Anchor & Pull lets the Sentinel anchor a process ahead and flow the body along it. It is the Sentinel's way to cross a room quickly.
How it works#
- Move: anchor up to 4 tiles away along a straight, open line and flow there. You pass over Surfaces without touching them, so debris and scorch cost nothing.
- Drag (Pull-drag): anchor on a debris clump 2 to 4 tiles away and drag it up to 2 tiles toward you. You stay put. It stops before walls, units, other debris and you. This steers clumps in the Quiet Tracts.
Numbers#
| Modifier | Effect |
|---|---|
| Long Anchor upgrade | Range 5; cooldown 2 → 3 (tuned down from 6 after it was picked too often) |
Animation#
It reuses the Ranger's pull clip. A dragged clump needs a short two-frame slide, which is an effect, not a body clip. The user rejected a reduced-motion version that looked "too much like teleporting"; reduced motion must show a still path trail and a start ghost.
In the brain#
Microglial processes move many times faster than the cell body. Anchoring and pulling the body is fiction, because real cell bodies barely move.
Development#
The legacy Process Dash was a flat travel buff that also passed through hazards by accident. Claude B's audit replaced it with the hold use of "Extend", which shared a cooldown with Long Reach. In kit v4 Long Reach became a passive, and Pull stood alone. The turn version (range 4 at 24 px) is in the alpha.
See also#
Sentinel · Glide · Long Reach · Kit history
Sources#
b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js215bfbf88:docs/game-balance/31-turn-based-encounters.md215bfbf88:docs/game-balance/03-audit.md