anchor.diff:    Gold := 0;
     Level := 1;
     Look := False;
  +  FWeaponSkill := skLearning;
     for I := Low(TSkillEnum) to High(TSkillEnum) do
       with FSkill[I] do
       begin
  
positive.code:   //
    FDamage.Min := Clamp(Dam.Min + Strength div 3, 1, High(Byte) - 1);
    FDamage.Max := Clamp(Dam.Max + Strength div 2, 2, High(Byte));
  
  end;
  
  constructor TPlayer.Create;
  
negative.code:       skBlade, skAxe, skSpear, skMace:
        begin
          Skill(FWeaponSkill, Player.GetSkillValue(skLearning));
          Skill(skAthletics, 2);
          Skill(skLearning);
        end;
      end;
  