anchor.diff:  					if(killer.pet)
   						killer.pet.fetch(prize)
   
  -			var/base
  -			if(level >= killer.level)
  -				base = worldData.baseChance * clamp(level / 100, 1, 10)
  -			else
  -				base = worldData.baseChance * clamp(level / 200, 1, 10)
  -
  +			var/base = worldData.baseChance * clamp(1 + (level - killer.level) / 200, 0.1, 10)
   			if(prob((level / killer.level)**4 * base * rate))
   				sparks = 1
   				prize = pick(drops_list["legendary"])
  
positive.code: 
  			Range = 16
  			respawnTime = 6000
  
  			MapInit()
  				set waitfor = 0
  
negative.code: 				var/obj/items/elite/e = new (loc)
  				e.level = level/50
  				e.name  = "sword of might: level [e.level]"
  				e.prizeDrop(killer.ckey, decay=1)
  				killer << infomsg("<i>[name] dropped [e.name]</i>")
  
  			rate *= rate_factor
  