anchor.diff:  
   /obj/effect/clockwork/sigil/transmission/proc/modify_charge(amount)
   	if(power_charge - amount < 0)
  -		return 0
  +		return FALSE
   	power_charge -= amount
   	alpha = min(initial(alpha) + power_charge*0.02, 255)
  -	return 1
  +	return TRUE
   
   
   //Vitality Matrix: Drains health from non-servants to heal or even revive servants.
   /obj/effect/clockwork/sigil/vitality
   	name = "comforting sigil"
   	desc = "A faint blue sigil. Looking at it makes you feel protected."
  -	clockwork_desc = "A sigil that will drain non-servants that remain on it. Servants that remain on it will be healed if it has any vitality drained."
  +	clockwork_desc = "A sigil that will drain non-Servants that remain on it. Servants that remain on it will be healed if it has any vitality drained."
   	icon_state = "sigilvitality"
   	color = "#123456"
   	alpha = 75
  
positive.code: 		animate(src, color = oldcolor, time = 20)
  		addtimer(src, "update_atom_colour", 20)
  		visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
  		return 0
  	post_channel(L)
  	if(is_eligible_servant(L))
  		L << "<span class='heavy_brass'>\"You belong to me now.\"</span>"
  
negative.code: 		sigil_active = FALSE
  		visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
  	if(sigil_active || alpha == 255)
  		animate(src, alpha = initial(alpha), time = 10)
  		addtimer(src, "update_alpha", 10)
  
  /obj/effect/clockwork/sigil/vitality/proc/update_alpha()
  	if(sigil_active)
  		alpha = 255
  	else
  		alpha = initial(alpha)
  