Achievements
Achievements are the seal-marks of a Governor learning the work. They point toward useful next tasks, pay small rewards, and leave a ledger of what your realm has already proved it can do.
The ledger
The seals ledger shows every visible set, how many stamps are recorded, and the next unfinished task inside each set. It is part instruction list and part record book: useful early, still readable later.
Counted goals show how much of the work is recorded against the amount required, both in the ledger and when you inspect a seal. Red Sails, for example, counts victorious raids with plunder, including repeated visits to the same shore. Building and fleet goals measure what your realm currently holds; Days of Rule follows your unbroken run of qualifying days. An earned seal remains yours after a loss or a broken streak. The ledger is checked afresh when you reopen it.
The highlighted seal is the next nudge
Each unfinished seal carries a requirement, a reward, and usually a short pointer to the screen where the work happens. Later sets are visible before you finish the early ones, but the highlighted seal is the clearest next step.
Rewards go where you still hold ground
Completed milestones can add score to the Governor ranking and can grant resources. Score is added to your ranking the moment the seal is stamped. Resources arrive as a claim on the Claims tab for you to collect: redeem it within two days, or the spoils are lost. Early on, your dues are held until you reach Collect Your Dues (or six hours pass); the two days start when the claim is made, not when it appears, and the hold is always the shorter of the two. The claim is bound to the island where the milestone was earned. If that island is no longer yours, it falls back to your start island, then to another island you still own.
Distinctions wait for completed sets
A finished set can award a matching distinction. The player-facing ledger counts visible seals only, while server-only wrap-up marks stay out of the list so the progress line never advertises a seal you cannot see.
The Tide's Grudge
One set rewards trouble on purpose. Strike the Black Tide and its grudge against you climbs, one step per attack, at most three steps a day and never twice inside three hours. The seals read the grudge it holds, however you raised it.
| Seal | What it asks |
|---|---|
| Marked | Raise the Black Tide's grudge against you to 3 of 7. |
| Hunted | With the grudge at 5 of 7 or more, beat off or turn back a Black Tide wave. |
| The Tide's Enemy | Raise the Black Tide's grudge against you to 7 of 7. |
| Unforgiven | Be found by the Black Tide with its grudge at 7 of 7 on three separate days. |
The set pays score only, and finishing it earns the Tidebane distinction. Climbs from before the set existed are not credited; a Governor still at a step when the game next sees the grudge is. The first Governor in a world to reach seven is named in a headline held at the top of World News for a day.
Common questions
Why do I already have The First Stone?
Every Governor receives that first visible stamp on appointment. It is a welcome mark, so it pays no reward and does not show a completion notice.
Can I lose an achievement after earning it?
No. The completion remains recorded. A resource reward only needs a currently owned island so its claim has somewhere to land when you redeem it.
Do all sets have the same number of seals?
No. Sets run from four seals to eight; the Reference below counts each one. Settler's Mark includes a gifted first stamp, and the server also keeps a final wrap-up mark out of the visible ledger.
Reference
Which achievement sets exist?10 sets, 51 visible seals
Settler's Mark
The first offices of rule: construction, trade, and settling disputes. One visible stamp is gifted upon appointment.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The First Stone | Your settlement awaits, Governor. | - |
| 2 | First Building | Commission your first structure. | +20 |
| 3 | First Muster | Raise your first fighting band. | +30 |
| 4 | First Bazaar Purchase | Buy from the bazaar. | +50 |
| 5 | First Council Affair | Resolve a council affair. | +60 |
Uncharted Waters
Finding your footing: join an alliance, raise a fleet and garrison, then scout and settle a second island.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Alliance | Join or found an alliance. | +60 |
| 2 | A Word to the World | Say something in world chat. | +70 |
| 3 | First Reconnaissance | Send your first spy mission. | +90 |
| 4 | Collect Your Dues | Collect a reward from your Claims. | +95 |
| 5 | A Greater Hall | Raise your Main House one more floor. | +100 |
| 6 | A Harbour of Your Own | Build the Harbour. | +100 |
| 7 | First Warship | Build your first warship. | +110 |
| 8 | First Plunder | Bring home your first raid haul. | +130 |
Rising Tides
Deepening mastery: research, council discipline, seasoned building, a voice in world chat, and reconnaissance.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Research | Commission your first study. | +120 |
| 2 | Steady Hands | Settle five council affairs. | +140 |
| 3 | Seasoned Builder | Raise five buildings to level three. | +160 |
| 4 | Scout's Report | Complete five spy missions. | +200 |
War & Conquest
The long game: naval strength, victories, colonisation, and high-level construction.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | War Fleet | Commission ten warships. | +220 |
| 2 | First Blood | Win your first assault. | +250 |
| 3 | Raider | Win five assaults. | +300 |
| 4 | Conqueror | Settle an unclaimed island. | +350 |
| 5 | Crown of the Isle | Raise any building to level eight. | +400 |
The Sea Wolves
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Great Haul | Bring back a single raid on an unclaimed island worth five thousand or more in stores. | +2500 |
| 2 | Red Sails | Win a hundred raids that come home with plunder. | +5000 |
| 3 | The Long Haul | Plunder a quarter of a million stores in total. | +9000 |
| 4 | Beachcomber | Raid twenty-five different governors. | +15000 |
| 5 | Terror of the Isles | Plunder five million stores in total. | +30000 |
Wreckers' Charts
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Glint | Take your first treasure from a sparkling shore. | +2500 |
| 2 | A Chart of My Own | Find ten treasures. | +5000 |
| 3 | Salt and Silver | Find thirty treasures. | +9000 |
| 4 | The Cursed Chest | Survive three cursed chests with your ships intact. | +15000 |
| 5 | Keeper of Charts | Find one hundred treasures. | +30000 |
Plaguebreakers
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The Tide at the Door | Endure a Black Tide attack on your shore. | +2500 |
| 2 | Rotsalt Bearer | Turn back five Black Tide attacks with an active Rotsalt ward. | +5000 |
| 3 | First Cleansed Shore | Liberate your first Black Tide-held island. | +9000 |
| 4 | Tidebreaker | Liberate ten Black Tide-held islands. | +15000 |
| 5 | The Morning After | Liberate twenty-five Black Tide-held islands. | +30000 |
Days of Rule
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The First Morning | Return on a second day. The realm begins to recognise your hand. | +100 |
| 2 | Steady Hand | Rule for seven consecutive days. The council orders new ink. | +750 |
| 3 | Unbroken Fortnight | Rule for fourteen consecutive days. The harbour watch knows your boots by sound. | +2000 |
| 4 | Unbroken Rule | Rule for thirty consecutive days. Word travels. Other Governors ask after your method. | +6000 |
| 5 | The Enduring Council | Rule for sixty consecutive days. Quill claims this is unprecedented. Quill says this about most things. | +15000 |
| 6 | Eternal Steward | Rule for ninety consecutive days. The council has, by long convention, stopped voting on most matters and simply waits for your answer. | +30000 |
The Rupture
The four Risen of a Lumen Rupture, one seal each, for every Governor whose shot landed on it and not only the one who struck last.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The Kraken Down | Put Ember shot into the red thing until it stopped moving. Every Governor whose crates landed on it bears this mark, not only the one who struck last. | +2000 |
| 2 | The Leviathan Down | Broke the plated thing apart a mark at a time. Aegis shot is the only thing its armour gives way to, and you had some. | +2000 |
| 3 | The Devil Whale Down | Emptied Sun shot into the thing that was emptying your vaults. It took a great deal of both. | +2000 |
| 4 | The Akhlut Down | Caught the fast one. It had been beside four shores before yours and left nothing behind at any of them. | +2000 |
The Tide's Grudge
For the Governors who provoke the Black Tide on purpose: its grudge climbed, a wave sent home, and the top step held. Score only, and the Tidebane distinction for the set.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | Marked | Raise the Black Tide's grudge against you to 3 of 7. | +2500 |
| 2 | Hunted | With the grudge at 5 of 7 or more, beat off or turn back a Black Tide wave. | +5000 |
| 3 | The Tide's Enemy | Raise the Black Tide's grudge against you to 7 of 7. | +10000 |
| 4 | Unforgiven | Be found by the Black Tide with its grudge at 7 of 7 on three separate days. | +15000 |
What happens when a reward has no resources?score-only or marker-only
Some achievements pay score only, and gifted or wrap-up marks can pay nothing at all. The completion still matters for the set even when no resource bundle is granted.