anchor.diff:  			..()
   			var/minutes = rand(10,30)
   			var/monsters = rand(50,100)
  -			var/tier = rand(1,7)
  -			var/list/types = list("Slug", "Rat", "Pixie", "Dog", "Snake", "Wolf", "Troll")
  +			var/tier = rand(1,9)
  +			var/list/types = list("Slug", "Rat", "Pixie", "Dog", "Snake", "Wolf", "Troll", "Spider", "Stickman")
   
   			Players << infomsg("[types[tier]]s are invading for [minutes] minutes, they're right outside Hogwarts, defend the castle!<br>(The monsters have a leader, stronger than the rest, he drops a valuable prize based on level)")
   
  
positive.code: 					monster.pixel_y = -48
  
  					if(tier < 3)
  						monster.drops = list("100" = list(/obj/items/bagofgoodies))
  					else if(tier == 3)
  						monster.drops = list("100" = list(/obj/items/bagofgoodies,
  														  /obj/items/lamps/double_drop_rate_lamp,
  														  /obj/items/lamps/double_exp_lamp,
  														  /obj/items/lamps/double_gold_lamp))
  					else if(tier == 4)
  						monster.drops = list("100" = list(/obj/items/artifact,
  														  /obj/items/lamps/double_drop_rate_lamp,
  														  /obj/items/lamps/double_exp_lamp,
  														  /obj/items/lamps/double_gold_lamp,
  														  /obj/items/lamps/farmer_lamp,
  														  /obj/items/wearable/title/Warrior))
  					else if(tier == 5)
  						monster.drops = list("100" = list(/obj/items/artifact,
  														  /obj/items/lamps/double_drop_rate_lamp,
  														  /obj/items/lamps/double_exp_lamp,
  														  /obj/items/lamps/double_gold_lamp,
  														  /obj/items/lamps/triple_drop_rate_lamp,
  														  /obj/items/lamps/triple_exp_lamp,
  														  /obj/items/lamps/triple_gold_lamp,
  														  /obj/items/lamps/farmer_lamp,
  														  /obj/items/wearable/title/Warrior))
  					else if(tier == 6)
  						monster.drops = list("100" = list(/obj/items/artifact,
  												 		  /obj/items/lamps/triple_drop_rate_lamp,
  												  		  /obj/items/lamps/triple_exp_lamp,
  												  		  /obj/items/lamps/triple_gold_lamp,
  												  		  /obj/items/wearable/title/Warrior,
  												  		  /obj/items/wearable/title/Warmonger))
  
  					else if(tier == 7)
  						monster.drops = list("100" = list(/obj/items/artifact,
  												  		  /obj/items/wearable/scarves/red_scarf,
  												  		  /obj/items/wearable/scarves/blue_scarf,
  												  		  /obj/items/wearable/scarves/green_scarf,
  												  		  /obj/items/wearable/scarves/yellow_scarf,
  												  		  /obj/items/lamps/triple_drop_rate_lamp,
  												  		  /obj/items/lamps/triple_gold_lamp,
  												  		  /obj/items/wearable/title/Warmonger))
  				else
  					monster.icon = 'Mobs.dmi'
  
  
negative.code: 				var/obj/spawner/spawn_loc = pick(spawners)
  				var/mob/NPC/Enemies/Summoned/monster = new (spawn_loc.loc)
  
  				monster.DMGmodifier = 0.8
  				monster.HPmodifier  = 1.2
  				monster.level       = tier * 100 + rand(0, 10)
  				monster.name        = types[tier]
  				monster.icon_state  = lowertext(types[tier])
  
  