anchor.diff:  		if(target.stat == DEAD)
   			user << "<span class='warning'>[target] is dead and will not yield essence.</span>"
   			charge_counter = charge_max
  -		user << "<span class='info'>You plant a draining seed on [target].</span>"
  +		user << "<span class='info'>You plant a draining seed on [target] with malevolent intent, remaining unseen.</span>"
   		planted = 1
   		for(var/i = 0, i < 120, i++)
   			sleep(10)
   			if(!target)
   				break
   			user.essence += rand(0.3, 0.5) //Not a huge amount of essence; at the least it's 36 and at the most it's 60
  -			target.adjustStaminaLoss(1)
  +			target.adjustStaminaLoss(18)
   			if(prob(3))
   				target << "<span class='warning'>You feel sapped.</span>" //Letting the target know that they're not bugged and losing stamina 4nr
   		planted = 0
  
positive.code: 	if(!essence_check(25))
  		charge_counter = charge_max
  		return
  	for(var/turf/T in targets)
  		spawn(0)
  			for(var/obj/machinery/light/L in T.contents)
  
negative.code: 		user.revealed = 1
  		user.invisibility = 0
  		spawn(10)
  			user << "<span class='info'><i>Eldritch energies infuse your form as you reattune to the underrealm, now invisible to mortal life once more.</i></span>"
  			user.revealed = 0
  			user.invisibility = INVISIBILITY_OBSERVER
  
  