anchor.diff:      Occurence: DefenseTypeItems; MaxDurability: (Min: 0; Max: 0);
       Defense: (Min: 0; Max: 0); Damage: (MinDamage: (Min: 0; Max: 0;);
       MaxDamage: (Min: 0; Max: 0;)); Life: (Min: 26; Max: 30);),
  +
       // (Mana I)
       (Level: (Min: 1; Max: 3); Price: 100;
       Occurence: DefenseTypeItems; MaxDurability: (Min: 0; Max: 0);
  
positive.code:     Defense: (Min: 0; Max: 0); Damage: (MinDamage: (Min: 0; Max: 0;);
      MaxDamage: (Min: 0; Max: 0;)); Life: (Min: 0; Max: 0);
      Mana: (Min: 26; Max: 30);),
      // (Life and Mana I)
      (Level: (Min: 1; Max: 3); Price: 150;
      Occurence: DefenseTypeItems; MaxDurability: (Min: 0; Max: 0);
  
negative.code:           Math.RandomRange(SB.Strength.Min, SB.Strength.Max + 1),
            1, High(Byte));
          Items.SetBonus(AItem, btStr, Value);
        end;
      // Dexterity
      of_Dexterity1 .. of_Dexterity7:
        begin
          Value := Math.EnsureRange(Items.GetBonus(AItem, btDex) +
            Math.RandomRange(SB.Dexterity.Min, SB.Dexterity.Max + 1),
            1, High(Byte));
          Items.SetBonus(AItem, btDex, Value);
        end;
      // Defense
      of_Defense1 .. of_Defense7:
  