public void UpdateStats()
        {
            Damage.Value          = Damage.Base + Damage.Gain * (Level - 1);
            Range.Value           = Range.Base + Range.Gain * (Level - 1);
            AttackSpeed.Value     = AttackSpeed.Base + AttackSpeed.Gain * (Level - 1);
            ProjectileSpeed.Value = ProjectileSpeed.Base + ProjectileSpeed.Gain * (Level - 1);
            SellCost.Value        = SellCost.Base + SellCost.Gain * (Level - 1);

            var attributeEffects = Items.SelectMany(item => item.Effects).OfType <AttributeEffect>().ToArray();

            foreach (var effect in attributeEffects.Where(effect => !effect.IsMultiply))
            {
                effect.Apply();
            }

            foreach (var upgrade in Upgrades)
            {
                upgrade.Apply();
            }

            var damageAmounts = AllEffects.OfType <AreaDamageEffect>()
                                .Where(effect => effect.Amount != null)
                                .Select(effect => effect.Amount.Value)
                                .ToArray();
            var damageIncreaseAmount = damageAmounts.Where(amount => amount > 0f).Prepend(0f).Max();
            var damageDecreaseAmount = damageAmounts.Where(amount => amount < 0f).Prepend(0f).Min();

            Damage.Value *= 1f + (damageIncreaseAmount + damageDecreaseAmount) / 100f;

            var attackSpeedIncreaseAmount = AllEffects.OfType <AreaAttackSpeedEffect>().Select(effect => effect.Amount.Value).Prepend(0f).Max();

            AttackSpeed.Value /= 1f + attackSpeedIncreaseAmount / 100f;

            foreach (var effect in attributeEffects.Where(effect => effect.IsMultiply))
            {
                effect.Apply();
            }

            SellCost.Value = (float)Math.Round(SellCost.Value);

            _collider.radius = Range.Value;
        }