anchor.diff:      of_Damage1, of_Damage2, of_Damage3, of_Damage4, of_Damage5, of_Damage6,
       of_Damage7,
       // Durability I - VII
  -    of_Craftmanship, of_Durability, of_Sturdiness, of_Structure,
  -    of_Endurance, of_the_Ages, of_Permanance,
  +    of_Craftmanship, of_Durability, of_Sturdiness, of_Structure, of_Endurance,
  +    of_the_Ages, of_Permanance,
       // Strength I - VII
  -    of_Strength1,of_Strength2,of_Strength3,of_Strength4,of_Strength5,
  -    of_Strength6,of_Strength7,
  +    of_Strength1, of_Strength2, of_Strength3, of_Strength4, of_Strength5,
  +    of_Strength6, of_Strength7,
       // Dexterity I - VII
  -    of_Dexterity1,of_Dexterity2,of_Dexterity3,of_Dexterity4,of_Dexterity5,
  -    of_Dexterity6,of_Dexterity7,
  -    // Dexterity I - VII
  -    of_Willpower1,of_Willpower2,of_Willpower3,of_Willpower4,of_Willpower5,
  -    of_Willpower6,of_Willpower7,
  -    // Dexterity I - VII
  -    of_Perception1,of_Perception2,of_Perception3,of_Perception4,of_Perception5,
  -    of_Perception6,of_Perception7
  -    );
  +    of_Dexterity1, of_Dexterity2, of_Dexterity3, of_Dexterity4, of_Dexterity5,
  +    of_Dexterity6, of_Dexterity7,
  +    // Willpower I - VII
  +    of_Willpower1, of_Willpower2, of_Willpower3, of_Willpower4, of_Willpower5,
  +    of_Willpower6, of_Willpower7,
  +    // Perception I - VII
  +    of_Perception1, of_Perception2, of_Perception3, of_Perception4,
  +    of_Perception5, of_Perception6, of_Perception7);
   
   const
     DefenseSuffixes = [of_Defense1 .. of_Defense7];
  
positive.code:   begin
      if (SB.Mana.Min > 0) then
      begin
        Value := Math.EnsureRange(Items.GetBonus(AItem, btMana)
          + Math.RandomRange(SB.Mana.Min, SB.Mana.Max + 1), 1, High(Byte));
        Items.SetBonus(AItem, btMana, Value);
      end;
    end;
  
  begin
  
negative.code:       end;
      // Strength
      of_Strength1 .. of_Strength7:
        SetAtr(btStr, SB.Strength.Min, SB.Strength.Max);
      // Dexterity
      of_Dexterity1 .. of_Dexterity7:
        SetAtr(btDex, SB.Dexterity.Min, SB.Dexterity.Max);
      // Willpower
      of_Willpower1 .. of_Willpower7:
        SetAtr(btWil, SB.Willpower.Min, SB.Willpower.Max);
      // Perception
      of_Perception1 .. of_Perception7:
        SetAtr(btPer, SB.Perception.Min, SB.Perception.Max);
      // Defense
      of_Defense1 .. of_Defense7:
        begin
  