anchor.diff:  				vitality_for_cycle -= healing
   				L.adjustOxyLoss(-healing)
   				vitality -= healing
  -		sleep(8)
  -
  +		sleep(2)
  +
  +	animation_number = initial(animation_number)
   	sigil_active = FALSE
   	animate(src, alpha = initial(alpha), time = 20)
   	visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
  
positive.code: 	sigil_active = TRUE
  //as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
  	while(L && (!is_servant_of_ratvar(L) && L.stat != DEAD || (is_servant_of_ratvar(L) && vitality)) && get_turf(L) == get_turf(src))
  		PoolOrNew(/obj/effect/overlay/temp/ratvar/sigil/vitality, get_turf(src))
  		if(!is_servant_of_ratvar(L))
  			var/vitality_drained = L.adjustToxLoss(4)
  			if(vitality_drained)
  				vitality += vitality_drained
  			else
  
negative.code: 			var/total_damage = clone_to_heal + tox_to_heal + burn_to_heal + brute_to_heal + oxy_to_heal
  			if(L.stat == DEAD)
  				var/revival_cost = base_revive_cost + total_damage - oxy_to_heal //ignores oxygen damage
  				var/mob/dead/observer/ghost = L.grab_ghost(TRUE)
  				if(ghost)
  					if(vitality >= revival_cost)
  						L.revive(1, 1)
  						playsound(L, 'sound/magic/Staff_Healing.ogg', 50, 1)
  						L.visible_message("<span class='warning'>[L] suddenly gets back up, their mouth dripping blue ichor!</span>", "<span class='inathneq'>\"Lbh jvyy or bxnl, puvyq.\"</span>")
  						vitality -= revival_cost
  						break
  				else
  					break
  			if(!total_damage)
  				break
  			var/vitality_for_cycle = min(vitality, 3)
  
  			if(clone_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, clone_to_heal)
  