anchor.diff:        if (FItem.Stack = 1) then
         begin
           D := ItemBase[FItem.ItemID - 1].MaxDurability;
  -        FItem.Durability := Math.RandomRange(D div 3, D) + 1;
  +        FItem.Durability := Math.RandomRange(D div 5, D) + 1;
         end;
         Items_Dungeon_AppendItem(FItem);
       end;
  
positive.code:   end;
  
  const
    BaseItemsAmount = 8;
  
  const
    ItemBase: array [0..BaseItemsAmount - 1] of TItemBase = (
    (ID: 1;  Char: '('; Color: 10; MaxDurability: 30; Name: 'Short Sword'),
    (ID: 2;  Char: '/'; Color: 11; MaxDurability: 35; Name: 'Long Sword'),
    (ID: 3;  Char: '('; Color: 12; MaxDurability: 25; Name: 'Dark Axe'),
    (ID: 4;  Char: '}'; Color: 13; MaxDurability: 10; Name: 'Short Bow'),
    (ID: 5;  Char: '\'; Color: 14; MaxDurability: 12; Name: 'Spear'),
    (ID: 6;  Char: '$'; Color: 14; MaxDurability:  0; Name: 'Gold'),
    (ID: 7;  Char: '`'; Color: 14; MaxDurability:  0; Name: 'Key'),
    (ID: 8;  Char: '"'; Color: 14; MaxDurability:  0; Name: 'Arrows')
    );
  
    procedure AddRandomItems(MapID, C: Integer);
  
negative.code:         end
        else
          case Key of
            '+': if (CurrentMap < MapDeep - 1) then CurrentMap := CurrentMap + 1;
            '-': if (CurrentMap > 0) then CurrentMap := CurrentMap - 1;
            '2': Inc(Player.Y);
  