anchor.diff:  
       // Bows.
       group("}", "equipment/weapon/bow");
  -    bow("Short Bow", 7, brown, "the arrow", damage: 3, range: 10);
  +    bow("Short Bow", 3, brown, "the arrow", damage: 3, range: 10);
       bow("Longbow", 13, lightBrown, "the arrow", damage: 5, range: 12);
       bow("Crossbow", 28, gray, "the bolt", damage: 8, range: 14);
     }
  
positive.code: 
      // Knives.
      group("|", "equipment/weapon/dagger");
      weapon("Knife", 3, gray, "stab[s]", 5);
      weapon("Dirk", 6, lightGray, "stab[s]", 6);
      weapon("Dagger", 10, white, "stab[s]", 8);
      weapon("Stiletto", 16, darkGray, "stab[s]", 11);
      weapon("Rondel", 20, lightAqua, "stab[s]", 14);
      weapon("Baselard", 40, lightBlue, "stab[s]", 16);
      // Main-guache
      // Unique dagger: "Mercygiver" (see Misericorde at Wikipedia)
  
      // Spears.
      group(r"\", "equipment/weapon/spear");
      weapon("Pointed Stick", 5, brown, "stab[s]", 7);
      weapon("Spear", 25, gray, "stab[s]", 12);
      weapon("Angon", 35, lightGray, "stab[s]", 16);
      weapon("Lance", 45, white, "stab[s]", 24);
      weapon("Partisan", 55, darkGray, "stab[s]", 36);
  
      // glaive, voulge, halberd, pole-axe, lucerne hammer,
  
  
negative.code:   void foods() {
      group(CharCode.BLACK_HEART_SUIT, "food");
      food("Edible Mushroom",      1, lightGray,  20);
      food("Handful of Berries",   2, red,        30);
      food("Honeycomb",            3, gold,       40);
      food("Loaf of Bread",        4, lightBrown, 80);
      food("Berry Pie",            5, red,        100);
  