Item.effect
Different values: 2516
=====================================
object {Item.effect}
    _id : string {Item.effect._id} (2515 different values)
    img : string {Item.effect.img} (1484 different values)
    name : string {Item.effect.name} (2511 different values)
    system : object {Item.effect.system}
        description : object {Item.effect.system.description}
            [gm] : string {Item.effect.system.description.gm} (same value: '<h2>Soul Degradation (Curse 7)</h2><section class="traits"><p>rare</p><p>curse</p><p>magical</p></section><p>The PC\'s sense of self becomes subsumed by ghostly desires, eventually rendering them a senseless shell. Soul degradation doesn\'t increase or decrease its stage over the passage of time. Instead, each time a transmigrated PC recovers from the dying condition, they must attempt a new saving throw against this curse. Certain events or effects that the PCs might encounter in Chapter 3 of this adventure can also force them to save against soul degradation. Once the effects of transmigration end for a PC, they immediately and fully recover from soul degradation.</p><p><strong>Saving Throw</strong> @Check[will|dc:23|traits:curse,magical]</p><p><strong>Stage 1</strong> weakness 5 to positive damage</p><p><strong>Stage 2</strong> weakness 10 to positive damage</p><p><strong>Stage 3</strong> weakness 10 to positive damage, and each time the PC critically fails an attack roll or skill check they\'re @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} as their mind obsesses over the failure</p><p><strong>Stage 4</strong> as stage 3</p><p><strong>Stage 5</strong> as stage 3</p><p><strong>Stage 6</strong> The PC is reduced to an unthinking haunt. Until the curse is removed or the duration of the transmigrate ritual ends, they repeat a short loop of actions and are no longer under the control of the player (unlimited duration).</p>')
            value : string {Item.effect.system.description.value} (2467 different values)
        duration : object {Item.effect.system.duration}
            [expiry] : string {Item.effect.system.duration.expiry} (3 different values)
                'turn-start' (x1652)
                'turn-end' (x264)
                'round-end' (x1)
            sustained : boolean {Item.effect.system.duration.sustained} (2 different values)
                False (x2467)
                True (x49)
            unit : string {Item.effect.system.duration.unit} (6 different values)
                'minutes' (x786)
                'unlimited' (x706)
                'rounds' (x661)
                'hours' (x207)
                'encounter' (x82)
                'days' (x74)
            value : integer {Item.effect.system.duration.value} (17 different values)
        level : object {Item.effect.system.level}
            value : integer {Item.effect.system.level.value} (27 different values)
        publication : object {Item.effect.system.publication}
            license : string {Item.effect.system.publication.license} (2 different values)
                'OGL' (x1411)
                'ORC' (x1105)
            remaster : boolean {Item.effect.system.publication.remaster} (2 different values)
                False (x1313)
                True (x1203)
            title : string {Item.effect.system.publication.title} (151 different values)
        rules : ignored (Foundry rules object) {Item.effect.system.rules}
        start : object {Item.effect.system.start}
            [initiative] : empty
            value : integer {Item.effect.system.start.value} (3 different values)
                0 (x2509)
                3648 (x6)
                103462347 (x1)
        tokenIcon : object {Item.effect.system.tokenIcon}
            show : boolean {Item.effect.system.tokenIcon.show} (2 different values)
                True (x2348)
                False (x168)
        traits : object {Item.effect.system.traits}
            [rarity] : string {Item.effect.system.traits.rarity} (2 different values)
                'common' (x1250)
                'uncommon' (x1)
            value : array<string> {Item.effect.system.traits.value}
                Length: min=0 max=1
                Value type: string {Item.effect.system.traits.value.[]} (3 different values)
                    'gunslinger' (x2)
                    'disease' (x1)
                    'wizard' (x1)
        [badge] : object {Item.effect.system.badge}
            [max] : integer {Item.effect.system.badge.max} (6 different values)
                3 (x6)
                4 (x2)
                20 (x2)
                12 (x1)
                8 (x1)
                2 (x1)
            type : string {Item.effect.system.badge.type} (2 different values)
                'counter' (x70)
                'formula' (x36)
            value : mixed
                integer {Item.effect.system.badge.value} (7 different values)
                    1 (x51)
                    3 (x7)
                    10 (x4)
                    2 (x3)
                    5 (x2)
                    4 (x2)
                    20 (x1)
                string {Item.effect.system.badge.value} (16 different values)
            [evaluate] : boolean {Item.effect.system.badge.evaluate} (same value: True)
            [labels] : array<string> {Item.effect.system.badge.labels}
                Length: min=2 max=12
                Value type: string {Item.effect.system.badge.labels.[]} (88 different values)
            [loop] : boolean {Item.effect.system.badge.loop} (2 different values)
                False (x35)
                True (x1)
            [min] : integer {Item.effect.system.badge.min} (3 different values)
                0 (x2)
                2 (x1)
                5 (x1)
            [reevaluate] : string {Item.effect.system.badge.reevaluate} (same value: 'turn-end')
        [target] : empty
    type : string {Item.effect.type} (same value: 'effect')
    [folder] : string {Item.effect.folder} (14 different values)