anchor.diff:      ivLongtooth_Talisman, ivDark_Eye, ivBlack_Maw_Talisman, ivVoid_Eye,
       ivBlood_Boil, ivDream_Fragment, ivWinter_Heart, ivTear_of_Purity,
       ivCrimson_Talisman, ivDead_Reckoning,
  +    // Daggers
  +    ivDagger1, ivDagger2, ivDagger3, ivDagger4, ivDagger5, ivDagger6, ivDagger7,
  +    ivDagger8, ivDagger9, ivDagger10,
       // Dark Wood
       ivCap, ivWar_Cap, ivHood, ivRed_Hat, // Headgear
       ivQuilted_Armor, ivLeather_Armor, ivLight_Clothes, ivLeather_Apron,
  
positive.code:   TItemEnum = (
      // All maps
      None, ivCorpse, ivGold,
      { // Healing Potions
        ivMinor_Healing_Potion, ivLesser_Healing_Potion, ivGreater_Healing_Potion,
        ivHeroic_Healing_Potion, ivPotion_of_Full_Healing,
        // Rejuvenation Potions
        ivLesser_Rejuvenation_Potion, ivGreater_Rejuvenation_Potion,
        ivHeroic_Rejuvenation_Potion, ivPotion_of_Full_Rejuvenation,
        // Mana Potions
        ivMinor_Mana_Potion, ivLesser_Mana_Potion, ivGreater_Mana_Potion,
        ivHeroic_Mana_Potion, ivPotion_of_Full_Mana, }
      // Flasks
      ivBasalt_Flask0, ivBasalt_Flask, ivBismuth_Flask, ivAquamarine_Flask,
      ivQuicksilver_Flask, ivSulphur_Flask, ivQuartz_Flask, ivJade_Flask,
  
negative.code:     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 GetName(AItem: Item; IsShort: Boolean = False): string; overload;
      function GetNameThe(AItem: Item): string;
      procedure AddItemToDungeon(AItem: Item);
  