Item.weapon
Different values: 908
=====================================
object {Item.weapon}
    _id : string {Item.weapon._id} (all different values)
    img : string {Item.weapon.img} (449 different values)
    name : string {Item.weapon.name} (all different values)
    system : object {Item.weapon.system}
        [apex] : object {Item.weapon.system.apex}
            attribute : string {Item.weapon.system.apex.attribute} (4 different values)
                'str' (x2)
                'dex' (x2)
                'wis' (x1)
                'int' (x1)
        material : object {Item.weapon.system.material}
            [grade] : string {Item.weapon.system.material.grade} (3 different values)
                'high' (x16)
                'standard' (x12)
                'low' (x6)
            [type] : string {Item.weapon.system.material.type} (9 different values)
                'silver' (x9)
                'cold-iron' (x8)
                'adamantine' (x7)
                'duskwood' (x3)
                'siccatite' (x2)
                'dawnsilver' (x2)
                'peachwood' (x1)
                'inubrix' (x1)
                'orichalcum' (x1)
        publication : object {Item.weapon.system.publication}
            license : string {Item.weapon.system.publication.license} (2 different values)
                'OGL' (x500)
                'ORC' (x408)
            remaster : boolean {Item.weapon.system.publication.remaster} (2 different values)
                False (x470)
                True (x438)
            title : string {Item.weapon.system.publication.title} (93 different values)
        quantity : integer {Item.weapon.system.quantity} (same value: 1)
        reload : object {Item.weapon.system.reload}
            [value] : string {Item.weapon.system.reload.value} (6 different values)
                '' (x473)
                '-' (x236)
                '1' (x116)
                '0' (x30)
                '2' (x8)
                '10' (x2)
        rules : ignored (Foundry rules object) {Item.weapon.system.rules}
        runes : object {Item.weapon.system.runes}
            potency : integer {Item.weapon.system.runes.potency} (5 different values)
                0 (x585)
                1 (x140)
                2 (x117)
                3 (x55)
                4 (x11)
            property : array<string> {Item.weapon.system.runes.property}
                Length: min=0 max=3
                Value type: string {Item.weapon.system.runes.property.[]} (38 different values)
            striking : integer {Item.weapon.system.runes.striking} (4 different values)
                0 (x612)
                1 (x153)
                2 (x115)
                3 (x28)
        size : string {Item.weapon.system.size} (3 different values)
            'med' (x905)
            'lg' (x2)
            'huge' (x1)
        splashDamage : object {Item.weapon.system.splashDamage}
            [value] : mixed
                integer {Item.weapon.system.splashDamage.value} (7 different values)
                    0 (x733)
                    3 (x38)
                    4 (x38)
                    1 (x35)
                    2 (x35)
                    5 (x1)
                    6 (x1)
                string {Item.weapon.system.splashDamage.value} (same value: '')
        traits : object {Item.weapon.system.traits}
            [otherTags] : array<string> {Item.weapon.system.traits.otherTags}
                Length: min=1 max=1
                Value type: string {Item.weapon.system.traits.otherTags.[]} (same value: 'handwraps-of-mighty-blows')
            rarity : string {Item.weapon.system.traits.rarity} (4 different values)
                'uncommon' (x417)
                'common' (x345)
                'rare' (x83)
                'unique' (x63)
            value : array<string> {Item.weapon.system.traits.value}
                Length: min=0 max=9
                Value type: string {Item.weapon.system.traits.value.[]} (147 different values)
        usage : object {Item.weapon.system.usage}
            [canBeAmmo] : boolean {Item.weapon.system.usage.canBeAmmo} (2 different values)
                False (x189)
                True (x1)
            value : string {Item.weapon.system.usage.value} (4 different values)
                'held-in-one-hand' (x690)
                'held-in-two-hands' (x185)
                'held-in-one-plus-hands' (x26)
                'worngloves' (x7)
        [baseItem] : string {Item.weapon.system.baseItem} (273 different values)
        bonus : object {Item.weapon.system.bonus}
            value : integer {Item.weapon.system.bonus.value} (5 different values)
                0 (x747)
                2 (x56)
                1 (x54)
                3 (x48)
                4 (x3)
        bonusDamage : object {Item.weapon.system.bonusDamage}
            [value] : integer {Item.weapon.system.bonusDamage.value} (same value: 0)
        bulk : object {Item.weapon.system.bulk}
            value : mixed
                integer {Item.weapon.system.bulk.value} (6 different values)
                    1 (x368)
                    2 (x166)
                    0 (x25)
                    3 (x4)
                    4 (x2)
                    16 (x1)
                float {Item.weapon.system.bulk.value} (same value: 0,1)
        category : string {Item.weapon.system.category} (4 different values)
            'martial' (x551)
            'simple' (x290)
            'advanced' (x63)
            'unarmed' (x4)
        damage : object {Item.weapon.system.damage}
            damageType : string {Item.weapon.system.damage.damageType} (14 different values)
            dice : integer {Item.weapon.system.damage.dice} (8 different values)
                1 (x785)
                3 (x36)
                4 (x35)
                2 (x32)
                0 (x17)
                5 (x1)
                6 (x1)
                8 (x1)
            [die] : string {Item.weapon.system.damage.die} (6 different values)
                'd4' (x345)
                'd6' (x283)
                'd8' (x167)
                'd10' (x57)
                '' (x35)
                'd12' (x17)
            [persistent] : object {Item.weapon.system.damage.persistent}
                [faces] : integer {Item.weapon.system.damage.persistent.faces} (3 different values)
                    4 (x24)
                    6 (x15)
                    8 (x4)
                number : integer {Item.weapon.system.damage.persistent.number} (6 different values)
                    1 (x19)
                    3 (x15)
                    4 (x14)
                    2 (x12)
                    6 (x1)
                    5 (x1)
                type : string {Item.weapon.system.damage.persistent.type} (6 different values)
                    'bleed' (x18)
                    'acid' (x12)
                    'fire' (x12)
                    'poison' (x12)
                    'void' (x4)
                    'piercing' (x4)
        description : object {Item.weapon.system.description}
            [gm] : string {Item.weapon.system.description.gm} (6 different values)
            value : string {Item.weapon.system.description.value} (907 different values)
        hardness : integer {Item.weapon.system.hardness} (same value: 0)
        hp : object {Item.weapon.system.hp}
            max : integer {Item.weapon.system.hp.max} (same value: 0)
            value : integer {Item.weapon.system.hp.value} (same value: 0)
        [containerId] : empty
        [group] : string {Item.weapon.system.group} (17 different values)
        level : object {Item.weapon.system.level}
            value : integer {Item.weapon.system.level.value} (27 different values)
        [meleeUsage] : object {Item.weapon.system.meleeUsage}
            damage : object {Item.weapon.system.meleeUsage.damage}
                die : string {Item.weapon.system.meleeUsage.damage.die} (4 different values)
                    'd8' (x11)
                    'd6' (x8)
                    'd4' (x7)
                    'd10' (x1)
                type : string {Item.weapon.system.meleeUsage.damage.type} (3 different values)
                    'slashing' (x11)
                    'bludgeoning' (x9)
                    'piercing' (x7)
            group : string {Item.weapon.system.meleeUsage.group} (8 different values)
                'sword' (x11)
                'knife' (x4)
                'club' (x3)
                'hammer' (x3)
                'spear' (x2)
                'flail' (x2)
                'axe' (x1)
                'brawling' (x1)
            [traits] : array<string> {Item.weapon.system.meleeUsage.traits}
                Length: min=2 max=5
                Value type: string {Item.weapon.system.meleeUsage.traits.[]} (25 different values)
        price : object {Item.weapon.system.price}
            value : object {Item.weapon.system.price.value}
                [cp] : integer {Item.weapon.system.price.value.cp} (2 different values)
                    1 (x2)
                    2 (x1)
                [gp] : integer {Item.weapon.system.price.value.gp} (149 different values)
                [sp] : integer {Item.weapon.system.price.value.sp} (12 different values)
        [range] : integer {Item.weapon.system.range} (17 different values)
        [specific] : object {Item.weapon.system.specific}
            material : object {Item.weapon.system.specific.material}
                [base] : array<object> {Item.weapon.system.specific.material.base}
                    Length: min=1 max=1
                    Value type: object {Item.weapon.system.specific.material.base.[]}
                        thickness : string {Item.weapon.system.specific.material.base.[].thickness} (same value: 'thin')
                        type : string {Item.weapon.system.specific.material.base.[].type} (same value: 'steel')
                [effects] : array<> {Item.weapon.system.specific.material.effects}
                    Length: min=0 max=0
                    Value type: empty
                [grade] : string {Item.weapon.system.specific.material.grade} (3 different values)
                    'high' (x16)
                    'standard' (x12)
                    'low' (x6)
                [type] : string {Item.weapon.system.specific.material.type} (9 different values)
                    'silver' (x9)
                    'cold-iron' (x8)
                    'adamantine' (x7)
                    'duskwood' (x3)
                    'siccatite' (x2)
                    'dawnsilver' (x2)
                    'peachwood' (x1)
                    'inubrix' (x1)
                    'orichalcum' (x1)
            runes : object {Item.weapon.system.specific.runes}
                potency : integer {Item.weapon.system.specific.runes.potency} (5 different values)
                    1 (x139)
                    2 (x116)
                    3 (x54)
                    4 (x11)
                    0 (x8)
                property : array<string> {Item.weapon.system.specific.runes.property}
                    Length: min=0 max=3
                    Value type: string {Item.weapon.system.specific.runes.property.[]} (38 different values)
                striking : integer {Item.weapon.system.specific.runes.striking} (4 different values)
                    1 (x156)
                    2 (x112)
                    0 (x32)
                    3 (x28)
    type : string {Item.weapon.type} (same value: 'weapon')