public Armor(int health, int mana, int avoid, int crit, int movementBuff, int durability, int armorRank,
            int str, int mag, int dex, int agi, int def, int res)
        {
            buff = new StatisticalBuff(health, mana, avoid, crit, movementBuff);

            Dictionary<string, int> attributes = buff.Attributes();

            attributes["strength"] = str;
            attributes["magic"] = mag;
            attributes["dexterity"] = dex;
            attributes["agility"] = agi;
            attributes["defense"] = def;
            attributes["resistance"] = res;
        }
        int weaponRank; //  0 is the lowest tier of weapons, and as it increases it's more advanced

        #endregion Fields

        #region Constructors

        public Weapon(int damage, int accuracy, int critChance, int guardChance, int durability,
           int weaponRank, int str, int mag, int dex, int agi, int def, int res,
           int healthBuff, int manaBuff, int avoidBuff, int critBuff, int movementBuff)
        {
            buff = new StatisticalBuff(healthBuff, manaBuff, avoidBuff, critBuff, movementBuff);

               Dictionary<string, int> attributes = buff.Attributes();

               attributes["strength"] = str;
               attributes["magic"] = mag;
               attributes["dexterity"] = dex;
               attributes["agility"] = agi;
               attributes["defense"] = def;
               attributes["resistance"] = res;

               this.damage = damage;
               this.accuracy = accuracy;
               this.critChance = critChance;
               this.guardChance = guardChance;
               this.durability = durability;
               this.weaponRank = weaponRank;
        }