Achievement Guide

This page will be a Guide on how to complete every Achievement.

As soon as you transition through Eras, you should select to Acquire the new Era group of Achievements, or you won't be able to start making progress on them right away.

Note: in the Era Boss Fate, at one phase, you'll temporarily receive (a rotation of) 3 copies of a Memory Tree Trait, each time you die. These may help you, at least with Era 1 Achievements, typically (very few players gained access to the Era Boss Fate after reaching Eras 2 and 3, to benefit from it, further).

Keep in mind that later Eras may help you with progress on Achievements in previous Eras, but in rare cases they may actually be detrimental. For example, "Slow and Steady" in Era 2 is *significantly* harder to accomplish in Era 6, due to the way that the Star of Wisdom works.

## Era 1:

* **Slayer, Collector, Arcanist, Scholar, and Energizer:** Just play normally and you will naturally get these Achievements.
	+ Collector can theoretically be expedited by Treasure Hunter Runes (and Bountiful Memory nodes in the Stage 2/Era 2 Memory Tree, but playing normally will help you make progress on that achievement group.
	+ Arcanist does require that you actually activate Runes (if you've not completed the Runeddicted Achievement, save up at least 50 Runes you intend to use, to complete that Achievement, first), so, to say "play normally, and you'll naturally earn this Achievement", is a bit misleading. It's recommended that you not use Q3 and Q4 (or Q%) Runes to complete Arcanist Achievements.
	+ For Scholar, it can be easier to complete this type of Achievement with the Memory Tree's Overachiever Trait, or Era 2+'s Spirit Engine to automate Research. This way, you can play after Awakening for a bit, and earn Gold/finish Researches, and, if you aren't worried about immediately making progress towards Awakening again (leveling up the Staff of Knowledge to its max), you can use the Feather Duster to restart the run, returning your Research levels to 0, so you can cheaply level them again, to complete the Scholar Achievements.
	+ Not dissimilar to Scholar, you can complete Energizer easily at the start of an Awakening; because Reclamation of Power (by Enchanting) takes less time when you've earned less Power, overall, you can try to spam (as low as) +1 Enchant level Enchantments on the Obelisk Shard, to quickly rack up progress on the Energizer Achievements.
* **Pocket Change:** Click the Fund button to finish a Research that has less than 5 seconds remaining.
* **Runeddicted:** Save up 50 Q1 and Q2 Runes (Q3+ runes are too rare to justify for this achievement), and then use them all at once. You can use multiple of the same Rune type, even if they're the same Q(uality). Disable the Lantern of Recall (select it, and press the cog button at the upper-left hand side of its menu, to find where to disable it) to be sure to be able to use 50 Runes, before time Rewinds, if you're activating those Runes while in the Chronozone, or use the Runic Utility Bag on the "Activate All" setting.
* **Survivalist:** Use a few Regeneration/Vampirism/Last Stand Runes, and then leave one or two enemies in a Wave alive, unequip all of your Spells, and set aggression using Battle Trance Hymnal to None, if you have that item unlocked. Survivalist is also obtained easily on later Awakenings, when you can Enchant for a large number of Enchanting levels at once.
* **Bosser:** This one is relatively easy; you can either queue up lots of Runes right before performing a large Enchantment with the Obelisk Shard item, or right after Awakening. You can also perform a +100 Enchantment (or thereabouts) at a high Awakening Rank, and that should suffice.
* **No Time to Think:** Much easier at higher Awakening Ranks. Use Runes to push the last bit to Wave 20 if you’re close, but can’t quite get there. Remember that while Research is not allowed, you can still Enchant. Remember to disable the Overachiever Trait if you have it, either by selecting it if it's in your Main Pack or bags (if acquired from Limbo), or in your Memory Tree (select it, wherever it is, and you're given the option to disable it).
* **Great Power:** If you chose the second option for accomplishing the Bosser Achievement, then you will likely get this Achievement, too. However, this can be completed easily in 0 or 1 Awakenings, but just waiting a little bit before Enchanting (to build up your +Enchanting level possible).
* **Do You Even Status:** Equip as many of the Mouse, Spider, and Fox Totems as you have (if you have any). Then, either get the “Status Fiend” Trait in the Memory Tree (normally acquired through through either luck/Magic Die in Limbo's Trait option, or the Memory Tree), and/or use the Elemental Master Class, and get as many “Elemental Empowerment” Spell Perks on different elements' Spells as you can. The “Elemental Overload” Spell Perk on the “Falling Skies” Spell can also help. If you're attempting to get the "Elemental Empowerment" Spell Perks for Spells, avoid taking their "Status Affinity" Spell Perks. This will most likely help to apply enough different Status Effects on Enemies, to complete the Achievement.
* **FAST:** Link to a helpful calculator **here**, created by @Cadence#5966 (Discord). The idea is, that you'll ideally want the Deer Totem unlocked, and 1 copy of the Fleet Footed Trait, and at least one copy of the Acrobatics Trait, from the Memory Tree/an extra copy of either (ideally, Fleet Footed) from the Limbo Trait option. If you purchase all Memory of Speed nodes in Era 1's Memory Tree, you'd earn another 24% (x1.24) More Movement Speed as a multiplier, and you can determine how many Haste & Fight and Flight Runes of each quality you'll need, to earn the Achievement, altogether. Yes, activating multiple Haste/Fight and Flight Runes stack in effect, additively, and those Runes serve as an overarching multiplier to your Movement Speed stat.
* **Totemememememem:** Not dissimilar to the Survivalist Achievement; try to complete this Achievement, once you have at least 3-5 unique Totems. Use a few Regeneration/Vampirism/Last Stand Runes, and then leave one or two enemies in a Wave alive, unequip all of your Spells, and set aggression using Battle Trance Hymnal to None, if you own this item. Make sure all available Totems are active; the Totem Whisperer Trait from Limbo or the Memory Tree, can help speed up the Totem appearance rate.
* **Can't Touch This:** Get the Acrobatics Trait in the Memory Tree, and then hope for (or use Magic Die) to get a 2nd Acrobatics Trait in Limbo. If you are only able to get 1 copy of Acrobatics, use the trick of removing all your Spells when there’s only around one enemy left alive (it must be an enemy with a ranged attack) in the Wave, and try your luck at getting enough consecutive dodges. Remember, Acrobatics Traits each have a separate cooldown (if you have multiple copies), and a separate chance to roll for you to dodge (if you have multiple copies). You can also use your highest quality Evasion Rune (if you own any copies of it), which provides a separate dodge chance roll, to help things along.

## Era 2:

* **Blazing Vengeance,** **Cryo Master,** **Voltaic Scourge,** **Noxious Bane, Arcanist,** **Slayer,** **Collector,** **Scholar,** **and** **Energizer:** These Achievements will relatively be completed naturally; just make sure you use some Spells of every element.
	+ The same tips for Arcanist, Collector, Scholar, and Energizer in the Era 1 Guide section, apply here.
* **Flex:** Use Regeneration, Vampirism, and Last Stand Runes (3 of each Q1 form of those Runes may suffice), and either use Crab and Komodo Totems to finish off the enemies and Boss, (with Frog and Rabbit Totems to ensure self-healing, the Encouragement Trait to increase healing received from Totems, and/or maybe the Owl and Mouse Totems to reduce damage your Wizard takes)... or, the Fox Totem to apply Elemental Status Effects (causing the enemies to take Damage over Time), and prepare to remove your Spells before the Boss would die (it usually takes accelerated damage, after all non-Boss enemies are killed, and some Spells have long lifetimes; the Achievement is accomplishable, even if you used Spells to deal most of the damage to the Boss' health). Likewise, Elemental Empowerment Spell Perks could help things along, applying Elemental Status Effect damage over time (giving you a larger window to unequip spells, after the killing starts), just requiring that you generally avoid Status Affinity Spell Perks, in favor of Elemental Empowerment Spell Perks. The Status Frenzy, Elemental Decay, Elemental Chaos, Elemental Contagion, and Primordial Boost Traits, from the Memory Tree/Limbo, could help this Achievement progress along.
* **Shiny:** It might not help so much to use the Perk Fairy Fate, to effectively double up how many Spell Perks you receive; rather, deliberately try to Acquire Spell Perk levels for the same Spell Perk (having a higher max Awakening Rank means you have a higher Staff of Knowledge max level, meaning you can earn more Spell Perk levels in a run). This Achievement **may** be accomplished naturally/eventually.
* **That One Guy:** This Achievement takes a lot of time. So, you're disallowed from Enchanting (be sure to disable passive Enchanting levels/auto-Research in the Spirit Engine settings menu, or in the Research Manual). Use small handfuls of Q1 Runes to your advantage, to earn more Souls/Power/Gold per run, and ignore purchasing levels in the Arcane Sensibilities Research Project, as you won't benefit from them. Otherwise, Research normally. You may need a DPS-oriented Memory Tree setup (or just whatever you normally use), Time Warp Runes would theoretically speed up the process (but be unnecessary, in a sense). Pick your Limbo Trait wisely, and generally, be prepared to have patience. This Achievement **may** be easier at higher Awakening Ranks.
* **What's an Idle Game?:** This one will happen naturally, once you are powerful enough; however, with most Achievements (this one, included), you can also use a bunch of Runes (specifically, Time Warp Runes), or the "1 enemy left alive" trick, to speed up the progress on this Achievement. Likewise, Regeneration and Vampirism Runes can assist in your survival, as well as the Owl, Frog, Rabbit, Mouse, Butterfly, Deer, and even Fox Totems.
* **A Mere Flesh Wound:** Boost your max Health to ~2,000, at least; then, after conducting an Enchantment (or, at the beginning of a run), remove all your equipped Spells from their slots in the Spellbook, use Regeneration and Last Stand Runes to have around 10% of Health recovering per second, and stay at Wave 1. The enemies will hit you with their extremely low damage, and the Runes will heal you back up, fast enough, to make accomplishing this Achievement, a cake-walk.
* **Feelsbadman:** To avoid collecting 20 Troves in a row, it might help to use Treasure Hunter Runes (and, to a lesser degree, getting the Bountiful Memory nodes in the Memory Tree) to amplify the Trove spawn rate; then, either try and hold your Wizard in one spot, near the start of a Wave (your Wizard can kill enemies, for what it's worth), or try to manually hold it and move it into places where Troves haven't spawned, and hopefully, you'll get the Achievement completed, fast enough. It may take a few tries.
* **Unfortunate Demise:** As far as can be understood, it's your Wizard that must die while upside-down (head facing the bottom of the screen), with only one enemy alive (it doesn't matter if the Battlefield, itself, or enemies, appear upside-down). As the Achievement stipulates, you can't cheat the game and use a Grim Potion to die early. It might be easiest if you can manage to leave a Boss alive (some enemies, like the Rotting Tunneller, are problematic, as they tend not to always target the Wizard to attack, making timing your death more difficult; which enemies spawn each run, is randomized only each time you Awaken). Alternatively, leaving a ranged enemy alive might be easiest, as it may be easier for you to dodge its projectiles, to give yourself a larger window to time your death. The run which begins after you Enchant, may give you the best odds of receiving 95% or so, of your Health, in damage, leaving you time, and an opportunity, to single out a ranged enemy. In the Options Item > Display, turning off "Display Health as a %" may help you easier-determine when you'll next receive a killing blow, in watching how much Health you lose, per attack sustained from enemies. Credits to Ationi for the tips.
* **Slow and Steady:** This Achievement will require a fair bit of patience, and it'll help to take on the Perk Fairy Fate (at max Awakening Rank, or if it's your first time attempting to take on the Fate) to earn double the Spell Perk levels; remember to disable auto-Research in the Research Manual/from Overachiever, if you have either, and remember not to level the XP Research Project (Analytic Absorption). It helps to be at a higher Awakening Rank. The higher a Wave you reach, the more XP towards your Staff of Knowledge levels, you'll earn, so do everything else as you normally would, to push as far as possible, until you unlock the Achievement.
* **Machine Gunner:** Link to a helpful calculator **here**, created by @Loey#7358 (Discord). This Achievement is a bit tricky; you'll typically loot a Q5 Ultimate Power Rune, some time after reaching Era 2; you'll need to use this Rune, typically, to help complete the Achievement (it provides a +1,000% Cast Speed bonus, all on its own).
	+ The Falcon Totem (x2.00 Cast Speed) would help immensely. The Ring of Speed (x1.10 Cast Speed) would help, but may not be necessary; the Q1, Q2, and Q3 Quickening Runes (+1%, +2%, and +5% Cast Speed per Rune, respectively) would be helpful, as well. All Swift Memory nodes in the Stage 2/Era 2 Memory Tree amount to providing a +23% (x1.23) More Cast Speed multiplier. The Arcane Surge Trait from the Stage 1/Era 1 Memory Tree (or Limbo Trait option) could help (though it requires your Wizard be below 30% Health, to receive a x1.25 Cast Speed bonus), or the Elemental Inversion Trait (providing x1.10 Cast Speed multiplier; as long as you own the Trait, this Cast Speed bonus is always active). The Turbocharged Fate would provide an extra x1.50 Cast Speed, when all enemies in a Wave are alive (so, ideally, remove all equipped Spells at Wave 1, after Enchanting/starting the Fate for the first time, to maximize Cast Speed).
	+ Essentially, each Cast Speed bonus from different sources, multiplies with Cast Speed bonuses from other sources. Collectively, these Cast Speed bonus sources, should help you to obtain the Machine Gunner Achievement.
	+ Performing a large Enchantment, or trying for this Achievement right after Awakening or using the Feather Duster, may help, so that you survive long enough, to benefit from all Cast Speed bonuses (Falcon Totem and Arcane Surge Trait don't have 100% uptime, normally). Just be sure that you don't risk dying, and deactivating any Cast Speed-buffing Runes used, or resetting their being active by any other means, if you haven't completed the Achievement, yet.
	+ **If you're going to use your Ultimate Power Rune, it might be wise to Cloud Save before you do, so you have a small chance of being able to Cloud Load, if the Achievement attempt goes awry, and you lose the buff from Ultimate Power.**
		- **Also, feel free to report if you failed to successfully complete this Achievement, after using the Ultimate Power Rune, in the Discord server, to TopCog, and he might be able to add another copy of the Rune to your account, to help you out.**
* **Speedrunner:** The Achievement gets easier at higher Awakening Ranks (in part, because of the Spirit Engine, and your inherently-growing efficiency). The timer starts when you create a new Wizard, either after using a Feather Duster, or Awakening. What you should do, is play normally, but each time you Enchant, use Time Warp Runes (starting from the lowest quality ones, preferably), until you have reclaimed all your Power; then, use the Grim Potion to respawn, around the Wave you Enchanted at (as Rewinding sends you to a Wave close to what your currently-claimed Power allows you to handle easily); rinse and repeat, every time you Enchant, until you reach Wave 100. (At max Awakening Rank, with many [I think Yobnomekop claimed they used about 200] Q1 Time Warp Runes, it is possible to beat Wave 100, in under 30 minutes. Even still, a mixed grab-bag of Qualities of Time Warp Runes used conservatively, with an equal value of offline time, to 200 Q1 Time Warp Runes, may suffice). Likewise, Orbs of Power can also help to finish reclamation faster, so you can move on to use the Grim Potion, and start back close to the Wave(s) you Enchanted at.
	+ If you put off this Achievement, you may complete it naturally, in Eras 3 or 4, or later.

## Era 3:

* **Slayer, Brew Master, Arcanist, Scholar, Energizer:** These Achievements will relatively be completed naturally; just make sure you stock some Runes you don't need, into the Runic Cauldron.
	+ The same tips for Arcanist, Scholar, and Energizer in the Era 1 Guide section, apply here.
	+ Check out the Runic Cauldron Brewing Rune Ideas page for ideas on how to stock up your Runic Cauldron.
* **Homemade Bag of Bags:** Create one Bag with the Bag of Bags, and then move the Bag of Bags into that Bag. In the newly-crated Bag's Settings (found by tappin/clicking on a red gear icon, in the upper-left hand corner of the Bag's menu), increase the Width and Height of the Bag to the maximum possible (Width of 7, Height of 6), and now start spamming to create Bags from the Bag of Bags, 'til you've created 41 Bags inside your original 7-wide, 6-high Bag. Move the Bag of Bags out, and create one more new Bag, and move it into your 7-wide, 6-high Bag. Voila, Achievement complete.
* **Tactical Retreat:** This Achievement requires semi-precise timing to use the Grim Potion below 10% Health (be sure to go into the Options Item > Display, and turn on "Show Health as a Percent" to monitor your Health easily). Collect all Troves as soon as they spawn, and all Totems (to make that easier, you could deactivate all Totems during the runs you attempt this Achievement), and be sure not to activate any Runes before the runs you attempt the Achievement. Be sure to leave a Boss alive, on the Wave you use the Grim Potion on. It doesn't matter if non-Boss enemies are also alive in the Wave, or not.
* **Dragon Power:** This Achievement may be accomplished unintentionally as you play, as long as you own and keep Komodo Totem activated throughout runs; it may help to use Spells that hit multiple targets, whittling their Health below 70% (or, the Crab Totem could assist and ensure that you don't kill the enemies too quickly). The more enemies that are simultaneously alive during a Wave, the better. If you struggle to acquire the Komodo Totem, try saving a Jagged Totem (from Garry the Gnarly Gnome, or one purchased from the Runic Table), and see if you can save up Runic Essence and find a Komodo Totem to craft inside the Runic Table.
* **Mega Jolt:** Take a Wizard Class that has access to the Jolting Sprites Spell, and collect 6 (or rather, at least, as many) levels, if possible, of the Charged Up! Spell Perk for Jolting Sprites, in the Staff of Knowledge. Make sure to keep Jolting Sprites slotted into your Spellbook. This should help you accomplish the Achievement. Use the Wand of Chaos on a Spell Perk which has many levels, to receive more Mana Stars, and thus more chances at acquiring additional levels to the Charged Up! Spell Perk.
* **Research Fiend:** Save Gold up (maybe only buy 1 level of each Research Project, at the start of an Awakening, to slightly multiply your stats), and disable automatic Research in the Research Manual, before the Awakening starts. Build your Enchantment level as high as possible, and then quickly Initiate, Fund, and Acquire as many Research Projects as possible in the span of 60 seconds. (Alternatively to doing so manually, when you're ready to attempt the Achievement/to spam Researches, reactivate automatic Research, and use Time Warp Runes to speed up the Research Project completions [though, this alternative idea, may not work as well as manually Researching, when you're ready].)
* **Overkill!!!:** If you're lucky, Shield Bearers (or Skeletal Troopers) will appear in your "pool" of enemies that spawn, since you last Awakened. Ideally, you'll want to pick the Elemental Master Class of Wizard, and use one Spell from each element, making sure not to take any Spell's Status Affinity Spell Perk, but instead Elemental Empowerment Spell Perks (or, using the Elemental Chaos Memory Tree Trait and the Elemental Empowerment Spell Perk on one Spell, or use the Status Fiend Trait) to apply each Elemental Status Effect (or use the Poison Golem Spell, with its Status Affinity Perk, and the Elemental Assumption Trait, which would help to apply Elemental Status Effects with Poison Golem, quickly). Make sure to have the Obliteration Trait, of course. If you are having extreme trouble encountering Shield Bearers or Skeletal Troopers, it might be helpful to save up Chaos Aura Runes and use them, to randomize what enemies spawn for the next 5 runs, after activating said Rune. Use Grim Potion once you've applied all Elemental Status Effects, to trigger Obliteration. If Grim Potion doesn't trigger Obliteration, then just try and die as quickly as possible, by running into melee enemies/standing in place, so ranged projectiles hit you as often as possible. Use Regeneration, Last Stand, and Vampirism Runes to survive into high enough Waves that Shield Bearers don't instantly die, giving you enough time to apply all Elemental Status Effects. Credits to Ationi for the idea of using Poison Golem, and healing Runes.
* **Friendly Firesplosion:** This Achievement may be accomplished naturally, as you play, depending on if a Boss is nearby to multiple Glutton enemies. Having strong, area-of-effect Spells to quickly wipe out/cause a chain reaction of deaths amongst Gluttons would help this along. Likewise, crowd-control spells (think Fiery Deluge, with its inherent capability to suck enemies into it), are extremely helpful in drawing Gluttons close to a Boss. The "Essence of Glutton" Memory Tree Trait will help with this; that is to say, its effects count towards the Achievement. Thanks to Hungry Catto, regarding that last tip.
* **Potent Brew:** This Achievement requires, ideally, brewing a Q4 Rune, whilst owning the 100 Gem Alchemic Band unlocked in the Market's Ring section, brewing said Rune at Intensity 1 (with a Brew Cooldown of 2 hours), being sure to first acquire and activate the Fire Spirit Totem (and making sure that the Q4 Rune will be the only Rune brewed; you can move all other Runes out of the Cauldron when attempting the Achievement, or select to activate them, inside the Cauldron), before brewing the Rune.
* **Nailed It:** Enchant at Wave 147, turn off automatic Research in the Research Manual (and stop Acquiring/Initiating Research Projects), and see how close you get to +15 Enchant levels possible, at Wave 150. If needed, to get closer to +15, invest in a few Arcane Sensibility (and, worst-case-scenario, a few Soul Siphoning) Research Project levels, and be ready to perform the Enchantment when the timing is right. Be sure to have Lantern Mode inactive, by claiming Souls and Gold from it, so that your +Enchanting level readout will be 100% accurate.

## Era 4:

* **Blazing Vengeance,** **Cryo Master,** **Voltaic Scourge,** **Noxious Bane, Arcanist,** **Slayer, and** **Scholar:** These Achievements will relatively be completed naturally; just make sure you use some Spells of every element. **Brew Master:** just make sure you stock some Runes you don't need, into the Runic Cauldron.
	+ The same tips for Arcanist, and Scholar, in the Era 1 Guide section, apply here.
	+ Check out the Runic Cauldron Brewing Rune Ideas page for ideas on how to stock up your Runic Cauldron.
* **Totemic Friend**: Be prepared to use the Totem Whisperer Trait (if acquired from Limbo, the Copycat Trait in the Memory Tree will also help, and the Extreme Personality Fate) and/or the Totem War Fate to your advantage, as well as the Totemic Touch and Friendship Runes, to help this Achievement series be completed more quickly.
* **Golemancy**: This Achievement requires that you play as the Elemental Master, with all 4 Golem Spells selected (you can use Magic Die to reroll what Spells are available to the Classes of Wizards, and, ideally, you'll want at least 2 to three Elements to start out with your being required to use their respective Golems, and one to two Elements with "Wild Card" Spell slots, where you can choose to use the missing Golems.
* **Traitaholic**: Use the Copycat Trait as purchased in the Era 3/4 (Stage 3/4) Memory Tree, a copy of whatever Trait you want 5 copies of (purchased in the Memory Tree), pick a copy of that same Trait, if possible, as a Limbo Trait (probably not even necessary), and use the Extreme Personality Fate, and this should be easily accomplished; the Traitful Trait, in Limbo/the Stage 4 Memory Tree, can also help this Achievement along (Feather Dusting if Traitful doesn't give you the Trait[s] you need, or spamming small + Enchant levels).
* **Death's Companion**: Use Regeneration, Vampirism, and Last Stand Runes to get a lot of healing received, and use a copy (or more than one copy of the) Deaf Defiance Trait; additionally, the Recuperation Trait may be helpful, as well as the Owl, Frog, Rabbit, Mouse, Butterfly, Deer, and even Fox Totems, to improve odds of survival/reduce further damage taken (the Encouragement Trait would also help, as collecting Totems would provide healing) .
* **Look Mom, No Hands!**: To reach Wave 5 with no Spells equipped, you may need to use some combination of the Fox, Komodo, and Crab Totems; keep in mind, that the Deathtouch Runes only affect melee enemies, but they may also help, as well. The Essence of Glutton Trait may also speed the process up.
* **Fish Farmer**: Try to get all Flarefish Spell Perks possible (especially those which potentially help prolong the duration of Flarefish), and to get long-range, high-damage supporting Spells slotted, which help you to protect the Flarefish from being destroyed; otherwise, using Spells whose Perks cause Rushing or Acceleration (or Traits which provide similar effects), and taking the Expedient Recitation Spell Perk, as well as any buff to Cast Speed, to help produce many Flarefish, and hopefully create a long-surviving Flarefish.
	+ Flarefish's Status Affinity Spell Perk will just increase the amount of Flarefish that will be on-screen; Ruination may possibly slightly add time to how long the Flarefish stays on-screen before it explodes; Elemental Overload will help increase the lifetime of the Flarefish, making it one of the more important Spell Perks to acquire, and make use of, in attempting this Achievement; Luminous Aura has a small chance, possibly, of even affecting copies of Flarefish, to accelerate them; the Fish School Spell Perk might not actually be detrimental, as it may technically preserve the lifetime of each Flarefish, making the Achievement much more possible; Fish Spawn does give a chance for Flarefish to respawn, which may synergize well with the Fish School Spell Perk.
* **Elemental Equilibrium**: Begin a run with 1 Spell of each Element equipped, and strive to obtain an equal number of total Spell Perk levels, for each equipped Spell; specifically, aim for acquiring exactly 10 total Spell Perk levels (no more, and no less) for each equipped Spell. The Achievement attempt might not even be ruined, if you received more than 10 Spell Perk levels for an equipped Spell, if you could use the Wand of Chaos to subsequently remove the excess levels. The Preparation Trait from the Memory Tree may help, as well as if you received it as a Limbo Trait; in that case, the Copycat Trait, from the Memory Tree, would also help.
	+ To clarify: this Achievement is only possibly completable, if you select the Elemental Master Class of Wizard, and choose one of each Element of Spell to use (and acquire 10 Spell Perk levels, for each equipped Spell; it doesn't have to be 10 levels of one, single Spell Perk for the Spell, as there are more than one Spell Perk available to each Spell). You can typically, without ruining your attempt at the Achievement, Acquire Spell Perk (levels), for any Spells you don't have equipped (that is to say, having a couple random Spell Perks won't ruin your chances at the Achievement; however, the only detriment of this is, it'll mean spending one less Mana Star towards Spell Perks that'd help towards the Achievement).
	+ The game will inform you, if a Radiant Star, or Ultra Radiant Star, will attempt to be applied to your next Spell Perk choice, which would cause you to earn more than 1 level for a Spell Perk; to be able to check for if either of these items will apply that effect, close and re-open the Staff of Knowledge item, after you've received Mana Stars and the notification that you have Spell Perk options ready to be selected, and look to the left of the "Acquire" button that you'd use to select the Spell Perk upgrade you want; you may see a +2, +3, +4, or +5 in that spot, indicating that you won't get just 1 Spell Perk level, but however many are indicated in that space.
		- Use Feather Duster, as needed, to reset the Spell Perks received from Preparation, until they are Spell Perks for the Spells you intend to use for the Achievement.
* **Slow Motion**: Use the "One Cast Wizard" Fate, use either the Ring of Death, or Lightning Orb Spell, take as many levels of the Tempered Magic Spell Perk as possible for either of those two Spells, try to get as many copies of the Heavy Magic Trait as possible from Limbo's option, the Copycat Trait, the Traitful Trait; alternatively, it's possible that using Exploding Comet, with many stacks of the Frozen Singularity Spell Perk, would help, amongst its other Spell Perks. If you own the Spell Skin for any of those 3 Spells, use the "Vicious" Spell Mode, to further decrease said Spell's Cast Speed.

## Era 5 (in progress):

* **Crushing Companion:** just play normally and select a Companion for each Awakening; you will naturally get this series of Achievements through regular play. *(Achieve by having your Companion kill up to 880k enemies)*
* **Collector:** just play normally, you'll naturally pick up chests. *(Achieve by opening up to 24,000 chests)*
	+ If you want to make this go faster, use the Treasure Hunter Runes to increase chest spawn rate after you Enchant and go back to Wave 1. Unequip your spells so that you can stay on low waves for as long as possible.
* **Arcanist:** activate runes. You can use the Runic Utility Bag to slowly burn runes every run, or to mass-burn them. Ideally, use Q1 runes since they're much easier to come by. *(Achieve by activating up to 1,350 runes)*
* **Scholar:** just play normally and let the Spirit Engine research projects in the background. *(Achieve by completing up to 3,600 research projects)*
* **Energizer:** play normally and you'll naturally get this achievement across multiple Awakenings. (*Achieve by enchanting up to 140 times)*
	+ To speed this up, go to Settings > Interface and turn "Allow Enchantments below +5" to Yes, then enchant with as few levels as possible. Note that this will slow down your Awakenings, so this probably makes sense to do only once you've reached the end of Era 5.
	+ Another way to speed this up is to turn off the Spirit Engine so that you don't get passive Obelisk Shard levels.
	+ Yet another way to speed this up is to Enchant ASAP on a new Awakening, then Feather Duster to go back to the start of the Awakening. This is tedious, but you're no longer bottlenecked by Obelisk Shard levels.
* **Dinker Cloud:** placeholder (tiny toxic cloud)
* **Chalice Champion:** placeholder (300 wave pts)
* **Glass Cannon:** placeholder (drop from 100% -> 1%, melee hit only)
* **Elite Killer:** placeholder (awaken with total kill stats including 1, 3, 3, and 7)
* **Rushdown:** placeholder (100% enemy appearance rate bonus, no spirit engine)
* **Revenge**: placeholder (2 spells with Vengeance perk at lvl 5 or higher)
* **Extreme Climber**: placeholder (reach wave 400)
* **Supreme Tank**: placeholder (take boss hit that is less than 0.1% of your HP)
* **Speedrunner 2**: placeholder (awaken in 8 hrs)
* **Treasure Trail**: placeholder (complete multiple different tasks, I don't remember which)

## Era 6 (in progress):

* **Trait Collector:** placeholder (get new traits outside of Mirror Tree)
* **Blazing Vengeance, Cryo Master, Voltaic Scourge, Noxious Bane**: placeholder (kill enemies with elemental spells)
* **Arcanist**: placeholder (activate 1.8k runes)
* **Slayer**: placeholder (kill 1.2 million enemies)
* **Brew Master**: placeholder (brew runes)
* **Scholar**: placeholder (complete research)
* **Trials King**: placeholder (get #1 in chrono trial)
* **Enchantment Master**: placeholder (enchant for +500 or more)
* **Perk Master**: placeholder (get perk lvl 20 or higher)
* **Beastmaster**: placeholder (defeat every kind of enemy within single rewind)
* **Totem Master**: placeholder (trigger every totem in single rewind)
* **Stasis Field**: placeholder (50% slower "time movement" for all your spells)
* **Dodge Master**: placeholder (dodge 50x in a row)
* **Chrono Lord**: placeholder (awaken 100x)
* **Master of Fate**: placeholder (complete 10 Trials fates)
* **Doomslayer** (tbd): achievement not yet released

## Screenshots

Some parts of the Era 1 Achievement guide, taken from a post, made by Cadence#5966 (Discord).