Military
Different values: 11
=====================================
object {Military}
    _id : string {Military._id} (all different values)
    folder : string {Military.folder} (same value: O6vDDIyHvNzBClS1)
    img : string {Military.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {Military.items}
        Length: min=5 max=36
        Value type: object {Military.items.[]}
            _id : string {Military.items.[]._id} (129 different values)
            [_stats] : object {Military.items.[]._stats}
                compendiumSource : string {Military.items.[]._stats.compendiumSource} (51 different values)
            img : string {Military.items.[].img} (54 different values)
            name : string {Military.items.[].name} (91 different values)
            sort : integer {Military.items.[].sort} (36 different values)
            system : object {Military.items.[].system}
                [baseItem] : string {Military.items.[].system.baseItem} (16 different values)
                    pick (x1)
                    heavy-crossbow (x1)
                    studded-leather-armor (x1)
                    javelin (x1)
                    longsword (x1)
                    chain-shirt (x2)
                    crossbow (x1)
                    shortsword (x2)
                    wooden-shield (x1)
                    chain-mail (x1)
                    mace (x1)
                    steel-shield (x1)
                    full-plate (x1)
                    dagger (x1)
                    arquebus (x1)
                    ranseur (x1)
                [bonus] : object {Military.items.[].system.bonus}
                    value : integer {Military.items.[].system.bonus.value} (all different values)
                [bonusDamage] : object {Military.items.[].system.bonusDamage}
                    value : integer {Military.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {Military.items.[].system.bulk}
                    value : mixed
                        integer {Military.items.[].system.bulk.value} (3 different values)
                            1 (x10)
                            2 (x4)
                            4 (x1)
                        float {Military.items.[].system.bulk.value} (same value: 0,1)
                [category] : string {Military.items.[].system.category} (9 different values)
                    martial (x6)
                    simple (x5)
                    light (x3)
                    ammo (x3)
                    interaction (x4)
                    offensive (x27)
                    defensive (x20)
                    medium (x1)
                    heavy (x1)
                [containerId] : mixed
                [damage] : object {Military.items.[].system.damage}
                    [damageType] : string {Military.items.[].system.damage.damageType} (3 different values)
                        piercing (x9)
                        slashing (x1)
                        bludgeoning (x1)
                    [dice] : integer {Military.items.[].system.damage.dice} (same value: 1)
                    [die] : string {Military.items.[].system.damage.die} (4 different values)
                        d6 (x5)
                        d10 (x2)
                        d8 (x3)
                        d4 (x1)
                    [0] : object {Military.items.[].system.damage.0}
                        applyMod : boolean {Military.items.[].system.damage.0.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Military.items.[].system.damage.0.formula} (7 different values)
                            8d6 (x1)
                            6d8 (x1)
                            6d6 (x2)
                            3d4 (x1)
                            2d4 (x1)
                            1d4+1 (x2)
                            2d6 (x1)
                        kinds : array<string> {Military.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {Military.items.[].system.damage.0.kinds.[]} (same value: damage)
                        materials : array<string> {Military.items.[].system.damage.0.materials}
                            Length: min=0 max=1
                            Value type: string {Military.items.[].system.damage.0.materials.[]} (same value: cold-iron)
                        type : string {Military.items.[].system.damage.0.type} (7 different values)
                            piercing (x2)
                            poison (x1)
                            fire (x1)
                            void (x1)
                            electricity (x1)
                            force (x2)
                            untyped (x1)
                    [3bsJUDEgedKhPx6T] : object {Military.items.[].system.damage.3bsJUDEgedKhPx6T}
                        applyMod : boolean {Military.items.[].system.damage.3bsJUDEgedKhPx6T.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.formula} (same value: 2d4)
                        kinds : array<string> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds}
                            Length: min=1 max=1
                            Value type: string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.kinds.[]} (same value: damage)
                        materials : array<> {Military.items.[].system.damage.3bsJUDEgedKhPx6T.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Military.items.[].system.damage.3bsJUDEgedKhPx6T.type} (same value: cold)
                description : object {Military.items.[].system.description}
                    value : string {Military.items.[].system.description.value} (88 different values)
                [equipped] : object {Military.items.[].system.equipped}
                    carryType : string {Military.items.[].system.equipped.carryType} (2 different values)
                        worn (x24)
                        held (x1)
                    [handsHeld] : integer {Military.items.[].system.equipped.handsHeld} (2 different values)
                        0 (x12)
                        1 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {Military.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {Military.items.[].system.group} (all different values)
                [hardness] : integer {Military.items.[].system.hardness} (3 different values)
                    0 (x23)
                    3 (x1)
                    5 (x1)
                [hp] : object {Military.items.[].system.hp}
                    max : integer {Military.items.[].system.hp.max} (3 different values)
                        0 (x23)
                        12 (x1)
                        20 (x1)
                    value : integer {Military.items.[].system.hp.value} (3 different values)
                        0 (x23)
                        12 (x1)
                        20 (x1)
                [level] : object {Military.items.[].system.level}
                    value : integer {Military.items.[].system.level.value} (6 different values)
                        0 (x24)
                        5 (x2)
                        4 (x3)
                        3 (x4)
                        2 (x3)
                        1 (x12)
                [material] : object {Military.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {Military.items.[].system.price}
                    value : object {Military.items.[].system.price.value}
                        [sp] : integer {Military.items.[].system.price.value.sp} (4 different values)
                            7 (x1)
                            1 (x5)
                            9 (x2)
                            2 (x1)
                        [gp] : integer {Military.items.[].system.price.value.gp} (8 different values)
                            4 (x1)
                            3 (x2)
                            1 (x4)
                            5 (x3)
                            6 (x1)
                            2 (x2)
                            30 (x1)
                            8 (x1)
                    [per] : integer {Military.items.[].system.price.per} (same value: 10)
                publication : object {Military.items.[].system.publication}
                    license : string {Military.items.[].system.publication.license} (same value: ORC)
                    remaster : boolean {Military.items.[].system.publication.remaster} (same value: True)
                    title : string {Military.items.[].system.publication.title} (5 different values)
                        Pathfinder Player Core (x44)
                         (x62)
                        Pathfinder NPC Core (x16)
                        Pathfinder Monster Core (x4)
                        Pathfinder Guns & Gears (x3)
                [quantity] : integer {Military.items.[].system.quantity} (5 different values)
                    1 (x20)
                    10 (x2)
                    6 (x1)
                    4 (x1)
                    20 (x1)
                [range] : mixed
                    integer {Military.items.[].system.range} (3 different values)
                        120 (x2)
                        30 (x1)
                        150 (x1)
                    object {Military.items.[].system.range}
                        value : string {Military.items.[].system.range.value} (6 different values)
                            30 feet (x7)
                            120 feet (x5)
                             (x5)
                            touch (x3)
                            500 feet (x1)
                            60 feet (x2)
                [reload] : object {Military.items.[].system.reload}
                    value : string {Military.items.[].system.reload.value} (4 different values)
                         (x5)
                        2 (x1)
                        - (x3)
                        1 (x2)
                rules : ###FoundryRulesObject###
                [runes] : object {Military.items.[].system.runes}
                    [potency] : integer {Military.items.[].system.runes.potency} (2 different values)
                        0 (x13)
                        1 (x3)
                    [property] : array<> {Military.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {Military.items.[].system.runes.striking} (2 different values)
                        0 (x9)
                        1 (x2)
                    [resilient] : integer {Military.items.[].system.runes.resilient} (same value: 0)
                    [reinforcing] : integer {Military.items.[].system.runes.reinforcing} (same value: 0)
                [size] : string {Military.items.[].system.size} (same value: med)
                [slug] : string {Military.items.[].system.slug} (48 different values)
                [splashDamage] : object {Military.items.[].system.splashDamage}
                    value : integer {Military.items.[].system.splashDamage.value} (same value: 0)
                traits : object {Military.items.[].system.traits}
                    [rarity] : string {Military.items.[].system.traits.rarity} (2 different values)
                        common (x44)
                        uncommon (x4)
                    [value] : array<string> {Military.items.[].system.traits.value}
                        Length: min=0 max=5
                        Value type: string {Military.items.[].system.traits.value.[]} (58 different values)
                    [integrated] : mixed
                    [traditions] : array<string> {Military.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {Military.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x21)
                            primal (x14)
                            divine (x6)
                            occult (x11)
                [usage] : object {Military.items.[].system.usage}
                    value : string {Military.items.[].system.usage.value} (3 different values)
                        held-in-one-hand (x12)
                        held-in-two-hands (x4)
                        other (x2)
                    [canBeAmmo] : boolean {Military.items.[].system.usage.canBeAmmo} (same value: False)
                [acBonus] : integer {Military.items.[].system.acBonus} (3 different values)
                    2 (x5)
                    4 (x1)
                    6 (x1)
                [checkPenalty] : integer {Military.items.[].system.checkPenalty} (3 different values)
                    -1 (x3)
                    -2 (x1)
                    -3 (x1)
                [dexCap] : integer {Military.items.[].system.dexCap} (3 different values)
                    3 (x3)
                    1 (x1)
                    0 (x1)
                [speedPenalty] : integer {Military.items.[].system.speedPenalty} (3 different values)
                    0 (x5)
                    -5 (x1)
                    -10 (x1)
                [strength] : integer {Military.items.[].system.strength} (3 different values)
                    1 (x3)
                    3 (x1)
                    4 (x1)
                [stackGroup] : string {Military.items.[].system.stackGroup} (2 different values)
                    bolts (x2)
                    rounds10 (x1)
                [uses] : object {Military.items.[].system.uses}
                    autoDestroy : boolean {Military.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {Military.items.[].system.uses.max} (same value: 1)
                    value : integer {Military.items.[].system.uses.value} (same value: 1)
                [attackEffects] : object {Military.items.[].system.attackEffects}
                    value : array<> {Military.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: mixed
                [damageRolls] : object {Military.items.[].system.damageRolls}
                    [sxAZRqzRwbKWmwer] : object {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer}
                        damage : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damage} (same value: 1d6+3)
                        damageType : string {Military.items.[].system.damageRolls.sxAZRqzRwbKWmwer.damageType} (same value: piercing)
                    [iswR188zNNz1VJHP] : object {Military.items.[].system.damageRolls.iswR188zNNz1VJHP}
                        damage : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damage} (5 different values)
                            1d4+3 (x1)
                            1d4+12 (x1)
                            1d4+6 (x1)
                            1d4+11 (x1)
                            1d4+8 (x2)
                        damageType : string {Military.items.[].system.damageRolls.iswR188zNNz1VJHP.damageType} (same value: bludgeoning)
                    [6QGmi8kpwnUYObmK] : object {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK}
                        damage : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damage} (same value: 1d10)
                        damageType : string {Military.items.[].system.damageRolls.6QGmi8kpwnUYObmK.damageType} (same value: piercing)
                    [GjnxBwS1HVdnqogy] : object {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy}
                        damage : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damage} (same value: 1d6+12)
                        damageType : string {Military.items.[].system.damageRolls.GjnxBwS1HVdnqogy.damageType} (same value: piercing)
                    [LLquxf1EbAdDKdts] : object {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts}
                        damage : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damage} (same value: 2d8+12)
                        damageType : string {Military.items.[].system.damageRolls.LLquxf1EbAdDKdts.damageType} (same value: slashing)
                    [o6P42JjVWJWA4o7P] : object {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P}
                        damage : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damage} (same value: 1d6+5)
                        damageType : string {Military.items.[].system.damageRolls.o6P42JjVWJWA4o7P.damageType} (same value: piercing)
                    [W7Zx7yNlP79r1nrG] : object {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG}
                        damage : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damage} (same value: 1d8+2)
                        damageType : string {Military.items.[].system.damageRolls.W7Zx7yNlP79r1nrG.damageType} (same value: piercing)
                    [zCni5sGXzNCC6DtU] : object {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU}
                        damage : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damage} (same value: 2d6+11)
                        damageType : string {Military.items.[].system.damageRolls.zCni5sGXzNCC6DtU.damageType} (same value: bludgeoning)
                    [GEP54QCyxaLOFYe7] : object {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7}
                        damage : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damage} (same value: 1d4+8)
                        damageType : string {Military.items.[].system.damageRolls.GEP54QCyxaLOFYe7.damageType} (same value: piercing)
                    [qUcsOGJYDPoWpIdq] : object {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq}
                        damage : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damage} (same value: 1d4+8)
                        damageType : string {Military.items.[].system.damageRolls.qUcsOGJYDPoWpIdq.damageType} (same value: piercing)
                    [VFVEUMnyunHnMIoh] : object {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh}
                        damage : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damage} (same value: 1d8+6)
                        damageType : string {Military.items.[].system.damageRolls.VFVEUMnyunHnMIoh.damageType} (same value: piercing)
                    [iaOTDni9QFnkxQF1] : object {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1}
                        damage : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damage} (same value: 1d10+8)
                        damageType : string {Military.items.[].system.damageRolls.iaOTDni9QFnkxQF1.damageType} (same value: piercing)
                    [ySR04Ksm6zaEtzyE] : object {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE}
                        damage : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damage} (same value: 1d6+8)
                        damageType : string {Military.items.[].system.damageRolls.ySR04Ksm6zaEtzyE.damageType} (same value: piercing)
                [actionType] : object {Military.items.[].system.actionType}
                    value : string {Military.items.[].system.actionType.value} (4 different values)
                        passive (x24)
                        action (x22)
                        reaction (x4)
                        free (x1)
                [actions] : object {Military.items.[].system.actions}
                    [value] : integer {Military.items.[].system.actions.value} (3 different values)
                        2 (x7)
                        1 (x12)
                        3 (x3)
                [mod] : object {Military.items.[].system.mod}
                    value : integer {Military.items.[].system.mod.value} (8 different values)
                        15 (x2)
                        13 (x1)
                        18 (x1)
                        12 (x2)
                        6 (x1)
                        20 (x1)
                        11 (x1)
                        10 (x1)
                [proficient] : object {Military.items.[].system.proficient}
                    value : integer {Military.items.[].system.proficient.value} (same value: 0)
                [frequency] : object {Military.items.[].system.frequency}
                    max : integer {Military.items.[].system.frequency.max} (same value: 1)
                    per : string {Military.items.[].system.frequency.per} (3 different values)
                        round (x6)
                        turn (x1)
                        day (x1)
                    [value] : integer {Military.items.[].system.frequency.value} (same value: 1)
                [autoHeightenLevel] : object {Military.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {Military.items.[].system.prepared}
                    [flexible] : boolean {Military.items.[].system.prepared.flexible} (same value: False)
                    value : string {Military.items.[].system.prepared.value} (2 different values)
                        prepared (x1)
                        focus (x1)
                [proficiency] : object {Military.items.[].system.proficiency}
                    value : integer {Military.items.[].system.proficiency.value} (same value: 1)
                [slots] : object {Military.items.[].system.slots}
                    [slot0] : object {Military.items.[].system.slots.slot0}
                        max : integer {Military.items.[].system.slots.slot0.max} (same value: 7)
                        prepared : array<object> {Military.items.[].system.slots.slot0.prepared}
                            Length: min=7 max=7
                            Value type: object {Military.items.[].system.slots.slot0.prepared.[]}
                                id : string {Military.items.[].system.slots.slot0.prepared.[].id} (7 different values)
                                    EbF9Ko931GCHJoNo (x1)
                                    oP2pjJF2pFmdYgJS (x1)
                                    BGcxQPHFMjpVebF5 (x1)
                                    yQeK1YGNnwkbZ4Ga (x1)
                                    2xFYFiJqNviEq9Nu (x1)
                                    4QtjcbvBAEFq9VfE (x1)
                                    i4nvRl4RIupg9MLk (x1)
                    [slot1] : object {Military.items.[].system.slots.slot1}
                        max : integer {Military.items.[].system.slots.slot1.max} (same value: 3)
                        prepared : array<object> {Military.items.[].system.slots.slot1.prepared}
                            Length: min=3 max=3
                            Value type: object {Military.items.[].system.slots.slot1.prepared.[]}
                                id : string {Military.items.[].system.slots.slot1.prepared.[].id} (3 different values)
                                    ON1NM8RMCrrkZa6L (x1)
                                    nCddqo1HPTJSMt2H (x1)
                                    X5eivJ2G4HKpV7Mb (x1)
                    [slot2] : object {Military.items.[].system.slots.slot2}
                        max : integer {Military.items.[].system.slots.slot2.max} (same value: 3)
                        prepared : array<object> {Military.items.[].system.slots.slot2.prepared}
                            Length: min=3 max=3
                            Value type: object {Military.items.[].system.slots.slot2.prepared.[]}
                                id : string {Military.items.[].system.slots.slot2.prepared.[].id} (2 different values)
                                    3mfGGh5ney2uD2IL (x2)
                                    w8Dw6VXm4vcpUbZ6 (x1)
                    [slot3] : object {Military.items.[].system.slots.slot3}
                        max : integer {Military.items.[].system.slots.slot3.max} (same value: 3)
                        prepared : array<object> {Military.items.[].system.slots.slot3.prepared}
                            Length: min=3 max=3
                            Value type: object {Military.items.[].system.slots.slot3.prepared.[]}
                                id : string {Military.items.[].system.slots.slot3.prepared.[].id} (3 different values)
                                    aHv2CGlhG9WjjKdw (x1)
                                    pvBJdgPdaTEL7DHA (x1)
                                    aSshaIVjCCwRy8gH (x1)
                    [slot4] : object {Military.items.[].system.slots.slot4}
                        max : integer {Military.items.[].system.slots.slot4.max} (same value: 3)
                        prepared : array<object> {Military.items.[].system.slots.slot4.prepared}
                            Length: min=3 max=3
                            Value type: object {Military.items.[].system.slots.slot4.prepared.[]}
                                id : string {Military.items.[].system.slots.slot4.prepared.[].id} (3 different values)
                                    gk2nHjFcfn8rph74 (x1)
                                    7hLmlTTzL9gQQ8WK (x1)
                                    FIlu3bLB3nP9cIPI (x1)
                    [slot5] : object {Military.items.[].system.slots.slot5}
                        max : integer {Military.items.[].system.slots.slot5.max} (same value: 3)
                        prepared : array<object> {Military.items.[].system.slots.slot5.prepared}
                            Length: min=3 max=3
                            Value type: object {Military.items.[].system.slots.slot5.prepared.[]}
                                id : string {Military.items.[].system.slots.slot5.prepared.[].id} (3 different values)
                                    tqYuINrgW7fzqRbL (x1)
                                    VECXmgGNfSAlfWBF (x1)
                                    kxeXUrqMZ359db5q (x1)
                [spelldc] : object {Military.items.[].system.spelldc}
                    dc : integer {Military.items.[].system.spelldc.dc} (same value: 28)
                    value : integer {Military.items.[].system.spelldc.value} (same value: 20)
                [tradition] : object {Military.items.[].system.tradition}
                    value : string {Military.items.[].system.tradition.value} (same value: arcane)
                [area] : object {Military.items.[].system.area}
                    type : string {Military.items.[].system.area.type} (2 different values)
                        burst (x3)
                        emanation (x1)
                    value : integer {Military.items.[].system.area.value} (2 different values)
                        20 (x3)
                        30 (x1)
                [cost] : object {Military.items.[].system.cost}
                    value : string {Military.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {Military.items.[].system.counteraction} (same value: False)
                [defense] : object {Military.items.[].system.defense}
                    save : object {Military.items.[].system.defense.save}
                        basic : boolean {Military.items.[].system.defense.save.basic} (2 different values)
                            False (x4)
                            True (x5)
                        statistic : string {Military.items.[].system.defense.save.statistic} (2 different values)
                            reflex (x4)
                            fortitude (x5)
                [duration] : object {Military.items.[].system.duration}
                    sustained : boolean {Military.items.[].system.duration.sustained} (2 different values)
                        False (x22)
                        True (x1)
                    value : string {Military.items.[].system.duration.value} (7 different values)
                        1 minute (x5)
                         (x12)
                        5 minutes (x1)
                        varies (x2)
                        10 minutes (x1)
                        until your next daily preparations (x1)
                        until the end of your turn (x1)
                [heightening] : object {Military.items.[].system.heightening}
                    [damage] : object {Military.items.[].system.heightening.damage}
                        [0] : string {Military.items.[].system.heightening.damage.0} (5 different values)
                            2d6 (x3)
                            1d8 (x1)
                            1d4 (x2)
                            1d4+1 (x1)
                            1d6 (x1)
                        [3bsJUDEgedKhPx6T] : string {Military.items.[].system.heightening.damage.3bsJUDEgedKhPx6T} (same value: 1d4)
                    [interval] : integer {Military.items.[].system.heightening.interval} (2 different values)
                        1 (x8)
                        2 (x1)
                    type : string {Military.items.[].system.heightening.type} (2 different values)
                        interval (x9)
                        fixed (x2)
                    [levels] : object {Military.items.[].system.heightening.levels}
                        3 : object {Military.items.[].system.heightening.levels.3}
                            target : object {Military.items.[].system.heightening.levels.3.target}
                                value : string {Military.items.[].system.heightening.levels.3.target.value} (2 different values)
                                    10 objects (x1)
                                    1 unattended object with a Bulk of 1 or less (x1)
                        [6] : object {Military.items.[].system.heightening.levels.6}
                            target : object {Military.items.[].system.heightening.levels.6.target}
                                value : string {Military.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
                        5 : object {Military.items.[].system.heightening.levels.5}
                            range : object {Military.items.[].system.heightening.levels.5.range}
                                value : string {Military.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
                        7 : object {Military.items.[].system.heightening.levels.7}
                            target : object {Military.items.[].system.heightening.levels.7.target}
                                value : string {Military.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
                [location] : object {Military.items.[].system.location}
                    value : string {Military.items.[].system.location.value} (2 different values)
                        EZPbSs6MIocHuwu5 (x21)
                        ilpE8aUeM9CRBcbh (x2)
                [requirements] : string {Military.items.[].system.requirements} (same value: )
                [target] : object {Military.items.[].system.target}
                    value : string {Military.items.[].system.target.value} (7 different values)
                        1 creature (x8)
                         (x10)
                        1 flying creature (x1)
                        1 living creature (x1)
                        1 or 2 creatures (x1)
                        1 object (x1)
                        1 unattended object of light Bulk or less (x1)
                [time] : object {Military.items.[].system.time}
                    value : string {Military.items.[].system.time.value} (6 different values)
                        2 (x15)
                        3 (x3)
                        reaction (x1)
                        1 to 3 (x1)
                        1 (x2)
                        1 minute (x1)
                [overlays] : object {Military.items.[].system.overlays}
                    [9Ly51UbFomNFSkwE] : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE}
                        name : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.name} (same value: Weapon Storm (Emanation))
                        overlayType : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.overlayType} (same value: override)
                        sort : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.sort} (same value: 2)
                        system : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system}
                            area : object {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area}
                                type : string {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.type} (same value: emanation)
                                value : integer {Military.items.[].system.overlays.9Ly51UbFomNFSkwE.system.area.value} (same value: 10)
                    [mAZRhujP3gA9tb4m] : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m}
                        name : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.name} (same value: Weapon Storm (Cone))
                        overlayType : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.overlayType} (same value: override)
                        sort : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.sort} (same value: 1)
                        system : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system}
                            area : object {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area}
                                type : string {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.type} (same value: cone)
                                value : integer {Military.items.[].system.overlays.mAZRhujP3gA9tb4m.system.area.value} (same value: 30)
                    2I469pfbYcmFvzOA : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA}
                        _id : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
                        name : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
                        overlayType : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
                        sort : integer {Military.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
                        system : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system}
                            damage : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
                                0 : object {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
                                    [category] : mixed
                                    type : string {Military.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
                    cUFX7ExSLeoa3vIF : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF}
                        _id : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
                        name : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
                        overlayType : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
                        sort : integer {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
                        system : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
                            damage : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
                                0 : object {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
                                    [category] : mixed
                                    type : string {Military.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
                    zFWsMjoeCnLxqJaV : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV}
                        _id : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
                        name : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
                        overlayType : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
                        sort : integer {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
                        system : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
                            damage : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
                                0 : object {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
                                    [category] : mixed
                                    type : string {Military.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
            type : string {Military.items.[].type} (10 different values)
                weapon (x11)
                armor (x5)
                consumable (x3)
                melee (x18)
                action (x51)
                lore (x10)
                shield (x2)
                spellcastingEntry (x2)
                spell (x23)
                equipment (x4)
            [flags] : object {Military.items.[].flags}
                pf2e : object {Military.items.[].flags.pf2e}
                    linkedWeapon : string {Military.items.[].flags.pf2e.linkedWeapon} (all different values)
    name : string {Military.name} (all different values)
    system : object {Military.system}
        abilities : object {Military.system.abilities}
            cha : object {Military.system.abilities.cha}
                mod : integer {Military.system.abilities.cha.mod} (5 different values)
                    1 (x2)
                    0 (x4)
                    4 (x1)
                    2 (x2)
                    3 (x2)
            con : object {Military.system.abilities.con}
                mod : integer {Military.system.abilities.con.mod} (4 different values)
                    1 (x2)
                    2 (x5)
                    4 (x2)
                    3 (x2)
            dex : object {Military.system.abilities.dex}
                mod : integer {Military.system.abilities.dex.mod} (5 different values)
                    2 (x5)
                    3 (x1)
                    1 (x2)
                    0 (x2)
                    4 (x1)
            int : object {Military.system.abilities.int}
                mod : integer {Military.system.abilities.int.mod} (4 different values)
                    4 (x2)
                    0 (x5)
                    2 (x2)
                    1 (x2)
            str : object {Military.system.abilities.str}
                mod : integer {Military.system.abilities.str.mod} (5 different values)
                    3 (x1)
                    4 (x3)
                    7 (x2)
                    5 (x3)
                    2 (x2)
            wis : object {Military.system.abilities.wis}
                mod : integer {Military.system.abilities.wis.mod} (5 different values)
                    2 (x6)
                    -1 (x1)
                    1 (x2)
                    3 (x1)
                    4 (x1)
        attributes : object {Military.system.attributes}
            ac : object {Military.system.attributes.ac}
                details : string {Military.system.attributes.ac.details} (same value: )
                value : integer {Military.system.attributes.ac.value} (9 different values)
                    15 (x1)
                    18 (x2)
                    25 (x2)
                    27 (x1)
                    24 (x1)
                    29 (x1)
                    23 (x1)
                    21 (x1)
                    20 (x1)
            allSaves : object {Military.system.attributes.allSaves}
                value : string {Military.system.attributes.allSaves.value} (same value: )
            hp : object {Military.system.attributes.hp}
                details : string {Military.system.attributes.hp.details} (2 different values)
                     (x10)
                    troop defenses (x1)
                max : integer {Military.system.attributes.hp.max} (all different values)
                temp : integer {Military.system.attributes.hp.temp} (same value: 0)
                value : integer {Military.system.attributes.hp.value} (all different values)
            speed : object {Military.system.attributes.speed}
                otherSpeeds : array<> {Military.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: mixed
                value : integer {Military.system.attributes.speed.value} (3 different values)
                    25 (x7)
                    40 (x2)
                    20 (x2)
                [details] : string {Military.system.attributes.speed.details} (same value: troop movement)
            [weaknesses] : array<object> {Military.system.attributes.weaknesses}
                Length: min=2 max=2
                Value type: object {Military.system.attributes.weaknesses.[]}
                    exceptions : array<> {Military.system.attributes.weaknesses.[].exceptions}
                        Length: min=0 max=0
                        Value type: mixed
                    type : string {Military.system.attributes.weaknesses.[].type} (2 different values)
                        area-damage (x5)
                        splash-damage (x5)
                    value : integer {Military.system.attributes.weaknesses.[].value} (2 different values)
                        5 (x6)
                        8 (x4)
            [resistances] : array<object> {Military.system.attributes.resistances}
                Length: min=2 max=2
                Value type: object {Military.system.attributes.resistances.[]}
                    type : string {Military.system.attributes.resistances.[].type} (2 different values)
                        mental (x1)
                        slashing (x1)
                    value : integer {Military.system.attributes.resistances.[].value} (same value: 5)
        details : object {Military.system.details}
            blurb : string {Military.system.details.blurb} (same value: )
            languages : object {Military.system.details.languages}
                details : string {Military.system.details.languages.details} (same value: )
                value : array<string> {Military.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {Military.system.details.languages.value.[]} (2 different values)
                        common (x8)
                        diabolic (x1)
            level : object {Military.system.details.level}
                value : integer {Military.system.details.level.value} (9 different values)
                    1 (x1)
                    3 (x1)
                    8 (x2)
                    7 (x1)
                    2 (x1)
                    6 (x2)
                    10 (x1)
                    5 (x1)
                    4 (x1)
            privateNotes : string {Military.system.details.privateNotes} (same value: )
            publicNotes : string {Military.system.details.publicNotes} (all different values)
            publication : object {Military.system.details.publication}
                license : string {Military.system.details.publication.license} (same value: ORC)
                remaster : boolean {Military.system.details.publication.remaster} (same value: True)
                title : string {Military.system.details.publication.title} (same value: Pathfinder NPC Core)
        initiative : object {Military.system.initiative}
            statistic : string {Military.system.initiative.statistic} (same value: perception)
        perception : object {Military.system.perception}
            details : string {Military.system.perception.details} (same value: )
            mod : integer {Military.system.perception.mod} (8 different values)
                7 (x1)
                8 (x2)
                16 (x3)
                14 (x1)
                13 (x1)
                17 (x1)
                15 (x1)
                12 (x1)
            senses : array<> {Military.system.perception.senses}
                Length: min=0 max=0
                Value type: mixed
        resources : object {Military.system.resources}
            [focus] : object {Military.system.resources.focus}
                max : integer {Military.system.resources.focus.max} (same value: 2)
                value : integer {Military.system.resources.focus.value} (same value: 2)
        saves : object {Military.system.saves}
            fortitude : object {Military.system.saves.fortitude}
                saveDetail : string {Military.system.saves.fortitude.saveDetail} (same value: )
                value : integer {Military.system.saves.fortitude.value} (9 different values)
                    8 (x1)
                    11 (x1)
                    14 (x1)
                    17 (x1)
                    18 (x2)
                    9 (x1)
                    15 (x1)
                    16 (x1)
                    10 (x2)
            reflex : object {Military.system.saves.reflex}
                saveDetail : string {Military.system.saves.reflex.saveDetail} (same value: )
                value : integer {Military.system.saves.reflex.value} (8 different values)
                    5 (x1)
                    9 (x1)
                    15 (x2)
                    13 (x3)
                    6 (x1)
                    14 (x1)
                    12 (x1)
                    8 (x1)
            will : object {Military.system.saves.will}
                saveDetail : string {Military.system.saves.will.saveDetail} (same value: )
                value : integer {Military.system.saves.will.value} (8 different values)
                    7 (x1)
                    6 (x2)
                    20 (x1)
                    14 (x3)
                    16 (x1)
                    13 (x1)
                    21 (x1)
                    11 (x1)
        skills : object {Military.system.skills}
            [athletics] : object {Military.system.skills.athletics}
                base : integer {Military.system.skills.athletics.base} (8 different values)
                    8 (x1)
                    9 (x1)
                    18 (x2)
                    17 (x2)
                    10 (x1)
                    15 (x1)
                    21 (x1)
                    11 (x1)
            [crafting] : object {Military.system.skills.crafting}
                base : integer {Military.system.skills.crafting.base} (same value: 13)
            [intimidation] : object {Military.system.skills.intimidation}
                base : integer {Military.system.skills.intimidation.base} (5 different values)
                    20 (x1)
                    15 (x1)
                    17 (x1)
                    7 (x1)
                    14 (x1)
            [acrobatics] : object {Military.system.skills.acrobatics}
                base : integer {Military.system.skills.acrobatics.base} (2 different values)
                    13 (x2)
                    11 (x1)
            [nature] : object {Military.system.skills.nature}
                base : integer {Military.system.skills.nature.base} (same value: 12)
            [religion] : object {Military.system.skills.religion}
                base : integer {Military.system.skills.religion.base} (same value: 12)
            [society] : object {Military.system.skills.society}
                base : integer {Military.system.skills.society.base} (2 different values)
                    12 (x1)
                    8 (x1)
            [arcana] : object {Military.system.skills.arcana}
                base : integer {Military.system.skills.arcana.base} (same value: 22)
            medicine : object {Military.system.skills.medicine}
                base : integer {Military.system.skills.medicine.base} (2 different values)
                    11 (x1)
                    10 (x1)
            [stealth] : object {Military.system.skills.stealth}
                base : integer {Military.system.skills.stealth.base} (same value: 15)
            [survival] : object {Military.system.skills.survival}
                base : integer {Military.system.skills.survival.base} (same value: 11)
            diplomacy : object {Military.system.skills.diplomacy}
                base : integer {Military.system.skills.diplomacy.base} (same value: 11)
        traits : object {Military.system.traits}
            rarity : string {Military.system.traits.rarity} (same value: common)
            size : object {Military.system.traits.size}
                value : string {Military.system.traits.size.value} (2 different values)
                    med (x6)
                    grg (x5)
            value : array<string> {Military.system.traits.value}
                Length: min=2 max=5
                Value type: string {Military.system.traits.value.[]} (5 different values)
                    human (x11)
                    humanoid (x11)
                    troop (x5)
                    animal (x2)
                    lawful (x1)
    type : string {Military.type} (same value: npc)