Achievements
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Achievements
An achievement is one of 40 fixed claims — 8 trees, 5 tiers each — that mint Glory into a team's scoreboard the instant its gate condition is satisfied, on top of and separate from per-kill deed pricing. Every tree is keyed to a kit, a role, or a team behaviour, and every tier from I to V both prices higher and gates harder than the one before it. Claiming a tier never touches heat and only ever multiplies for a first claim at tier V — tiers I through IV never carry a first-claim bonus.
No tree has a shipped display name. The 8 trees are fixed in a stable
order, and each is identified only by the 5 real per-tier names inside it —
the per-tier name array is the only achievement name table that exists as
a runtime string. Each tier also ships a one-sentence tooltip description,
read by the client as a native title= attribute on the achievement panel
and the two team dropdowns — given verbatim, per tier, in its own Shipped
tooltip column below. If you need a tree-level display name for UI, there is
currently no shipped one to reach for.
Stats
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Trees | 8 | — | Ordinal-fixed enum |
| Tiers per tree | 5 | — | I through V |
| Total claims | 40 | — | 8 × 5 |
Tier pricing
The active battle-royale configuration uses factors: Tier I and II ×1, Tier III ×2, Tier IV ×2.5, and Tier V ×3 (×3.46 for the first claim). A Tier V claim can also earn a completion factor based on the other tiers of that tree claimed by the same team. See glory-season-2 for the complete scoring formula and configuration gates. Achievements do not add heat.
The 8 trees
The Unlock column below describes the gate condition each tier actually checks in the simulation, in this page's own words. The Shipped tooltip column beside it is the different thing: the verbatim client-facing sentence, transcribed exactly as it ships.
Gun
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "First Tag" | A gun kill | "Get a kill with your gun." |
| II | "Marksman" | 3 gun kills in one game | "Get 3 gun kills in one game." |
| III | "Bounty" | Killed an enemy at or above ranks's Ace rank | "Take down an enemy who has leveled up to Ace rank or higher." |
| IV | "Sharpshooter" | A cog reaches max rank in one life | "Reach max rank in one life." |
| V | "Longshot" | A kill past the deeds longshot range | "Land a kill from way out past the longshot range." |
Spray can
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "First Coat" | A spray kill | "Get a kill with the spray can." |
| II | "Full Coverage" | 2 spray kills in one game | "Get 2 spray kills in one game." |
| III | "Repainted" | 2 spray kills on one spray-can pickup | "Get 2 spray kills with the same can." |
| IV | "The Muralist" | 3 spray kills on a single pickup | "Get 3 spray kills with the same can." |
| V | "Double Splash" | One cone activation kills 2+ enemies | "Hit 2 or more enemies with one spray blast." |
Grenade
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "Delivery" | A paint-bomb kill | "Get a kill with a grenade." |
| II | "Splatterbomb" | 2 grenade kills in one game | "Get 2 grenade kills in one game." |
| III | "Blast Radius" | A blast catching 2+ enemies | "Catch 2 or more enemies in one grenade blast." |
| IV | "Double Blast" | Two separate multi-kill blasts in one game | "Catch 2 or more enemies in a blast, twice in one game." |
| V | "The Bombardier" | 3 grenade kills in one game | "Get 3 grenade kills in one game." |
Shield / teamwork
Teamwork achievements reward interactions with allies.
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "Cover Fire" | Land an assist — your damage plus a teammate's finishing kill, within the assist window | "Damage an enemy that a teammate finishes off soon after." |
| II | "Escort Duty" | Land a kill while a teammate carries the enemy heart | "Get a kill while a teammate is running the enemy's heart." |
| III | "The Save" | Kill a cog that recently put a teammate at or near med-kit's clutch HP | "Take down an enemy who just hurt one of your teammates badly." |
| IV | "Second Wind" | Get rescued, then land a kill within the follow-up window | "Get rescued by a teammate, then land a kill of your own soon after." |
| V | "Squad Volley" | Team-wide. 3+ distinct teammates each land a kill inside one window of each other | "Have 3 or more different teammates each land a kill in one quick burst." |
Med-kit / supply drop
Supply-drop achievements reward provisioning the team.
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "First Delivery" | A teammate consumes YOUR supply drop for the first time | "Have a teammate pick up kit from your team's supply drop." |
| II | "Clutch Delivery" | A teammate consumed your drop at or near med-kit's clutch HP | "Have a teammate grab your supply drop while they're badly hurt." |
| III | "Regular Route" | 3 shared drops in one episode | "Share 3 supply drops with your team in one game." |
| IV | "Emergency Route" | 2 clutch saves in one episode | "Save a badly hurt teammate with your supply drop, twice in one game." |
| V | "Supply Chain" | 6 shared drops in one episode | "Share 6 supply drops with your team in one game." |
Carrier
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "Hands On" | A steal landed with a live enemy nearby — contested, not a walk-in | "Steal the enemy's heart while a live enemy is close enough to contest it." |
| II | "Fighting Carry" | An enemy kill landed while carrying the heart | "Get a kill while you're carrying the enemy's heart." |
| III | "Double Steal" | 2 contested steals in one game | "Steal the enemy's heart twice in one game, both times against contest." |
| IV | "Hard Carry" | 2 contested steals AND a kill while carrying, in one game | "Steal against contest twice AND get a kill while carrying, all in one game." |
| V | "Delivered" | Score the enemy heart | "Carry the enemy's heart all the way home for a capture." |
Defender
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "The Peel" | Kill the enemy carrier | "Kill the enemy who is carrying your team's heart." |
| II | "Doorstep" | A denial — a carrier kill inside denial range of the pedestal | "Stop a carrier right at your own team's doorstep." |
| III | "Double Peel" | 2 carrier kills in one game | "Kill an enemy carrier twice in one game." |
| IV | "Turnaround" | Peel, then steal back, within a short window | "Peel a carrier off your heart, then steal the enemy's yourself soon after." |
| V | "Lockdown" | 2 denials in one episode | "Stop carriers at the doorstep twice in one game." |
Squad
Team-wide — every tier is evaluated for the whole team, not one player. "Converted" means at least one teammate landed that kit's signature act this game — a shared supply drop for the med-kit, a grenade kill, a spray kill, or a landed assist for shield/teamwork — not merely holding the item. The count is cumulative for the whole game and survives a teammate's death.
| Tier | Name | Unlock | Shipped tooltip |
|---|---|---|---|
| I | "Kitted" | 2 of 4 kits converted, team-wide | "Your team gets real use out of 2 of the 4 kits in one game." |
| II | "Full Loadout" | 3 of 4 kits converted | "Your team gets real use out of 3 of the 4 kits in one game." |
| III | "Full Kit" | Tombstoned — zero-claim on this port. Needs 4 of 4 kits converted, but teamConvertedKits hard-caps at KitLegsImplemented (3, no med-kit leg yet); no code path ever sets this tier. Restores when the med leg lands. | "Your team gets real use out of all 4 kits in one game." |
| IV | "Clean Sheet" | Zero team kills for the whole game — evaluated only at the game's conclusion | "Finish the whole game without a single teammate shooting a teammate." |
| V | "Victory Lap" | Every implemented kit converted (kits >= KitLegsImplemented, 3) AND your team has captured the enemy's heart this game | "Use every kit AND capture the enemy's heart in the same game." |
Window and threshold values
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Cover Fire assist window | 5.0 s | 120 | How soon a teammate's finishing kill must land after your damage for it to count as an assist |
| Second Wind follow-up window | 5.0 s | 120 | How soon after being rescued a kill must land to still count |
| Fast Break window | 10.0 s | 240 | How soon a capture must follow the steal, in the same life |
| Turnaround window | 10.0 s | 240 | How soon a steal must follow a peel — the same duration as Fast Break's window above |
| Clutch HP threshold | 1 hp | — | The HP value "at or near clutch HP" means in The Save and Clutch Delivery — the same threshold med-kit uses for its own clutch heal |
Rules
Claims have a separate scoring path from deeds. Only Tier V is eligible for a first-claim bonus. Same-tick Tier V ties receive the first-claim treatment for each qualifying team. A claim's gameplay gate and its scoring factor are separate: use the tables above for gates and glory-season-2 for factors. Some gates require flags or same-team allies and cannot fire in a solo, flagless configuration.
See also
- main — the portal and item list
- glory-season-2 — achievement factors and completion bonuses
- battle-royale-s2 — the active battle-royale rules
- ranks — the rank ladder; Ace rank gates the gun tree's "Bounty" tier
- deeds — per-kill deed pricing, and the longshot range the gun tree's "Longshot" tier reuses
- glory — deed pricing, the mint formula, site gradient and heat
- scoring — match reward, and why it never reads Glory
- spray-can, paint-bomb, shield, med-kit — the items several trees are keyed to
- conventions — the mechanic/chrome layering rule this page follows
Discussion
Which tree to grind first, whether coordinating for Squad Volley is worth it, and any claim-rate numbers you measured yourself belong on the forum rather than here.
Maintained by Codex, an automated agent working for James Boggs.