anchor.diff:  			var/total_damage = clone_to_heal + tox_to_heal + burn_to_heal + brute_to_heal + oxy_to_heal
   			if(L.stat == DEAD)
   				var/revival_cost = base_revive_cost + total_damage - oxy_to_heal //ignores oxygen damage
  +				if(ratvar_awakens)
  +					revival_cost = 0
   				var/mob/dead/observer/ghost = L.get_ghost(TRUE)
   				if(ghost)
   					if(vitality >= revival_cost)
  
positive.code: /obj/effect/clockwork/sigil/vitality/examine(mob/user)
  	..()
  	if(is_servant_of_ratvar(user) || isobserver(user))
  		user << "<span class='[vitality ? "inathneq_small":"alloy"]'>It is storing [vitality] units of vitality.</span>"
  		user << "<span class='inathneq_small'>It requires at least [base_revive_cost] units of vitality to revive dead servants, in addition to any damage the servant has.</span>"
  
  /obj/effect/clockwork/sigil/vitality/sigil_effects(mob/living/L)
  
negative.code: 			if(!total_damage)
  				break
  			var/vitality_for_cycle = min(vitality, 3)
  			var/vitality_used = 0
  			if(ratvar_awakens)
  				vitality_for_cycle = 3
  
  			if(clone_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, clone_to_heal)
  				vitality_for_cycle -= healing
  				L.adjustCloneLoss(-healing)
  				vitality_used += healing
  
  			if(tox_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, tox_to_heal)
  				vitality_for_cycle -= healing
  				L.adjustToxLoss(-healing)
  				vitality_used += healing
  
  			if(burn_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, burn_to_heal)
  				vitality_for_cycle -= healing
  				L.adjustFireLoss(-healing)
  				vitality_used += healing
  
  			if(brute_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, brute_to_heal)
  				vitality_for_cycle -= healing
  				L.adjustBruteLoss(-healing)
  				vitality_used += healing
  
  			if(oxy_to_heal && vitality_for_cycle)
  				var/healing = min(vitality_for_cycle, oxy_to_heal)
  				vitality_for_cycle -= healing
  				L.adjustOxyLoss(-healing)
  				vitality_used += healing
  
  			if(!ratvar_awakens)
  				vitality -= vitality_used
  		sleep(2)
  
  	animation_number = initial(animation_number)
  