anchor.diff:  				density = 0
   				var/sparks = 0
   
  -				var/rate        = 2 + p.dropRate/100
  +				var/rate        = 6 + p.dropRate/100
   				var/rate_factor = worldData.DropRateModifier
   
   				if(p.House == worldData.housecupwinner)
   					rate += 0.25
   
   				if(icon_state == "chest")
  -					rate += 0.5 + (p.TreasureHunting.level)/100
  +					rate += 4 + (p.TreasureHunting.level)/50
   
   					p.TreasureHunting.add((p.level + p.TreasureHunting.level + rand(15)) * 80, p, 1)
   				else if(icon_state == "spellcrafting")
  -					rate += 2
  +					rate += 4 + (p.Spellcrafting.level)/50
   
   					p.Spellcrafting.add((p.level + p.Spellcrafting.level + rand(15)) * 80, p, 1)
   
  
positive.code: 
  				rate *= rate_factor
  
  				var/base = worldData.baseChance * clamp(p.level/100, 0.1, 20)
  
  				if(icon_state == "spellcrafting" && prob(base * rate * 10))
  					var/prize = pick(/obj/items/wearable/title/Airbender,
  					                 /obj/items/wearable/title/Waterbender,
  					                 /obj/items/wearable/title/Firebender,
  
negative.code: 				density = 1
  				transform = null
  
  				sleep(500)
  
  				animate(src, alpha = 255, time = 5)
  
  				if(prob(30))
  					icon_state = "chest"
  					name = "Chest"
  				else if(prob(20))
  					icon_state = "spellcrafting"
  					name = "Magic Chest"
  				else
  