anchor.diff:  			src << "<span class='boldannounce'>Your essence has dropped below critical levels. You barely manage to save yourself - [strikes ? "you can't keep this up!" : "next time, it's death."]</span>"
   		else if(strikes <= 0)
   			death()
  -	maxHealth = essence * 3
  -	if(!revealed)
  -		health = maxHealth //Heals to full when not revealed
   	if(essence_regenerating && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
   		essence += essence_regen_amount
   		if(essence > essence_regen_cap)
   			essence = essence_regen_cap
  +	maxHealth = essence * 3
  +	if(!revealed)
  +		health = maxHealth //Heals to full when not revealed
   
   /mob/living/simple_animal/revenant/ex_act(severity, target)
   	return 1 //Immune to the effects of explosions.
  
positive.code: 		return
  	user.essence += essence_amt
  	user.essence = Clamp(user.essence, 0, INFINITY)
  	if(!silent)
  		if(essence_amt > 0)
  			user << "<span class='notice'>Gained [essence_amt]E from [source].</span>"
  
negative.code: 
  /datum/objective/revenant/New()
  	targetAmount = rand(100,200)
  	explanation_text = "Absorb [targetAmount] points of essence from humans."
  	..()
  
  /datum/objective/revenant/check_completion()
  	if(!istype(owner, /mob/living/simple_animal/revenant) || !owner)
  		return 0
  	var/mob/living/simple_animal/revenant/R = owner
  	if(!R || R.stat == DEAD)
  		return 0
  	var/essence_stolen = R.essence_accumulated
  	if(essence_stolen < targetAmount)
  		return 0
  	return 1
  
  