anchor.diff:  					var/obj/items/wearable/title/Slayer/t = new (loc)
   					t.title = "[name] Slayer"
   					t.name  = "Title: [name] Slayer"
  -					t.prizeDrop(killer.ckey, protection=150, decay=FALSE)
  +					t.prizeDrop(killer.ckey, decay=FALSE)
   
   				if(prize)
   
  
positive.code: 				var/obj/items/prize
  
  				var/list/possible_drops = istext(drops)	? drops_list[drops] : drops
  
  				if(!possible_drops && name == initial(name))
  					possible_drops = (name in drops_list) ? drops_list[name] : drops_list["default"]
  
  				if(islist(possible_drops))
  					for(var/i in possible_drops)
  
negative.code: 					SetSize(rand(10,20) / 10)
  
  				Attack()
  					var/p = 0
  					for(var/mob/NPC/Enemies/m in orange(1, src))
  						p += 20
  
  					if(prob(p))
  						extraDmg    = 1200
  						level       = 1000
  						MoveDelay   = 2
  						AttackDelay = 2
  					..()
  					extraDmg    = 0
  					level       = initial(level)
  					MoveDelay   = initial(MoveDelay)
  					AttackDelay = initial(AttackDelay)
  
  				Death(mob/Player/killer)
  					..()
  
  					SpawnPet(killer, 0.04, null, /obj/items/wearable/pets/troll)
  
  				ChangeState(var/i_State)
  					set waitfor = FALSE
  
  					..(i_State)
  
  					if(i_State == WANDER && origloc && HP > 0)
  						HP = MHP
  						while(state == WANDER && get_dist(loc, origloc) > 2)
  							var/i = step_to(src, origloc)
  							if(!i) break
  							sleep(1)
  
  			House_Elf
  				icon_state = "houseelf"
  