Exploring
Exploring is a mechanic where you leave your village and push the map forward. You spend stamina (and sometimes hearts) to explore map quadrants, fight monsters, gather items, find ruins/grottos/chests, and optionally secure quadrants so they’re safe to travel later. Everything is done through the dashboard (setting up your party) and the bot (/explore commands).
Info
Mechanics Reference

Where Things Happen:
Dashboard (website): Create expedition, join with a character, choose your 3 items, start the expedition. Share the expedition link so others can join.
Discord (bot): All exploration actions: roll, move, secure, camp, use item, end, retreat, discovery, grotto trials.
Full Flow (Start to Finish)
Dashboard: Log in → Create expedition → pick region (Eldin / Lanayru / Faron) → you get an Expedition ID (e.g. E593661).
Dashboard: Open the expedition page (or share the link). Each player joins with one character and selects 3 items (healing and/or paving bundles). Party size is 1–4.
Dashboard: When everyone is ready, someone starts the expedition. The party begins at the region’s starting square and quadrant (see table below).
Discord: In the expedition thread/channel, players take turns using
/explore roll(and other commands) until they decide to move, secure, camp, or end.End: When the party is back at the starting quadrant, use
/explore endto return home. Hearts and stamina are split among the party; loadout items are returned to each character’s inventory.
Each Region has its own starting quadrants:
Eldin --> Rudania --> H5Q3
Lanayru --> Inariko --> H8Q2
Faron --> Vhintl --> F10Q4
Expedition ID and Character
Every /explore command needs:
id — Your Expedition ID (e.g.
E593661). Shown on the dashboard and in bot messages. Autocomplete can showE593661 | Eldin | H8 Q2; the part before|is the ID.
charactername — The character you’re acting with. Must be your character and in this expedition.
Turn order: The bot tracks whose turn it is. For roll, move, secure, and camp, only the character whose turn it is can use the command. If you use it when it’s not your turn, the bot replies with “Not your turn” and who is next.
Item: Any party member can use
/explore itemto use a healing (or stamina) item from their loadout. Using an item counts as that character’s turn and advances to the next person.
End: Any member can call
/explore endwhen the party is at the starting quadrant (no turn check).
Retreat: Only used during a tier 5+ monster raid; any participant can attempt retreat (see below). You cannot retreat from monster camp waves.
Quadrant Statuses
Commands: What They Do and When
/explore roll (id, charactername)
What it does: Takes your turn and rolls one exploration outcome for the current quadrant (monster, item, explored, fairy, chest, old map, ruins, relic, camp, monster camp, grotto). Stamina is deducted by current quadrant state (2 / 1 / 0 for unexplored / explored / secured).
When: Only when it’s your turn, and the expedition is started. You cannot roll while an active grotto trial is unfinished (complete the grotto first).
Rules: If you don’t have enough stamina, you can struggle (pay the difference in hearts, 1 heart = 1 stamina). If you don’t have enough hearts either, the command fails; camp or use items first.
/explore move (id, charactername, quadrant)
What it does: Moves the party to an adjacent quadrant. Cost depends on destination: 2 (unexplored), 1 (explored), 0 (secured).
When: Only when it’s your turn and the expedition has allowed moving: the current quadrant must be explored or secured, and the last outcome here must have been “explored” or “move” (i.e. you’ve seen the “Quadrant Explored” menu with Roll / Camp / Secure / Move). You cannot move while an active grotto is in progress.
Quadrant format: Use the format the bot suggests, e.g.
H8 Q3orH8 - Q3. The target must be adjacent to your current square/quadrant.
Leaving a square: You cannot move to a different square until all four quadrants of the current square (that aren’t inaccessible) are explored or secured. Exception: you can move back to the starting quadrant to end the expedition even if the current square isn’t fully cleared. You can also move back into a square that is already fully explored/secured.
/explore secure (id, charactername)
What it does: Paves the current quadrant so it becomes secured. Cost: 5 stamina (or struggle) plus one Wood Bundle and one Eldin Ore Bundle from any party member’s expedition items. A Wood Bundle is 10 Wood, and an Eldin Ore Bundle is 5 Eldin Ore.
When: Only when it’s your turn, expedition started, and the current quadrant is explored (you’ve already seen “Quadrant Explored!” here). The bot will say you can’t secure if the quadrant isn’t explored or if the party lacks wood/ore.
/explore camp (id, charactername)
What it does: Party rests. In a secured quadrant: 0 stamina, 50% max hearts and 50% max stamina per member. In an explored (unsecured) quadrant: 1 stamina, 25% max hearts (and if stuck in wild, 0 cost and also 1–3 stamina per member).
When: Only when it’s your turn, in an explored or secured quadrant. There is a chance the camp is interrupted by a monster (higher in unsecured / when exhausted); if so, you get no rest and must fight (or raid). Secured quadrants have a lower interrupt chance.
/explore item (id, charactername, item)
What it does: Uses one healing or stamina item from that character’s expedition loadout. Adds hearts/stamina to the party pool (capped at party max). The item is consumed. Advances turn to the next character.
When: Anytime during a started expedition. No “your turn” requirement — any member can use their own item. Use this when the bot prompts for healing (e.g. after combat or “Quadrant Explored”) or when you need to top up. Items that only give paving resources (e.g. Wood Bundle with no hearts/stamina) cannot be used for healing; the bot will say so.
/explore end (id, charactername)
What it does: Ends the expedition and returns the party home. Remaining hearts and stamina are split evenly among members (capped at each character’s max). Loadout items (except those consumed) are returned to each character’s inventory. Party status becomes completed.
When: Only when the party is at the starting quadrant for your region (H5 Q3 for Eldin, H8 Q2 for Lanayru, F10 Q4 for Faron). If you’re elsewhere, the bot tells you to move back to start first, then end.
/explore retreat (id, charactername)
What it does: Tries to escape a tier 5+ exploration raid (not a grotto Test of Power). Costs 1 stamina (or heart). Success chance starts at 50% and increases each failed attempt (capped at 95%).
When: Only when the party is in an active raid from a tier 5+ monster in exploration. You cannot retreat from a grotto battle. If there’s no such raid, the bot says so. You cannot run from monster camps after you have started them.
/explore discovery (id, charactername, discovery)
What it does: Revisit a monster camp or grotto in the current quadrant. For a monster camp: starts a wave (all party members fight via
/wave); expedition pauses until the wave is done. For a grotto: if already cleansed, shows trial and grotto commands; if not, costs 1 Goddess Plume + 1 stamina to cleanse and start the trial (blessing / maze / target practice / puzzle).
When: Expedition started, party in a quadrant that has a monster camp or grotto discovery. You can’t revisit a monster camp until the active grotto in that quadrant is completed. Discovery list is from the bot/dashboard (discovery keys).
/explore grotto (subcommands)
Used when the party is at an active grotto (cleansed, trial in progress):
grotto continue(id, charactername, grotto) — Enter or continue the grotto (e.g. first step in a maze, or after a blessing).
grotto targetpractice(id, charactername, grotto) — Your turn in a Target Practice trial (1 stamina per shot; 3 successes win, 1 fail ends).
grotto puzzle(id, charactername, grotto, items optional) — View the puzzle clue, or submit an offering (items); staff approve/deny for Spirit Orbs.
grotto maze(id, charactername, grotto, action) — Move in the maze:north,east,south,west, orwall(Song of Scrying at a wall). Action is required.
grotto travel(id, charactername, location) — Return to a known grotto by square and quadrant (e.g.H8 Q3). Costs 2 stamina per party member.
Until the grotto trial is completed, you cannot use /explore roll or /explore move in that quadrant; the bot will tell you to finish the grotto first.
Roll Outcomes: What Happens Next
Each /explore roll gives one outcome. Possible outcomes (and what to do next):
Monster: Encounter (tier 4 and below: resolved there; tier 5+: raid). May drop loot. Follow the embed (fight, raid, or retreat). Then next turn proceeds.
Item: Current character gathers a region item (goes to them and party log). Next turn is then: /explore roll or another action.
Explored: “Quadrant Explored!” — menu: Rest (camp), Secure, Roll again, Move. Choose: /explore camp, /explore secure, /explore roll, or /explore move.
Fairy: Fairy encounter (revive/heal). Follow prompt; then next turn.
Chest: Choose Yes/No. Yes: 1 stamina, open chest; each member gets loot (item or small relic chance). No: continue. Click button or continue with roll.
Old map: Map added to finder’s collection; take to Inariko Library to decipher. Next turn.
Ruins: Choose Yes/No. Yes: 3 stamina; then one of the following may spawn: chest, camp, landmark, relic, old map, star fragment, blight, goddess plume. No: no cost, next turn. Click button; if Yes, follow the result (e.g. open nested chest, report rest spot on map).
Relic: Unknown relic found; take to Inariko Artist/Researcher to appraise. Next turn.
Camp: “Safe space” found; current character recovers 1–3 hearts and 1–3 stamina immediately. Next turn.
Monster camp: Camp discovered; Mark it / Fight it / Leave it. Click: Mark it (report to town hall / map), Fight it (wave), or Leave it (continue).
Grotto: Choose Yes/No. Yes: 1 Goddess Plume (from inventory) + 1 stamina; grotto created, trial type rolled (blessing, maze, target practice, puzzle). No: mark for later. Click; if Yes, use /explore grotto continue (and subcommands) to run the trial.
The bot may show buttons (Yes/No, Mark/Fight/Leave). Only the person whose turn it is should click; the handler uses the expedition and character context from that turn.
Rules Summary
Turn order: Roll, move, secure, and camp are turn-based; only the character whose turn is indicated can use them. Item use is allowed by any member and advances the turn.
Expedition ID and character: Always use the correct id and a charactername that is yours and in the party. Autocomplete helps (id and character lists).
Grotto blocks movement/roll: While an active grotto exists in the current quadrant, you cannot roll or move until the grotto trial is done. Use the grotto subcommands (and
/raidif it’s a Test of Power).
Move only when allowed: Move is only valid when the current quadrant is explored or secured and the last outcome here was “explored” or “move” (you’ve seen the Quadrant Explored menu). You can’t leave a square until all its (non-inaccessible) quadrants are explored or secured, except when moving back to start to end, or back into a fully explored/secured square.
End only at start:
/explore endworks only at the starting quadrant for your region. Move back there first if needed.
Struggle: If you can’t pay stamina for an action (roll, move, secure, ruins, chest, grotto), you can pay in hearts (1 heart = 1 stamina). If you have neither enough stamina nor hearts, the command fails — use camp or item first.
Stuck in wild: At 0 stamina, camp costs hearts and still gives 25% hearts and 1–3 stamina per member so you can recover.
Full party KO: If the party’s total hearts reach 0, the expedition fails: return to start with 0 hearts/stamina, all items and gathered items lost, and any quadrants this run had marked explored are reset to unexplored. A 7-day debuff applies: those characters cannot use healing/stamina items, healer services, or join/run expeditions until it expires.
Blight: Entering or revealing blighted quadrants can increase blight exposure; effects are logged. Travel through blighted areas can apply exposure again.
Quick Reference: Stamina Costs
Roll (unexplored): 2 stamina
Roll (explored):1 stamina
Roll (secured): 0 stamina
Move (into unexplored): 2 stamina
Move (into explored): 1 stamina
Move (into secured): 0 stamina
Secure quadrant: 5 stamina + 1 Wood (or bundle) + 1 Eldin Ore (or bundle)
Camp (unexplored): 2 stamina (cost hearts if stuck in wild)
Camp (explored): 1 stamina (costs hearts if stuck in wild)
Camp (secured): 0 stamina
Open chest: 1 stamina
Explore ruins (Yes): 3 stamina
Grotto cleanse (Yes): 1 Goddess Plume + 1 stamina
Retreat attempt: 1 stamina
Grotto travel: 2 stamina per party member
Discoveries, Retreating, KOing, Heart/Stam Pooling and Ending Expeditions
Only 1 square can have 3 “special” discoveries
Rule: Each square can have at most 3 special discoveries (counted when you accept them).
What counts: Monster camp (when you Mark or Fight), Grotto (when you Open), Ruins (when you choose Yes), Relic (when found). Choosing “Leave it” for a monster camp does not count.
If the square already has 3: The roll is rerolled to something else (e.g. item, monster, explored).
If the square already has 1 or 2: A special outcome is only kept 25% of the time (75% reroll). So more specials in one square make new ones rarer.
Grotto: A square can only have one grotto; if it already has a grotto, a grotto roll is replaced (e.g. with item or explored).
So: per square, you’re capped at 3 accepted special discoveries and 1 grotto.
One “find” per party per expedition (grotto / ruins / monster camp)
Rule: For the whole expedition, the party can only trigger one of these three once: grotto, ruins, monster_camp (the “find” roll that gives you the choice).
After the party has already had one of those (e.g. you found a grotto earlier), any new roll of grotto/ruins/monster_camp is rerolled to a different outcome. So you don’t get a second grotto/ruins/monster_camp find in the same run.
Relics are separate: see “one relic per character” below.
So: one grotto or ruins or monster_camp find per party per expedition.
One relic per character per expedition
Rule: Each character can find at most one relic per expedition (from roll or from ruins).
If that character already found a relic this run, a new relic outcome is rerolled (e.g. to landmark or something else in ruins).
So: per character, one relic per expedition.
Camp at 0 stamina = more likely to be attacked
Rule: When you camp in an unsecured quadrant, there’s a base chance the camp is interrupted by a monster (no rest, you fight instead).
Normal (have stamina): 25% attack chance.
Secured quadrant: 5% attack chance.
Unsecured and party has 0 stamina (“exhausted”): extra +15% (capped at 50% total). So 40% attack chance when you have 0 stamina.
If you’re at 0 stamina and try to camp, the attempt itself can cost 1 heart (“struggle”) before any monster damage.
So: camping at 0 stamina in the wild is riskier — higher chance of a monster encounter and possible struggle cost.
Retreat: whole party flees; you cannot leave the raid individually
Rule: /explore retreat is a party action during a tier 5+ exploration raid (not grotto Test of Power).
One person spends 1 stamina (or heart) to attempt retreat.
Success: The entire party escapes; the raid ends for everyone and you continue the expedition.
Failure: The raid continues; the party stays in the raid. You can try again (chance increases each failed attempt, up to 95%).
There is no “leave raid” for a single character. You either all retreat or all stay and fight. You cannot drop out of the raid by yourself.
So: retreat = whole party flees together; no individual opt-out.
How hearts (and stamina) are pooled and split
During the expedition
Party pool: The party has one totalHearts and one totalStamina.
They’re the sum of everyone’s contribution at start; after that, all damage and healing apply to this single pool (e.g. monster hit subtracts from
totalHearts, fairy/healing adds to it, capped at the sum of everyone’s max hearts).
Roll/move/secure/camp/ruins/chest/grotto costs are paid from totalStamina (or hearts via struggle). So it’s one shared pool, not per-character tracking during the run.
When you end the expedition (/explore end)
Split: Remaining totalHearts and totalStamina are divided evenly among party members.
Integer division: e.g. 10 hearts, 3 members → 3, 3, 4 (remainder goes to the first members in order).
Same for stamina.
Caps: Each character’s share is capped at their maxHearts and maxStamina. Any extra is lost (not given to others).
Loadout: Items still in loadout are returned to each character’s inventory (consumed items stay consumed).
So: during = one shared pool; on end = even split, then capped per character.
What happens when you lose all hearts (full party KO)
Trigger: When party totalHearts goes to 0 (e.g. monster damage, camp attack, maze trap, etc.), the expedition fails immediately.
What happens (handled in code):
Return: Party is placed back at the region start (H5 Q3 / H8 Q2 / F10 Q4) with 0 hearts and 0 stamina.
Items: All items brought on the expedition and all items gathered during the expedition are lost (not returned).
Map: Every quadrant this expedition had marked as Explored (or Secured) is reset to Unexplored.
Grottos: Any grottos created for this expedition are removed.
Raids: Any active raid for this expedition is closed.
Debuff: Each character gets a 7-day recovery debuff. During that time they:
Cannot use healing or stamina items
Cannot use healer services
Cannot join or lead expeditions
So: lose all hearts = expedition over, everything lost, map progress in that run undone, 7-day no-explore/heal debuff.
How to end the expedition (step-by-step)
Get back to start: Use /explore move (and more rolls if needed) until the party is at your region’s starting quadrant:
Eldin: H5 Q3
Lanayru: H8 Q2
Faron: F10 Q4
Call end: Any party member runs /explore end with:
id = your Expedition ID
charactername = their character in the party
Result: Expedition ends; remaining hearts and stamina are split as above; loadout items (except consumed) are returned; party status becomes “completed.” You can’t end from any other location — the bot will tell you to move back to start first.
Further Information
Securing: lock out unexplored discoveries
When you secure a quadrant, the confirmation says: any grottos or ruins in that quadrant that you haven’t visited yet cannot be explored after securing.
So if you secure before entering a grotto or choosing “Yes” at ruins in that quadrant, you can’t do them later. Finish discoveries in that quadrant before securing.
Debuff: joining and removal
Joining: The dashboard blocks a character with an active exploration KO debuff from joining an expedition (join is rejected). So they can’t “join or go on” expeditions until the debuff ends.
Removal: The 7‑day debuff can be removed early by a boosted Healer (when that character is healed by them). Otherwise it expires after 7 days (or when the timer clears it).
During the debuff, the character cannot use healing/stamina items or healer services (standard debuff rules).
Inaccessible quadrants
Inaccessible quadrants cannot be entered or explored (they’re effectively blocked on the map).
For the rule “all four quadrants of the square must be explored or secured before leaving the square,” only non‑inaccessible quadrants count. So if a square has 2 inaccessible and 2 explorable quadrants, you only need to explore/secure the 2 explorable ones before moving to another square.
Blight exposure
Revealing a blighted quadrant (e.g. roll “explored” or first entry) and traveling through a blighted quadrant both add to party blight exposure. It stacks on repeated travel.
Exposure is logged in the progress log with a total exposure count and reason (reveal vs travel).
Monster camp: Blood Moon
If a monster camp was recently cleared, it is not fightable again until after the next Blood Moon.
You can still Mark it (for the map) or Leave it. If you choose Fight it, the bot says the camp was recently cleared and to wait for the next Blood Moon, and tells you to continue with /explore roll.
Moving into a blighted quadrant
When you move into a quadrant that is blighted (already explored/secured but blighted), blight exposure is applied again for that move. So passing through blighted areas multiple times keeps adding exposure.
Ruin rest spots
If ruins exploration yields camp (rest spot), that spot is stored on the map (e.g. ruinRestStamina) so future expeditions can benefit from it when they roll or rest there. The bot reminds you to add it to the map.