anchor.diff:  				if(ratvar_awakens)
   					revival_cost = 0
   				var/mob/dead/observer/ghost = L.get_ghost(TRUE)
  -				if(ghost)
  -					if(vitality >= revival_cost)
  -						ghost.reenter_corpse()
  -						L.revive(1, 1)
  -						playsound(L, 'sound/magic/Staff_Healing.ogg', 50, 1)
  -						L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] mouth dripping blue ichor!</span>", \
  -						"<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
  -						vitality -= revival_cost
  -						break
  -				else
  -					break
  +				if(ghost && vitality >= revival_cost)
  +					ghost.reenter_corpse()
  +					L.revive(1, 1)
  +					playsound(L, 'sound/magic/Staff_Healing.ogg', 50, 1)
  +					L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] mouth dripping blue ichor!</span>", \
  +					"<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
  +					vitality -= revival_cost
  +				break
   			if(!total_damage)
   				break
   			var/vitality_for_cycle = min(vitality, 3)
  
positive.code: 		var/mob/living/L = AM
  		if(L.stat <= stat_affected)
  			if((!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && affects_servants)) && L.mind)
  				if(L.null_rod_check())
  					var/obj/item/I = L.null_rod_check()
  					L.visible_message("<span class='warning'>[L]'s [I.name] [resist_string], protecting them from [src]'s effects!</span>", \
  					"<span class='userdanger'>Your [I.name] [resist_string], protecting you!</span>")
  					return
  				sigil_effects(L)
  			return 1
  
  /obj/effect/clockwork/sigil/proc/sigil_effects(mob/living/L)
  
  
negative.code: 	..()
  	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 <b>[base_revive_cost]</b> 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)
  	if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
  		return
  	visible_message("<span class='warning'>[src] begins to glow bright blue!</span>")
  	animate(src, alpha = 255, time = 10)
  	addtimer(src, "update_alpha", 10)
  	sleep(10)
  //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) || (is_servant_of_ratvar(L) && vitality)) && get_turf(L) == get_turf(src))
  