public static Dictionary<EnumGearSlot, Equipable> GetStarterGear()
        {
            List<EffectInformation> blankStats = new List<EffectInformation>();

            blankStats.Add(new EffectInformation(StatsType.MaxHp, 0));
            blankStats.Add(new EffectInformation(StatsType.MaxResources, 0));
            blankStats.Add(new EffectInformation(StatsType.Agility, 0));
            blankStats.Add(new EffectInformation(StatsType.Strength, 0));
            blankStats.Add(new EffectInformation(StatsType.Intelegence, 0));
            blankStats.Add(new EffectInformation(StatsType.Defense, 0));

            Dictionary<EnumGearSlot,Equipable> gearSlots = new Dictionary<EnumGearSlot,Equipable>();

            Equipable head = new Equipable(key++, blankStats, "Burlap Sack");
            head.Slot = EnumGearSlot.Head;

            Equipable legs = new Equipable(key++, blankStats, "Saggy Pants");
            legs.Slot = EnumGearSlot.Legs;

            Equipable feet = new Equipable(key++, blankStats, "Socks");
            feet.Slot = EnumGearSlot.Feet;

            Equipable arm = new Equipable(key++, blankStats, "Livestrong Wristband");
            arm.Slot = EnumGearSlot.Forearm;

            Equipable chest = new Equipable(key++, blankStats, "T-Shirt");
            chest.Slot = EnumGearSlot.Chest;

            Equipable shoulder = new Equipable(key++, blankStats, "A Pet Bird");
            shoulder.Slot = EnumGearSlot.Shoulders;

            gearSlots.Add(head.Slot, head);
            gearSlots.Add(shoulder.Slot, shoulder);
            gearSlots.Add(chest.Slot, chest);
            gearSlots.Add(arm.Slot, arm);
            gearSlots.Add(legs.Slot, legs);
            gearSlots.Add(feet.Slot, feet);

            return gearSlots;
        }
        private static Equipable GenerateEquipable()
        {
            List<EffectInformation> stats = new List<EffectInformation>();
            Equipable gear;
            EnumGearSlot slot = (EnumGearSlot)rnd.Next((int)EnumGearSlot.Max);
            int statPool = ((Maze.GetInstance().MazeLevel + 1) * _statPoolPerLevel) + rnd.Next(- _plusOrMinusToPool, _plusOrMinusToPool + 1);

            StatContainer statContainer = new StatContainer();

            while (statPool > 0)
            {
                int whatStat = ChooseGearStat();
                statContainer.Increment(whatStat);
                statPool -= 1;
            }

            //rarity here
            int rarity = rnd.Next(1000);
            double statScale = GetRarity(rarity);
            statContainer.Scale(statScale);

            stats.Add(new EffectInformation(StatsType.MaxHp, statContainer.Hp));
            stats.Add(new EffectInformation(StatsType.MaxResources, statContainer.Mp));
            stats.Add(new EffectInformation(StatsType.Agility, statContainer.Agi));
            stats.Add(new EffectInformation(StatsType.Strength, statContainer.Str));
            stats.Add(new EffectInformation(StatsType.Intelegence, statContainer.Int));
            stats.Add(new EffectInformation(StatsType.Defense, statContainer.Def));

            gear = new Equipable(key++, stats, GetRarityInText(rarity) + GetEquippableDescription(statContainer, slot) );
            gear.Slot = slot;

            return gear;
        }