Achievements¶
A long-tail goal system: every account-wide milestone in Lyonspyre — from your first crafted item to maxing every skill — is tracked as an Achievement, awards a stash of Achievement Points (AP), and adds your name to a global "first three to do it" honour roll.
How to use it¶
| Command | What it does |
|---|---|
[achievements / [ach |
Open the panel + push a fresh snapshot. |
[achievements refresh |
Re-pull the snapshot without closing the panel. |
You can also open it from inside the Profile panel — click your paperdoll, scroll to QUICK ACCESS at the bottom of the PROFILE tab, then click the ACHIEVEMENTS chip.
There is no claim button. The instant your criteria are satisfied, the system credits you, banks the AP, drops a system message, and your name lands on the honour roll if there's a slot open. Already-earned achievements are immune to re-credit — the same kill, the same craft swing, the same skill tick can fire ten times and you'll be credited at most once.
What's on the panel¶
Top bar¶
- ◆ AP balance — your current Achievement Point total. Spent AP is tracked separately on the server; the number you see is "available to spend."
- CLOSE — hides the panel. Right-click anywhere on the panel does the same.
Tabs¶
- BROWSE — the whole catalogue, grouped by category, sorted with earned cards visually emphasised.
- TIMELINE — a horizontal visual timeline of your career: dots on a date axis for every achievement earned (colour-coded by AP tier), with a cumulative-AP curve climbing in steps beneath. Hover any dot for the achievement name + date + AP, click to jump to that card in BROWSE. Dense clusters collapse into a
+Nbadge that expands a stack on click. A small TIMELINE / LIST toggle at the top of the tab keeps the original chronological-log layout available too.
Browse — toolbar¶
- Search — filters by name and description as you type (case-insensitive, debounced ~250 ms so it stays smooth even with 200+ achievements).
- Category chips —
ALLplus one chip per category. Each chip showsEARNED / TOTALfor that category. Click to filter the list.
Browse — cards¶
Each achievement card shows:
- Name + (optional) tier tag.
- AP reward badge in the top-right.
- Status —
EARNEDwith a check + completion date,LOCKED, orHIDDEN(for unrevealed achievements). - Description — what you have to do.
- Progress bar — when the achievement has a numeric criterion (e.g. "22 / 49 skills capped, 44%"), the card shows current / total and a gold fill bar.
- First 3 — a small footer strip listing the up-to-three players to first earn the achievement, with the date each of them did it. If you are one of the first three, your name is highlighted in gold.
Hidden achievements you haven't earned show as ??? cards with a dashed border — once you earn them, the card unmasks and joins the regular list.
Achievement Points (AP)¶
AP is a server-side currency only — there is no item that represents AP, no gold value, no inventory slot. The balance lives on your character and survives every save. AP is purely additive at launch: nothing currently spends them. A spending pipeline (cosmetic dyes, vanity titles, cosmetic talent-tree backplates, etc.) is on the roadmap but the design is intentionally open-ended for now — earn the points first; we'll figure out what to buy with them once we have enough of you stockpiling them.
First-3 honour roll¶
Each achievement remembers the first three characters ever to complete it. The roll captures your name at the moment of completion — renames after the fact don't rewrite history, so the roll always reflects who you were when you did the thing. The roll is global (every shard player sees the same three names) and a slot, once filled, is never displaced.
If you're the first three to complete a high-tier achievement, expect a louder system message and a brag-worthy panel row.
Categories at launch¶
- Skills — milestones for raising every skill to 125, 150, etc., "first GM" and "seven-times GM" markers, plus a per-skill ladder for every skill whose cap can climb above 100. Each of the 22 trainable-past-100 skills awards five tiers — Skilled (110, 25 AP), Adept (120, 50 AP), Expert (130, 100 AP), Master (140, 200 AP), Grandmaster (150, 400 AP). 110 entries total, 775 AP per skill if you push it all the way to the hard cap.
- Gold — lifetime gold farmed from creature kills + a five-tier set specifically tied to The Pit: Tourist (1M) → Adventurer (2M) → Veteran (3M) → Champion (4M) → Legend (5M).
- Crafting — first craft, hundred crafts, a thousand crafts; per-skill milestones for the major craft skills.
- Harvesting — log / ore / fish tiers at 1k / 10k / 100k each, plus a "gather 50k of anything" capstone.
- Combat — monster-killed tiers from 100 up to 100,000, plus a separate three-tier track for player kills.
- Exploration — flags for entering The Pit and stepping aboard a ship at sea.
- Talents — earn N dungeon talent points across all dungeons; max out every talent in a single archetype.
- Misc — catch-all for cross-cutting milestones that don't fit a single category.
The exact list (and AP totals) lives in-game — open the panel and browse it.
Anti-exploit notes¶
- AP can never decrease (no item drop / death / save-wipe path takes points away from you).
- The achievement system has no client-callable verb that awards anything — every credit flows through server-side event hooks (kills, skill changes, harvest swings, craft completions, etc.).
- Gold-farmed counters only credit real mob corpse gold from creatures inside the named dungeon — dropping and re-picking-up gold doesn't budge any counter.
- Player-kill counters skip self-kills (reflect, environment, suicide-by-lava) and pet kills (a tame nightmare wandering onto a player doesn't count as a duel).
- Achievement state survives world saves and reloads. If the registry is ever pruned, ghost rows in your CompletedAt are preserved — your historical credit is never silently stripped.
Tips¶
- Use the search bar to find by description, not just name (e.g. searching
dragonsurfaces every dragon-related achievement across categories). - The TIMELINE tab is great for showing off — the visual axis turns a year of grinding into a single picture worth pointing at during boasts.