Item.shield
Different values: 98
=====================================
object {Item.shield}
    _id : string {Item.shield._id} (all different values)
    img : string {Item.shield.img} (47 different values)
    name : string {Item.shield.name} (all different values)
    system : object {Item.shield.system}
        acBonus : integer {Item.shield.system.acBonus} (3 different values)
            2 (x71)
            1 (x26)
            3 (x1)
        bulk : object {Item.shield.system.bulk}
            value : mixed
                integer {Item.shield.system.bulk.value} (5 different values)
                    1 (x62)
                    4 (x8)
                    2 (x7)
                    0 (x5)
                    5 (x1)
                float {Item.shield.system.bulk.value} (same value: 0,1)
        description : object {Item.shield.system.description}
            value : string {Item.shield.system.description.value} (93 different values)
        hardness : integer {Item.shield.system.hardness} (18 different values)
        hp : object {Item.shield.system.hp}
            max : integer {Item.shield.system.hp.max} (33 different values)
            value : integer {Item.shield.system.hp.value} (33 different values)
        level : object {Item.shield.system.level}
            value : integer {Item.shield.system.level.value} (22 different values)
        material : object {Item.shield.system.material}
            [grade] : string {Item.shield.system.material.grade} (2 different values)
                'standard' (x7)
                'high' (x5)
            [type] : string {Item.shield.system.material.type} (6 different values)
                'duskwood' (x4)
                'adamantine' (x2)
                'cold-iron' (x2)
                'silver' (x2)
                'dawnsilver' (x1)
                'orichalcum' (x1)
        price : object {Item.shield.system.price}
            value : object {Item.shield.system.price.value}
                [gp] : integer {Item.shield.system.price.value.gp} (69 different values)
        [baseItem] : string {Item.shield.system.baseItem} (16 different values)
        publication : object {Item.shield.system.publication}
            license : string {Item.shield.system.publication.license} (2 different values)
                'OGL' (x69)
                'ORC' (x29)
            remaster : boolean {Item.shield.system.publication.remaster} (2 different values)
                False (x63)
                True (x35)
            title : string {Item.shield.system.publication.title} (18 different values)
        quantity : integer {Item.shield.system.quantity} (same value: 1)
        rules : ignored (Foundry rules object) {Item.shield.system.rules}
        runes : object {Item.shield.system.runes}
            [reinforcing] : integer {Item.shield.system.runes.reinforcing} (same value: 0)
        size : string {Item.shield.system.size} (same value: 'med')
        traits : object {Item.shield.system.traits}
            [integrated] : object {Item.shield.system.traits.integrated}
                runes : object {Item.shield.system.traits.integrated.runes}
                    potency : integer {Item.shield.system.traits.integrated.runes.potency} (3 different values)
                        0 (x5)
                        1 (x2)
                        2 (x1)
                    property : array<string> {Item.shield.system.traits.integrated.runes.property}
                        Length: min=0 max=1
                        Value type: string {Item.shield.system.traits.integrated.runes.property.[]} (same value: 'wounding')
                    striking : integer {Item.shield.system.traits.integrated.runes.striking} (3 different values)
                        0 (x5)
                        1 (x2)
                        2 (x1)
                [versatile] : empty
            rarity : string {Item.shield.system.traits.rarity} (3 different values)
                'common' (x59)
                'uncommon' (x35)
                'rare' (x4)
            value : array<string> {Item.shield.system.traits.value}
                Length: min=0 max=3
                Value type: string {Item.shield.system.traits.value.[]} (27 different values)
        [specific] : object {Item.shield.system.specific}
            [integrated] : object {Item.shield.system.specific.integrated}
                runes : object {Item.shield.system.specific.integrated.runes}
                    potency : integer {Item.shield.system.specific.integrated.runes.potency} (3 different values)
                        0 (x3)
                        1 (x2)
                        2 (x1)
                    property : array<string> {Item.shield.system.specific.integrated.runes.property}
                        Length: min=0 max=1
                        Value type: string {Item.shield.system.specific.integrated.runes.property.[]} (same value: 'wounding')
                    striking : integer {Item.shield.system.specific.integrated.runes.striking} (3 different values)
                        0 (x3)
                        1 (x2)
                        2 (x1)
            material : object {Item.shield.system.specific.material}
                [grade] : string {Item.shield.system.specific.material.grade} (2 different values)
                    'standard' (x7)
                    'high' (x5)
                [type] : string {Item.shield.system.specific.material.type} (6 different values)
                    'duskwood' (x4)
                    'adamantine' (x2)
                    'cold-iron' (x2)
                    'silver' (x2)
                    'dawnsilver' (x1)
                    'orichalcum' (x1)
            runes : object {Item.shield.system.specific.runes}
                reinforcing : integer {Item.shield.system.specific.runes.reinforcing} (same value: 0)
            [value] : boolean {Item.shield.system.specific.value} (same value: False)
        speedPenalty : integer {Item.shield.system.speedPenalty} (3 different values)
            0 (x91)
            -5 (x6)
            -10 (x1)
        [containerId] : empty
        [subitems] : array<object> {Item.shield.system.subitems}
            Length: min=1 max=1
            Value type: object {Item.shield.system.subitems.[]}
                _id : string {Item.shield.system.subitems.[]._id} (same value: '63PtQV7KtzRrG5kM')
                flags : object {Item.shield.system.subitems.[].flags}
                    core : object {Item.shield.system.subitems.[].flags.core}
                        sourceId : string {Item.shield.system.subitems.[].flags.core.sourceId} (same value: 'Compendium.pf2e.equipment-srd.Item.nSO0Z662LkkLfa2u')
                img : string {Item.shield.system.subitems.[].img} (same value: 'systems/pf2e/icons/equipment/weapons/shield-spikes.webp')
                name : string {Item.shield.system.subitems.[].name} (same value: 'Shield Spikes')
                sort : integer {Item.shield.system.subitems.[].sort} (same value: 100000)
                system : object {Item.shield.system.subitems.[].system}
                    baseItem : string {Item.shield.system.subitems.[].system.baseItem} (same value: 'shield-spikes')
                    bonus : object {Item.shield.system.subitems.[].system.bonus}
                        value : integer {Item.shield.system.subitems.[].system.bonus.value} (same value: 0)
                    bonusDamage : object {Item.shield.system.subitems.[].system.bonusDamage}
                        value : integer {Item.shield.system.subitems.[].system.bonusDamage.value} (same value: 0)
                    bulk : object {Item.shield.system.subitems.[].system.bulk}
                        value : integer {Item.shield.system.subitems.[].system.bulk.value} (same value: 0)
                    category : string {Item.shield.system.subitems.[].system.category} (same value: 'martial')
                    damage : object {Item.shield.system.subitems.[].system.damage}
                        damageType : string {Item.shield.system.subitems.[].system.damage.damageType} (same value: 'piercing')
                        dice : integer {Item.shield.system.subitems.[].system.damage.dice} (same value: 1)
                        die : string {Item.shield.system.subitems.[].system.damage.die} (same value: 'd6')
                    description : object {Item.shield.system.subitems.[].system.description}
                        value : string {Item.shield.system.subitems.[].system.description.value} (same value: '<p>These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.</p>')
                    equipped : object {Item.shield.system.subitems.[].system.equipped}
                        carryType : string {Item.shield.system.subitems.[].system.equipped.carryType} (same value: 'attached')
                        handsHeld : integer {Item.shield.system.subitems.[].system.equipped.handsHeld} (same value: 0)
                    group : string {Item.shield.system.subitems.[].system.group} (same value: 'shield')
                    hardness : integer {Item.shield.system.subitems.[].system.hardness} (same value: 0)
                    hp : object {Item.shield.system.subitems.[].system.hp}
                        max : integer {Item.shield.system.subitems.[].system.hp.max} (same value: 0)
                        value : integer {Item.shield.system.subitems.[].system.hp.value} (same value: 0)
                    level : object {Item.shield.system.subitems.[].system.level}
                        value : integer {Item.shield.system.subitems.[].system.level.value} (same value: 0)
                    material : object {Item.shield.system.subitems.[].system.material}
                        [grade] : empty
                        [type] : empty
                    price : object {Item.shield.system.subitems.[].system.price}
                        value : object {Item.shield.system.subitems.[].system.price.value}
                            sp : integer {Item.shield.system.subitems.[].system.price.value.sp} (same value: 5)
                    publication : object {Item.shield.system.subitems.[].system.publication}
                        license : string {Item.shield.system.subitems.[].system.publication.license} (same value: 'ORC')
                        remaster : boolean {Item.shield.system.subitems.[].system.publication.remaster} (same value: True)
                        title : string {Item.shield.system.subitems.[].system.publication.title} (same value: 'Pathfinder Player Core')
                    quantity : integer {Item.shield.system.subitems.[].system.quantity} (same value: 1)
                    traits : object {Item.shield.system.subitems.[].system.traits}
                        rarity : string {Item.shield.system.subitems.[].system.traits.rarity} (same value: 'common')
                        value : array<string> {Item.shield.system.subitems.[].system.traits.value}
                            Length: min=1 max=1
                            Value type: string {Item.shield.system.subitems.[].system.traits.value.[]} (same value: 'attached-to-shield')
                    [range] : empty
                    reload : object {Item.shield.system.subitems.[].system.reload}
                        value : string {Item.shield.system.subitems.[].system.reload.value} (same value: '')
                    rules : ignored (Foundry rules object) {Item.shield.system.subitems.[].system.rules}
                    runes : object {Item.shield.system.subitems.[].system.runes}
                        potency : integer {Item.shield.system.subitems.[].system.runes.potency} (same value: 1)
                        property : array<> {Item.shield.system.subitems.[].system.runes.property}
                            Length: min=0 max=0
                            Value type: empty
                        striking : integer {Item.shield.system.subitems.[].system.runes.striking} (same value: 1)
                    size : string {Item.shield.system.subitems.[].system.size} (same value: 'med')
                    slug : string {Item.shield.system.subitems.[].system.slug} (same value: 'shield-spikes')
                    splashDamage : object {Item.shield.system.subitems.[].system.splashDamage}
                        value : integer {Item.shield.system.subitems.[].system.splashDamage.value} (same value: 0)
                    [containerId] : empty
                    usage : object {Item.shield.system.subitems.[].system.usage}
                        value : string {Item.shield.system.subitems.[].system.usage.value} (same value: 'held-in-one-hand')
                type : string {Item.shield.system.subitems.[].type} (same value: 'weapon')
    type : string {Item.shield.type} (same value: 'shield')