anchor.diff:  				var/obj/items/elite/e = new (loc)
   				e.level = level/50
   				e.name  = "sword of might: level [e.level]"
  -				e.prizeDrop(killer.ckey, decay=FALSE)
  +				e.prizeDrop(killer.ckey, decay=1)
   				killer << infomsg("<i>[name] dropped [e.name]</i>")
   
   			rate *= rate_factor
  
positive.code: 
  			Range = 16
  			respawnTime = 6000
  
  			MapInit()
  				set waitfor = 0
  
negative.code: 					if(killer.pet)
  						killer.pet.fetch(prize)
  
  			var/base = worldData.baseChance * clamp(1 + (level - killer.level) / 200, 0.1, 10)
  			if(prob((level / killer.level)**4 * base * rate))
  				sparks = 1
  				prize = pick(drops_list["legendary"])
  