private static string GetEquippableDescription(StatContainer gearStats, EnumGearSlot slot)
        {
            int max = gearStats.Next();
            int statType = 0;

            for (int x = 1; x < StatContainer.NumStats; x++)
            {
                int check = gearStats.Next();
                if (max <= check)
                {
                    max = check;
                    statType = x;
                }
            }

            return GetSlotText(slot) + gearStats.GetStatName(statType);
        }
        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;
        }