anchor.diff:  				if(LT.stat == DEAD || !is_servant_of_ratvar(LT) || LT == ranged_ability_user || !(LT in view(7, get_turf(ranged_ability_user))) || \
   				(islist(LT.stun_absorption) && LT.stun_absorption["vanguard"] && LT.stun_absorption["vanguard"]["end_time"] > world.time))
   					continue
  -				LT.apply_status_effect(STATUS_EFFECT_VANGUARD)
  +				L = LT
   				break
  -		else
  -			L.apply_status_effect(STATUS_EFFECT_VANGUARD)
  +
  +		L.apply_status_effect(STATUS_EFFECT_VANGUARD)
  +		add_logs(ranged_ability_user, L, "granted Vanguard")
   		ranged_ability_user.apply_status_effect(STATUS_EFFECT_VANGUARD)
   
   		clockwork_say(ranged_ability_user, text2ratvar("Shield us from darkness!"))
  
positive.code: 		if(target_is_binding)
  			var/obj/structure/destructible/clockwork/geis_binding/GB = target
  			GB.repair_and_interrupt()
  			successful = TRUE
  		else
  			var/mob/living/L = target
  
negative.code: 			for(var/i in 1 to healseverity)
  				PoolOrNew(/obj/effect/overlay/temp/heal, list(targetturf, "#1E8CE1"))
  			clockwork_say(ranged_ability_user, text2ratvar("Mend wounded flesh!"))
  			add_logs(ranged_ability_user, L, "healed with Sentinel's Compromise")
  		else
  			clockwork_say(ranged_ability_user, text2ratvar("Purge foul darkness!"))
  			add_logs(ranged_ability_user, L, "purged of holy water with Sentinel's Compromise")
  		ranged_ability_user << "<span class='brass'>You bathe [L == ranged_ability_user ? "yourself":"[L]"] in Inath-neq's power!</span>"
  		L.visible_message("<span class='warning'>A blue light washes over [L], mending [L.p_their()] bruises and burns!</span>", \
  		"<span class='heavy_brass'>You feel Inath-neq's power healing your wounds, but a deep nausea overcomes you!</span>")
  