anchor.diff:  	affects_servants = TRUE
   	stat_affected = DEAD
   	var/vitality = 0
  -	var/base_revive_cost = 25
  +	var/base_revive_cost = 20
   	var/sigil_active = FALSE
  +	var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
   
   /obj/effect/clockwork/sigil/vitality/examine(mob/user)
   	..()
  
positive.code: 				vitality_for_cycle -= healing
  				L.adjustOxyLoss(-healing)
  				vitality -= healing
  		sleep(8)
  
  	sigil_active = FALSE
  	animate(src, alpha = initial(alpha), time = 20)
  	visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
  
negative.code: 	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
  	while(L && (!is_servant_of_ratvar(L) && L.stat != DEAD || (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))
  			animation_number = 0
  		animation_number++
  		if(!is_servant_of_ratvar(L))
  			var/vitality_drained = L.adjustToxLoss(1.5)
  			if(vitality_drained)
  				vitality += vitality_drained
  			else
  