anchor.diff:      procedure Loot(const AX, AY: Byte; AIsBoss: Boolean); overload;
       property Name[I: TItemEnum]: string read GetName;
       function ChItem(AItem: Item): Boolean;
  -    function Identify(var AItem: Item; IsNew: Boolean = False; IsRare: Boolean = False): Boolean;
  +    function Identify(var AItem: Item; IsNew: Boolean = False;
  +      IsRare: Boolean = False): Boolean;
       function GetName(AItem: Item; IsShort: Boolean = False): string; overload;
       function GetNameThe(AItem: Item): string;
       procedure AddItemToDungeon(AItem: Item);
  
positive.code:     ivLongtooth_Talisman, ivDark_Eye, ivBlack_Maw_Talisman, ivVoid_Eye,
      ivBlood_Boil, ivDream_Fragment, ivWinter_Heart, ivTear_of_Purity,
      ivCrimson_Talisman, ivDead_Reckoning,
      // Dark Wood
      ivCap, ivWar_Cap, ivHood, ivRed_Hat, // Headgear
      ivQuilted_Armor, ivLeather_Armor, ivLight_Clothes, ivLeather_Apron,
  
negative.code:     Damage: (MinDamage: (Min: 0; Max: 0;); MaxDamage: (Min: 0; Max: 0;));
      Price: 4000; Color: clYellow; Deep: [deDrom];),
  
      // Dagger #1
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 13; Level: 1; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 1; Max: 2;); MaxDamage: (Min: 3; Max: 4;));
      Price: 125; Color: clDarkBlue; Deep: [deDarkWood];),
      // Dagger #2
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 16; Level: 2; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 5; Max: 6;); MaxDamage: (Min: 7; Max: 8;));
      Price: 150; Color: clDarkBlue; Deep: [deDarkWood];),
      // Dagger #3
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 19; Level: 3; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 11; Max: 12;); MaxDamage: (Min: 13; Max: 14;));
      Price: 175; Color: clDarkBlue; Deep: [deGrayCave];),
      // Dagger #4
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 22; Level: 4; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 15; Max: 16;); MaxDamage: (Min: 17; Max: 18;));
      Price: 200; Color: clDarkBlue; Deep: [deGrayCave];),
      // Dagger #5
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 25; Level: 5; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 21; Max: 22;); MaxDamage: (Min: 23; Max: 24;));
      Price: 225; Color: clDarkBlue; Deep: [deDeepCave];),
      // Dagger #6
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 28; Level: 6; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 25; Max: 26;); MaxDamage: (Min: 27; Max: 28;));
      Price: 250; Color: clDarkBlue; Deep: [deDeepCave];),
      // Dagger #7
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 31; Level: 7; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 31; Max: 32;); MaxDamage: (Min: 33; Max: 34;));
      Price: 275; Color: clDarkBlue; Deep: [deBloodCave];),
      // Dagger #8
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 34; Level: 8; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 35; Max: 36;); MaxDamage: (Min: 37; Max: 38;));
      Price: 300; Color: clDarkBlue; Deep: [deBloodCave];),
      // Dagger #9
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 37; Level: 9; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 41; Max: 42;); MaxDamage: (Min: 43; Max: 44;));
      Price: 325; Color: clDarkBlue; Deep: [deDrom];),
      // Dagger #10
      (Symbol: '-'; ItemType: itDagger; SlotType: stMainHand; MaxStack: 1;
      MaxDurability: 40; Level: 10; Defense: (Min: 0; Max: 0);
      Damage: (MinDamage: (Min: 45; Max: 46;); MaxDamage: (Min: 47; Max: 48;));
      Price: 350; Color: clDarkBlue; Deep: [deDrom];),
  
      /// / == Dark Wood == ////
  
      // Cap
  