anchor.diff:  		return
   	user.essence += essence_amt
   	user.essence = Clamp(user.essence, 0, INFINITY)
  +	if(essence_amt > 0)
  +		user.essence_accumulated += essence_amt
  +		user.essence_accumulated = Clamp(user.essence_accumulated, 0, INFINITY)
   	if(!silent)
   		if(essence_amt > 0)
   			user << "<span class='notice'>Gained [essence_amt]E from [source].</span>"
  
positive.code: 			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
  
  /mob/living/simple_animal/revenant/ex_act(severity, target)
  	return 1 //Immune to the effects of explosions.
  
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
  
  