Long-tail goals with points, rewards, and an in-game showcase.
Achievements
Achievements are the long-tail goals that sit above quests — they track what a player has done across their whole account rather than one storyline, and they need no dialogue, no NPC, and no turn-in.
They're authored in Database → Achievements.
Authoring
| Field | Description |
|---|---|
| Name / description | What the player sees |
| Icon | An emoji or image for the medallion |
| Category | General, combat, crafting, exploration, social — or your own |
| Criteria | The tracked action, an optional target, and a count |
| Rewards | Gold, XP, items, and an optional title string |
| Points | What completing it contributes to the player's achievement score |
| Hidden | Keep it secret until it's earned |
Criteria types
| Type | Advances when |
|---|---|
| kill | The player kills a mob (optionally a specific one) |
| gather | The player gathers or picks up an item |
| craft | The player crafts a recipe |
| explore | The player enters a zone |
| level | The player's level reaches a value (tracked as a maximum, not a counter) |
| quest | A quest is completed |
In Game
The achievements window (top-bar 🏆, hotkey H by default) shows an overall completion ring, a prestige rank, the latest unlock, per-category rings, and medallion rows with progress bars and reward previews. Players can pin achievements to an on-screen tracker, the same way they track quests.
Like every other panel it follows your theme accent and can be restyled from the UI & HUD editor, so achievements look like part of your game rather than an engine screen.
> Reward titles are authored and shown in the reward preview today; equippable titles and public player profiles are on the roadmap.