anchor.diff:  	animate(src, alpha = 255, time = 10)
   	sleep(10)
   	sigil_active = TRUE
  -//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
  +//as long as they're still on the sigil and are either not a servant OR they have a null rod OR they're a servant AND it has remaining vitality
   	while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && vitality)) && get_turf(L) == get_turf(src))
   		if(animation_number >= 4)
   			PoolOrNew(/obj/effect/overlay/temp/ratvar/sigil/vitality, get_turf(src))
  
positive.code: /obj/structure/clockwork/attacked_by(obj/item/I, mob/living/user)
  	. = ..()
  	if(I.force && takes_damage)
  		take_damage(I.force, I.damtype)
  		playsound(src, I.hitsound, 50, 1)
  
  /obj/structure/clockwork/mech_melee_attack(obj/mecha/M)
  	if(..())
  
negative.code: 				for(var/obj/item/W in L)
  					L.unEquip(W)
  				L.dust()
  			if(L.null_rod_check())
  				vitality_drained = L.adjustToxLoss(-10)
  				animate(V, alpha = 0, transform = matrix()*2, time = 8)
  				playsound(L, 'sound/magic/WandODeath.ogg', 50, 1)
  				L.visible_message("<span class='warning'>[L] shines a brilliant blue as vitality floods out of it!</span>")
  				L << "<span class='inathneq_large'>\("Are you so callous as to waste the lives of others to preserve your own?")\"</span>"
  				if(vitality <= 0)
  					qdel(src)
  				
  			if(vitality_drained)
  				vitality += vitality_drained
  			else
  