anchor.diff:  
   mob/NPC/Enemies/Summoned/Zombie
   	DMGmodifier = 2
  -	HPmodifier  = 4
  +	HPmodifier  = 3
   	MoveDelay   = 2
   	AttackDelay = 1
   
   	New(Loc, mob/Player/p, obj/corpse/c)
  -		..()
  -
   		appearance = c.appearance
   		level      = p.level + rand(0, 50)
  -		extraDmg   = round((p.extraDef + p.clothDef)/2 + p.extraDmg + p.clothDmg)
  +
  +		..()
   
   	MapInit()
   		set waitfor = 0
  
positive.code: 					else if(distance > 3)
  						step_rand(src)
  						sleep(2)
  
  			Slug
  				icon_state = "slug"
  
  				New()
  					move()
  				proc/move()
  					set waitfor = 0
  					walk_rand(src,15)
  
  					sleep(100)
  					walk(src, 0)
  					loc = null
  				BlindAttack()
  
  			Archangel
  				icon_state = "archangel"
  
negative.code: 							while(loc)
  
  								icon_state = "shield"
  								MoveDelay = 40
  								ChangeState(state)
  
  
  								var/spawns = 5
  								while(loc && spawns > 0)
  									spawns--
  
  									if("The Black Blade" in worldData.currentEvents)
  										var/RandomEvent/Sword/e = locate() in worldData.events
  
  										if(e.swords <= 40)
  											e.swords++
  											new /mob/NPC/Enemies/Summoned/Sword (loc)
  
  									sleep(40)
  
  								icon_state = "sword"
  								MoveDelay = 2
  								ChangeState(state)
  
  								sleep(300)
  
  						Attack(mob/M)
  							..()
  
  							if(!fired && target && state == HOSTILE && icon_state == "sword")
  								fired = 1
  								spawn(10) fired = 0
  
  								var/list/dirs
  								if(diag == 0)
  