public void Populate(IStatsVariables stats, IReadOnlyCollection <Effect> activeEffects, IReadOnlyCollection <IVariables> relatedVars)
        {
            var strengthValue     = (int)activeEffects.CalculateBonusFor(EffectTypes.StrengthBonusAmount, EffectTypes.StrengthBonusPercentage);
            var dexterityValue    = (int)activeEffects.CalculateBonusFor(EffectTypes.DexterityBonusAmount, EffectTypes.DexterityBonusPercentage);
            var constitutionValue = (int)activeEffects.CalculateBonusFor(EffectTypes.ConstitutionBonusAmount, EffectTypes.ConstitutionBonusPercentage);
            var intelligenceValue = (int)activeEffects.CalculateBonusFor(EffectTypes.IntelligenceBonusAmount, EffectTypes.IntelligenceBonusPercentage);
            var wisdomValue       = (int)activeEffects.CalculateBonusFor(EffectTypes.WisdomBonusAmount, EffectTypes.WisdomBonusPercentage);
            var charismaValue     = (int)activeEffects.CalculateBonusFor(EffectTypes.CharismaBonusAmount, EffectTypes.CharismaBonusPercentage);
            var allAttributeValue = (int)activeEffects.GetPotencyFor(EffectTypes.AllAttributeBonusAmount);

            stats.Strength(strengthValue + allAttributeValue);
            stats.Dexterity(dexterityValue + allAttributeValue);
            stats.Constitution(constitutionValue + allAttributeValue);
            stats.Intelligence(intelligenceValue + allAttributeValue);
            stats.Wisdom(wisdomValue + allAttributeValue);
            stats.Charisma(charismaValue + allAttributeValue);
        }