anchor.diff:      of_Strength6,of_Strength7,
       // Dexterity I - VII
       of_Dexterity1,of_Dexterity2,of_Dexterity3,of_Dexterity4,of_Dexterity5,
  -    of_Dexterity6,of_Dexterity7
  +    of_Dexterity6,of_Dexterity7,
  +    // Dexterity I - VII
  +    of_Willpower1,of_Willpower2,of_Willpower3,of_Willpower4,of_Willpower5,
  +    of_Willpower6,of_Willpower7
       );
   
   const
  
positive.code:           Math.RandomRange(SB.Dexterity.Min, SB.Dexterity.Max + 1),
            1, High(Byte));
          Items.SetBonus(AItem, btDex, Value);
        end;
      // Defense
      of_Defense1 .. of_Defense7:
  
negative.code:     Occurence: SmithTypeItems; Dexterity: (Min: 21; Max: 25);),
      // (Dexterity VII)
      (Level: (Min: 7; Max: 15); Price: 2000;
      Occurence: SmithTypeItems; Dexterity: (Min: 26; Max: 30);),
  
      // (Willpower I)
      (Level: (Min: 1; Max: 3); Price: 200;
      Occurence: SmithTypeItems; Willpower: (Min: 1; Max: 2);),
      // (Willpower II)
      (Level: (Min: 2; Max: 5); Price: 400;
      Occurence: SmithTypeItems; Willpower: (Min: 3; Max: 5);),
      // (Willpower III)
      (Level: (Min: 3; Max: 7); Price: 600;
      Occurence: SmithTypeItems; Willpower: (Min: 6; Max: 9);),
      // (Willpower VI)
      (Level: (Min: 4; Max: 9); Price: 800;
      Occurence: SmithTypeItems; Willpower: (Min: 10; Max: 14);),
      // (Willpower V)
      (Level: (Min: 5; Max: 11); Price: 1000;
      Occurence: SmithTypeItems; Willpower: (Min: 15; Max: 20);),
      // (Willpower VI)
      (Level: (Min: 6; Max: 13); Price: 1500;
      Occurence: SmithTypeItems; Willpower: (Min: 21; Max: 25);),
      // (Willpower VII)
      (Level: (Min: 7; Max: 15); Price: 2000;
      Occurence: SmithTypeItems; Willpower: (Min: 26; Max: 30);)
      );
  
  type
  