anchor.diff:  		user << "<span class='warning'>To use this talisman, attack the target directly.</span>"
   	else
   		user << "<span class='danger'>There are indecipherable images scrawled on the paper in what looks to be... <i>blood?</i></span>"
  -	
  -	
  +
  +
   /obj/item/weapon/paper/talisman/construction/attack(obj/M,mob/living/user)
   	if(iscultist(user))
   		user << "<span class='cultitalic'>This talisman will only work on a stack of metal sheets!</span>"
   		log_game("Construct talisman failed - not a valid target")
  -		
  +
   /obj/item/weapon/restraints/handcuffs/energy/cult //For the talisman of shackling
  -	name = "cultist shackles"
  +	name = "cult shackle"
   	desc = "shackles that bind the wrists with sinister magic."
   	trashtype = /obj/item/weapon/restraints/handcuffs/energy/used
   	origin_tech = "materials=2;magnets=5"
  
positive.code: 				C.handcuffed = new /obj/item/weapon/restraints/handcuffs/energy/cult/used(C)
  				C.update_handcuffed()
  				user << "<span class='notice'>You shackle [C].</span>"
  				add_logs(user, C, "handcuffed")
  		else
  			user << "<span class='warning'>You fail to shackle [C].</span>" 
  	return
  
negative.code: 	else
  		user << "<span class='danger'>There are indecipherable images scrawled on the paper in what looks to be... <i>blood?</i></span>"
  	return 0
  
  /obj/item/weapon/paper/talisman/stun/attack(mob/living/target, mob/living/user, successfuluse = 1)
  	if(iscultist(user))
  		invoke(user, 1)
  