100% Achievement Guide

Introduction

Greetings!

I've been playing Wildermyth for a while now, and I noticed that there aren't a whole lot of guides, and in particular, none that focus on achievements. I've decided to try and correct that! I wouldn't consider myself a total expert in hero builds or anything, but I did have the patience and expertise to 100% the game, so hey.

I play on a mixture of Adventurer and Tragic Hero, but your mileage may vary in terms of what provides you with a satisfying challenge. I knocked the difficulty down to Storyteller to chase a couple of achievements, as a couple of the transformation-specific ones can weaken your party a lot.

Playthroughs - A rough estimate of how many campaigns you’ll have to beat in pursuit of this achievement, if focusing specifically on getting it. This will mostly err on the side of caution, as several achievements do require RNG to go your way or are riskier to attempt with low-level heroes.

Difficulty - How hard the achievement is to get. This is a combination of time, effort, and challenge.

Campaign Achievements

These achievements are all about finishing the game’s various campaigns, or are obtained by accomplishing specific acts during those campaigns. This isn’t intended as a campaign or gameplay guide so I won’t go into exhaustive detail, but I’ll give some tips and recommendations.

Daybreak, No Time For Clawmonsters (Age Of Ulstryx Achievements)

Daybreak

Complete Age of Ulstryx campaign

Playthroughs: 1

Difficulty: Easy

Age of Ulstryx is the starter campaign and serves as a tutorial. It’s overall straightforward and doesn’t have too many curveballs. Have fun learning the ropes and the achievement will come. In the last chapter, you lose tiles over time, so clearing the whole map might not be worth it unless it’ll net you some hero levels.

No Time for Clawmonsters

Kill Calabyne in one turn

Playthroughs: 3

Difficulty: Medium

Calabyne is the Chapter Two boss for Age of Ulstryx and is one big and beefy crab, packing on a ton of health and armour. It’s not impossible to do this on a first playthrough, but it requires you to be lucky with your levelling and to score some stunts. It’s easier to have recruited two legacy heroes with useful talents along with your starting three. For loadout, prioritise armour shred (hurl axes, shieldshear, splinterblast in a pinch), bonus attacks (water enchantment, heroism), and magical burst damage.

Calabyne is right behind the door at the start of the level: remember that you have to spend a swift action to open the door, so don’t get caught out with the opener’s action economy. Increase the damage of your physical attacks by shredding armour first, and then go ham. You should get a sense of how much damage you’re able to output quickly, and from there, work out if you’re relying on stunts to chop the overgrown lobster down to size.

War Endured, War-Ender, Core Failure (The Enduring War Achievements)

War Endured

Complete The Enduring War Campaign

Playthroughs: 1

Difficulty: Easy

This will probably be your first five-chapter campaign, and so it’s likely to be the first time you experience your heroes retiring. Don’t worry, when retiring, heroes can supply experience to younger heroes and help them get a head start. You may want to consider benching your aged, soon-to-retire heroes in favour of giving experience to newer blood. The Enduring War isn’t too difficult, just remember that Morthagi get buffs if they’re adjacent to each other and don’t underestimate the damage output of Sommeliers. Butlers suck up fire and use it to hurt you, so be careful with your flames. Chapter Four’s finale will give you an opportunity to trade a hero to make a couple of future battles easier, but note that taking this opportunity will lock off War-Ender for that playthrough if you don’t intend to run the campaign multiple times.

War-Ender

Destroy the last of the Enduring

Playthroughs: 1 (2)

Difficulty: Easy

In Chapter Four of The Enduring War, choose not to take the opportunity you’re presented with. In Chapter Five, one of your heroes will then suggest an alternative way to end the war. Pursue that route, and you will get this achievement. Although there’s no achievement for it, if you don’t plan on replaying the campaign, I recommend making a second save where you do take the opportunity, as it provides some interesting dialogue.

Core Failure

Destroy the Morthagi Cores

Playthroughs: 1 (2)

Difficulty: Easy

Defeating the Morthagi at the end of Chapter Five of The Enduring War accomplishes this. I haven’t tested, but it should still be valid to do this in a save where you didn’t accept Chapter Four’s deal, since you do still have the option to fight the Morthagi rather than the alternative route.

Echoes Die, Turncoat (Monarchs Under The Mountain Achievements)

Echoes Die

Complete Monarchs Under The Mountain Campaign

Playthroughs: 3

Difficulty: Medium

Monarchs is a legacy campaign, meaning you’ll be prompted to select past heroes to start out with. Two level two legacy heroes is perfectly fine for this, though there’s nothing stopping you from using more levelled characters. Monarchs is a little tougher than the previous two, because the Deepists have a more versatile roster and the chapter finale missions are more challenging. Consider picking up Wisdom on a hero ahead of Chapter Three, as it requires a lot of map tasks and this will speed them up.

General advice:

Father Fungus hits hard with magic damage and can heal enemies, including himself. Murk Mother also has strong magical attacks and can use Pact of the Deep to cause enemies to spawn Horn Children on death (effect is cancelled by killing the MM). Both enemy types are worth focusing down.

Most Deepists can knock your heroes around with melee attacks, pay attention to positioning.

Steal Fire/Fireleash and Fire stunt are extremely effective against Horn Children as they lack warding and have low health.

Chapter Four - In the finale, defeating the (optional) boss will grant you his bow, Vost, a strong artefact weapon. It’s easy to get overwhelmed on this level if you don’t keep moving, so if you do want Vost, you need to make sure you can kill the boss and most of his entourage within the first two turns.

Chapter Five - In the finale, move carefully through the second room and eliminate the enemies on your flanks. Try a fighting advance, as stopping is dangerous. In the third room, you only have to reach the far door with one hero, and the whole party will be whisked to the boss. If you’re getting overrun or have a particularly speedy hero, making a break for it might be your best option.

Turncoat

Accept the Deepking’s offer

Playthroughs: 3

Difficulty: Medium

At the end of Monarchs Chapter Four, accept the offer; don’t worry, you will get the hero back at the end of Chapter Five. This makes Chapter Four’s final battle much more difficult, and you will probably struggle to beat the boss while also getting Turncoat. The trade off is an easier Chapter Five, and can be used to cheat that hero from retiring (though obviously you then don’t get to pass on experience/legacy points). For the aesthetically-minded amongst you, note that the traitor will end up shaven-headed and with facial tattoos, which may not be your thing.

Everfading, All My Birds, Safely Home (Eluna And The Moth Achievements)

Everfading

Complete Eluna and the Moth Campaign

Playthroughs: 5

Difficulty: Hard

Eluna is a unique campaign as most of its chapter intervals are short, meaning even though it’s five chapters, you’re likely to reach the end without any starting heroes retiring. It’s also the hardest campaign; Thrixl are the most difficult enemy type and it has some very tough story battles. Fortunately it is very generous with recruitment opportunities; I was able to recruit as many as six times from the map in one run, and that can ease time pressure in later chapters.

Chapter Two - To get all four rewards, you need 51 survivors. I have found that it’s necessary to beeline directly for the objective via any Thrixl tiles to make it in time, and then take the option in the chapter finale that results in additional survivors. Any kind of delay, even to recruit, resulted in me missing it. I think you can get away with recruiting if it’s on the way and you forgo securing a site, but the timing is very tight and can be rendered impossible if you get a bad map.

Chapter Five - The enemy AI behaves a little differently in the final mission, as the Thrixl will try to move past you to the goal. Once the boss appears, they’ll barely attack you in favour of rushing the tower. This allows you to be much more aggressive than normal in order to deal damage. The boss will steadily advance towards the tower in line with the damage it receives, and it’s a valid strategy to focus attacks onto it while ignoring all the regular enemies. However, if you do this, you’ll need to keep your heroes staggered in a line out from the tower entrance, or risk the boss advancing out of their range. You also must ensure that you’ve not allowed any Thrixl too near the tower, or they’ll slip in behind you. The boss is able to charm your heroes, so be very careful to remove that where possible; your own heroes can hit like trucks! When the boss enters the tower, your party will be pulled inside along with some enemies to finish off; enemies outside the tower will continue advancing, so don’t delay leaving once you kill the gatecrashers.

All My Birds, Safely Home

Acquire all five plot characters, and have them survive to the end (Eluna and the Moth)

Playthroughs: 5

Difficulty: Hard

All four of your starting heroes are plot characters. The fifth comes along at the start of Chapter Four; simply allow them to join to get them. The harder part of this achievement is keeping them all alive. As mentioned, Eluna is difficult and you want to use your starting four consistently; it’s not really feasible to bench them. Play carefully, ensuring you improve your heroes’ clothing and make use of Walling and cover, and consider reloading if one of them gets maimed on a level. The fifth character is also quite vulnerable, as they join at level 1 at a stage you will have many calamity cards making the Thrixl stronger. They’re worth developing for unique dialogue, but the simple option if you don’t want to babysit is to leave them at home.

Note: I am uncertain if a retired hero would count as surviving to the end. Avoid the A Mending Path opportunity (Shame hook) or using a legacy hero with a lowered retirement age. The full campaign lasts around 20 years.

In Soil, In Smoke, Wingknight's Prowess (All The Bones Of Summer Achievements)

In Soil, In Smoke

Complete All the Bones of Summer Campaign

Playthroughs: 3

Difficulty: Medium, Hard if you’re unlucky

Bones of Summer has the best antagonist writing in the game and some great story battles to go with it. Unfortunately, it also has awkward time progression, being a five chapter campaign where two of your starting characters are warriors and your legacy mystic is already 50 years old. I’ve played through a couple times and consistently had weirdness with exactly when my characters have retired. My first playthrough, my starting mystic was around at the end at 111 years old, long after his child retired. My main advice is to keep an eye on Hook quests and retirement age of your starting warriors and hunter; they’re unlikely to all reach the end pre-retirement, especially if you’re unfortunate and there are incompatible personalities amongst them or their quests don’t proc. Even if they do make it to Chapter Five, they’ll be in their eighties, with all the attendant challenges of very old aged characters. Choose your starting mystic carefully, they’ll be carrying the party early on. Your hunter’s kid should join in chapter three, and I suggest training them up immediately for the special dialogue if nothing else. Recruit other newbies when you get the chance, you will need the personnel for map tasks.

General advice:

Drauven have a lot of combat tricks, so try to familiarise yourself with what each unit in their roster is capable of. Universal (except the Terrorbird) is regeneration of 25% max HP per turn when damaged. Bones of Summer exclusive enemies Boneguard and Fangbows are upgraded versions of Stumps and Darts respectively.

Stormthroat bird doesn’t actually deal that much damage (unless upgraded through a calamity); it costs an action to remove, so consider if that’s worthwhile before instinctively shooing it away.

Haunts lose Spectrestep when attacking, so don’t waste an attack breaking Spectrestep if you’re not going to land a hit on them before they hit you (unless there’s nothing better to do).

Killing Terrorbirds causes debuffs among all nearby enemies. They’re squishy, boost enemies while alive, and can harm your party’s potency with Shriek, it’s worth taking them out quickly.

Chapter One - You do have time to secure most sites thoroughly (for items) without the Drauven escaping, but keep an eye on the clock, as you can’t afford delays. This chapter can be really hard if you pull the calamity of Stump bonus damage in your initial set, be extra cautious if you do get it. In the finale, you only have to enter the target area with one hero, and can then immediately fall back.

Chapter Three - The banners are objects on the left and right side of the map that you can destroy with attack scenery or the Raider talent. The boss will appear at the top edge once both are destroyed. Don’t split up, or you’ll get overwhelmed.

Chapter Four - Remember you cannot stunt on Cvawn. If you pile on immediately, it’s viable to defeat Cvawn in one turn, and you will immediately refresh action points on doing so.

Chapter Five - Cvawn will burn tiles every summer, resulting in them being destroyed if you don’t send heroes to extinguish the blazes within the next 80 or so days. It helps to have a firefighting team and a scouting team, but Chapter Five can seriously stretch the map depending on your layout and it may not be worthwhile to clear all tiles; you might lose more than you gain. The optional objective is nice, gives a good artefact weapon, and makes the final battle easier, but is inessential. For the finale, once again Cvawn cannot be stunted, but all attacks will poison him if you completed the optional objective. Pick Cvawn or Pyarc to focus down. In my opinion Cvawn is a better target due to his high damage and being easier to dogpile, whereas Pyarc has several flunkies to think about.

Wingknight's Prowess

Finish Chapter 3 intro mission without losing any units (All the Bones of Summer)

Playthroughs: 3

Difficulty: Medium

This mission puts you in control of a troop of Drauven against a Thrixl nest, which is a lot of fun. Firstly, I’m pretty sure that the battle is independent of any calamity cards and both sides are set in terms of power. Secondly, Drauven do not benefit from Walling like your own heroes, so don’t worry about maintaining adjacency. In order to avoid losing units, you need to focus the Thrixl down and ensure that you don’t allow opportunities to pile onto individual Drauv: don’t overextend. All of your units benefit from Drauven blood for a regeneration effect, but it’s finite and slow, so it’s more reliable for recovery than tanking. Three units have nets, which you can use to stall Thrixl movement if needed. In the first set of enemies, prioritise killing the Scorier and Bard (flying Pyarc onto the Bard’s island is a great option). A couple of enemies will approach from behind, but they’re not too big a threat. After eliminating the first group, you will find a pair of doors; group all your units together at one door before going through. Kill the Kinnestend quickly, you cannot afford to have it spawn too many enemies.

Units:

Vrsawl: Non-combatant

Abilities: Claw (1-2 damage swipe), Cower (if damaged, gains a large amount of dodge/block, once per combat), Sneer (moves away from attacker when hit, once per turn)

Strategy: Vrsawl is a scholar, not a fighter, and has the stats to reflect it. He has decent health and Cower, so if you’re careful, you can use him to shred a point of armour from the enemy to set up kills. Still best kept out of danger.

Dart: Squishy, poor accuracy/damage archer

Abilities: Bow, Prepared Shot (shoots at enemy entering a given area), Cower

Strategy: Hang back with the Dart and avoid putting it into harm’s way, as it has very little health and will die easily.

Boneguard: Beefy frontline combatant with mild broadswipes

Abilities: Sweeping Swings (attacks, deals 1 shred/2 damage within 2 range)

Strategy: Put the Boneguard up front and let it fight. It does a good amount of damage and is fairly survivable.

Stormthroat: Commander/utility, jack of all trades

Abilities: Strike, Throw Net (Hobble once per combat), Harass (Bird deals damage over time to target), Battleyell (A Stump, Dart, Boneguard, or Fangbow within five tiles gets a free attack)

Strategy: Harass is free damage, and Battleyell is worthwhile on the Boneguard/Fangbow, but the Stormthroat actually deals good damage with its own melee attack and Battleyell doesn’t seem to allow a ranged attack at the ally’s full range. Don’t be afraid to let the Stormthroat wade into melee.

Fangbow: Dart’s big brother

Abilities: Bow, Prepared Shot (shoots at enemy entering a given area)

Strategy: Fangbow is basically better than the Dart in every way. Use it aggressively to hit farther targets that need taking out, or as part of focusing down key enemies.

Pyarc: High damage, mobility and health centrepiece

Abilities: Strike, Flight (flies once per turn, with a chance of carrying an adjacent ally along with them), Guardian. Wingbeat (Knocks back and damages enemies at the start of every turn)

Strategy: I found most of my success using Pyarc as a battering ram and launching her at priority targets with her flight ability. She’s by far your most durable and damaging unit, and you should use her like it. She can situationally be a taxi to ferry your other units in and out, but don’t get your squishies into trouble by jumping too deep.

Haunt: Melee Rogue

Abilities: Quickblade (swift action melee attack), Throw Net, Specterstep (dodge next attack automatically, once every two turns)

Strategy: The Haunt deals a lot of damage and Specterstep is really strong, but it does drop away when the Haunt attacks. Quickblade also lets it attack and then duck away if needed. Use as a DPS.

Stump: Frontliner

Abilities: Strike, Throw Net

Strategy: High health, okayish damage. Plonk the Stump down at the front of your formation and let it hit stuff.

Worldwalker, A Story Of Heroes, Another Tale To Tell

Worldwalker

Complete all five story campaigns

Playthroughs: 5+

Difficulty: Hard

You’ll get this after finishing all the campaigns up above.

A Story of Heroes

Complete a Generic Campaign (Three or Five chapter)

Playthroughs: 1

Difficulty: Easy

Kind of hard to give specific advice on this one! Show respect towards chapter finale missions, some of them are quite tough, especially the Gorgon-specific one that involves your team stealing a wand.

Another Tale to Tell

Complete a Legacy Campaign (Three or Five chapter)

Playthroughs: 3-5

Difficulty: Medium

The main barrier to entry here is having a solid initial starter team of legacy heroes. Nothing’s saying they have to be promoted legacy heroes, but you’re increasing the difficulty if you don’t have a legacy roster to call upon. The first chapter can be a little tricky with only three characters, so watch out for that. Note that the starting calamities are a suggestion, not a hard rule; you can set them to 0 if you feel like it and it’ll give you an easier time.

A Lowly Crust Of Beef, Let Me Get My Chisel

A Lowly Crust of Beef

Complete a campaign on Walking Lunch difficulty

Playthroughs: 1, 10+ (highly variable)

Difficulty: Hard/Walking Lunch

So Walking Lunch is not my thing and I have minimal experience with it. My method was to brute force a legacy three chapter with three of my best (level 4-5) heroes, turning starting calamities down to 0. However, it’s super possible to beat WL with unpromoted heroes right out of the gate if you are a skilled player. Bear in mind that enemies hit very hard and your heroes are more vulnerable. More than ever in WL, you have to be very careful with your use of map time and waste as little as possible. New calamities come quickly and incursions build up faster, so you can’t meander. Otherwise, I don’t really have specific advice, you’ve just got to wade in and keep the load button handy.

Let Me Get My Chisel

Complete a Carved in Stone campaign

Playthroughs: 1

Difficulty: Medium

I don’t really care for Ironman, but for some people I imagine it’s an automatic inclusion. You activate it when first starting a campaign on the same screen as difficulty. Age of Ulstryx or a generic/legacy three chapter campaign are good choices for Carved in Stone, since it’s a shorter goal. Just play with a bit more caution and you should be okay, or turn the difficulty all the way down.

Overwhelming Monstrosity

Overwhelming Monstrosity

Receive 150 calamities in a campaign

Playthroughs: 10+

Difficulty: Hard

New calamity cards appear regularly during campaigns based on the passage of time and how many chapters you’ve completed. You can see when the next calamities will arrive on the map screen, the little yellow meter next to the red incursion meter. The challenge in this one lies in being able to build up a large number of calamity cards while still actually being able to handle the difficulty of the battles. You need a well-kitted or at least high-levelled party to survive against enemies that are so souped up by calamities. To give you an idea of how many calamities this actually is, even in a five chapter campaign on Tragic Hero you’re unlikely to hit 150 calamities unless you play incredibly slowly and cancel no cards whatsoever.

I accomplished this achievement by starting a legacy campaign with three level 5 legacy heroes and setting the starting calamities to 100 (the maximum). I took things relatively slowly and cancelled no cards, and even then, in the third and final chapter I found I was sitting at the final battle site just letting time advance so more calamities could appear (and the fights themselves were fairly difficult throughout).

In theory you could build on my experience and cheese the achievement by starting with a high number of calamities, and then clearing all but the final tile of your first chapter. You could then sit and clear any infestations while waiting for the calamities to stack up. The risk here is that each time the infestation appears, the incursion timer will advance, and so you’re gambling as you might end up with an unstoppable incursion that you can’t possibly defeat due to how early in the game it is. It’d also be extremely boring since fewer calamity cards appear in the first chapter, leaving you with a very long wait.

Transformation (Theme) Achievements

These achievements involve picking up a certain Transformation/theme and then accomplishing a specific feat with it. My advice for these is not to worry too hard about obtaining them at first, as the majority come about through random events and playing the game normally can net you several of the achievements. Some do require a bit more work or specific set up, though, so generally you’re going to need one playthrough to get the transformation, then another to get the limbs/accomplish the feat.

Transformations advance randomly, and can progress either after the end of a chapter, or when a transformed hero is maimed and loses a limb, though the latter doesn’t proc every time and risks permanent debuffs (I've heard but cannot confirm that low-level heroes lose limbs more often). If you’re fishing for a specific limb to transform, you can save before finishing the last fight of a chapter, then reload if you do not get the desired result.

Certain transformations, usually those that affect the same body part, prevent the hero from accessing other ones. In addition, transformation events will not appear if you already have a hero with that theme on the roster. For the best chance to get an event, play five chapter campaigns and scout everything. Your chances rise further if you include already-transformed legacy heroes in your team, since it cuts down on possible events.

With the achievements that require a total, e.g. Astrology requiring 20 kills using the theme, you can check your progress any time using the in game achievement menu. This is useful if you're not sure you're proccing the achievement in the right way.

Note: I am not 100% certain on event requirements such as personality values, as I’m basing them off the wiki and that may be outdated. I did only have to specifically hunt down one theme (Shadow), so the requirements aren’t that bad. Treat the requirements as guidelines. Sorry :(

A Temperamental Shrub

A Temperamental Shrub

Poison 50 enemies with Botanical Thorn Lash

Playthroughs: 3

Difficulty: Hard

Acquisition: The Strider event (requires four heroes, the eligible hero with Hothead or Snark at least 80, another with Loner 60+, the third Bookish, the final Leader). Investigate the Strider.

Required Limb: Left arm

Thorn Lash applies poison in a straight line and the range can be boosted with Sharpshooter and Long Reach. The poison won’t apply if the enemies die to Thorn Lash, so your main challenge is to balance not outright killing the enemies while dealing enough damage to still clear the stage. 50 enemies is quite a few to get through, too, so you’ll need to use Thorn Lash regularly to get this in good time. Consider investing in ranged accuracy, as the ability carries no bonuses to hit and can be inaccurate.

Astrology

Astrology

Kill 20 Enemies using Celestial Falling Stars

Playthroughs: 4

Difficulty: Hard

Acquisition: Star Dance event (requires three heroes, one, younger than 55 with a Poet, Romantic or Healer personality value of at least 60. The other two heroes must have some kind of a relationship with the first, and a decent Coward/Goofball score respectively). Dance with the spirits and succeed. Then, decode the book you receive. Finally, go to the location revealed by the book.

Required Limb: Both arms

A few layers of challenge here. Star Dance success is luck based, so if you miss it, you’re going to have to reload, and scouting events are determined when the task completes, not when it starts, i.e. you’ll have to wait for it to fire again rather than reloading until you pass the check. Next, requiring both arms is both severely limiting to the hero’s build and is an extra effort in terms of getting the right advancements. Finally, Falling Stars doesn’t deal amazing damage, even with a lot invested into bonus damage/potency increases; it’s best suited to weakening enemies to set up kills, and the achievement is to get last hits. Funnel kills towards your Celestial hero, and have them exploit other AOEs such as Fireleash, Through Shot, and Fire stunts.

Note: Do not mistake Falling Stars for the similar attack granted by the Starseed Staff artefact. That attack does not count for this achievement. Source, I tried this and was sad :(

Bears Are Scary

Bears Are Scary

Kill 2 enemies simultaneously with Bear Swipes

Playthroughs: 2

Difficulty: Easy

Acquisition: The Shape of Things to Come event (requires two heroes with friendship or romance and chapter at least 2). Defeat the bear.

Required Limb: Either arm

Bear Swipes hits two enemies adjacent to one another, so this is as simple as lining them up and knocking them down. Diagonals are not adjacent.

Fight Like A Bird

Fight Like A Bird

Blind 20 enemies with Crow Scratch or Crow Peck

Playthroughs: 2

Difficulty: Medium

Acquisition: Company of Crows event (requires two heroes with rivalry, friendship, or romance). Talk about dreams (gain crow wings), or spurn the character (gain crow head).

Required Limb: Head or either arm

This one is a little annoying, as you need to stunt to blind enemies, and it doesn’t count if you kill them with the attack. The arm/head also just aren’t very effective in combat, so the party will be weaker for focusing on that. The best way to get this is to stack stunt chance through items, a rival, and/or the Bard talent, and then use Scratch or Peck at every opportunity on enemies that will survive the crit.

Grillmaster

Grillmaster

Hit 5 enemies simultaneously with a Cone of Fire

Playthroughs: 2

Difficulty: Hard

Acquisition: Stories of Fire event (requires three heroes, the eligible hero with Healer, Hothead, Leader, Romantic or Poet score of at least 80, and chapter at least 2). Touch the fire.

Required Limb: Left arm (automatic)

Pain in the ass. Enemies will rarely line up in just the right cluster to hit five of them and even when they’re right on top of each other, they have to be in a very specific configuration for five to be within the cone. You’ll need either the Long Reach talent on your toasty hero, or the ability to move enemies around with talents like Backslam and Compulsion, or both (or whack them with a mace/warhammer). You can also try your luck intercepting a late game incursion, as those will often include many enemies packed together, but you still have to be lucky with enemy placement. Note you don’t have to kill the enemies, just hit them.

I'm Not Smiling

I'm Not Smiling

Terrify 10 enemies with Inscrutable Stare

Playthroughs: 2

Difficulty: Easy

Acquisition: To Humble Ends hook quest (requires a hero with the Integrity hook and another hero with some kind of relationship to them, bond level of 3+). Keep the dagger.

Required Limb: Head (automatic after first chapter interval from completing the quest)

The only real difficulty with this one is that you can’t control which order hook quests fire, nor for which hero, so To Humble Ends may not proc right away. However, the game does seem to favour To Humble Ends quite strongly. Once you take the dagger, the hero will transform into the appropriate theme over the next chapter interval, and Inscrutable Stare is gained as an action. Walk up to enemies and spam the Stare, and you’ll get the achievement very quickly. It has a high chance of success, but does not work on Morthagi, so don’t attempt this in a Morthagi game. I’m of the opinion that this transformation is pretty awful as it locks you into the dagger as a weapon and locks the hero out of any relationships, but it does convey a big potency boost.

See Storied Past for more information on how hook quests work.

Into Mulch

Into Mulch

Kill three targets in a single use of Witherbolt

Playthroughs: 2

Difficulty: Medium

Acquisition: Drifters event (requires four characters, a hero and their rival, a Leader personality, and an extra. One of the rival pair must have Coward, Bookish, or Loner at least 80, and both may also need to be eligible for the transformation). Allow the drifters to touch a hero.

Required Limb: Right arm

This is the easier version of Tempest, though I have found the event itself to be uncommon. Witherbolt base damage is fairly low, but it doubles with each jump between enemies. If you get this on a hero with decent potency and/or bonus damage, it starts to become extremely destructive and is one of the best AOEs in the game. Just make sure the first target has low health, and remember that the projectile doesn’t necessarily bounce in a straight line, it can jump to any target within range. This is important to bear in mind if you need the bolt to hit enemies in a specific order to pull off the three kills; you might need to move them with Compulsion/Backslam, or save and reload until you get the right outcome.

Lochias's Hunger

Lochias's Hunger

Kill an enemy of every monster group with Wolf Bite

Playthroughs: 2-4

Difficulty: Medium

Acquisition: The Wolf Price event (requires two heroes, the eligible hero with high Loner score, another with a high Coward score - I’m not certain of exact values, 60+ most likely). Accept the blessing.

Required Limb: Head (automatic)

Wolf Bite is a swift action attack with very variable damage that will become a staple of this hero’s arsenal if they’re a melee fighter. It’s more than enough to kill enemies outright in the early game, and can easily finish off the wounded otherwise. The problem is that only 4/5 enemy types appear in a given campaign, and you may not encounter all three of the non-primary enemies. As a result, if you’re unlucky, you might have to start a legacy game to specifically select whichever enemies you wound up missing.

Heart Of Stone

Some Say I’m Too Flashy

With Gem Theme, stunt on 100 attacks

Playthroughs: 3

Difficulty: Easy

Acquisition: Heart of Stone event (requires an eligible hero with Bookish, Coward, Goofball, Loner, Greedy, Poet, or Snark score of at least 80). Prise the gem loose.

Required Limb: Head (automatic)

Heart of Stone procs quite often in the early game and the initial transformation buffs stunt chance. Get this 2-3 times, subject to campaign length, and you’ll have 100 stunts in no time. If you really, really want to hard focus this, then stack stunt chance items, “Oh yeah? Watch this!” and the Bard talent.

Note: Heart of Stone was expanded in a recent patch and I haven't played since then, so there are likely some differences in the event now. Even still, I'm going to hazard a guess that the transformation still involves playing around with the gem.

Solid As The Hills

Solid as the Hills

With Child of the Hills Theme, take no damage from an enemy attack 20 times

Playthroughs: 3

Difficulty: Medium

Acquisition: The Offering event (requires at least two heroes, the eligible hero with Healer, Romantic, Poet, Leader, or Loner at least 80, and the other with Greedy 60+. A Leader personality is also required, but can possibly overlap with either of the others). Side with the hills.

Required Limb: None

The only difficulty here is that enemies might not target the correct hero and blocking damage is partially luck based. Two stone arms grants an action to temporarily increase armour, and both legs also increase the hero’s armour value. You’ll get this eventually even on a base Child of the Hills if you keep and import them, as the game counts any and all misses/blocks towards the achievement. If you want to grind this out, park your Child of the Hills in a chokepoint (preferably alongside cover), and a friend adjacent to them (for “Got Your Back!”). Armoured and shielded warriors versus non-magical enemies work best, especially with the Untouchable talent. I’m not sure if shred damage counts as no damage, so pay attention to that. (You can check if you're gaining progress within the in game achievements menu)

Symbiosis

Symbiosis

Recover 30 health with Harvest or Dread Harvest

Playthroughs: 3

Difficulty: Hard

Acquisition: The Inhabitant event (requires a hero with the Inhabited hook, which has not been resolved via the Bidding The Ghost Goodbye hook quest).

Required Limb: Either arm, both for Dread Harvest

This one takes a bit of luck to get; I didn’t see the event a single time in many hours of play and had to run two consecutive all-Inhabited campaigns for it to finally fire. Harvest is a melee attack that allows the hero to regain health on a kill, and it only counts towards the achievement if they actually recover health, so you have to wait for the hero to be hit first. Then, it’s just a case of farming up the killing blows. Best done by parking the hero in a doorway so that enemies can only hit them, and then killing them one by one. Otherwise just keep an eye out for kill opportunities and perhaps leave the hero slightly more exposed than normal so they get injured.

If you’re having trouble getting the Inhabited hook, you can customise starting heroes in new campaigns to have it available. You can also listen to the voices in the Whispered Secrets event or refuse to heed The Witchstone.

Just to emphasise, do NOT complete Bidding The Ghost Goodbye on your Inhabited character, or it will no longer be possible to get The Inhabitant to fire. I don't think the hook quest starting will prevent the event by itself, but if you want to make extra sure, have your Inhabited hero(es) be incompatible personalities with their allies to slow bond growth.

Tempest

Tempest

Kill three targets in a single use of Chain Lightning

Playthroughs: 2

Difficulty: Medium

Acquisition: Distant Thunder event (requires a hero along with a rival and friend. One character’s highest personality value must be Healer, Leader, or Hothead, another, Greedy, Snark, or Loner). Win the battle with the NPC surviving. The same site should now have a purple map icon. Complete that task with your desired hero, then accept the transformation.

Required Limb: Both arms - you can select an arm as the initial site of the transformation.

Chain Lightning is a fiddly skill, as the damage halves with each jump, and the targets need to be close together. You may need to build the Stormtouched hero with bonus damage and potency items to pump up the damage output, since it’s pretty underwhelming otherwise. The easiest enemies to kill in clusters are Deepist Horn Children, with their low health, poor warding, and tendency to group together, but it’s perfectly viable to soften up a group of enemies and let your Chain Lightning hero finish them off.

Thwack!

Thwack!

Use Tree Bash to knock back enemies 50 tiles

Playthroughs: 2

Difficulty: Medium

Acquisition: Splinter event (requires three heroes, the eligible hero is best as a Loner, another hero with high Healer, Leader, Bookish, Goofball, or Romantic, and the third hero ideally rival to the first). Leave the splinter alone.

Required Limb: Either arm

With a transformed arm, you gain the Tree Bash action, which lets you bonk enemies around. The distance is supposed to increase with the number of tree limbs, but I didn’t observe much difference and tree legs slow you down, so approach with caution. Best done with a melee hero who would be whacking enemies up close and personal already; I found it nerfed my Hunter significantly. You don’t have to actually move the enemy for it to count, so hitting enemies against walls or terrain will progress the achievement and it also doesn’t matter if the hit kills them, since the knock back takes place first.

We Call That Mortificient!

We Call That Mortificient!

Kill an enemy with Mortificial Hammer and Wrist Bolt in the same turn

Playthroughs: 3+

Difficulty: Hard

Acquisition: Troygan the Enchanger event (requires a hero with a prosthetic arm or leg and a Bookish score of at least 60. Enemy occupying the tile must be Morthagi - does not need to be the primary enemy of the campaign). Agree to the experiments.

Required Limb: Both arms

Bear in mind that any other transformation will overwrite a hero’s prosthetic limbs, so they first need to be maimed and then transformation events avoided until you get Troygan the Enchanger. Wrist Bolt is an action, while Mortificial Hammer is a turn-ending action, so you need to use Bolt before Hammer, and need to be adjacent to your Hammer target when using Bolt. I found the damage of both abilities to be underwhelming and swingy, especially as I was midway through a campaign before I had the requisite limbs transformed. Essentially, you need to soften up two targets for your Mortifical hero, put them alongside one of the enemies, and then hope the RNG goes your way on their next turn. The Heroism talent might help to make this a little less exacting on your action points.

This transformation does still progress over chapter intervals like other themes, so you do not have to start out with a hero that already had both arms maimed.

Completing The Look, Thematic Divergence

Completing the Look

Get the head and all four limbs for a transformation

Playthroughs: 2

Difficulty: Easy

Once a hero gains a theme, this is just a matter of advancing it every single opportunity you get during the chapter intervals. You can also try your luck with maiming a hero, since if they lose a limb, it will be replaced with the transformed version, and an already-maimed hero who gets a new transformation will have their lost limbs change too. Just remember maiming doesn’t guarantee they lose a limb.

Thematic Divergence

Gain limbs from two different themes on a single hero

Playthroughs: 2

Difficulty: Medium

This can require a little bit of manipulation to ensure a hero is eligible for two different transformations that also don’t contradict each other. However, this tends to be one of those achievements that just crops up by playing the game normally. The easiest way to get two different themes is to combine Stormtouched with an existing transformation, since Stormtouched conflicts with almost nothing, allows you to select which hero to target, and lets you pick an arm or leg to change. Flamesoul is the next best option because it automatically changes an arm.

We Emerge Changed

We Emerge Changed

Get transformed limbs from 10 different themes

Playthroughs: 5+ (highly variable)

Difficulty: Medium

I believe the game defines limbs as arms and legs, so a handful of transformations are disqualified as they only grant wings/tail/tattoos. How long this takes depends a lot on luck, both in terms of getting the events and then in having the limbs transform. Call me boring, but I find many limbs not to be worth the tradeoffs and either refuse the events or refuse the transformation opportunities. If the changes suit your playstyle, have at it, but you can always sweep specific themes up later on rather than saving changes that mess up your builds. You’ll also naturally obtain this achievement if you start going for each transformation feat; I’ll list the themes against their attendant achievement.

Themes:

Beartouched (Bears Are Scary)

Botanical (A Temperamental Shrub)

Celestial (Astrology)

Child of the Hills (Solid as the Hills)

Crowtouched (Fight Like a Bird)

Crystalline (Some Say I'm Too Flashy)

Elmsoul (Thwack!)

Flamesoul (Grillmaster)

Mortificial Enhancements (They Call That Mortificient!)

Shadow (Symbiosis)

Stormtouched (Tempest)

Sylvan (Into Mulch)

Lochias’s Hunger (Wolftouched)

There are two I’m not completely sure about, because they act slightly differently from the others:

Petrified (No achievement - obtained when a hero is maimed by a True Gorgon)

Skeletal (I’m Not Smiling)

Gameplay Achievements

These achievements are acquired by various actions during play or are specific challenges. Many of them are easily obtained just by playing, but some of them take a bit more setup.

Chain Reaction

Chain Reaction

Use three reaction strikes (guardian/sentinel) in a single turn

Playthroughs: 1-2

Difficulty: Easy

The Vigilance+ warrior talent is almost mandatory to obtain this achievement due to the required number of reaction strikes, which is the only reason this might take multiple playthroughs. Using Vigilance+, preferably with a spear/greatspear, plonk your hero down in the middle of a bunch of enemies, set Guardian and watch them go. This is easier with Sentinel and extra easy with Long Reach, as both extend the warrior’s coverage. I believe two warriors, one with Vigilance, or even three separate warriors could also pull this off, but the positioning is more fiddly; enemies tend to dance around the edges of the reaction strike zone unless they’re quite close to you already.

Cutthroat Competitors, How Romantic!, The Power Of Friendship (Bond Achievements)

Cutthroat Competitors

Trigger Rival ability "Oh yeah? Watch this!" 5 times in a single fight

Playthroughs: 1

Difficulty: Easy

“Oh yeah? Watch this!” grants a big boost to a hero’s stunt chance when their rival lands a stunt, though it doesn’t chain. If you consistently use a rival pair together and try to use up the “Oh yeah? Watch this!” proc every time it appears, you will get the achievement easily. Stack the deck with stunt chance items/gear for an even easier time.

How Romantic!

Kill 10 enemies with an attack that uses Lover's Vengeance

Playthroughs: 1

Difficulty: Easy

Lover’s Vengeance is a bonus to damage for a hero attacking an enemy that previously attacked their romantic interest. The damage scales with the bond level, so deeper romance is more vengeance damage. You’ll probably get this without even thinking about it, but if you’re having trouble, just keep track of when enemies hit a hero that has a lover, and target select on that basis.

The Power of Friendship

Have friendship ability "Got your back!" occur 20 times

Playthroughs: 3

Difficulty: Hard

This is surprisingly hard. “Got your back!” has a chance to go off when friends are adjacent (not necessarily Walling) with each other, but the chance isn’t that high even at bond level 4-5, which also requires the heroes to have good compatibility to reach. Make sure your friend heroes Wall as much as possible and consider forbidding random romances to prevent yourself losing “Got your back!”. Much like the other defensive achievements, you can grind this by parking two friends in a doorway and only allowing one weak enemy to attack, and you could combine it with Solid As The Hills to get two for the price of one. That said, it’d be a lot more tedious than just playing with cautious adjacency for a couple campaigns.

Gotta Ca... Must Collect All Of Them

Gotta Ca... Must Collect All of Them

Catch All 4 elemental spirit types

Playthroughs: 1

Difficulty: Easy

Spirits show up about every three missions, sticking around for 4 turns while moving away from enemies and heroes. They cannot move through occupied tiles, but will go around (and jump through closed doors), and only tend to stop if they run themselves into a corner. They are caught by moving a hero adjacent to them. Note that the hero’s movement stops in the first tile that they are adjacent to the spirit, so don’t leave yourself exposed. The level continues if you kill all enemies while a spirit is still on the map, so if you’re struggling to catch it without putting yourself in danger, you can wipe out the bad guys first, though the same time limit applies. You can hit spirits with AOE attacks that target tiles; watch your aim!

Legends Never Die

Legends Never Die

Promote a Legacy Hero to the rank of Mythwalker

Playthroughs: 4

Difficulty: Medium

Mythwalker is legacy level 5, so you need to promote a hero in your legacy four times. If you do repeated legacy campaigns, you can keep selecting your chosen hero, or otherwise you can just wait for them to show up in town within your other playthroughs. Remember that the hero has to advance in level and still be alive (retiring is fine) at the end of the campaign to be eligible for promotion, so at level 3-4 you’ll find you’ll need 2+ chapters of experience to get the next level. The three classes level at different speeds too: Warrior > Hunter > Mystic. Resolving a hook quest does also grant a level, but they’ll need to build a pretty high relationship with another hero for that. If you intend to play the game a lot, consider being selective about when you promote, since you’re essentially ‘overwriting’ the previous loadout of the hero; you don’t want a Mythwalker whose abilities suck or lost a crucial limb to their build.

Me And My Familiar, A Mythic Menagerie (Pet Achievements)

Me and My Familiar

Get a pet

Playthroughs: 1

Difficulty: Easy

Pet events come along pretty often, see below for the full list.

A Mythic Menagerie

Get 5 different pets across all campaigns

Playthroughs: 3+

Difficulty: Medium

There are seven pets in the game, and they’re mostly pretty easy to get. I always seem to wind up with more Critters, Chickens and Pinecones than I know what to do with. A hero cannot have more than one pet (except the Drauven bird, as it occupies a different slot to the rest). As with the Transformations section, the exact requirements might be a little off here.

Critter: Sneakthief event, requires two heroes with any relationship and no pet, one must be at least level two, with Greedy, Snark, Leader, Hothead, or Loner at least 80. Adopt the Critter after the battle.

Drauven Bird: One Small Life post-battle event, must have fought Drauven including a Stormthroat. Requires three heroes, a Healer 60+, a Leader/Hothead and a Snark/Hothead. Let the hero tend to the bird.

Duck: The Heirloom Spring event, requires a swamp tile and two heroes with any relationship, the eligible hero must have a Romantic personality. Wash in the spring.

Fire Chicken: Fire Eagles event, requires four heroes, the eligible hero with Snark, Greedy, or Goofball at least 60. The other heroes must include Bookish, Leader, and Romantic personalities. Agree to help the traveler, and then adopt the chicken.

Golden Rabbit: Avenger event, requires two heroes, the eligible hero must be a warrior with Bookish, Romantic, or Poet at least 60, the other hero Greedy. Must be Chapter 2-4. Guard the sword. (Having previously completed this event and picked up the sword does NOT prevent it from firing again in a new campaign, so it's possible to have the sword and rabbit both).

Pinecone: Silver and Shadows event, requires two heroes with any relationship, a Poet and a Snark. Must be Chapter 1-3, and you cannot have yet had the Answer to Austerity event on this campaign. Pursue the trail quickly.

Rat: Curiosity and Cats event, requires two rivals, one of which must be a Goofball. Fight the cat (success does not matter).

Passing Shadow

Passing Shadow

Have a hero end 5 consecutive turns in grayplane

Playthroughs: 1

Difficulty: Easy

All hunters start with Silkstep, an action which puts them into grayplane (stealth). Getting the achievement is as simple as using that action and then hitting end turn until it pops. Best done on a map which starts outside a closed door, as this will delay or prevent enemy attention.

Alternatively, you can take the Rogue talent on a hunter, which puts them into grayplane each time they get a kill, and set them up to get the final blow on a series of enemies, which is slightly more fun, but obviously susceptible to bad RNG.

Plague Doctor

Plague Doctor

Kill three enemies with poison in a single turn

Playthroughs: 3-5

Difficulty: Hard

Poison in an effect that ticks on the start of the enemy turn, applying 1 damage per stack of poison, bypassing all resistances. There are a few sources of poison damage in the game, from best to worst (in context of this achievement):

Quellingmoss hunter talent. Adds poison to the hunter’s physical attacks (but not traps). Grants an action to throw a poisonous flask, applying poison in an area. Easy-ish to get, and the option to throw two flasks in a turn for AOE poison is unbeatable.

Poison offhand item. Adds poison as a free action, applying on the hero’s next physical attack, twice per combat. Very accessible, since it can be crafted cheaply, but imprecise damage.

Thorn Lash (Botanical theme, left arm). Ranged attack, applying poison in a line. Good ability, but difficult to obtain and fiddly to AOE.

Humanist mystic talent. Enemies stepping onto a tile adjacent to an interfused Mechanism receive poison 2. Too situational and relies on enemy movements.

Wyvern spear artefact weapon. Applies poison on attack. Pure luck if you can find it.Pick your enemy type carefully when going for this achievement. Gorgons > Deepists > Morthagi > Thrixl >>> Drauven.

My approach was a fresh Storyteller Legacy campaign with three Quellingmoss hunters vs. Gorgons. I rushed the ranged attackers to encourage the enemy to bunch up while applying poison stacks to three enemies with one physical attack apiece. I then spammed poison flasks until all had as many poison stacks as remaining health, and let the poison do its work. This is doable mid-campaign, but it’s extra fiddly to line up the numbers correctly if you’re relying on the Poison item and your enemies have higher health. A Quellingmoss+ hunter with potency increased (flask poison scales on potency) makes this much easier.

Pyrrhic Victory

Pyrrhic Victory

Win a battle after losing three heroes to either maiming or death

Playthroughs: 1

Difficulty: Easy

You can cheese this by reducing the enemy side to a single unit, and then simply letting it beat up your heroes one by one, before finishing it off after it has maimed/killed three of them. You might find you get this naturally attempting some of the more challenging levels.

Storied Past

Storied Past

Resolve all three hook quests with a hero

Playthroughs: 5

Difficulty: Hard

Hook quests, AKA opportunities, have a few underlying mechanics. Firstly, you need two heroes with a bond level of at least 3. This can be any type, it doesn’t matter if they’re friends, rivals, or lovers. Then, the opportunity has a chance of firing; time will stop advancing and a star will appear on the hero’s portrait, and you can then pursue the quest by following the event. Only two hook quests can happen per chapter, and time needs to pass between procs, at least 65 days. Once a hero has resolved a hook, their next hook requires a higher bond level, i.e. 4+ for the second and 5 for the third. This carries over between campaigns, so a legacy hero who has resolved one hook will retain the 4+ bond requirement. You’ll likely need to promote heroes once they achieve their hooks so you can ‘save’ your progress and move towards getting the next ones completed in new campaigns. Unfortunately, there is no way of controlling which heroes actually have the opportunity fire, so you’ll either need to get lucky, pursue the third hook with multiple heroes, or manipulate bond levels.

Bonds increase when heroes fight together, complete assignments together, and spend time in the same locations/travelling. Basically, keep heroes in a party and their bonds will slowly go up. However, heroes also have compatibility with each other based on their personalities and Charisma scores: more compatible heroes build their relationships faster. This is important, because incompatible heroes can complete every mission together for three chapters straight and only hit bond level 2. In order to hit a bond of 5 before retirement, the heroes need to have good (not perfect, but good) compatibility and quest together constantly. Note that for a hero to count as a given personality for compatibility, the trait only has to be 50, it isn’t just drawn from the top two traits which give the hero their little descriptor e.g. The Bookish Leader.

There’s a good diagram on the Wildermyth wiki to illustrate personality compatibility, but I will also summarise it below: https://wildermyth.com/wiki/index.php?title=Relationship

Bookish: Likes Snark, Healer, Dislikes Goofball, Greedy

Healer: Likes Bookish, Coward, Dislikes Hothead, Romantic

Coward: Likes Healer, Leader, Dislikes Loner, Hothead

Leader: Likes Coward, Hothead, Dislikes Snark, Loner

Hothead: Likes Leader, Romantic, Dislikes Healer, Coward

Romantic: Likes Hothead, Loner, Dislikes Healer, Greedy

Loner: Likes Romantic, Poet, Dislikes Coward, Leader

Poet: Likes Loner, Greedy, Dislikes Goofball, Snark

Greedy: Likes Poet, Goofball, Dislikes Bookish, Romantic

Goofball: Likes Greedy, Snark, Dislikes Bookish, Poet

Snark: Likes Goofball, Bookish, Dislikes Leader, Poet

I am not sure if compatibility is inverted for rivalry, but I have not seen anything to indicate this is the case.

The Cost Of Heroism

The Cost of Heroism

Have a hero withdraw after being maimed

Playthroughs: 1

Difficulty: Easy

At some point a hero is going to run out of health. Pick to withdraw in the Mortal Choice and huzzah, enjoy your achievement.

This Too Shall Pass

This Too Shall Pass

Be defeated in a battle

Playthroughs: 1

Difficulty: Easy

Just get all your heroes’ health reduced to zero and you’ll lose. You can always reload or undo. Interestingly, retreating from an ambush map also counts for this.

Kill 1,000 Enemies Achievements (Back Into The Sea, Bonebreakers, Empty The Caves, No More Nightmares, Drauvenslayers)

Back into the Sea, Bonebreakers, Empty the Caves, No More Nightmares, Drauvenslayers

Kill 1000 Gorgons, Morthagi, Deepists, Thrixl, Drauven (Across all campaigns)

Playthroughs: A lot. Over 15

Difficulty: Hard

I’ve grouped these five achievements together, since there’s one ‘kill 1000’ for each enemy type. There really aren’t any tricks to these unless you want to sit around farming enemies on levels where they constantly spawn in (and enemies created by foes such as the Butler and Kinnestend do not seem to count either). You can pick your primary enemy on generic and legacy campaigns, so if you’ve started knocking these off, you can select which to concentrate on next. I suggest not starting off on that too early, since 4/5 enemy types will appear in a given campaign and you might waste effort on something you’d have progressed towards naturally. Overall, you’ve just got to play the game a bunch and do a lot of playthroughs to get this one.

Who's Counting?, Peacemaker (Individual Hero Kills)

Who's Counting?

Kill 100 monsters with a hero

Playthroughs: 2-3

Difficulty: Easy

You probably won’t get this in a single playthrough, but if you use a hero from the beginning of a campaign it’s pretty plausible that they’ll get 50+ kills. Import them to another campaign and they’ll have 100 soon enough. It’s not really worth worrying about hitting 100, as you’ll inevitably get it as soon as you use legacy heroes a couple of times provided their build isn’t utility only.

Peacemaker

Kill 1000 monsters with a hero

Playthroughs: 10-15

Difficulty: Hard

This is hard simply because it takes a long time. You can probably get this in under 10 runs if you’re pushing it, but it’d require funnelling every last kill into your chosen hero, which is a really joyless way to play, especially if RNGesus is not on your side. My Peacemaker had 13 campaigns by the time she picked up 1000 kills, of which two she had only cameoed. My advice is that, over time, you will get a few legacy heroes that you’re particularly fond of: focus on bringing the one with the highest kill count into legacy campaigns or recruitment opportunities, and let the kills add up over time while you’re pursuing other goals. You can check a hero’s kill count at the bottom of their history page.

A couple of builds that excel at scoring kills. Anything that gives the hero more actions, like Water enchantments, the Heroism talent, and swift action attacks (such as wolf head), will also net additional kills:

Vigilance/Sentinel/Long Reach Warriors

Long Reach/Broadswipes Warriors

Thornfang/Rogue Hunters

Through Shot/Piercing Shots Hunters

Vigorflow/Openmind Mystics

Note: Respawning enemies or enemies spawned by other enemies seem to count inconsistently for kill numbers, so if you want to try and farm kills on a Seacaller, Wardrobe, or Kinnestend, make sure you check if the hero’s kill count is actually rising.

Damage over time also does not seem to count, so setting an enemy on fire or poisoning them, and then the enemy dying to the tick, will not increase kill count.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2654554529					

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