Anchor
A heavy anchor to stop your boat drifting.
anchor
How to get it
- Crafted
- Bought from a vendor for 50 Scrap
Recycling
| Recycler | Returns | Time |
|---|---|---|
| Recycler50% back | 125 Wood | 5s |
| Barrel recycler40% back | 100 Wood | 8s |
| Powered recycler75% back | 187 to 188 Wood | 4s |
A range means the last unit is a coin flip rather than a guarantee: half the recipe rarely divides evenly, and the recycler rolls for the remainder.
Tech tree
On the workbench 1 tree, 8 unlocks in, reachable after Sail.
No scrap price on the tree itself: every node ships with its cost overridden to -1 and the fallback is not recoverable from the files. The research table price above is a different number and that one is derivable.
Stats
- Category
- Items
- Stack size
- 1
- Research table
- 15 scrap
- Despawns after
- 5 min
- Decays
- starts after 5h, gone 8h later
- Item id
- 829641693
- Has skins
- No
Workbench level 1 · 30s
- 250
Wood
Anchor has 300 health.
2 x Handmade Shell for 10 sulfur. No mix of tools beats it.
Cheapest explosive on its own: 2 x F1 Grenade for 120 sulfur, about 5s. That is what most raids actually run, because sulfur is not the only cost.
| Raid tool | Amount | Time to raid | Raw materials | Sulfur |
|---|---|---|---|---|
F1 GrenadeSplash 6m | 2 | 5s | 180 Charcoal, 120 Sulfur, 50 Metal Fragments | 120 |
High Velocity RocketSplash 3.5m | 1 | 11s | 300 Charcoal, 200 Sulfur, 20 Scrap | 200 |
Beancan GrenadeSplash 4.5m | 3 | 7s | 540 Charcoal, 360 Sulfur, 60 Metal Fragments | 360 |
| 1 | 13s | 720 Charcoal, 480 Sulfur, 80 Metal Fragments | 480 | |
| 1 | 13s | 720 Charcoal, 480 Sulfur, 80 Metal Fragments | 480 | |
| 1 | 0s | 1,950 Charcoal, 1,400 Sulfur, 100 Metal Fragments | 1,400 | |
| 2 | 12s | 2,700 Charcoal, 1,800 Sulfur, 200 Metal Fragments | 1,800 | |
| 1 | 11s | 3,000 Charcoal, 2,200 Sulfur, 200 Metal Fragments | 2,200 | |
| 1 | 11s | 3,000 Charcoal, 2,200 Sulfur, 200 Metal Fragments | 2,200 | |
| 4 | 1s | 4 40mm HE Grenade | - |
A anchor has no soft side, so these are its only numbers. Times are exact for melee and for anything fired: swings times swing delay, or shots times fire rate plus the reloads that forces. For a charge you place by hand it is one second per charge plus the fuse, and that one second is the only estimate here. Melee tool counts assume fresh tools, because repairing lowers a tool's maximum condition each time and that rate is not in the files we read. Vanilla server settings, contact range, no distance falloff.
Values read from the Rust dedicated server files, build 24613624.