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

Wardenmark · Wiki

Achievements

The complete Survival achievement ledger. Spoilers.

The full Survival achievement roster. Secret entries stay masked here until the game reveals them. Open an entry for the official condition.

First BloodWin your first survival contract.

Finish any Survival mission with Mission Complete. A defeat or abandoned run does not count.

Frontier HeldClear campaign stage 1.

Select Stage 1 in the War-march and defeat its stage boss. The campaign checkpoint advances after the clear; earlier stages do not substitute for this milestone.

Deeper MarchesClear campaign stage 4.

Select Stage 4 in the War-march and defeat its stage boss. The campaign checkpoint advances after the clear; earlier stages do not substitute for this milestone.

Into the TeethClear campaign stage 8.

Select Stage 8 in the War-march and defeat its stage boss. The campaign checkpoint advances after the clear; earlier stages do not substitute for this milestone.

The Long MarchClear all twelve campaign stages.

The War-march has twelve numbered stages. Beat the stage boss of Stage 12 to close the campaign; clearing earlier stages alone will not award this.

Chief No MoreFell the Raider Chief.

Defeat the Raider Chief in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

Six Crowns FallenFell all six faction warlords.

Each faction finale counts once across your save. Defeat the Raider Chief, Wight-King, Tide Colossus, Demon Tyrant, Blight Colossus and Frost Giant.

Everywhere I WalkWin a mission in every biome.

The game tracks distinct biomes where you won a mission, across runs. Return to any biome still missing from the in-game progress count; simply visiting it does not count.

AscendantReach level 15 in one expedition.

Reach level 15 within one expedition and win a mission while at or above that level. The level is checked when a mission is completed.

Full ArsenalCarry six spells at once.

Carry six active spells when a mission ends in victory. Drafting six across an expedition is insufficient if fewer than six are equipped at the win.

UntouchedClear a mission without taking a hit.

Win a mission with zero HP damage taken from start to finish. Healing later does not undo a hit.

ThousandfoldSlay 1000 foes across all runs.

The kill total persists across Survival runs. Mission kills are banked into the lifetime counter; reach 1,000 in total, rather than in one mission.

Tide-BreakerSlay 5000 foes across all runs.

The kill total persists across Survival runs. Mission kills are banked into the lifetime counter; reach 5,000 in total, rather than in one mission.

Into the DreadReach depth 5 of the endless Dread.

Enter Dread — Endless after the twelve-stage campaign. Reach depth 5; the deepest recorded depth persists between runs.

Dread-WalkerReach depth 15 of the endless Dread.

Enter Dread — Endless after the twelve-stage campaign. Reach depth 15; the deepest recorded depth persists between runs.

Beyond the EndReach depth 30 of the endless Dread.

Enter Dread — Endless after the twelve-stage campaign. Reach depth 30; the deepest recorded depth persists between runs.

Full MusterWin a mission with every warden.

Win at least one Survival mission with each of the five Wardens. The wins accumulate across runs, so each class needs only one completed mission.

True SigilRaise a spell to its final rank.

Raise any one spell to its final rank during a mission. This unlock is checked when the rank is reached, not only at victory.

Dead King FelledFell the Wight-King.

Defeat the Wight-King in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

The Tide TurnedFell the Tide Colossus.

Defeat the Tide Colossus in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

Ashes to AshesFell the Demon Tyrant.

Defeat the Demon Tyrant in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

Rot Cut CleanFell the Blight Colossus.

Defeat the Blight Colossus in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

The Long Winter EndsFell the Frost Giant.

Defeat the Frost Giant in its faction finale. The achievement unlocks at the boss kill, even before the mission result panel.

First HundredSlay 100 foes across all runs.

The kill total persists across Survival runs. Mission kills are banked into the lifetime counter; reach 100 in total, rather than in one mission.

Five Hundred FallenSlay 500 foes across all runs.

The kill total persists across Survival runs. Mission kills are banked into the lifetime counter; reach 500 in total, rather than in one mission.

Shield of the MarkWin a mission leading the Warden-Soldier.

Choose the Soldier for a Survival run and finish one mission with that Warden. Starting a run or losing its first mission does not count.

The Long VolleyWin a mission leading the Warden-Archer.

Choose the Archer for a Survival run and finish one mission with that Warden. Starting a run or losing its first mission does not count.

Sigil-BearerWin a mission leading the Warden-Mage.

Choose the Mage for a Survival run and finish one mission with that Warden. Starting a run or losing its first mission does not count.

Quick and QuietWin a mission leading the Warden-Trickster.

Choose the Trickster for a Survival run and finish one mission with that Warden. Starting a run or losing its first mission does not count.

Works and WardsWin a mission leading the Warden-Engineer.

Choose the Engineer for a Survival run and finish one mission with that Warden. Starting a run or losing its first mission does not count.

Halfway to the DeepClear campaign stage 6.

Select Stage 6 in the War-march and defeat its stage boss. The campaign checkpoint advances after the clear; earlier stages do not substitute for this milestone.

The Far MarchesClear campaign stage 10.

Select Stage 10 in the War-march and defeat its stage boss. The campaign checkpoint advances after the clear; earlier stages do not substitute for this milestone.

Seasoned HandReach warden level 25 in a mission.

Reach level 25 within one expedition and win a mission while at or above that level. The level is checked when a mission is completed.

Ten Thousand MarksSlay 10000 foes across all runs.

The kill total persists across Survival runs. Mission kills are banked into the lifetime counter; reach 10,000 in total, rather than in one mission.

Into the Long DarkReach depth 50 of the endless Dread.

Enter Dread — Endless after the twelve-stage campaign. Reach depth 50; the deepest recorded depth persists between runs.

Unmarked by the CrownFell a warlord without taking a wound that mission.

Defeat a faction warlord while the current mission still has zero damage taken. Damage in an earlier mission of the expedition does not affect this boss check.

Sparse LedgerFell a warlord carrying no more than two spells.

Defeat a faction warlord while carrying one or two active spells. The check occurs at the boss kill, so a later spell pick cannot change it.

Twin SigilsRaise two spells to their final rank in one mission.

Bring two carried spells to their final rank in the same mission. The second mastery triggers this achievement immediately.

The Untouched BannerClear a full expedition without taking a single wound.

Begin a fresh expedition and finish its full stage route with zero damage in every mission. One hit anywhere in that expedition breaks the flawless run.

Disciplined KitWin a mission carrying no more than three spells.

Finish a mission with one, two or three active spells. The game checks the carried loadout at Mission Complete.

Single SigilWin a mission wielding just one spell.

Finish a mission with exactly one active spell. The starting spell may be that one; do not draft another spell.

Light LedgerWin a mission carrying no more than two spells.

Finish a mission with one or two active spells. Passive upgrades do not add to this spell count.

One SchoolWin with three or more spells that all share one school.

Finish a mission with at least three active spells, all from the same school. The school mix is checked on the winning loadout.

Broad StudyWin carrying spells from five or more different schools.

Finish a mission with spells from at least five different schools. Extra spells in a school do not increase the distinct-school count.

Three SigilsRaise three spells to their final rank in one mission.

Raise three carried spells to their final rank within one mission. The third mastery triggers this achievement before the mission ends.

Nothing Left UnfinishedWin with every carried spell at its final rank (three or more).

Win with at least three active spells and every one at its final rank. A fourth unmaxed spell would fail this check.

CornerstoneRaise a passive discipline to its highest rank.

Reach the cap of any one passive upgrade. The game checks maxed passives on a mission win.

No CrutchesWin a mission without taking a single passive.

Win a mission with zero passive upgrades in your build. You may still draft and rank spells.

Deep FoundationWin a mission carrying five or more passives.

Win a mission with at least five distinct passive upgrades. Multiple ranks of the same passive count as one.

True to FormWin a mission wielding only your warden's starting spell.

Only the starting spell may be equipped at victory. Ranking it and choosing passives are allowed. The achievement is awarded after a mission win.

Jack of SigilsWin a mission carrying four or more spells, none raised past its first rank.

Win with at least four active spells, all still at rank 1. Spend later level-up choices on new spells or passives rather than ranking a spell.

One Spell to RuleDeal 10,000 damage with a single spell in one mission.

One spell must deal at least 10,000 effective damage within a single mission. Damage from other spells does not add to that spell’s total.

Scourge of the MusterDeal 50,000 damage across all runs.

Damage dealt by spells is banked across Survival missions. Reach 50,000 effective damage over your saved runs; it need not come from one spell or one run.

Ruin UnendingDeal 500,000 damage across all runs.

Damage dealt by spells is banked across Survival missions. Reach 500,000 effective damage over your saved runs; the lower damage milestone also counts toward this total.

Ballista LineField eight turrets at once.

Have eight turrets deployed simultaneously. Sentry spells and cooldown reduction help keep earlier turrets active while new ones appear.

Iron ConstitutionWin a mission without gathering a single health vial.

Win a mission without collecting any health vial. Taking damage is allowed; the tracked condition is vial pickups.

Nothing to LearnWin a mission without gathering any experience.

Win a mission without collecting experience. Avoid experience gems and other XP pickup sources; this also prevents level-up drafts.

The Whole WardenmarkClear the full campaign with every warden.

Clear the final campaign stage once with each of the five Wardens. These full-campaign clears accumulate in the save; one mission win per Warden is not enough.

Living LegendReach warden level 60 in one expedition.

Reach level 60 within one expedition and win a mission while at or above that level. The level is checked when a mission is completed.