anchor.diff:  			if(!total_damage)
   				break
   			var/vitality_for_cycle = min(vitality, 3)
  +			var/vitality_used = 0
  +			if(ratvar_awakens)
  +				vitality_for_cycle = 3
   
   			if(clone_to_heal && vitality_for_cycle)
   				var/healing = min(vitality_for_cycle, clone_to_heal)
   				vitality_for_cycle -= healing
   				L.adjustCloneLoss(-healing)
  -				vitality -= healing
  +				vitality_used += healing
   
   			if(tox_to_heal && vitality_for_cycle)
   				var/healing = min(vitality_for_cycle, tox_to_heal)
   				vitality_for_cycle -= healing
   				L.adjustToxLoss(-healing)
  -				vitality -= healing
  +				vitality_used += healing
   
   			if(burn_to_heal && vitality_for_cycle)
   				var/healing = min(vitality_for_cycle, burn_to_heal)
   				vitality_for_cycle -= healing
   				L.adjustFireLoss(-healing)
  -				vitality -= healing
  +				vitality_used += healing
   
   			if(brute_to_heal && vitality_for_cycle)
   				var/healing = min(vitality_for_cycle, brute_to_heal)
   				vitality_for_cycle -= healing
   				L.adjustBruteLoss(-healing)
  -				vitality -= healing
  +				vitality_used += healing
   
   			if(oxy_to_heal && vitality_for_cycle)
   				var/healing = min(vitality_for_cycle, oxy_to_heal)
   				vitality_for_cycle -= healing
   				L.adjustOxyLoss(-healing)
  -				vitality -= healing
  +				vitality_used += healing
  +
  +			if(!ratvar_awakens)
  +				vitality -= vitality_used
   		sleep(2)
   
   	animation_number = initial(animation_number)
  
positive.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.get_ghost(TRUE)
  				if(ghost)
  					if(vitality >= revival_cost)
  
negative.code: /obj/effect/clockwork/sigil/vitality/examine(mob/user)
  	..()
  	if(is_servant_of_ratvar(user) || isobserver(user))
  		user << "<span class='[vitality ? "inathneq_small":"alloy"]'>It is storing <b>[ratvar_awakens ? "INFINITE":"[vitality]"]</b> units of vitality.</span>"
  		user << "<span class='inathneq_small'>It requires at least [base_revive_cost] units of vitality to revive dead servants, in addition to any damage the servant has.</span>"
  
  /obj/effect/clockwork/sigil/vitality/sigil_effects(mob/living/L)
  