Daily Loop · Concept

Achievements

Counters running in the background, sorted by domain, all paying out in the same currency: your critical cap.

In short

An achievement is not a one off reward. It is a permanent counter, and every tier you clear raises your critical hit cap for good.

The game holds 310 of them, split across 15 themed groups, for a total of 1 137 tiers. Twenty of them are hidden: they only appear in the list once earned.

153 achievements stop at three tiers and 121 carry five: those two shapes cover almost the whole list. The scale multiplies by ten at every step, and the last one on “Fish caught” takes 100 000 catches.

Every tier cleared is worth a factor, and every factor point raises the critical cap by 0,5 %. The curve is deliberately back loaded: the last tier of an achievement is worth more on its own than all the ones before it put together.

The critical cap decides how much a job action yields. Achievements are therefore the only progression in the game that improves mining, chopping, digging, comets and event crates at the same time.

Taking all 310 achievements to the end weighs 274,6 factor points, a critical cap multiplied by 2,37.

1

The fifteen groups

A group gathers the achievements of a single domain. It carries no reward of its own: it sorts the list, and shows at a glance what is left to do in a job.

Master of Crafts
70 achievements · 216 tiers
Grace of the Fields
57 achievements · 234 tiers
Secrets of the Alembic
44 achievements · 128 tiers
Wonder of Worlds
32 achievements · 122 tiers
Shaper of the Earth
19 achievements · 95 tiers
Delver of the Depths
17 achievements · 85 tiers
Bond of Companions
17 achievements · 63 tiers
Halls of the Founders
12 achievements · 42 tiers
Gleam of Jewels
11 achievements · 32 tiers
Call of the Sea
10 achievements · 50 tiers
Guardian of the Forests
9 achievements · 45 tiers
Children of the Sands
3 achievements · 7 tiers
Heart of the Mountain
3 achievements · 6 tiers
Soul of the Ancients
3 achievements · 6 tiers
Voices of the Shore
3 achievements · 6 tiers
  • Groups are not balanced against one another and never tried to be. The fullest one holds 70 where the four leanest hold 3 each.

One achievement, tier by tier

The standard scale multiplies by ten at every step. Here is “Fish caught”, an achievement with five tiers, as it appears in the list.

TIER I
1
The first fish. Open on the first successful cast.
TIER II
100
About an hour of steady fishing.
TIER III
1 000
The end of discovery tier.
TIER IV
10 000
Played over weeks, not over sessions.
TIER V
100 000
The collector tier. On its own it is worth 52 % of the achievement.
  • An achievement can never go backwards. The counter is cumulative and a tier once earned stays earned, even if the resource that raised it is later spent or sold.

What a tier pays

The conversion is the same for every achievement in the game. It depends on the tier reached and on the achievement's total tier count, never on its difficulty.

FACTOR OF A COMPLETED ACHIEVEMENT
0,969
An achievement with five tiers taken to the end is worth 0,969 factor. The same one stopped halfway is worth only 0,219.
WEIGHT OF ONE POINT
+0,5 %
Every accumulated factor point raises the critical cap by 0,5 %.
WHERE IT APPLIES
three jobs, comets, crates
The same multiplier enters the critical cap of the three jobs, of comet loot and of event crates.
IF EVERYTHING IS COMPLETED
×2,37
310 achievements taken to the end weigh 274,6 factor points, a critical cap multiplied by 2,37.
  • Two achievements of the same shape weigh exactly the same. The one that takes a hundred thousand catches pays no more factor than the one earned in a few minutes.

Tier by tier

What each step of “Fish caught” is worth, an achievement with five tiers, from the first tier to the last.

TIER REACHEDFACTORSHARE OF THE FULL ACHIEVEMENTWHAT IT MEANS
Tier 1 0,0313 %Opening an achievement pays almost nothing. The value is elsewhere.
Tier 2 0,09410 %The second tier triples the first, and stays marginal.
Tier 3 0,21923 %An achievement halfway through is worth less than a quarter of its finished value.
Tier 4 0,46948 %The fourth tier doubles again. The curve straightens up here.
Tier 5 0,969100 %The last tier is worth as much on its own as the four before it combined.
  • The shape of the curve is a choice: it makes opening many achievements only to drop half of them pointless. Finishing one pays more than starting four.

Hidden achievements

Twenty achievements appear nowhere until they are earned. They are not hunted, they are run into.

20
Invisible until earned
Neither in the list nor in the group's progress bar. Nothing hints that these 20 achievements exist before they drop.
=
Counted like the rest
They weigh exactly the same factor as a visible achievement with the same tier count. Secrecy adds no premium.
2
The Mimic's own
The pet you only ever meet on a sprung chest hunt trap carries 2 hidden achievements by itself, one of them for having caught it.
  • A hidden achievement fires the same notification as a normal one. It is often the only way to learn that the encounter you just had was rare.

The commands

View your achievements and progress towards the next ones

Also groupsummary