Finding sheet · Objects / Items
Rest Anchors
A Rest Anchor is a runic circle set into the walls of a Rest Area, smaller than the Exit Anchor and marked with a directional glyph that distinguishes it from the extraction point. There are always exactly ten of them distributed across the walls of every Rest Area in the Tower, regardless of the Rest Area's...
Overview
A Rest Anchor is a runic circle set into the walls of a Rest Area, smaller than the Exit Anchor and marked with a directional glyph that distinguishes it from the extraction point. There are always exactly ten of them distributed across the walls of every Rest Area in the Tower, regardless of the Rest Area's size or depth.
Rest Anchors are the standard downward transit system. They connect a party to a random arrival point among the one hundred starting locations on the first floor of the next floor band — Floor 6 from Floor 5, Floor 16 from Floor 15, and so on. The arrival point is never controlled and never predictable. A party stepping through a Rest Anchor on Floor 5 may land in an open corridor, a room with monsters nearby, or a defensible alcove. The Tower does not guarantee comfort, only transit.
Activation works identically to an Entrance Anchor. No mana stone cost is required. The first person to step through opens a *one-minute window during which up to four additional people may follow. The moment a fifth person passes through the portal closes immediately regardless of remaining time. If the minute expires with fewer than five people having entered the portal closes and the Rest Anchor enters a five-minute cooldown* before it can be activated again. With ten Rest Anchors available simultaneously in every Rest Area, congestion is rarely a practical problem.
Rest Anchors do not allow upward transit. They connect downward only. A party that steps through cannot return through the same Anchor. Getting back up requires finding a Rest Area on the floor band below and using its Exit Anchor.
Because the arrival point is random across one hundred possible locations, Rest Anchors make large coordinated descents difficult. A guild attempting to send fifty fighters down simultaneously will find them scattered across the next floor band with no control over who lands where. This is not a flaw in the system. It is the Tower functioning exactly as it appears to have been designed to.
Nobody in Versa knows that Rest Anchors and Warden Anchors operate on the same underlying mechanism, or that Rest Areas themselves are a category of Warden Room. The connection has never been made publicly. The Tower does not invite the comparison."