anchor.diff:      property ItemIsDrop: Boolean read FItemIsDrop write FItemIsDrop;
       property ItemIndex: Integer read FItemIndex write FItemIndex;
       property ItemAmount: Integer read FItemAmount write FItemAmount;
  +    property SatPerTurn: Byte read FSatPerTurn write FSatPerTurn;
       procedure SetAmountScene(IsDrop: Boolean; Index, Amount: Integer);
       procedure Render(AX, AY: Byte);
       procedure Move(AX, AY: ShortInt);
  
positive.code:   inherited;
    Exp := 0;
    Turn := 0;
    Satiation := SatiatedMax;
    Gold := 0;
    Score := 0;
    Kills := 0;
  
negative.code:           Skill(FWeaponSkill, 2);
            Skill(skAthletics, 2);
            Skill(skDodge, 2);
      SatPerTurn := 5;
          end;
        skAxe:
          begin
            Skill(FWeaponSkill, 2);
            Skill(skAthletics, 3);
            Skill(skDodge);
      SatPerTurn := 6;
          end;
        skSpear:
          begin
            Skill(FWeaponSkill, 2);
            Skill(skAthletics);
            Skill(skDodge, 3);
      SatPerTurn := 4;
          end;
        skMace:
          begin
            Skill(FWeaponSkill, 2);
            Skill(skAthletics, 4);
      SatPerTurn := 7;
          end;
      end;
      // Victory
  