anchor.diff:  
       static void initTitles() {
           //Map<Stat, Map<Stat, String>> first map is high stats.
  -        //Free Will, Maximum Luck, Minimum Luck, Alchemy, SBURB Lore
  -        Map<Stat, String> lowPower = new Map<Stat, String>();
  -        Map<Stat, String> lowHealth = new Map<Stat, String>();
  -        Map<Stat, String> lowCurrentHealth = new Map<Stat, String>();
  -        Map<Stat, String> lowMobility = new Map<Stat, String>();
  -        Map<Stat, String> lowSanity = new Map<Stat, String>();
  -        Map<Stat, String> lowRelationships = new Map<Stat, String>();
  -        Map<Stat, String> lowWill = new Map<Stat, String>();
  -        Map<Stat, String> lowMinLuck = new Map<Stat, String>();
  -        Map<Stat, String> lowMaxLuck = new Map<Stat, String>();
  -        Map<Stat, String> lowAlchemy = new Map<Stat, String>();
  -        Map<Stat, String> lowLore = new Map<Stat, String>();
  +        initHighPower();
  +        initHighAlchemy();
  +        initHighFreeWill();
  +        initHighHealth();
  +        initHighLore();
  +        initHighMaxLuck();
  +        initHighMinLuck();
  +        initHighMobility();
  +        initHighRelationships();
  +        initHighSanity();
       }
   
       static void initHighPower() {
           Map<Stat, String> ret = new Map<Stat, String>();
  -        ret[Stats.POWER] = "";
  -        ret[Stats.HEALTH] = "";
  -        ret[Stats.CURRENT_HEALTH] = "";
  -        ret[Stats.MOBILITY] = "";
  -        ret[Stats.SANITY] = "";
  -        ret[Stats.RELATIONSHIPS] = "";
  -        ret[Stats.FREE_WILL] = "";
  -        ret[Stats.MIN_LUCK] = "";
  -        ret[Stats.MAX_LUCK] = "";
  -        ret[Stats.ALCHEMY] = "";
  -        ret[Stats.SBURB_LORE] = "";
  +        ret[Stats.POWER] = "Anomaly";
  +        ret[Stats.HEALTH] = "Wizard";
  +        ret[Stats.CURRENT_HEALTH] = "Wizard";
  +        ret[Stats.MOBILITY] = "Tank";
  +        ret[Stats.SANITY] = "Beserker";
  +        ret[Stats.RELATIONSHIPS] = "Asshole";
  +        ret[Stats.FREE_WILL] = "Thrall";
  +        ret[Stats.MIN_LUCK] = "Minion";
  +        ret[Stats.MAX_LUCK] = "Rogue";
  +        ret[Stats.ALCHEMY] = "Brute";
  +        ret[Stats.SBURB_LORE] = "Apprentice";
           _titles[Stats.POWER] = ret;
       }
   
       static void initHighHealth() {
           Map<Stat, String> ret = new Map<Stat, String>();
  -        ret[Stats.POWER] = "";
  -        ret[Stats.HEALTH] = "";
  -        ret[Stats.CURRENT_HEALTH] = "";
  -        ret[Stats.MOBILITY] = "";
  -        ret[Stats.SANITY] = "";
  -        ret[Stats.RELATIONSHIPS] = "";
  -        ret[Stats.FREE_WILL] = "";
  -        ret[Stats.MIN_LUCK] = "";
  -        ret[Stats.MAX_LUCK] = "";
  -        ret[Stats.ALCHEMY] = "";
  -        ret[Stats.SBURB_LORE] = "";
  +        ret[Stats.POWER] = "Questant";
  +        ret[Stats.HEALTH] = "Anomoly";
  +        ret[Stats.CURRENT_HEALTH] = "Anomoly";
  +        ret[Stats.MOBILITY] = "Guardian";
  +        ret[Stats.SANITY] = "Black Knight";
  +        ret[Stats.RELATIONSHIPS] = "Warrior";
  +        ret[Stats.FREE_WILL] = "Hero";
  +        ret[Stats.MIN_LUCK] = "Soldier";
  +        ret[Stats.MAX_LUCK] = "Champion";
  +        ret[Stats.ALCHEMY] = "Swordsman";
  +        ret[Stats.SBURB_LORE] = "Fighter";
           _titles[Stats.HEALTH] = ret;
           _titles[Stats.CURRENT_HEALTH] = ret;
       }
   
       static void initHighMobility() {
           Map<Stat, String> ret = new Map<Stat, String>();
  -        ret[Stats.POWER] = "";
  -        ret[Stats.HEALTH] = "";
  -        ret[Stats.CURRENT_HEALTH] = "";
  -        ret[Stats.MOBILITY] = "";
  -        ret[Stats.SANITY] = "";
  +        ret[Stats.POWER] = "Scout";
  +        ret[Stats.HEALTH] = "Ranger";
  +        ret[Stats.CURRENT_HEALTH] = "Ranger";
  +        ret[Stats.MOBILITY] = "Anomoly";
  +        ret[Stats.SANITY] = "Archer";
  +        ret[Stats.RELATIONSHIPS] = "Sniper";
  +        ret[Stats.FREE_WILL] = "Ninja";
  +        ret[Stats.MIN_LUCK] = "Hunter";
  +        ret[Stats.MAX_LUCK] = "Harvester";
  +        ret[Stats.ALCHEMY] = "Pirate";
  +        ret[Stats.SBURB_LORE] = "Racer";
  +        _titles[Stats.MOBILITY] = ret;
  +    }
  +
  +    static void initHighSanity() {
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Monk";
  +        ret[Stats.HEALTH] = "Nun";
  +        ret[Stats.CURRENT_HEALTH] = "Nun";
  +        ret[Stats.MOBILITY] = "Sherpa";
  +        ret[Stats.SANITY] = "Anomoly";
  +        ret[Stats.RELATIONSHIPS] = "Warrior of Justice";
  +        ret[Stats.FREE_WILL] = "Paladin";
  +        ret[Stats.MIN_LUCK] = "Realist";
  +        ret[Stats.MAX_LUCK] = "Pessimist";
  +        ret[Stats.ALCHEMY] = "Librarian";
  +        ret[Stats.SBURB_LORE] = "Novelist";
  +        _titles[Stats.SANITY] = ret;
  +    }
  +
  +    static void initHighRelationships() {
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Protagonist";
  +        ret[Stats.HEALTH] = "Friend";
  +        ret[Stats.CURRENT_HEALTH] = "Friend";
  +        ret[Stats.MOBILITY] = "VIP";
  +        ret[Stats.SANITY] = "Superstar";
  +        ret[Stats.RELATIONSHIPS] = "Anomoly";
  +        ret[Stats.FREE_WILL] = "Celebrity";
  +        ret[Stats.MIN_LUCK] = "Leech";
  +        ret[Stats.MAX_LUCK] = "ingenue";
  +        ret[Stats.ALCHEMY] = "Ditz";
  +        ret[Stats.SBURB_LORE] = "Vassal";
  +        _titles[Stats.RELATIONSHIPS] = ret;
  +    }
  +
  +    static void initHighFreeWill() {
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Acolyte";
  +        ret[Stats.HEALTH] = "Patient";
  +        ret[Stats.CURRENT_HEALTH] = "Patient";
  +        ret[Stats.MOBILITY] = "Brother"; //lil brudder says 'i can do it on my own'.
  +        ret[Stats.SANITY] = "Con Artist";
           ret[Stats.RELATIONSHIPS] = "";
  -        ret[Stats.FREE_WILL] = "";
  -        ret[Stats.MIN_LUCK] = "";
  -        ret[Stats.MAX_LUCK] = "";
  -        ret[Stats.ALCHEMY] = "";
  -        ret[Stats.SBURB_LORE] = "";
  -        _titles[Stats.POWER] = ret;
  +        ret[Stats.FREE_WILL] = "Anomoly";
  +        ret[Stats.MIN_LUCK] = "Dragoon";
  +        ret[Stats.MAX_LUCK] = "Paladin";
  +        ret[Stats.ALCHEMY] = "Student";
  +        ret[Stats.SBURB_LORE] = "Charlatan";
  +        _titles[Stats.FREE_WILL] = ret;
  +    }
  +
  +    static void initHighMinLuck() {
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Cursed Swordsman";
  +        ret[Stats.HEALTH] = "Bard";
  +        ret[Stats.CURRENT_HEALTH] = "Bard";
  +        ret[Stats.MOBILITY] = "Farmer";
  +        ret[Stats.SANITY] = "Atrocity";
  +        ret[Stats.RELATIONSHIPS] = "Jerk";
  +        ret[Stats.FREE_WILL] = "Fool of Fate";
  +        ret[Stats.MIN_LUCK] = "Anomoly";
  +        ret[Stats.MAX_LUCK] = "Mirror"; //they invert how it should be
  +        ret[Stats.ALCHEMY] = "Idiot";
  +        ret[Stats.SBURB_LORE] = "Villager";
  +        _titles[Stats.MIN_LUCK] = ret;
  +    }
  +
  +    static void initHighMaxLuck() {
  +        //all the low stats
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Sailor";
  +        ret[Stats.HEALTH] = "Rogue";
  +        ret[Stats.CURRENT_HEALTH] = "Rogue";
  +        ret[Stats.MOBILITY] = "Gem";
  +        ret[Stats.SANITY] = "Celebrity";
  +        ret[Stats.RELATIONSHIPS] = "Bastard";
  +        ret[Stats.FREE_WILL] = "Debutante";
  +        ret[Stats.MIN_LUCK] = "Jester";
  +        ret[Stats.MAX_LUCK] = "Anomoly";
  +        ret[Stats.ALCHEMY] = "Clown";
  +        ret[Stats.SBURB_LORE] = "Fool";
  +        _titles[Stats.MAX_LUCK] = ret;
  +    }
  +
  +    static void initHighAlchemy() {
  +        //all the low stats
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Prodigy";
  +        ret[Stats.HEALTH] = "Genius";
  +        ret[Stats.CURRENT_HEALTH] = "Scientist";
  +        ret[Stats.MOBILITY] = "Blacksmith";
  +        ret[Stats.SANITY] = "Spark";
  +        ret[Stats.RELATIONSHIPS] = "Engineer";
  +        ret[Stats.FREE_WILL] = "Automaton";
  +        ret[Stats.MIN_LUCK] = "Apprentice";
  +        ret[Stats.MAX_LUCK] = "Disaster";
  +        ret[Stats.ALCHEMY] = "Anomoly";
  +        ret[Stats.SBURB_LORE] = "Alchemist";
  +        _titles[Stats.ALCHEMY] = ret;
  +    }
  +
  +    static void initHighLore() {
  +        //all the low stats
  +        Map<Stat, String> ret = new Map<Stat, String>();
  +        ret[Stats.POWER] = "Academic";
  +        ret[Stats.HEALTH] = "Priest";
  +        ret[Stats.CURRENT_HEALTH] = "Priest";
  +        ret[Stats.MOBILITY] = "Librarian";
  +        ret[Stats.SANITY] = "Sorcerer";
  +        ret[Stats.RELATIONSHIPS] = "Magician";
  +        ret[Stats.FREE_WILL] = "Druid";
  +        ret[Stats.MIN_LUCK] = "Warlock";
  +        ret[Stats.MAX_LUCK] = "Wizard";
  +        ret[Stats.ALCHEMY] = "Mage";
  +        ret[Stats.SBURB_LORE] = "Anomoly";
  +        _titles[Stats.SBURB_LORE] = ret;
       }
   
   
  
positive.code:                 int divisor = rand.nextIntRange(2, 13); //can't be above half as strong as the player in any stat
                  companion.setStat(stat, companion.getStat(stat) / divisor); //weaker
              }else {
                  companion.setStat(stat, companion.getStat(1); //basically nothing
  
              }
          }
  
negative.code:         if(_titles.isEmpty) initTitles();
          //need to have default values too, if you can't find shit (i.e. new stats)
  
          String title = "Null";
          String bonus = "";
          if(_titles.containsKey(highestStat)) {
              if(_titles[highestStat].containsKey(lowestStat)) {
                  title = _titles[highestStat][lowestStat];
              }
          }
          if(session.rand.nextDouble() > .9) bonus = "Secret";
  
          name = "$bonus $name $title ${highestStat} ${lowestStat} ";
      }
  
  
  