public List<string> GetSecondaryStatStrings()
{
List<string> retList = new List<string>();
if (MaxDiscipline > 0) retList.Add(String.Format("+{0} Maximum Discipline", MaxDiscipline));
if (MaxMana > 0) retList.Add(String.Format("+{0} Maximum Mana", MaxMana));
if (MaxArcanePower > 0) retList.Add(String.Format("+{0} Maximum Arcane Power", MaxArcanePower));
if (MaxFury > 0) retList.Add(String.Format("+{0} Maximum Fury", MaxFury));
if (MaxSpirit > 0) retList.Add(String.Format("+{0} Maximum Spirit", MaxSpirit));
if (ResistArcane > 0) retList.Add(String.Format("+{0} Arcane Resistance", ResistArcane));
if (ResistCold > 0) retList.Add(String.Format("+{0} Cold Resistance", ResistCold));
if (ResistFire > 0) retList.Add(String.Format("+{0} Fire Resistance", ResistFire));
if (ResistHoly > 0) retList.Add(String.Format("+{0} Holy Resistance", ResistHoly));
if (ResistLightning > 0) retList.Add(String.Format("+{0} Lightning Resistance", ResistLightning));
if (ResistPhysical > 0) retList.Add(String.Format("+{0} Physical Resistance", ResistPhysical));
if (ResistPoison > 0) retList.Add(String.Format("+{0} Poison Resistance", ResistPoison));
if (ExperienceBonus > 0) retList.Add(String.Format("Monster kills grant +{0} Experience", ExperienceBonus));
if (GlobeBonus > 0) retList.Add(String.Format("Health Globes and Potions Grant +{0} Life", GlobeBonus));
if (ItemLevelRequirementReduction > 0) retList.Add(String.Format("Level Requirment Reduced by {0}", ItemLevelRequirementReduction));
if (MagicFind > 0) retList.Add(String.Format("MagicFind {0}", MagicFind));
if (GoldFind > 0) retList.Add(String.Format("+{0}% Extra Gold from Monsters", GoldFind));
if (Thorns > 0) retList.Add(String.Format("Ranged and Melee Attackers take {0} damage per hit.", Thorns));
if (PickUpRadius > 0) retList.Add(String.Format("Increases Gold and Health Pickup by {0} Yards", PickUpRadius));
if (LifeOnKill > 0) retList.Add(String.Format("+{0} Life after Each Kill", LifeOnKill));
if (WeaponOnHitFearProcChance > 0) retList.Add(String.Format("{0}% Chance to Fear on Hit", WeaponOnHitFearProcChance));
if (WeaponOnHitBlindProcChance > 0) retList.Add(String.Format("{0}% Chance to Blind on Hit", WeaponOnHitBlindProcChance));
if (WeaponOnHitFreezeProcChance > 0) retList.Add(String.Format("{0}% Chance to Freeze on Hit", WeaponOnHitFreezeProcChance));
if (WeaponOnHitChillProcChance > 0) retList.Add(String.Format("{0}% Chance to Chill on Hit", WeaponOnHitChillProcChance));
if (WeaponOnHitImmobilizeProcChance > 0) retList.Add(String.Format("{0}% Chance to Immobilize on Hit", WeaponOnHitImmobilizeProcChance));
if (WeaponOnHitKnockbackProcChance > 0) retList.Add(String.Format("{0}% Chance to Knockback on Hit", WeaponOnHitKnockbackProcChance));
if (WeaponOnHitSlowProcChance > 0) retList.Add(String.Format("{0}% Chance to Slow on Hit", WeaponOnHitSlowProcChance));
if (WeaponOnHitBleedProcChance > 0) retList.Add(String.Format("WeaponOnHitBleedProcChance", WeaponOnHitBleedProcChance));
return retList;
}