anchor.diff:      Occurence: SmithTypeItems; Strength: (Min: 21; Max: 25);),
       // (Strength VII)
       (Level: (Min: 7; Max: 15); Price: 2000;
  -    Occurence: SmithTypeItems; Strength: (Min: 26; Max: 30);)
  +    Occurence: SmithTypeItems; Strength: (Min: 26; Max: 30);),
  +
  +    // (Dexterity I)
  +    (Level: (Min: 1; Max: 3); Price: 200;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 1; Max: 2);),
  +    // (Dexterity II)
  +    (Level: (Min: 2; Max: 5); Price: 400;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 3; Max: 5);),
  +    // (Dexterity III)
  +    (Level: (Min: 3; Max: 7); Price: 600;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 6; Max: 9);),
  +    // (Dexterity VI)
  +    (Level: (Min: 4; Max: 9); Price: 800;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 10; Max: 14);),
  +    // (Dexterity V)
  +    (Level: (Min: 5; Max: 11); Price: 1000;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 15; Max: 20);),
  +    // (Dexterity VI)
  +    (Level: (Min: 6; Max: 13); Price: 1500;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 21; Max: 25);),
  +    // (Dexterity VII)
  +    (Level: (Min: 7; Max: 15); Price: 2000;
  +    Occurence: SmithTypeItems; Dexterity: (Min: 26; Max: 30);)
       );
   
   type
  
positive.code:           Math.RandomRange(SB.Strength.Min, SB.Strength.Max + 1),
            1, High(Byte));
          Items.SetBonus(AItem, btStr, Value);
        end;
      // Defense
      of_Defense1 .. of_Defense7:
  
negative.code:     Defense: (Min: 0; Max: 0); Damage: (MinDamage: (Min: 0; Max: 0;);
      MaxDamage: (Min: 0; Max: 0;)); Life: (Min: 24; Max: 30);
      Mana: (Min: 23; Max: 30);),
  
      // (Defense I)
      (Level: (Min: 1; Max: 3); Price: 100;
      Occurence: DefenseTypeItems; MaxDurability: (Min: 0; Max: 0);
  