World Map
Hex regions, combat / dungeon / camp / event tiles, Region Resonance, and the Exploration Skills tree.

The world is split into hex regions you unlock in order. Click a tile to pick where to fight:
- Combat tile — clear 250 kills to unlock the adjacent ones.
- Dungeon tile (one per region) — clearing it opens the next region. Entering one charges a gold entry fee and a confirmation prompt warns you before the run actually begins.
- Camp tile — always safe; teleports you back to camp.
- Event tile — one-time story tile that unlocks an NPC or quest beat.
Clearing a combat tile for the first time grants +1 Exploration Point — the only source of them, and the reason to keep pushing into new tiles.
After the final dungeon, the region map view gains a Resonance card in its top-right corner: a dropdown that raises every combat tile in the region by +10 rank per level, a kill-counter bar, and the purchase button for the next step. See Region Resonance for the full ladder. The dropdown only responds while combat is stopped. On the world view each unlocked region carries a badge with its purchased Resonance numeral (I–X, glowing when a step is ready to buy).
The Exploration Skills button at the bottom of the map opens the passive tree those points are spent in.