anchor.diff:                  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
  +                companion.setStat(stat, 1); //basically nothing
   
               }
           }
  
positive.code:         if(_titles.isEmpty) initTitles();
          //need to have default values too, if you can't find shit (i.e. new stats)
  
          String title = "Placeholder TODO";
          String bonus = "";
          if(session.rand.nextDouble() > .9) bonus = "Secret";
  
          name = "$bonus $title ${highestStat} ${lowestStat} $name";
      }
  
  
  
negative.code: 
      static void initTitles() {
          //Map<Stat, Map<Stat, String>> first map is high stats.
          initHighPower();
          initHighAlchemy();
          initHighFreeWill();
          initHighHealth();
          initHighLore();
          initHighMaxLuck();
          initHighMinLuck();
          initHighMobility();
          initHighRelationships();
          initHighSanity();
      }
  
      static void initHighPower() {
          Map<Stat, String> ret = new Map<Stat, String>();
          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] = "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] = "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] = "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;
      }
  
  
  