anchor.diff:  class RaiseStat extends EffectEntity {
       SelectElement selectStat;
       SelectElement selectAmount;
  +
  +
  +    Map<String, Stat> _allStats  = new Map<String, Stat>();
  +
  +
  +    Map<String, Stat> get allStats {
  +        //print("getting allTraits");
  +        if(_allStats == null || _allStats.isEmpty) {
  +            //print("Setting all traits");
  +            Set<Stat> allTraitsKnown = Stats.all;
  +            for(Stat s in allTraitsKnown) {
  +                //print("setting trait $trait");
  +                _allStats[s.name] = s;
  +            }
  +        }
  +
  +        return _allStats;
  +    }
   
       int amountIndex = 0;
       List<int> amounts = <int>[130,1300,13000];
  
positive.code:         if(importantWord == null) selectStat.selectedIndex = 0;
          selectStat.onChange.listen((Event e) => syncToForm());
  
          //TODO i need to have a drop down of possible values to raise it by
  
          selectAmount = new SelectElement();
          me.append(selectAmount);
  
negative.code:       List<GameEntity> renderableTargets = new List<GameEntity>();
      entities.forEach((GameEntity e) {
          if(e.renderable()) renderableTargets.add(e);
          e.addStat(allStats[importantWord], importantInt);
      });
      if(renderableTargets.isNotEmpty) {
          CanvasElement canvasDiv = new CanvasElement(width: canvasWidth, height: canvasHeight);
  