anchor.diff:  	materials = list(MAT_METAL=4000, MAT_GLASS=1000)
   	origin_tech = "materials=1;biotech=1"
   	attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
  +	hitsound = 'sound/weapons/bladeslice.ogg'
  +	sharpness = IS_SHARP_ACCURATE
  +
  +/obj/item/weapon/scalpel/augment
  +	name = "toolarm scalpel"
  +	desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
  +	icon = 'icons/obj/surgery.dmi'
  +	icon_state = "scalpel"
  +	flags = CONDUCT
  +	force = 10
  +	w_class = WEIGHT_CLASS_TINY
  +	throwforce = 5
  +	throw_speed = 3
  +	throw_range = 5
  +	materials = list(MAT_METAL=4000, MAT_GLASS=1000)
  +	origin_tech = "materials=1;biotech=1"
  +	attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
  +	toolspeed = 0.5
   	hitsound = 'sound/weapons/bladeslice.ogg'
   	sharpness = IS_SHARP_ACCURATE
   
  
positive.code: 	origin_tech = "materials=1;biotech=1"
  	attack_verb = list("drilled")
  
  /obj/item/weapon/scalpel
  	name = "scalpel"
  	desc = "Cut, cut, and once more cut."
  
negative.code: 	attack_verb = list("burnt")
  
  
  /obj/item/weapon/cautery/augment
  	name = "toolarm cautery"
  	desc = "A heated element that cauterizes wounds."
  	icon = 'icons/obj/surgery.dmi'
  	icon_state = "cautery"
  	materials = list(MAT_METAL=2500, MAT_GLASS=750)
  	flags = CONDUCT
  	w_class = WEIGHT_CLASS_TINY
  	origin_tech = "materials=1;biotech=1"
  	toolspeed = 0.5
  	attack_verb = list("burnt")
  
  
  /obj/item/weapon/surgicaldrill
  	name = "surgical drill"
  	desc = "You can drill using this item. You dig?"
  