anchor.diff:        Dam.Min := Dam.Min + FItem.MinDamage;
         Dam.Max := Dam.Max + FItem.MaxDamage;
         Def := Def + FItem.Defense;
  +//      FLife := FLife + FItem.?;
  +//      FMana := FMana + FItem.?;
  +//      FStr := FStr + FItem.?;
  +//      FDex := FDex + FItem.?;
  +//      FWil := FWil + FItem.?;
         if (ItemBase[FI].SlotType = stMainHand) then
           case ItemBase[FI].ItemType of
             itBlade:
  
positive.code:   DV := EnsureRange(Round(Dexterity * (DVMax / AtrMax)) + PrmDV, 0, DVMax);
    PV := EnsureRange(Round(Skills.Skill[skToughness].Value / 1.4) - 4 + Def +
      PrmPV, 0, PVMax);
    MaxLife := Round(Strength * 3.6) + Round(Dexterity * 2.3) + PrmLife;
    MaxMana := Round(Willpower * 4.2) + Round(Dexterity * 0.4) + PrmMana;
    Radius := Round(Perception / 8.3);
    //
    Self.SetDamage(EnsureRange(Dam.Min + Strength div 3, 1, High(Byte) - 1),
  
negative.code:     High(Integer));
    //
    Strength := EnsureRange(Round(Skills.Skill[skAthletics].Value * 1.2) +
      Round(Skills.Skill[skToughness].Value * 0.2) + FStr, 1, AtrMax);
    Dexterity := EnsureRange(Round(Skills.Skill[skDodge].Value * 1.4) + FDex, 1, AtrMax);
    Willpower := EnsureRange(Round(Skills.Skill[skConcentration].Value * 1.4) + FWil,
      1, AtrMax);
    Perception := EnsureRange(Round(Skills.Skill[skToughness].Value * 1.4),
      1, AtrMax);
  