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Spoilers ahead. The full achievement roster may reveal late encounters and progression.

Pyrewarden · Wiki

Achievements

All 19 achievements and what each one actually checks.

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.
ACH_WAVE_40

Fires the moment a wave numbered 40 or higher is cleared.

Checked as each wave finishes. The four wave writs are an if/elif chain on the wave just cleared, so one wave awards only the highest you crossed — the lower ones land on their own waves, on the way up.

The shipped description says 'in any mode'; the check is on the wave number alone, with no mode test, so co-op counts too.

Endless VeteranReach wave 60 in endless.
ACH_WAVE_60

Fires when a wave numbered 60 or higher is cleared.

Checked as each wave finishes. The four wave writs are an if/elif chain on the wave just cleared, so one wave awards only the highest you crossed — the lower ones land on their own waves, on the way up.

The description says 'in endless'; the code tests only the wave number.

IronboundReach wave 80 in endless.
ACH_WAVE_80

Fires when a wave numbered 80 or higher is cleared.

Checked as each wave finishes. The four wave writs are an if/elif chain on the wave just cleared, so one wave awards only the highest you crossed — the lower ones land on their own waves, on the way up.

CenturionReach wave 100 in endless.
ACH_WAVE_100

Fires when a wave numbered 100 or higher is cleared.

Checked as each wave finishes. The four wave writs are an if/elif chain on the wave just cleared, so one wave awards only the highest you crossed — the lower ones land on their own waves, on the way up.

UntouchableReach wave 50 without losing a single life.
ACH_FLAWLESS_50

Checked on every wave clear: wave 50 or higher, and your base health still at or above what you started with.

The test is 'at or above starting health', not 'never took a hit' — anything that restores the base back to full keeps the run eligible. Leaks before wave 50 are only fatal if the health is still missing when you clear 50.

Base health starts at 20 in a solo game and rises by 30% per extra player in co-op.

Walking CompendiumBuild at least one tower of every school × path (all 36) in one game.
ACH_FULL_REGISTRY

Fires as soon as the count of distinct school×path builds you have placed this game reaches 36 — every school, every path.

There is no wave requirement on this one. It is a building exercise, not a survival one: the only real gate is gold, so a long run on a high-gold map is the usual route.

A tower counts once it exists with a school and a path chosen. Selling it afterwards does not un-count it, because the game counts distinct builds seen this game.

MinimalistReach wave 35 using at most 2 distinct tower types.
ACH_DUO_DEFENDER

Checked on every wave clear: wave 35 or higher while you have built at most two distinct school×path builds.

The count is of builds seen this game and it only ever grows — the engine adds to a set the moment a tower takes a school and a path, and selling that tower does not remove it. One stray third type ends the attempt for the rest of the run, not just for that wave.

Distinct builds, not distinct towers: twenty towers of one school and path are one build. A base tower left with no school has no build and is not counted.

One True PathReach wave 30 with all towers from a single school.
ACH_MONO_SCHOOL_30

Checked on every wave clear: wave 30 or higher with exactly one distinct school among the towers currently standing.

Unlike Minimalist, this one reads the live board rather than a history, so selling a stray tower of a second school really does repair the run before the next wave clears.

Paths do not matter — all three paths of one school still count as a single school. It also rules out every synergy combo, since a combo needs two different schools to damage one enemy.

MegalithPour 10,000+ gold into a single tower.
ACH_LEGENDARY_TOWER

Fires from the upgrade hook the moment one tower's total invested gold reaches 10,000.

Invested gold is cumulative for that tower and includes the 50 gold base cost and every slot level bought on it. Selling refunds half, but the counter is about what went in.

Slot costs multiply by roughly 1.45–1.7 per level, so a single tower reaches five figures faster than the number suggests.

CrucibleDeal 1,000,000+ damage with a single tower.
ACH_PAINBRINGER

Fires when one tower's lifetime damage total reaches 1,000,000.

Lifetime means that tower's whole existence this game. Damage a synergy combo deals is attributed to the tower that triggered it, so a tower that sets off combos climbs faster than its own shots explain.

Both this and Megalith are pinned at about a third of what a champion Greedy AI run puts through its best tower.

VeteranClear 1,000 total waves across all your games.
ACH_KILOWAVE

Fires when your lifetime cleared-wave count across every game reaches 1,000.

This is the only writ that persists between runs. It is checked at the end of a run, from the saved lifetime stats.

Roughly thirty full runs at the 30-something waves a competent player reaches.

Solo SentinelReach wave 60+ in a solo game.
ACH_MILESTONE_1P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 1.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

Duo DefendersReach wave 60+ in a 2-player co-op.
ACH_MILESTONE_2P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 2.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

Trio TriumphantReach wave 60+ in a 3-player co-op.
ACH_MILESTONE_3P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 3.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

Quartet QuestReach wave 60+ in a 4-player co-op.
ACH_MILESTONE_4P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 4.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

Quintet ConquestReach wave 60+ in a 5-player co-op.
ACH_MILESTONE_5P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 5.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

Sextet SovereignReach wave 60+ in a 6-player co-op.
ACH_MILESTONE_6P

Checked on every wave clear: wave 60 or higher in a game whose player count is exactly 6.

The bucket is exact, not 'at least' — a 4-player run awards the 4-player writ and no other. Six separate runs at six different player counts are needed for all six.

A co-op client does not run the authoritative engine, so it earns these from the wave number it is shown. The build-shaped writs — Untouchable, One True Path, Minimalist, Blitz, World Tour — need full engine state and are awarded to the host only.

BlitzReach wave 40 in ≤ 10 minutes of game time.
ACH_SPEEDRUN_40

Checked on every wave clear: wave 40 or higher with the in-game clock at 10 minutes or less.

It is game time, not real time, so the fast-forward button is free — it moves the game clock and the wall clock at the same rate, and nothing here measures the wall clock.

Waves do not start themselves for a full minute. Pressing Space the instant a wave ends is most of the run.

World TourReach wave 40+ on every map in the registry.
ACH_CARTOGRAPHER

Checked once, at the end of a run: your best wave on every one of the 27 maps must be 40 or higher.

Because it is a run-end check, the run that finally qualifies you must itself end — reaching the last map's wave 40 does not award it mid-game.

A map you have never played counts as best wave 0.