one campaign, each on an element you applied yourself.
A hit counts when it lands an element that is the opposite of one you yourself put on that enemy within the last four seconds, so the opposition bonus pays. Every such hit counts, not just the first, over the whole campaign; in a party all players' qualifying hits are added together.
In the ledger: “Fired the wrong colour on purpose, twenty-five times.”
A Promise BrokenFirst boss wind-up stopped by where you stood or what you broke.
The wind-up has to be stopped by what the encounter allows: someone standing where the boss's attack comes due, or the thing it depends on being destroyed. Killing or damaging the boss does not count. It is checked when the fight ends, so it also counts if you go on to lose.
In the ledger: “Stopped something that had already committed to happening.”
Let It SwingAt the northern spur toward Sortheld harbour: lure the boss into smashing the footing or object you needed gone.
Only in the first boss fight: the boss's own committed attack has to break ice or deadwood that was still whole. It is kept even if the party then loses the fight, and the check does not look at whether that footing was one you needed gone.
In the ledger: “Made the enormous thing do your work for you.”
Four Pale HearthsAt Tornskarr, the Bend-Cliff: all four cold-fire pits occupied by the party at some point in a single clear. Can be done alone.
Only in the Tornskarr fight. Each of the four cold-fire pits needs a standing party member inside it at some point, so one player running through all four works, and visits from earlier failed attempts of the same room also count. The room then has to be won, and the award comes at that win.
In the ledger: “Held every fire that gives no heat, in one fight.”
Where I Will BeIn one fight at Votskarr, the Voth confluence or Halvnar, the Outer Hold: pushed or pulled 5 times, landing unhurt each time.
Only in the Votskarr and Halvnar fights. It counts a streak of clean landings for one player: each time an enemy attack shoves or pulls you and you land unhurt it adds one, and being hurt on landing, a wipe or leaving the room resets the streak to zero. Checked when the fight ends, win or lose.
In the ledger: “Read where you were about to be, five times running.”
Nothing to SpendAny boss room cleared with 0 blink activations by you.
Only blinks that actually fired count; a press refused by the cooldown or a lockout does not. Only the winning attempt is read, so a blink in an earlier wiped attempt is forgiven. In a party it is earned if any one player met it.
In the ledger: “Cleared a boss without once reaching for the blink.”
Nothing BorrowedAny room without a boss cleared with 0 casts of any drafted or signature spell by you.
Every room without a boss counts, the opening trial included. Your basic attack and your starting channel are fine, but casting your signature spell or anything drafted even once in the winning attempt ruins it. In a party it is earned if any one player managed it.
In the ledger: “Cleared a room on nothing but what everybody starts with.”
UntouchedAny boss room cleared with 0 damage taken by you.
Only health actually lost to hits in the winning attempt counts, so a hit fully soaked by a shield and the minor burn of ordinary fires do not, and damage from earlier wiped attempts is forgotten. It is checked when the boss falls, and in a party any one player meeting it is enough.
In the ledger: “Cleared a boss without being hit.”
Never Put DownA campaign completed with 0 downs for you.
Being knocked down counts even if a friend revives you at once, and so does a knock-down in a room you later wiped and retried. It is checked when the final room is won, needs every room of the campaign to have been played in that one run, and in a party any one player who was never down qualifies.
In the ledger: “Walked the whole road and never went down.”
The Whole ReadingClear the great central hearth with 0 damage taken by you.
It is the final room only, and only the winning attempt is read: any health lost to a hit in an earlier wiped attempt is forgiven. In a party any one player who was untouched qualifies.
In the ledger: “Stood at the hearth for the whole measurement and took nothing.”
The Long Way Round5 enemies led the full length of one arena in a single fight, none of them landing a hit.
In the current version this achievement is not awarded.
In the ledger: “Walked it the whole width of the room and never let it touch you.”
Stood Still For It25 channelled spells held until their pool ran dry in one campaign with an enemy inside melee range throughout.
The channel has to be held until its pool is completely empty, and a living enemy has to be inside melee reach on every moment of that hold; letting go early, blinking or jumping out ruins that hold. Every party member's dry holds add up over the whole campaign, retries included.
In the ledger: “Held it all the way down with something coming.”
Both Presses50 two-press spells placed in one campaign that land on an enemy.
Only the two-press spells whose second press makes the effect fall after a delay (the ones with a shadow) count, not the two-press spells that are placed instantly, and only when the landing hits an enemy. Every such landing from any party member counts toward the 50 over the whole campaign.
In the ledger: “Chose where it landed by choosing when.”
Feet Off the Floor10 jump attacks cleared by jumping, in a single fight.
Only attacks whose required answer is a jump count, and you must be inside the area and airborne when it lands. All party members' jumps add up, but only inside one attempt at one room: a retry or the next room restarts the count.
In the ledger: “Ten sweeps in one room and the floor had none of you.”
Let It Come To You50 enemies killed in one campaign inside ground you placed.
A kill counts when the enemy dies standing in a harmful ground effect that you laid; healing ground does not count. Each player's count is separate, the best single player has to reach 50, and it adds up over the whole campaign including retries.
In the ledger: “Put the ground down first and waited.”
Every Floor UnderfootAll five kinds of ground fought on in one campaign.
It is judged when the final room is won, from the rooms you entered over the campaign rather than from where you actually stood. Corruption first appears around the middle of the road, so it takes a full playthrough from the start in one continuous campaign.
In the ledger: “Fought on every kind of ground this country has.”
Standing RoomA room where the ground is the danger (the Skara narrows, ice-shelf or the northern fjord-cluster, between keeps) cleared with 0 downs in the party.
Only the two ground-hazard rooms count (the Skara narrows ice-shelf and the northern fjord-cluster). Nobody in the party may be knocked down in the winning attempt, and downs in earlier wiped attempts are forgiven; it is awarded when the room is won.
In the ledger: “The ground was half the fight, and nobody went down on it.”
The Whole BandEvery room from Vrethvath, the Velkordath's own yard to Skarnvold, Ostvalden's southernmost fjord-mouth completed with 0 wipes.
Any wipe in rooms 1 to 8 breaks it, even one you later recovered from. Quitting the game in a lost fight is not recorded as a wipe. It is awarded when room 8 is won, and all eight rooms must have been played in that one campaign.
In the ledger: “Eight rooms, no restarts.”
It Never Reached YouAny fight against a pack cleared with 0 melee attacks landed on the party.
Only the pack fights count: the opening trial, the western trade corridor, the Inner Sound southern reach, the Voth river-path wayhouse and the inner-forest edge. No enemy melee blow may land on anyone in the party in the winning attempt, even one a shield absorbs; ranged and ground attacks do not matter.
In the ledger: “Cleared a pack without one of them closing.”
All Five AnswersEvery kind of dodge a fight asks for (step aside, jump, kite, blink, break the line) answered without damage in a single fight.
One player has to dodge, without being hit by it, attacks that ask for each of the five answers (sidestep, blink, jump, kite, walk out of bad ground) inside a single attempt at one room. What counts is the answer the attack asks for, not the move you used, and the room must contain attacks asking for all five. A retry resets it.
In the ledger: “Used every answer the grammar has, in one room.”
No Second PressA boss room cleared with 0 second presses by you.
Boss fights only, winning attempt only: you must not have placed any two-press spell (either kind) with its second press. One-press spells and held beams are fine, and in a party any one player meeting it is enough.
In the ledger: “Never chose where anything landed. Killed it anyway.”
Three the Wrong Way3 opposing-element bonuses on one enemy before its elements fade.
It needs three opposed element pairs on one enemy at once, which is six elements, and it counts on the hit that lands while they are all still on. The elements fade after about four seconds and can come from different players.
In the ledger: “Three opposed pairs on one body, inside one window.”
Nothing on the FloorA boss room cleared with 0 seconds spent inside any ground effect, hostile or friendly.
Any ground effect counts, hostile or friendly, including healing ground and your own. Only the boss room's winning attempt is read, and in a party any one player who spent no time in any of them qualifies.
In the ledger: “Cleared a boss without standing in anything at all.”
Ten Rooms Standing10 rooms in a row completed with 0 downs by you.
The ten rooms must be consecutive by room number, and a down (even if revived) in any attempt of any of them, wiped attempts included, breaks the run for that player. It is checked at every room clear, and in a party any one player qualifies.
In the ledger: “Ten in a row, and never once from the floor.”
Only What You Started WithA boss room cleared casting nothing but the starting channel.
Boss rooms only, winning attempt. Every player in the party must have cast nothing but the starting channel: even one basic attack, signature spell or drafted spell from anyone ruins it, while a player who casts nothing at all is fine.
In the ledger: “Beat a boss on the spell you walked in holding.”
Held the ClockA fight to survive the clock (the Long Coast headlands or the lower hall and the bench-forges) cleared with 0 damage taken by you.
Only the two survive-the-clock fights count, the Long Coast headlands and the lower hall and bench-forges. Only the winning attempt is read, and in a party any one player who lost no health qualifies.
In the ledger: “Stood one out and it cost you nothing.”
Nothing Spent in EightEvery room from Votskarr, the Voth confluence to the inner-forest edge completed with 0 blink activations by you.
The eight rooms are rooms 19 to 26, and a blink that fired in any attempt of those rooms, wiped ones included, breaks it for that player. It is awarded when room 26 is won, and in a party any one player qualifies.
In the ledger: “Eight rooms where the blink never came off cooldown, because it never went on.”
Every Shape They HaveOne boss of each of the ten kinds cleared in a single campaign.
It is judged when the final room is won, from the boss rooms entered over the campaign, so it takes a full playthrough in one continuous campaign. Which boss is which shape is not something you choose.
In the ledger: “Met all ten ways a boss can be built, and beat each one.”
The Closing SoundEvery room from Thyrnvold, the Thyrn-Mouth narrows to Holdskarr's Citadel foundations completed with 0 wipes.
Any wipe in rooms 9 to 18 breaks it, even one you later recovered from. It is awarded when room 18 is won, and all ten rooms must have been played in that one campaign.
In the ledger: “Ten rooms up a sea that was freezing shut behind you, and none of them twice.”
All Fifteen StandingAll 15 boss rooms completed in one campaign with 0 downs by you.
Only the 15 boss rooms are looked at, so going down in an ordinary room does not matter, but a down in any attempt of any boss room does, even a wiped one. It is checked when the final room is won, and in a party any one player who was never down qualifies.
In the ledger: “Every boss on the road, and not once from the floor.”
Held On What He LitPyromancer: 50 holds of your starting channel in one campaign that land on a body carrying a burn from your own Touch Paper.
Each separate hold of the starting channel that reaches an enemy still burning from your own Touch Paper counts once, however long you keep holding it. A burn set by a different Pyromancer does not count. It adds up over the whole campaign.
In the ledger: “Kept the beam on the one body he had already set alight.”
Ahead of ItCryomancer: 50 Ahead of It landings in one campaign on a body that was outside the shard's impact area at the moment of the cast.
A landing counts when the enemy it hits was standing outside the area where the shard came down at the moment you threw it, so you have to lead a moving target. It adds up over the whole campaign, retries included.
In the ledger: “Threw at where it was going.”
Walked Into the ShadowTempest: 25 Called In strikes in one campaign on a body that entered the shadow after the shadow appeared.
Each Called In strike counts once for every enemy that was not under the shadow when it appeared and moved in afterwards. It adds up over the whole campaign, retries included.
In the ledger: “Something stepped under it after it was already falling.”
Answer the LineGeomancer: 50 enemy projectiles stopped in one campaign by The Old Name's inert stone.
Only enemy projectiles whose first obstacle is a stone raised by The Old Name count; room cover, other walls and ground fronts do not. It adds up over the whole campaign.
In the ledger: “Put a wall where a line was going to be.”
All Five FloorsDruid: in one campaign, The Ground Answers cast on all five kinds of ground.
The ground under the spot where the spirit appears decides which kind that cast counts for, so you must cast it while standing near each of the five kinds (living ground, worked ground, stone, water and ice, corruption) in the same campaign. Corruption only appears from about the middle of the road.
In the ledger: “The ground answered in every voice it has.”
Clean Floor InsidePlaguebringer: 25 seconds cumulative standing inside a live Cordon's interior while its band is ticking on ≥2 enemies.
Time counts only while you stand on the clean floor inside your own live Cordon and its band is ticking on at least two enemies. The 25 seconds have to be reached inside one room, in the winning attempt, and do not add up across rooms.
In the ledger: “Stood in the one clean patch you drew.”
Three AppointmentsOccultist: 3 of your appointments outstanding on 3 distinct bodies simultaneously.
It counts the moment one Occultist has appointments outstanding on three different enemies together, once per room attempt. It is checked when the fight ends, so it also counts if you then lose.
In the ledger: “Three bodies owed you at once.”
Nobody Leaves DarkLightbringer: 50 empower applications in one campaign from Plain Sight's light, to any body including the caster.
Each time a party member who is not already empowered steps into Plain Sight's light and receives the empower it counts, including the caster; standing in it while already empowered only refreshes and does not count. Allied summons do not count. It adds up over the whole campaign.
In the ledger: “Fifty bodies — his own included — walked out of your light carrying it.”
The Standing WorkArcanist: the in-fight ramp taken to its top step, in each of 10 separate encounters across one campaign.
A room counts when the Arcanist's in-fight ramp reaches its top step. It is counted once per attempt at a room, so a retried room can count again, and it is checked when each fight ends.
In the ledger: “Stayed in one fight long enough to be at your best in it, ten times over.”
Down to OneVoidcaller: a Levy cast that puts the caster on 1 health, followed by clearing that room without going down.
It cannot be earned on Nightmare, which has no health floor for the Levy to leave you on. The cost of your Levy has to leave you on the floor of 1 health, and you then have to win that same room without being downed afterwards. A retry restarts the check.
In the ledger: “Paid until there was nothing left to pay with.”
The Full LaneHunter: 25 Open Shot kills in one campaign where the arrow flew close to its full range.
The Open Shot arrow has to deliver the killing blow after flying about 20 metres, which is where its distance bonus reaches its maximum. It adds up over the whole campaign.
In the ledger: “An arrow that used the whole room.”
Prepared GroundSage: 50 instances in one campaign of a Prepared Ground shield absorbing damage in full.
In the current version this achievement is not awarded.
In the ledger: “Spent it on the hit that had not happened yet.”
Along the AimEngineer: one Fixture that damages ≥6 distinct bodies in a single lifetime.
One Fixture has to damage six different enemies before it expires. Each new Fixture starts counting from zero, and the count restarts in every room.
In the ledger: “It faced where you pointed it and never moved again.”
The Whole LifetimeBeastmaster: in a finale (the Mokrar clan-territory, inner forest, Vorthskarr's slag-ground and walls or the great central hearth), a summoned animal survives to the end of its lifetime rather than being killed.
Only in the three finales (the Mokrar clan-territory, Vorthskarr and the great central hearth). The animal has to still be standing when its time runs out, and this is recorded even if the party then loses the fight.
In the ledger: “It went out with you and it came back.”
The Whole MeasureAlchemist: a single Measure pool restores health equal to or greater than the caster's own maximum.
One Measure pool has to restore at least your own maximum health in total, counted across everyone it heals. It is checked when the fight ends.
In the ledger: “One body drank all of it.”
Three Answered At OnceInquisitor: a single Vow window in which your damage cites 3 distinct enemies, each of which later completes a cast and pays its citation.
Within one Vow window your damage has to cite three different enemies, and each of them must later finish a cast and pay the citation. It is checked when the fight ends.
In the ledger: “Named three in the same breath, and all three paid for it.”
Twenty-OneAny ultimate purchased — 20 points in one tree plus the ultimate.
Awarded the moment any player in the party buys a tree's ultimate; the 20 points beforehand are simply the price of reaching it.
In the ledger: “Spent the last point on the capstone.”
Ten, Ten and TenCampaign completed having reached the third layer of all three talent trees and bought no ultimate.
It is judged per player when the final room is won: that one player needs three trees at 10 points each and must not have bought an ultimate. Another player buying an ultimate does not matter.
In the ledger: “Reached the third layer everywhere and the top nowhere.”
No CoverAn ultimate purchased in a campaign where no defensive talent was ever taken.
It is judged at the moment an ultimate is bought, looking at every talent point anyone in the party has spent so far, so a defensive talent from any player before that ruins it, while one taken afterwards does not undo it.
In the ledger: “Bought an ultimate without ever buying a rank of defence.”
A Short ListCampaign completed holding ≤6 distinct spells including the starting channel and signature.
It is judged per player when the final room is won, before the finale's own draft. Your two opening spells count, so at most four new spells may have joined; picking an offer for a spell you already hold upgrades it and does not add to the count.
In the ledger: “Finished the road with a list you could actually reach.”
Nothing BankedCampaign completed having never carried an unspent talent point out of a room.
Checked when the final room is won. Every player in the party must have spent every point before leaving each of the first 30 rooms, so one player banking a single point anywhere ruins it for the party.
In the ledger: “Spent it the moment you had it, all thirty-one times.”
No ApologyAny room cleared with 0 friendly-fire hits dealt by you with 2 players or more, on normal or above.
Needs two or more players and Normal or higher, and it is read from the winning attempt of a room. Any one player who dealt no friendly-fire hits qualifies, so one careful player is enough.
In the ledger: “Cleared a room without hitting anybody you brought.”
Out of the PoolA revive completed while the rescuer stands in a hostile ground effect with 2 players or more.
Needs two or more players. The rescuer must be standing in a harmful ground effect that he did not lay himself, which includes one laid by a teammate, at the moment the revive completes. It is checked when the fight ends, win or lose.
In the ledger: “Picked somebody up somewhere you should not have been standing.”
Three Pairs of HandsA revive completed with 3 rescuers on the body with 4 players or more.
Needs four players: all three standing teammates have to be in the revive circle at the moment the revive completes. It is checked when the fight ends.
In the ledger: “Everybody left came at once.”
Nobody Went DownA finale (the Mokrar clan-territory, inner forest, Vorthskarr's slag-ground and walls or the great central hearth) cleared with 0 downs in the party with 3 players or more.
Needs three or more players and only the three finales count. Only the winning attempt is read, so a wipe earlier in the same room is forgiven; nobody in the party may be downed in that attempt.
In the ledger: “Took a finale together and nobody hit the floor.”
Secret achievementEarn this achievement in-game to reveal its details.
The game keeps this achievement hidden until it is earned.
Normally DefeatableCampaign completed at Normal or above.
Every room of the campaign, wiped and retried attempts included, must have been started at Normal or higher. Dropping to Story for even one attempt disqualifies that campaign, and raising the difficulty again later does not undo it. It is awarded when the final room is won.
In the ledger: “Walked the road at Normal.”
The Cost of Not KnowingCampaign completed at Hard or above.
Every room of the campaign, wiped and retried attempts included, must have been started at Hard or Nightmare. Lowering the difficulty for even one attempt disqualifies that campaign. It is awarded when the final room is won.
In the ledger: “Walked it at Hard.”
One Set of HandsCampaign completed with a single player throughout.
The party must be one player from the first room to the last, at any difficulty including Story. It is awarded when the final room is won.
In the ledger: “Walked it with nobody to hand it to.”
Read It AnywayA boss wind-up cancelled at Nightmare.
The room has to have been started at Nightmare, and the cancel must come from what the encounter allows, such as standing in the right place or destroying what the attack depends on. It is checked when the fight ends, so it also counts if you then lose.
In the ledger: “It stopped announcing itself and you stopped it anyway.”
No Safety NetsCampaign completed at Nightmare.
Every room of the campaign, wiped and retried attempts included, must have been started at Nightmare, so lowering the difficulty for even one attempt disqualifies that campaign. It is awarded when the final room is won.
In the ledger: “Walked it with everything switched off.”
Nobody to Pick You UpCampaign completed at Nightmare with a single player throughout.
A one-player campaign with every attempt at every room started on Nightmare. It is awarded when the final room is won.
In the ledger: “Nightmare, alone, all thirty-one.”
One StickA boss room cleared with no aiming by hand (right stick or mouse) by you on hard or above.
Boss rooms only, at Hard or Nightmare. You must not have aimed by hand (right stick or mouse) at any moment of the winning attempt; the room's tier is read when you win, and in a party any one player meeting it is enough.
In the ledger: “Took the floor the design promised, at the tier it promised it for.”
Untouched at NightmareAny boss room cleared with 0 damage taken by you on nightmare.
Boss rooms only, and the room must have been opened at Nightmare. Only health lost to hits in the winning attempt counts, and in a party any one player meeting it is enough.
In the ledger: “It stopped announcing itself and it still never reached you.”
Nothing Borrowed at HardAny boss room cleared with 0 casts of any drafted or signature spell by you on hard or above.
Boss rooms only, at Hard or Nightmare. Your basic attack and starting channel are allowed, but any signature or drafted cast in the winning attempt ruins it; in a party any one player meeting it is enough.
In the ledger: “Cleared a boss on nothing but what everybody starts with, at Hard or above.”
The Last ThreeThe Mokrar clan-territory, inner forest, Vorthskarr's slag-ground and walls and the great central hearth completed with 0 downs in the party on nightmare.
The three finales must all be played at Nightmare. The last attempt at each finale is the one read, so a wipe earlier in a finale is forgiven, but nobody in the party may be downed in the winning attempt of any of them. Solo play is allowed, and it is awarded when the final room is won.
In the ledger: “Took all three finales at Nightmare and nobody hit the floor.”
One Stick at NightmareCampaign completed with no aiming by hand (right stick or mouse) by you on nightmare.
Every room of the campaign must have been started at Nightmare, and one player must never have aimed by hand (right stick or mouse) in any attempt, wiped ones included. It is awarded when the final room is won, and in a party any one player qualifies.
In the ledger: “The floor was promised through Hard. You took it one road further.”
Secret achievementEarn this achievement in-game to reveal its details.
The game keeps this achievement hidden until it is earned.
Secret achievementEarn this achievement in-game to reveal its details.
The game keeps this achievement hidden until it is earned.
Secret achievementEarn this achievement in-game to reveal its details.
The game keeps this achievement hidden until it is earned.