anchor.diff:  	var/blockchance = 20 //chance to block melee attacks entirely
   	var/counterchance = 30 //chance to counterattack after blocking
   	var/combattimer = 50 //after 5 seconds of not being hit ot attacking we count as 'out of combat' and lose block/counter chance
  +	var/static/list/damage_heal_order = list(OXY, BURN, BRUTE, TOX) //we heal our host's damage in this order
   	playstyle_string = "<span class='sevtug'>You are a clockwork marauder</span><b>, a living extension of Sevtug's will. As a marauder, you are somewhat slow, but may block melee attacks \
   	and have a chance to also counter blocked melee attacks for extra damage, in addition to being immune to extreme temperatures and pressures. \
   	Your primary goal is to serve the creature that you are now a part of. You can use <span class='sevtug_small'><i>:b</i></span> to communicate silently with your master, \
  
positive.code: 		resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
  	if(ratvar_awakens || resulthealth <= MARAUDER_EMERGE_THRESHOLD)
  		new /obj/effect/overlay/temp/heal(host.loc, "#AF0AAF")
  		host.adjustBruteLoss(-1)
  		host.adjustFireLoss(-1)
  		host.adjustToxLoss(-1)
  		host.adjustOxyLoss(-3)
  
  /mob/living/simple_animal/hostile/clockwork/marauder/proc/update_stats()
  	if(ratvar_awakens)
  
negative.code: 	emerge_from_host(0, 1)
  	visible_message("<span class='warning'>[src]'s equipment clatters lifelessly to the ground as the red flames within dissipate.</span>", \
  	"<span class='userdanger'>Your equipment falls away. You feel a moment of confusion before your fragile form is annihilated.</span>")
  	. = ..()
  
  /mob/living/simple_animal/hostile/clockwork/marauder/Stat()
  	..()
  