Nineteen achievements, all nineteen visible — Pyrewarden ships no secret ones. Names and one-line descriptions below are the shipped strings; each expanded entry adds what the game actually checks and when it checks it.
StalwartReach wave 40 in any mode.
Awarded when you clear wave 40 or any later wave.
Checked each time a wave is cleared, and one wave writ at most per clear, the highest reached — clearing wave 60 awards Endless Veteran, not Stalwart, because Stalwart was already awarded at 40. In co-op, players other than the host earn the wave writs as soon as the wave starts.
The description says “in any mode”: only the wave number is checked, so co-op counts too.
Endless VeteranReach wave 60 in endless.
Awarded when you clear wave 60 or any later wave.
Checked each time a wave is cleared, and one wave writ at most per clear, the highest reached — clearing wave 60 awards Endless Veteran, not Stalwart, because Stalwart was already awarded at 40. In co-op, players other than the host earn the wave writs as soon as the wave starts.
The description says “in endless”; every game is endless, and only the wave number is checked.
IronboundReach wave 80 in endless.
Awarded when you clear wave 80 or any later wave.
Checked each time a wave is cleared, and one wave writ at most per clear, the highest reached — clearing wave 60 awards Endless Veteran, not Stalwart, because Stalwart was already awarded at 40. In co-op, players other than the host earn the wave writs as soon as the wave starts.
CenturionReach wave 100 in endless.
Awarded when you clear wave 100 or any later wave.
Checked each time a wave is cleared, and one wave writ at most per clear, the highest reached — clearing wave 60 awards Endless Veteran, not Stalwart, because Stalwart was already awarded at 40. In co-op, players other than the host earn the wave writs as soon as the wave starts.
UntouchableReach wave 50 without losing a single life.
Checked at each wave clear from wave 50 on: your base must still have all the health it started with.
Nothing in the game restores base health, so a single enemy reaching your base at any point ends the attempt for that game.
Base health starts at 20 in a solo game; co-op adds 30% per extra player (26 for two players). Awarded to the host only in co-op.
Walking CompendiumBuild at least one tower of every school × path (all 36) in one game.
Checked at each wave clear: once you have built all 36 school-and-path combinations this game, it is awarded when the next wave is cleared.
A combination counts the moment a tower with that school and path is built, and selling it later does not remove it. There is no wave requirement; the gate is gold, so a long game on a map with plenty of it tends to collect the set on the way — the recorded Stalwart run on Wayfarer's Crossroads earned it before wave 40.
Awarded to the host only in co-op.
MinimalistReach wave 35 using at most 2 distinct tower types.
Checked at each wave clear: wave 35 or later, while you have built at most 2 distinct school-and-path builds this game.
The count is of builds seen this game and it only ever grows — a build is recorded the moment a tower with it is placed, and selling the tower does not remove it. One stray third type ends the attempt for the rest of the game, not just for that wave.
Distinct builds, not distinct towers: twenty towers of one school and path are one build. Awarded to the host only in co-op.
One True PathReach wave 30 with all towers from a single school.
Checked at each wave clear: wave 30 or later, with exactly one school among the towers standing on the board.
Unlike Minimalist, this one reads the live board rather than a history, so selling a stray tower of a second school does repair the run before the next wave clears.
Paths do not matter — all three paths of one school still count as one school. It also rules out every synergy combo, since a combo needs two different schools to hit one enemy. Awarded to the host only in co-op.
MegalithPour 10,000+ gold into a single tower.
Awarded the moment one tower's invested gold reaches 10,000, checked each time you buy an upgrade on it.
Invested gold counts the 50-gold build cost and every upgrade level bought on that tower. Selling refunds 50%, but the award looks at what went in.
Upgrade prices grow by ×1.45 to ×1.8 per level, so piling levels into one tower reaches five figures faster than the number suggests. In co-op the host's game awards it to the host, for any player's tower.
CrucibleDeal 1,000,000+ damage with a single tower.
Awarded when one tower's total damage this game reaches 1,000,000.
The total counts the tower's shots, its splash hits and the damage over time it applies, for its whole life this game. The one-shot damage of synergy combos it triggers is not added to it.
In co-op the host's game awards it to the host, for any player's tower.
VeteranClear 1,000 total waves across all your games.
Adds up, across your solo games, the wave each game ended on, and is awarded once the total reaches 1,000.
The wave you were defeated in counts. The total is added to and checked when a solo game ends in defeat; games you leave through the menu and co-op games are not counted.
Along with World Tour, it is the only writ whose progress carries over between games — about thirty games that end in the 30s.
Solo SentinelReach wave 60+ in a solo game.
Checked at each wave clear: wave 60 or later in a game with exactly 1 player.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
Duo DefendersReach wave 60+ in a 2-player co-op.
Checked at each wave clear: wave 60 or later in a game with exactly 2 players.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
In co-op, players other than the host earn these as soon as wave 60 starts. Untouchable, Walking Compendium, Minimalist, One True Path, Megalith, Crucible and Blitz are awarded to the host only; Veteran and World Tour count solo games only.
Trio TriumphantReach wave 60+ in a 3-player co-op.
Checked at each wave clear: wave 60 or later in a game with exactly 3 players.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
In co-op, players other than the host earn these as soon as wave 60 starts. Untouchable, Walking Compendium, Minimalist, One True Path, Megalith, Crucible and Blitz are awarded to the host only; Veteran and World Tour count solo games only.
Quartet QuestReach wave 60+ in a 4-player co-op.
Checked at each wave clear: wave 60 or later in a game with exactly 4 players.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
In co-op, players other than the host earn these as soon as wave 60 starts. Untouchable, Walking Compendium, Minimalist, One True Path, Megalith, Crucible and Blitz are awarded to the host only; Veteran and World Tour count solo games only.
Quintet ConquestReach wave 60+ in a 5-player co-op.
Checked at each wave clear: wave 60 or later in a game with exactly 5 players.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
In co-op, players other than the host earn these as soon as wave 60 starts. Untouchable, Walking Compendium, Minimalist, One True Path, Megalith, Crucible and Blitz are awarded to the host only; Veteran and World Tour count solo games only.
Sextet SovereignReach wave 60+ in a 6-player co-op.
Checked at each wave clear: wave 60 or later in a game with exactly 6 players.
The count is exact, not “at least” — a 4-player game awards the 4-player writ and no other. Six separate games at six different player counts are needed for all six.
In co-op, players other than the host earn these as soon as wave 60 starts. Untouchable, Walking Compendium, Minimalist, One True Path, Megalith, Crucible and Blitz are awarded to the host only; Veteran and World Tour count solo games only.
BlitzReach wave 40 in ≤ 10 minutes of game time.
Checked at each wave clear: wave 40 or later with at most 10 minutes of game time on the clock.
The game clock only runs while a wave is in progress. The pause between waves never counts, so there is no need to rush the next wave in; what counts is how quickly each wave is cleared once it starts.
Fast-forward makes no difference: it speeds the game clock up along with everything else, so a wave takes the same game time either way. Awarded to the host only in co-op.
World TourReach wave 40+ on every map in the registry.
Checked when a solo game ends in defeat: your best wave on every one of the 27 maps must be 40 or higher.
A map's best wave is the wave a solo game there ended on, including the one you were defeated in. Games you leave through the menu record nothing, and co-op games never record a best wave, so World Tour can only be earned solo. A map you have never played counts as wave 0.