anchor.diff:  		M << "<span class='userdanger'>Your body flares with agony at [src]'s touch!</span>"
   		M.adjustFireLoss(10)
   	if(impaling)
  +		impale_cooldown = world.time + initial(impale_cooldown)
   		attack_verb = list("stabbed", "poked", "slashed")
   		if(target)
   			user << "<span class='notice'>You prepare to remove your ratvarian spear from [target]...</span>"
  
positive.code: 				if(target.stat == CONSCIOUS)
  					target << "<span class='userdanger'>You scream in pain as [src] breaks within you!</span>"
  					target.emote("scream")
  					flash_color(target, color="#911414", time=7)
  				break_spear(get_turf(target))
  
  /obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
  
negative.code: 		user.stop_pulling()
  		target.Stun(2)
  		PoolOrNew(/obj/effect/overlay/temp/bloodsplatter, list(get_turf(target), get_dir(user, target)))
  	if(impale_cooldown > world.time)
  		user << "<span class='warning'>You can't attack right now, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>"
  		return
  	..()
  	if(issilicon(target))
  		var/mob/living/silicon/S = target
  