anchor.diff:  	movement_type = FLYING
   	a_intent = INTENT_HARM
   	loot = list(/obj/item/clockwork/component/geis_capacitor/fallen_armor)
  -	light_range = 2
  -	light_power = 1.1
  +	light_range = 3
  +	light_power = 1.7
   	playstyle_string = "<span class='big bold'><span class='neovgre'>You are a clockwork marauder,</span></span><b> a well-rounded frontline construct of Ratvar. Although you have no \
   	unique abilities, you're a fearsome fighter in one-on-one combat, and your shield protects from projectiles!<br><br>Obey the Servants and do as they \
  -	tell you. Your primary goal is to defend the Ark from destruction; they are your allies in this, and should be protected from harm.</b>"
  +	tell you. Your primary goal is to defend the Ark from destruction; they are your allies in this, and should be protected from harm.</b> \
  +	<span class='danger big'>Be warned, however, that you will rapidly decay near the void of space.</span>"
   	empower_string = "<span class='neovgre'>The Anima Bulwark's power flows through you! Your weapon will strike harder, your armor is sturdier, and your shield is more durable.</span>"
  +	var/default_speed = 0
   	var/max_shield_health = 3
   	var/shield_health = 3 //Amount of projectiles that can be deflected within
   	var/shield_health_regen = 0 //When world.time equals this, shield health will regenerate
  
positive.code: 
  /mob/living/simple_animal/hostile/clockwork/marauder/Life()
  	..()
  	if(!GLOB.ratvar_awakens && health / maxHealth <= MARAUDER_SLOWDOWN_PERCENTAGE)
  		speed = initial(speed) + 1 //Yes, this slows them down
  	else
  		speed = initial(speed)
  	if(shield_health < max_shield_health && world.time >= shield_health_regen)
  		shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
  		to_chat(src, "<span class='neovgre'>Your shield has recovered, <b>[shield_health]</b> blocks remaining!</span>")
  
negative.code: #define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
  #define MARAUDER_SHIELD_REGEN_TIME 200 //In deciseconds, how long it takes for shields to regenerate after breaking
  #define MARAUDER_SPACE_DAMAGE 4			//amount of damage taking per Life() tick from space.
  
  //Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
  /mob/living/simple_animal/hostile/clockwork/marauder
  