Exploration Skills
The twelve permanent passives — one point per combat tile cleared, the level-100 cap, and a 242-point lifetime budget.
On this page
Exploration Points are the currency of the twelve permanent passive skills — gold find, magic find, run speed, craft cost, trader refresh, and more. Unlike most endgame currencies they are earned from the very start of the game, simply by exploring the world map.
- Earn +1 point the first time you clear a combat tile. That is the only source: there are 242 combat tiles on the world map, so 242 points is your lifetime budget. Re-farming a tile pays nothing, and Region Resonance grants no points either.
- Every Exploration skill caps at level 100, one point per level; effects scale linearly from 0 at level 0 to the listed max at 100.
- Maxing all twelve would cost 1,200 points — five times the budget, so you must specialise.
The skills are spent in the Exploration Skills panel, reached from the bottom of the world map or from the Camp. They share respec charges with the regular skill tree, and respeccing inside the panel refunds every Exploration Point you have spent.
Scaling
Every Exploration skill scales perfectly linearly from level 0 to its level-100 cap — no early-level tax, no late-level falloff:
bonus = MAX × min(level, 100) ÷ 100
So each level is worth MAX ÷ 100 of the effect, and level 100 lands exactly on the listed maximum
(levels beyond the cap are ignored). For the four skills whose MAX is +100%, the level is the
percent: level 63 of Fortune is exactly +63% Gold Find.
The twelve skills
| Skill | Effect | At level 100 |
|---|---|---|
| Steel-Lined Pockets | Reduces gold lost on death | −75% |
| Hardened Gear | Reduces durability lost on death | −75% |
| Master Craftsman | Reduces gold cost at Blacksmith and Witch | −75% |
| Dungeon Pass | Reduces gold cost to enter dungeons | −75% |
| Echo Sense | Increases Echo Shard and Echo Core drop rate | +100% |
| Trader’s Pact | Reduces trader stock refresh time | −50% |
| Forge Mastery | Reduces Blacksmith service lock time | −50% |
| Witch’s Favor | Reduces Witch service lock time | −50% |
| Fortune | Increases Gold Find | +100% |
| Keen Eye | Increases Magic Find | +100% |
| Scholar | Increases XP gain | +100% |
| Swift Step | Increases run speed (faster respawn) | +20% |
| Effect group | Skills | Max at level 100 |
|---|---|---|
| Gold Find / Magic Find / XP / Echo material drop | Fortune, Keen Eye, Scholar, Echo Sense | +100% |
| On-death & craft-cost reductions | Steel-Lined Pockets, Hardened Gear, Master Craftsman, Dungeon Pass | −75% |
| Timer reductions | Trader’s Pact, Forge Mastery, Witch’s Favor | −50% |
| Run speed | Swift Step | +20% |
Worked example. Fortune (Gold Find, MAX = +100%) at level 50 gives 1.00 × 50 ÷ 100 = +50%;
push it to 100 for the full +100%. Halfway up the bar is halfway to the cap for every skill.
Budget & specialisation
Maxing all twelve skills costs 12 × 100 = 1,200 points. Clearing every combat tile on the world
map yields 242 — about 20% coverage. That is deliberate: you can fully max two skills
and still have 42 points left over, and nothing more.
- Go tall: two skills at 100 (200 points) and 42 spare to top up a third.
- Go wide: roughly 20 levels in each of the twelve, for a thin bonus everywhere.
- Anything between: scaling is linear, so there is no efficiency penalty either way — the decision is purely which two or three effects matter most to your build.
Because the budget is fixed and small, this is the game’s sharpest identity choice. It stays reversible: the full-refund respec lets you re-cut all 242 points whenever your goals shift.