Achievements & Dailies Guide: 103 Goals Across Five Categories
The current catalog tracks 103 achievements in five categories. Learn which ones finish themselves, which need a plan, and how the daily missions feed them.
Current Orbis version

The five achievement categories
The current catalog organizes 103 achievements into five categories: exploration, growth, life, combat, and challenge. Exploration covers the world—chests, viewpoints, regions; growth covers heroes, levels, and ascension; life covers cooking, Familiars, and the everyday systems; combat covers battles and status work; challenge covers the harder content such as dungeons, Hunts, and Raids. The progress database /progress lists every achievement with its category and requirement, which turns the trophy list into a filterable checklist.
The category split matters for planning because the categories finish at different speeds. Exploration and life achievements mostly complete themselves during normal play, while growth achievements follow the upgrade plan, and combat and challenge achievements need deliberate sessions. A completionist plan should mine the self-completing categories first and schedule the deliberate ones.
Let the daily loop feed the growth and life categories
The daily missions repeat a fixed set—log in, cook, level a hero, level Karma, upgrade equipment, and use a Key of Light—and every one of those actions feeds a growth or life achievement. That is the design hint: the daily loop is an achievement engine. Running the loop consistently completes the leveling, cooking, and equipment achievements over time, and the progress database /progress shows the current mission list so the loop can be matched to the nearest achievement.
The same loop feeds the weekly content. The activities list includes Currency Dungeons, Normal Dungeons, the Trait Dungeon, World Bosses, Hunts, and Raids, and the challenge achievements count clears of each. Routing the weekly schedule through these activities completes both the challenge category and the supply chain, and the boss database /bosses shows the encounters the Raid and Hunt achievements need.
Schedule the combat and challenge categories
Combat and challenge achievements need specific fights: status application totals, chain counts, boss clears, dungeon runs. The efficient way is to fold them into content that is already on the calendar. If the week already includes a Hunt session, the Hunt clears count toward their achievements; if a Raid is planned, the difficulty clears count toward the Raid achievements. The boss database /bosses shows the Raids, difficulties, and field bosses, and the quest database /quests shows which story fights count.
The risk is chasing counts without a reason. A combat achievement that needs a specific status chain is completed by the team that runs that chain, so the achievement list is best read together with the team builder /team-build rather than as a standalone grind list. The team that already works produces the counts as a side effect.
Let the tracker do the bookkeeping
Start from the progress database /progress, which tracks achievements, daily missions, and activities together with their state, so the completion question—"what is still missing and what feeds it"—has one answer. A weekly habit of three checks keeps the categories moving: run the daily loop, clear the weekly activities that fit the schedule, and review the achievement list once for anything that finished itself. The Adventure Book /adventure-book and and Familiar database /familiars cover the collection side, and the cover the collection side, and the map /map covers the exploration side, so every category has a page instead of a memory.
The weekly review is also the moment to connect categories that drifted apart. When the daily loop feeds growth and life achievements while the weekly activities feed combat and challenge, the schedule is the glue: a week that routes the activities through the ledger finishes achievements in three categories at once. Check the boss database /bosses for the week's encounters and the material planner /material-planner for the shortages, then let the schedule, not the trophy list, decide where the sessions go.
Re-check after content updates
Achievements and activities change with patches, and the current catalog is the source of truth for what exists today. After an update, re-read the progress database /progress before planning the week, because a new activity or a changed requirement can move a category from passive to active. The same check keeps the daily loop honest: the mission list is the schedule, and the schedule is the achievement plan.
When a new activity appears, treat it as an unknown until the first clear. Read its entry in the progress database /progress, run it once with the team that already works, and record what it asks for—statuses, party size, cadence—before planning around it. The first clear is the evidence the next week's schedule needs, and the boss database /bosses plus plus team builder /team-build turn the observation into a repeatable plan instead of a rumor.