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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.

Contract FulfilledComplete a full tour — the boss is down.

Awarded the first time you clear any campaign stage: win all six missions of a war-march stage, the last ending with its warlord slain. It unlocks together with Frontier Held on your first Stage 1 clear. It is a Steam achievement and is not listed in the in-game achievement ledger.

Standing BannerComplete five tours.

Every campaign stage you clear adds one to a lifetime count, and replaying a stage you already cleared still counts. Five clears unlock it. The Dread never ends, so it never counts. It is a Steam achievement and is not listed in the in-game ledger.

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.

Stage 1 is six missions: five grounds of 80 to 112 seconds, then a 130-second warlord ground that ends only when the warlord falls. Dying on any ground ends the expedition. Stage 1 is open from the start. It has no twist. Your first clear also unlocks the Trickster and awards Contract Fulfilled.

Deeper MarchesClear campaign stage 4.

Stage 4 is six missions: five grounds of 80 to 112 seconds, then a 130-second warlord ground that ends only when the warlord falls. Dying on any ground ends the expedition. It opens once Stage 3 is cleared. Every ground carries the Bloodmoon twist: enemies have more health and hit harder. Clearing it unlocks the Engineer.

Into the TeethClear campaign stage 8.

Stage 8 is six missions: five grounds of 80 to 112 seconds, then a 130-second warlord ground that ends only when the warlord falls. Dying on any ground ends the expedition. It opens once Stage 7 is cleared. Every ground carries the Frenzy twist: enemies spawn faster and move slightly faster.

The Long MarchClear all twelve campaign stages.

Clear Stage 12, the last of twelve stages that open one at a time. Every Stage 12 ground carries the Reckoning twist, which stacks faster, denser enemies, champions, Legion reinforcements and more hazards. Clearing it opens Dread — Endless.

Chief No MoreFell the Raider Chief.

Defeat the Raider Chief. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. It rules Greenwood Marches and Raider Warcamp, two of the twelve biomes.

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. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen.

Everywhere I WalkWin a mission in every biome.

Each biome counts once you win a mission there, across your save. Biomes can’t be chosen: each stage expedition draws six different grounds from a shuffle of all twelve, and the Dread cycles through them, so keep marching until the in-game progress count reaches 12.

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 won. It takes 486 experience in total: 5 for the first level-up, then 5 + 4 × your current level for each one after.

Full ArsenalCarry six spells at once.

Win a mission carrying six or more active spells. There is no spell cap, and spells carry from ground to ground within an expedition, so they can be drafted over several missions.

UntouchedClear a mission without taking a hit.

Win a mission with zero damage taken from start to finish. A later heal does not erase a hit. Stay outside the swarm, cross gem trails only when clear, and dodge sideways across ranged shots and charge warnings. Lingering outside the arena’s ward ring also counts as damage.

ThousandfoldSlay 1000 foes across all runs.

The kill total persists across Survival runs. Each mission’s kills are banked when it ends, won or lost; abandoning from the pause menu forfeits that mission’s kills. Reach 1,000 in total, not in one mission.

Tide-BreakerSlay 5000 foes across all runs.

The kill total persists across Survival runs. Each mission’s kills are banked when it ends, won or lost; abandoning from the pause menu forfeits that mission’s kills. Reach 5,000 in total, not in one mission.

Into the DreadReach depth 5 of the endless Dread.

Depth is the number of Dread grounds won in one run; the map numbers them from 1, and every fifth ground has a warlord. Win 5 grounds in a single Dread run. The Dread opens after Stage 12 is cleared, and your deepest depth persists between runs. The fifth ground is the first Dread warlord.

Dread-WalkerReach depth 15 of the endless Dread.

Depth is the number of Dread grounds won in one run; the map numbers them from 1, and every fifth ground has a warlord. Win 15 grounds in a single Dread run. The Dread opens after Stage 12 is cleared, and your deepest depth persists between runs.

Beyond the EndReach depth 30 of the endless Dread.

Depth is the number of Dread grounds won in one run; the map numbers them from 1, and every fifth ground has a warlord. Win 30 grounds in a single Dread run. The Dread opens after Stage 12 is cleared, and your deepest 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. The Trickster unlocks after clearing Stage 1 and the Engineer after Stage 4.

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. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. It rules Gravepitch Hollow, Frostvault Deep and Sundered Ruins, three of the twelve biomes.

The Tide TurnedFell the Tide Colossus.

Defeat the Tide Colossus. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. Only Kresh Shallows, one of the twelve biomes, fields it.

Ashes to AshesFell the Demon Tyrant.

Defeat the Demon Tyrant. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. It rules Sunscorch Waste and Brendvath, two of the twelve biomes.

Rot Cut CleanFell the Blight Colossus.

Defeat the Blight Colossus. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. It rules Blackreed Mire, Korthveld and Skordaveth, three of the twelve biomes.

The Long Winter EndsFell the Frost Giant.

Defeat the Frost Giant. The achievement unlocks at the kill, before the mission result panel. Warlords appear only on a stage’s final ground or on every fifth Dread ground, and which one depends on that ground’s randomly drawn biome, so it can’t be chosen. Only Aldraveth Reaches, one of the twelve biomes, fields it.

First HundredSlay 100 foes across all runs.

The kill total persists across Survival runs. Each mission’s kills are banked when it ends, won or lost; abandoning from the pause menu forfeits that mission’s kills. Reach 100 in total, not in one mission.

Five Hundred FallenSlay 500 foes across all runs.

The kill total persists across Survival runs. Each mission’s kills are banked when it ends, won or lost; abandoning from the pause menu forfeits that mission’s kills. Reach 500 in total, not 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.

Stage 6 is six missions: five grounds of 80 to 112 seconds, then a 130-second warlord ground that ends only when the warlord falls. Dying on any ground ends the expedition. It opens once Stage 5 is cleared. Every ground carries the Champions twist: a champion, a tougher elite with a richer drop, joins roughly every 12 seconds.

The Far MarchesClear campaign stage 10.

Stage 10 is six missions: five grounds of 80 to 112 seconds, then a 130-second warlord ground that ends only when the warlord falls. Dying on any ground ends the expedition. It opens once Stage 9 is cleared. Every ground carries the Siege twist: denser spawns, bonus elites and a champion roughly every 14 seconds.

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 won.

Level, spells and passives carry from ground to ground inside one expedition, so level 25 (1,316 experience in total) is reached by pressing deeper into a march, not inside the 80-second opening mission.

Ten Thousand MarksSlay 10000 foes across all runs.

The kill total persists across Survival runs. Each mission’s kills are banked when it ends, won or lost; abandoning from the pause menu forfeits that mission’s kills. Reach 10,000 in total, not in one mission.

Into the Long DarkReach depth 50 of the endless Dread.

Depth is the number of Dread grounds won in one run; the map numbers them from 1, and every fifth ground has a warlord. Win 50 grounds in a single Dread run. The Dread opens after Stage 12 is cleared, and your deepest 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. Warlords appear only on a stage’s 130-second final ground or on every fifth Dread ground, so that whole mission up to the kill must be hit-free.

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. Warlords appear only on a stage’s final ground or on every fifth Dread ground.

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

Fires the moment a spell reaches its final rank while at least one other carried spell is already at its final rank. Spells maxed on an earlier ground of the same expedition count, because the build carries from ground to ground.

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. Lingering outside the ward ring counts as a hit. The Dread never finishes, so only a campaign stage can earn it.

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.

Win with exactly one active spell. Every Warden always carries its starting spell, so this means never drafting a second spell; the same win also earns True to Form, Light Ledger and Disciplined Kit.

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.

In practice only the Mage can earn it: the starting spell is always in the loadout, only the bolt and nova schools have three or more spells, and no Warden opens with a nova. Carry Arc Bolt, Longshot and Anchor Throw and draft no other spell.

Broad StudyWin carrying spells from five or more different schools.

The game counts distinct firing patterns, not elemental themes. Eight schools ship: bolt, spread, nova, orbit, aura, chain, cleave and sentry. Carry a spell from five of them at the win; duplicates within one school do not add to the count, so two lightning spells can be worth a single school.

Every spell entry in the Codex is tagged with its school, which is the fastest way to plan a draft.

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

Fires the moment a spell reaches its final rank while at least two other carried spells are already at their final rank. Spells maxed on an earlier ground of the same expedition count, because the build carries from ground to ground.

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.

The game counts distinct passives carried when a mission is won. Spell drafts and spell ranks are allowed; one passive pick breaks the condition.

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, but in practice stay at level 1 or 2: the first level-up offers a rank of the starter, while the second and third offer only new spells and a draft cannot be skipped. The achievement is awarded after a mission win.

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

The game checks the carried spell count and highest spell rank at the win. Four or more spells are needed, and one rank-2 spell breaks the condition. Passive picks are allowed when a draft has no useful new 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. Effective damage ignores overkill on a dying foe, and turret shots count for their sentry spell. It is checked when a mission ends, won or lost; abandoning from the pause menu forfeits it.

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. Each mission’s damage is banked when it ends, won or lost; abandoning from the pause menu forfeits it.

Ruin UnendingDeal 500,000 damage across all runs.

The same running total as Scourge of the Muster, continued to 500,000 effective damage. Each mission’s damage is banked when it ends, won or lost; abandoning from the pause menu forfeits it.

Ballista LineField eight turrets at once.

Needs both War Sentry and Sentry Ward: one sentry spell never has more than six turrets up, because deploys are at least 2 seconds apart and a rank-6 turret lasts 11 seconds. With both at final rank, eight overlap even without Haste. The peak is recorded when a mission ends, won or lost.

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. Bloodgrasp and Regrowth healing is allowed. Vials drop from Raider Brutes, Mummies, Ashen Oni, Rot Trolls, Husk Golems, champions and warlords; Lodestone widens the radius that collects them.

Nothing to LearnWin a mission without gathering any experience.

Any experience pickup breaks the condition, even if it is too small to raise your level. The counter is checked after a mission win. Stay clear of drops when you turn back across the arena.

The Whole WardenmarkClear the full campaign with every warden.

Clear Stage 12 once with each of the five Wardens. Once Stage 12 is open it can be marched directly, so you don’t need to replay Stages 1–11 with every Warden.

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 won. It takes 7,371 experience in total, carried across the grounds of one expedition.