anchor.diff:  	layer = HIGH_OBJ_LAYER
   	break_message = "<span class='warning'>The warden's eye gives a glare of utter hate before falling dark!</span>"
   	debris = list(/obj/item/clockwork/component/belligerent_eye/blind_eye)
  +	burn_state = LAVA_PROOF
   	var/damage_per_tick = 3
   	var/sight_range = 3
   	var/mob/living/target
  
positive.code: 	return ..()
  
  /obj/effect/clockwork/examine(mob/user)
  	if(is_servant_of_ratvar(user) && clockwork_desc)
  		desc = clockwork_desc
  	..()
  	desc = initial(desc)
  
negative.code: 	icon_state = "sigil"
  	layer = LOW_OBJ_LAYER
  	alpha = 50
  	burn_state = FIRE_PROOF
  	burntime = 1
  	var/affects_servants = FALSE
  	var/affects_stat = FALSE
  
  