private void HandleWUUpgrades(Item item)
{
// There's probably a better way to save these bonuses,
// but I can't think of it right now.
var wustr = item.MetaData1.GetString("WU");
if (wustr != null)
{
var wu = new WUUpgrades(wustr);
lock (_wuUpgrades)
_wuUpgrades[item.EntityId] = wu;
if (wu.MagicDamage != 0)
_creature.StatMods.Add(Stat.MagicAttackMod, wu.MagicDamage, StatModSource.Equipment, item.EntityId);
}
}