Finding sheet · Objects / Items
Warden Anchors
Warden Anchors are found exclusively inside Warden Rooms, activating only when the Warden that guards them has been killed. Before that moment they are inert — present on the wall of the room, visible, but entirely unresponsive to mana or touch. A party that enters a Warden Room and fails to kill the Warden...
Overview
Warden Anchors are found exclusively inside Warden Rooms, activating only when the Warden that guards them has been killed. Before that moment they are inert — present on the wall of the room, visible, but entirely unresponsive to mana or touch. A party that enters a Warden Room and fails to kill the Warden will never see the Anchor activate.
When the Warden dies two Anchors activate inside the room. The *Warden Anchor* connects to the next floor band and requires no mana stone cost — passage deeper into the Tower is the reward for killing the Warden. The Exit Anchor activates simultaneously and functions identically to any standard Rest Area Exit Anchor, including its fifteen-minute cooldown and the standard depth-scaled mana stone payment. Defeating a Warden earns the right to descend further. It does not earn a free trip home.
The Warden Anchor itself carries no cooldown. Unlike an Exit Anchor, which must reach the surface and compete for a clear connection through the shared queue of Entrance Anchors there, the Warden Anchor only needs to establish a link to one of the arrival points on the next floor band — a connection that stays entirely within the Tower's dimensional structure. There is no queue, no competition, and no wait. The link is available the moment the Anchor activates and remains so until the last person leaves the room.
It deposits the party at the entrance of the next floor band — Floor 11 if the Warden was at the Floor 10 threshold, Floor 21 if it was at the Floor 20 threshold, and so on.
The Warden Anchor and the Exit Anchor in the same room both remain active for as long as at least one living person remains inside. The doors remain sealed for the same duration. The moment the last living person leaves through either Anchor the doors unseal, both Anchors deactivate, and the room resets to an empty unsealed chamber.
The one-hour recycling window on the Warden's corpse runs from the moment of the Warden's death regardless of how long the party remains in the room. The sealed doors protect the party from outside interference but do not pause the recycling clock. A party that rests for two hours before exiting will find the Warden's corpse already absorbed, having had only the first hour to harvest.