anchor.diff:      High(Integer));
     //
     Strength := EnsureRange(Round(Skills.Skill[skAthletics].Value * 1.2) +
  -    Round(Skills.Skill[skToughness].Value * 0.2), 1, AtrMax);
  -  Dexterity := EnsureRange(Round(Skills.Skill[skDodge].Value * 1.4), 1, AtrMax);
  -  Willpower := EnsureRange(Round(Skills.Skill[skConcentration].Value * 1.4),
  +    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);
  
positive.code:   Dam: TDamage;
    FI: TItemEnum;
    FItem: Item;
  begin
    Dam.Min := 0;
    Dam.Max := 0;
    Def := 0;
  
negative.code:       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:
  