anchor.diff:  		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)
  +		host.heal_ordered_damage(4, damage_heal_order)
   
   /mob/living/simple_animal/hostile/clockwork/marauder/proc/update_stats()
   	if(ratvar_awakens)
  
positive.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()
  	..()
  
negative.code: 	host.visible_message("<span class='warning'>[host]'s skin flashes crimson!</span>", "<span class='heavy_brass'>You feel [true_name]'s consciousness settle in your mind.</span>")
  	visible_message("<span class='warning'>[src] suddenly disappears!</span>", "<span class='heavy_brass'>You return to [host].</span>")
  	forceMove(host)
  	if(resulthealth > MARAUDER_EMERGE_THRESHOLD && health != maxHealth)
  		recovering = TRUE
  		src << "<span class='userdanger'>You have weakened and will need to recover before manifesting again!</span>"
  	return 1
  