4-10
Different values: 7
=====================================
object {4-10}
    _id : string {4-10._id} (all different values)
    folder : string {4-10.folder} (same value: '2A4iRayb1PjohJ9m')
    img : string {4-10.img} (2 different values)
        'systems/pf2e/icons/default-icons/hazard.svg' (x4)
        'systems/pf2e/icons/default-icons/npc.svg' (x3)
    items : array<object> {4-10.items}
        Length: min=1 max=15
        Value type: object {4-10.items.[]}
            _id : string {4-10.items.[]._id} (27 different values)
            img : string {4-10.items.[].img} (21 different values)
            name : string {4-10.items.[].name} (25 different values)
            sort : integer {4-10.items.[].sort} (16 different values)
            system : object {4-10.items.[].system}
                [actionType] : object {4-10.items.[].system.actionType}
                    value : string {4-10.items.[].system.actionType.value} (2 different values)
                        'reaction' (x6)
                        'action' (x4)
                [actions] : object {4-10.items.[].system.actions}
                    [value] : integer {4-10.items.[].system.actions.value} (same value: 1)
                [area] : object {4-10.items.[].system.area}
                    type : string {4-10.items.[].system.area.type} (2 different values)
                        'cone' (x1)
                        'emanation' (x1)
                    value : integer {4-10.items.[].system.area.value} (2 different values)
                        15 (x1)
                        30 (x1)
                [attack] : object {4-10.items.[].system.attack}
                    value : string {4-10.items.[].system.attack.value} (same value: '')
                [attackEffects] : object {4-10.items.[].system.attackEffects}
                    value : array<> {4-10.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: empty
                [autoHeightenLevel] : object {4-10.items.[].system.autoHeightenLevel}
                    [value] : empty
                [baseItem] : string {4-10.items.[].system.baseItem} (2 different values)
                    'hand-crossbow' (x2)
                    'kukri' (x2)
                [bonus] : object {4-10.items.[].system.bonus}
                    value : integer {4-10.items.[].system.bonus.value} (6 different values)
                        0 (x4)
                        8 (x2)
                        14 (x2)
                        9 (x1)
                        1 (x1)
                        15 (x1)
                [bonusDamage] : object {4-10.items.[].system.bonusDamage}
                    value : integer {4-10.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {4-10.items.[].system.bulk}
                    value : mixed
                        float {4-10.items.[].system.bulk.value} (same value: 0,1)
                        integer {4-10.items.[].system.bulk.value} (same value: 0)
                [category] : string {4-10.items.[].system.category} (6 different values)
                    'defensive' (x4)
                    'simple' (x2)
                    'martial' (x2)
                    'offensive' (x2)
                    'potion' (x1)
                    'unarmed' (x1)
                [containerId] : empty
                [cost] : object {4-10.items.[].system.cost}
                    value : string {4-10.items.[].system.cost.value} (same value: '')
                [counteraction] : boolean {4-10.items.[].system.counteraction} (same value: False)
                [damage] : object {4-10.items.[].system.damage}
                    [0] : object {4-10.items.[].system.damage.0}
                        [applyMod] : boolean {4-10.items.[].system.damage.0.applyMod} (2 different values)
                            False (x3)
                            True (x1)
                        [category] : empty
                        formula : string {4-10.items.[].system.damage.0.formula} (5 different values)
                            '1d4+1' (x2)
                            '1d6' (x1)
                            '2d6' (x1)
                            '0' (x1)
                            '2d4' (x1)
                        kinds : array<string> {4-10.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {4-10.items.[].system.damage.0.kinds.[]} (same value: 'damage')
                        materials : array<> {4-10.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: empty
                        type : string {4-10.items.[].system.damage.0.type} (4 different values)
                            'fire' (x2)
                            'force' (x2)
                            'acid' (x1)
                            'mental' (x1)
                    damageType : string {4-10.items.[].system.damage.damageType} (3 different values)
                        'piercing' (x2)
                        'slashing' (x2)
                        'bludgeoning' (x1)
                    dice : integer {4-10.items.[].system.damage.dice} (same value: 1)
                    die : string {4-10.items.[].system.damage.die} (2 different values)
                        'd6' (x4)
                        'd4' (x1)
                    [gcovwqxwitqchoin] : object {4-10.items.[].system.damage.gcovwqxwitqchoin}
                        applyMod : boolean {4-10.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                        category : string {4-10.items.[].system.damage.gcovwqxwitqchoin.category} (same value: 'splash')
                        formula : string {4-10.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: '1')
                        kinds : array<string> {4-10.items.[].system.damage.gcovwqxwitqchoin.kinds}
                            Length: min=1 max=1
                            Value type: string {4-10.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: 'damage')
                        materials : array<> {4-10.items.[].system.damage.gcovwqxwitqchoin.materials}
                            Length: min=0 max=0
                            Value type: empty
                        type : string {4-10.items.[].system.damage.gcovwqxwitqchoin.type} (same value: 'acid')
                [damageRolls] : object {4-10.items.[].system.damageRolls}
                    [GLsSi19tS85a36XY] : object {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY}
                        damage : string {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY.damage} (2 different values)
                            '1d6+3' (x1)
                            '1d6+7' (x1)
                        damageType : string {4-10.items.[].system.damageRolls.GLsSi19tS85a36XY.damageType} (same value: 'piercing')
                    [kWqwAdgmL2TyEVQD] : object {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD}
                        damage : string {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD.damage} (2 different values)
                            '1d6' (x1)
                            '1d6+4' (x1)
                        damageType : string {4-10.items.[].system.damageRolls.kWqwAdgmL2TyEVQD.damageType} (same value: 'piercing')
                    [mpDnKPStkeAIQ3D8] : object {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8}
                        damage : string {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8.damage} (2 different values)
                            '1d6+3' (x1)
                            '1d6+7' (x1)
                        damageType : string {4-10.items.[].system.damageRolls.mpDnKPStkeAIQ3D8.damageType} (same value: 'bludgeoning')
                [defense] : object {4-10.items.[].system.defense}
                    save : object {4-10.items.[].system.defense.save}
                        basic : boolean {4-10.items.[].system.defense.save.basic} (2 different values)
                            True (x2)
                            False (x1)
                        statistic : string {4-10.items.[].system.defense.save.statistic} (2 different values)
                            'reflex' (x2)
                            'will' (x1)
                [duration] : object {4-10.items.[].system.duration}
                    sustained : boolean {4-10.items.[].system.duration.sustained} (same value: False)
                    value : string {4-10.items.[].system.duration.value} (4 different values)
                        '' (x7)
                        '1 round' (x1)
                        '1 minute' (x1)
                        'until the start of your next turn' (x1)
                [equipped] : object {4-10.items.[].system.equipped}
                    carryType : string {4-10.items.[].system.equipped.carryType} (same value: 'worn')
                    handsHeld : integer {4-10.items.[].system.equipped.handsHeld} (same value: 0)
                    inSlot : boolean {4-10.items.[].system.equipped.inSlot} (same value: False)
                    [invested] : empty
                [frequency] : object {4-10.items.[].system.frequency}
                    max : integer {4-10.items.[].system.frequency.max} (same value: 1)
                    per : string {4-10.items.[].system.frequency.per} (same value: 'day')
                    value : integer {4-10.items.[].system.frequency.value} (same value: 1)
                [group] : string {4-10.items.[].system.group} (3 different values)
                    'crossbow' (x2)
                    'knife' (x2)
                    'brawling' (x1)
                [hardness] : integer {4-10.items.[].system.hardness} (same value: 0)
                [heightening] : object {4-10.items.[].system.heightening}
                    [levels] : object {4-10.items.[].system.heightening.levels}
                        3 : object {4-10.items.[].system.heightening.levels.3}
                            [damage] : object {4-10.items.[].system.heightening.levels.3.damage}
                                0 : object {4-10.items.[].system.heightening.levels.3.damage.0}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
                                    [category] : empty
                                    formula : string {4-10.items.[].system.heightening.levels.3.damage.0.formula} (same value: '2d6')
                                    materials : array<> {4-10.items.[].system.heightening.levels.3.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.3.damage.0.type} (same value: 'acid')
                                gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: 'splash')
                                    formula : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: '1')
                                    materials : array<> {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: 'acid')
                            target : object {4-10.items.[].system.heightening.levels.3.target}
                                value : string {4-10.items.[].system.heightening.levels.3.target.value} (same value: '10 objects')
                        [5] : object {4-10.items.[].system.heightening.levels.5}
                            damage : object {4-10.items.[].system.heightening.levels.5.damage}
                                0 : object {4-10.items.[].system.heightening.levels.5.damage.0}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
                                    [category] : empty
                                    formula : string {4-10.items.[].system.heightening.levels.5.damage.0.formula} (same value: '3d6')
                                    materials : array<> {4-10.items.[].system.heightening.levels.5.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.5.damage.0.type} (same value: 'acid')
                                gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: 'splash')
                                    formula : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: '2')
                                    materials : array<> {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: 'acid')
                        6 : object {4-10.items.[].system.heightening.levels.6}
                            target : object {4-10.items.[].system.heightening.levels.6.target}
                                value : string {4-10.items.[].system.heightening.levels.6.target.value} (same value: 'any number of objects')
                        [7] : object {4-10.items.[].system.heightening.levels.7}
                            damage : object {4-10.items.[].system.heightening.levels.7.damage}
                                0 : object {4-10.items.[].system.heightening.levels.7.damage.0}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
                                    [category] : empty
                                    formula : string {4-10.items.[].system.heightening.levels.7.damage.0.formula} (same value: '4d6')
                                    materials : array<> {4-10.items.[].system.heightening.levels.7.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.7.damage.0.type} (same value: 'acid')
                                gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: 'splash')
                                    formula : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: '3')
                                    materials : array<> {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: 'acid')
                        [9] : object {4-10.items.[].system.heightening.levels.9}
                            damage : object {4-10.items.[].system.heightening.levels.9.damage}
                                0 : object {4-10.items.[].system.heightening.levels.9.damage.0}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
                                    [category] : empty
                                    formula : string {4-10.items.[].system.heightening.levels.9.damage.0.formula} (same value: '5d6')
                                    materials : array<> {4-10.items.[].system.heightening.levels.9.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.9.damage.0.type} (same value: 'acid')
                                gcovwqxwitqchoin : object {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: 'splash')
                                    formula : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: '4')
                                    materials : array<> {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: empty
                                    type : string {4-10.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: 'acid')
                    type : string {4-10.items.[].system.heightening.type} (2 different values)
                        'interval' (x4)
                        'fixed' (x2)
                    [damage] : object {4-10.items.[].system.heightening.damage}
                        0 : string {4-10.items.[].system.heightening.damage.0} (4 different values)
                            '2d6' (x1)
                            '1d6' (x1)
                            '1d4+1' (x1)
                            '1d4' (x1)
                    [interval] : integer {4-10.items.[].system.heightening.interval} (2 different values)
                        1 (x2)
                        2 (x2)
                [hp] : object {4-10.items.[].system.hp}
                    max : integer {4-10.items.[].system.hp.max} (same value: 0)
                    value : integer {4-10.items.[].system.hp.value} (same value: 0)
                [level] : object {4-10.items.[].system.level}
                    value : integer {4-10.items.[].system.level.value} (4 different values)
                        1 (x10)
                        0 (x6)
                        4 (x1)
                        2 (x1)
                [location] : object {4-10.items.[].system.location}
                    value : string {4-10.items.[].system.location.value} (2 different values)
                        'rr6pJWQYuYOUS8EC' (x9)
                        'i76qRDmxxcrWmtBQ' (x1)
                description : object {4-10.items.[].system.description}
                    value : string {4-10.items.[].system.description.value} (26 different values)
                [material] : object {4-10.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [mod] : object {4-10.items.[].system.mod}
                    value : integer {4-10.items.[].system.mod.value} (same value: 6)
                [overlays] : object {4-10.items.[].system.overlays}
                [prepared] : object {4-10.items.[].system.prepared}
                    [flexible] : boolean {4-10.items.[].system.prepared.flexible} (same value: False)
                    value : string {4-10.items.[].system.prepared.value} (2 different values)
                        'prepared' (x1)
                        'focus' (x1)
                [price] : object {4-10.items.[].system.price}
                    value : object {4-10.items.[].system.price.value}
                        [gp] : integer {4-10.items.[].system.price.value.gp} (4 different values)
                            3 (x3)
                            1 (x1)
                            20 (x1)
                            35 (x1)
                        [sp] : integer {4-10.items.[].system.price.value.sp} (same value: 6)
                [proficiency] : object {4-10.items.[].system.proficiency}
                    value : integer {4-10.items.[].system.proficiency.value} (same value: 1)
                [proficient] : object {4-10.items.[].system.proficient}
                    value : integer {4-10.items.[].system.proficient.value} (same value: 0)
                publication : object {4-10.items.[].system.publication}
                    license : string {4-10.items.[].system.publication.license} (same value: 'OGL')
                    remaster : boolean {4-10.items.[].system.publication.remaster} (same value: False)
                    title : string {4-10.items.[].system.publication.title} (3 different values)
                        '' (x18)
                        'Pathfinder Core Rulebook' (x18)
                        'Pathfinder Bestiary' (x2)
                [quantity] : integer {4-10.items.[].system.quantity} (same value: 1)
                [range] : mixed
                    object {4-10.items.[].system.range}
                        value : string {4-10.items.[].system.range.value} (4 different values)
                            '30 feet' (x5)
                            '' (x3)
                            '60 feet' (x1)
                            '120 feet' (x1)
                    integer {4-10.items.[].system.range} (same value: 60)
                [reload] : object {4-10.items.[].system.reload}
                    value : string {4-10.items.[].system.reload.value} (2 different values)
                        '' (x3)
                        '1' (x2)
                rules : ignored (Foundry rules object) {4-10.items.[].system.rules}
                [requirements] : string {4-10.items.[].system.requirements} (same value: '')
                [runes] : object {4-10.items.[].system.runes}
                    potency : integer {4-10.items.[].system.runes.potency} (2 different values)
                        0 (x4)
                        1 (x1)
                    property : array<> {4-10.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    striking : integer {4-10.items.[].system.runes.striking} (same value: 0)
                [size] : string {4-10.items.[].system.size} (same value: 'med')
                [slots] : object {4-10.items.[].system.slots}
                    [slot0] : object {4-10.items.[].system.slots.slot0}
                        max : integer {4-10.items.[].system.slots.slot0.max} (same value: 6)
                        prepared : array<object> {4-10.items.[].system.slots.slot0.prepared}
                            Length: min=6 max=6
                            Value type: object {4-10.items.[].system.slots.slot0.prepared.[]}
                                id : string {4-10.items.[].system.slots.slot0.prepared.[].id} (6 different values)
                                    '0u0bqEYSy8v4ptsu' (x1)
                                    '2krTpZHWZJZenD5X' (x1)
                                    '3e4288pH2hldugdI' (x1)
                                    'EcKpzZAJCGtbueRP' (x1)
                                    '0bA2NZlpzpWouxDC' (x1)
                                    '6ASkFFOa6hmrmfmU' (x1)
                    [slot1] : object {4-10.items.[].system.slots.slot1}
                        max : integer {4-10.items.[].system.slots.slot1.max} (same value: 3)
                        prepared : array<object> {4-10.items.[].system.slots.slot1.prepared}
                            Length: min=3 max=3
                            Value type: object {4-10.items.[].system.slots.slot1.prepared.[]}
                                id : string {4-10.items.[].system.slots.slot1.prepared.[].id} (3 different values)
                                    'FJxhzMZNijjpcLER' (x1)
                                    'Zndi6RaNfrseCqtw' (x1)
                                    'a8rqzQK79vZufqQ9' (x1)
                [slug] : string {4-10.items.[].system.slug} (17 different values)
                [spelldc] : object {4-10.items.[].system.spelldc}
                    dc : integer {4-10.items.[].system.spelldc.dc} (same value: 17)
                    value : integer {4-10.items.[].system.spelldc.value} (same value: 9)
                [splashDamage] : object {4-10.items.[].system.splashDamage}
                    [value] : integer {4-10.items.[].system.splashDamage.value} (same value: 0)
                [target] : object {4-10.items.[].system.target}
                    value : string {4-10.items.[].system.target.value} (4 different values)
                        '1 creature' (x5)
                        '' (x3)
                        '1 object of Bulk 1 or less' (x1)
                        '1 object' (x1)
                [time] : object {4-10.items.[].system.time}
                    value : string {4-10.items.[].system.time.value} (4 different values)
                        '2' (x6)
                        '1' (x2)
                        '1 to 3' (x1)
                        '1 minute' (x1)
                [tradition] : object {4-10.items.[].system.tradition}
                    value : string {4-10.items.[].system.tradition.value} (same value: 'arcane')
                [traits] : object {4-10.items.[].system.traits}
                    [rarity] : string {4-10.items.[].system.traits.rarity} (2 different values)
                        'common' (x16)
                        'uncommon' (x4)
                    [traditions] : array<string> {4-10.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {4-10.items.[].system.traits.traditions.[]} (4 different values)
                            'arcane' (x9)
                            'primal' (x6)
                            'occult' (x5)
                            'divine' (x4)
                    value : array<string> {4-10.items.[].system.traits.value}
                        Length: min=0 max=6
                        Value type: string {4-10.items.[].system.traits.value.[]} (24 different values)
                [usage] : object {4-10.items.[].system.usage}
                    value : string {4-10.items.[].system.usage.value} (3 different values)
                        'held-in-one-hand' (x6)
                        'held-in-two-hands' (x1)
                        'worngloves' (x1)
                [uses] : object {4-10.items.[].system.uses}
                    autoDestroy : boolean {4-10.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {4-10.items.[].system.uses.max} (same value: 1)
                    value : integer {4-10.items.[].system.uses.value} (same value: 1)
                [weaponType] : object {4-10.items.[].system.weaponType}
                    value : string {4-10.items.[].system.weaponType.value} (2 different values)
                        'melee' (x4)
                        'ranged' (x2)
            type : string {4-10.items.[].type} (8 different values)
                'action' (x10)
                'spell' (x10)
                'melee' (x6)
                'weapon' (x5)
                'spellcastingEntry' (x2)
                'equipment' (x2)
                'lore' (x2)
                'consumable' (x1)
            [_stats] : object {4-10.items.[]._stats}
                compendiumSource : string {4-10.items.[]._stats.compendiumSource} (17 different values)
            [flags] : object {4-10.items.[].flags}
                pf2e : object {4-10.items.[].flags.pf2e}
                    linkedWeapon : string {4-10.items.[].flags.pf2e.linkedWeapon} (2 different values)
                        'tB7jnohG33hpSRhz' (x2)
                        'EtVJHzDUtqmjeARF' (x2)
    name : string {4-10.name} (all different values)
    [prototypeToken] : object {4-10.prototypeToken}
        name : string {4-10.prototypeToken.name} (3 different values)
            'Fascinating Lecture' (x2)
            'Liaskra' (x2)
            'Unbridled Necromantic Energy' (x2)
    system : object {4-10.system}
        attributes : object {4-10.system.attributes}
            ac : object {4-10.system.attributes.ac}
                [details] : string {4-10.system.attributes.ac.details} (same value: '')
                value : integer {4-10.system.attributes.ac.value} (4 different values)
                    0 (x4)
                    15 (x1)
                    16 (x1)
                    21 (x1)
            [emitsSound] : string {4-10.system.attributes.emitsSound} (same value: 'encounter')
            [hardness] : integer {4-10.system.attributes.hardness} (same value: 0)
            hp : object {4-10.system.attributes.hp}
                details : string {4-10.system.attributes.hp.details} (same value: '')
                max : integer {4-10.system.attributes.hp.max} (4 different values)
                    0 (x4)
                    14 (x1)
                    20 (x1)
                    60 (x1)
                temp : integer {4-10.system.attributes.hp.temp} (same value: 0)
                value : integer {4-10.system.attributes.hp.value} (4 different values)
                    0 (x4)
                    14 (x1)
                    20 (x1)
                    60 (x1)
            [allSaves] : object {4-10.system.attributes.allSaves}
                value : string {4-10.system.attributes.allSaves.value} (same value: '')
            [speed] : object {4-10.system.attributes.speed}
                otherSpeeds : array<> {4-10.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: empty
                value : integer {4-10.system.attributes.speed.value} (same value: 25)
            [stealth] : object {4-10.system.attributes.stealth}
                details : string {4-10.system.attributes.stealth.details} (2 different values)
                    '<p>(expert)</p>' (x2)
                    '<p>(trained)</p>' (x2)
                value : integer {4-10.system.attributes.stealth.value} (3 different values)
                    10 (x2)
                    13 (x1)
                    7 (x1)
        [creatureType] : string {4-10.system.creatureType} (same value: '')
        details : object {4-10.system.details}
            [description] : string {4-10.system.details.description} (2 different values)
                '<p>The semitransparent image of a small Garundi woman at the podium suddenly begins lecturing on the nature of enchantment magic.</p>' (x2)
                '<p>Magical energy contained within the room surges in flashes of dark lightning.</p>' (x2)
            [disable] : string {4-10.system.details.disable} (4 different values)
                '<p>@Check[intimidation|dc:17] to disrupt the lecture, @Check[thievery|dc:20] (trained) to scratch out of one of the glyphs on the podium, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 18) to counteract one of the runes; three total successes are required to disable the trap.</p>' (x1)
                '<p>@Check[intimidation|dc:20] to disrupt the lecture, @Check[thievery|dc:23] (trained) to scratch out of one of the glyphs on the podium, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 20) to counteract one of the runes; three total successes are required to disable the trap.</p>' (x1)
                '<p>@Check[arcana|dc:17] (trained) to restore some of the arcane wards, @Check[religion|dc:20] or @Check[occultism|dc:20] (trained) to quell the necromantic energy in the room.</p>' (x1)
                '<p>@Check[arcana|dc:20] (trained) to restore some of the arcane wards, @Check[religion|dc:23] or @Check[occultism|dc:23] (trained) to quell the necromantic energy in the room.</p>' (x1)
            [isComplex] : boolean {4-10.system.details.isComplex} (2 different values)
                True (x2)
                False (x2)
            level : object {4-10.system.details.level}
                value : integer {4-10.system.details.level.value} (4 different values)
                    3 (x2)
                    1 (x2)
                    2 (x2)
                    4 (x1)
            publication : object {4-10.system.details.publication}
                license : string {4-10.system.details.publication.license} (same value: 'OGL')
                remaster : boolean {4-10.system.details.publication.remaster} (same value: False)
                title : string {4-10.system.details.publication.title} (same value: 'Pathfinder Society Scenario #4-10: Arclord\'s Abode')
            [blurb] : string {4-10.system.details.blurb} (same value: '')
            [languages] : object {4-10.system.details.languages}
                details : string {4-10.system.details.languages.details} (same value: '')
                value : array<string> {4-10.system.details.languages.value}
                    Length: min=2 max=3
                    Value type: string {4-10.system.details.languages.value.[]} (3 different values)
                        'aklo' (x3)
                        'common' (x3)
                        'mwangi' (x2)
            [privateNotes] : string {4-10.system.details.privateNotes} (same value: '')
            [publicNotes] : string {4-10.system.details.publicNotes} (same value: '')
            [reset] : string {4-10.system.details.reset} (2 different values)
                '' (x2)
                '<p>10 minutes</p>' (x2)
            [routine] : string {4-10.system.details.routine} (3 different values)
        saves : object {4-10.system.saves}
            fortitude : object {4-10.system.saves.fortitude}
                saveDetail : string {4-10.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {4-10.system.saves.fortitude.value} (4 different values)
                    0 (x4)
                    8 (x1)
                    4 (x1)
                    9 (x1)
            reflex : object {4-10.system.saves.reflex}
                saveDetail : string {4-10.system.saves.reflex.saveDetail} (same value: '')
                value : integer {4-10.system.saves.reflex.value} (3 different values)
                    0 (x4)
                    9 (x2)
                    14 (x1)
            will : object {4-10.system.saves.will}
                saveDetail : string {4-10.system.saves.will.saveDetail} (same value: '')
                value : integer {4-10.system.saves.will.value} (3 different values)
                    0 (x4)
                    10 (x2)
                    6 (x1)
        [statusEffects] : array<> {4-10.system.statusEffects}
            Length: min=0 max=0
            Value type: empty
        traits : object {4-10.system.traits}
            rarity : string {4-10.system.traits.rarity} (3 different values)
                'common' (x4)
                'unique' (x2)
                'rare' (x1)
            size : object {4-10.system.traits.size}
                value : string {4-10.system.traits.size.value} (same value: 'med')
            value : array<string> {4-10.system.traits.value}
                Length: min=2 max=4
                Value type: string {4-10.system.traits.value.[]} (8 different values)
                    'aberration' (x4)
                    'magical' (x4)
                    'evil' (x3)
                    'trap' (x2)
                    'changeling' (x2)
                    'humanoid' (x2)
                    'shisk' (x2)
                    'environmental' (x1)
        [abilities] : object {4-10.system.abilities}
            cha : object {4-10.system.abilities.cha}
                mod : integer {4-10.system.abilities.cha.mod} (2 different values)
                    0 (x2)
                    1 (x1)
            con : object {4-10.system.abilities.con}
                mod : integer {4-10.system.abilities.con.mod} (same value: 1)
            dex : object {4-10.system.abilities.dex}
                mod : integer {4-10.system.abilities.dex.mod} (2 different values)
                    4 (x2)
                    2 (x1)
            int : object {4-10.system.abilities.int}
                mod : integer {4-10.system.abilities.int.mod} (2 different values)
                    1 (x2)
                    4 (x1)
            str : object {4-10.system.abilities.str}
                mod : integer {4-10.system.abilities.str.mod} (2 different values)
                    3 (x2)
                    0 (x1)
            wis : object {4-10.system.abilities.wis}
                mod : integer {4-10.system.abilities.wis.mod} (same value: 1)
        [initiative] : object {4-10.system.initiative}
            statistic : string {4-10.system.initiative.statistic} (same value: 'perception')
        [perception] : object {4-10.system.perception}
            details : string {4-10.system.perception.details} (same value: '')
            mod : integer {4-10.system.perception.mod} (3 different values)
                4 (x1)
                8 (x1)
                14 (x1)
            senses : array<object> {4-10.system.perception.senses}
                Length: min=1 max=1
                Value type: object {4-10.system.perception.senses.[]}
                    type : string {4-10.system.perception.senses.[].type} (2 different values)
                        'darkvision' (x2)
                        'low-light-vision' (x1)
        [resources] : object {4-10.system.resources}
            [focus] : object {4-10.system.resources.focus}
                max : integer {4-10.system.resources.focus.max} (same value: 1)
                value : integer {4-10.system.resources.focus.value} (same value: 1)
        [skills] : object {4-10.system.skills}
            acrobatics : object {4-10.system.skills.acrobatics}
                base : integer {4-10.system.skills.acrobatics.base} (same value: 7)
            [arcana] : object {4-10.system.skills.arcana}
                base : integer {4-10.system.skills.arcana.base} (same value: 7)
            athletics : object {4-10.system.skills.athletics}
                base : integer {4-10.system.skills.athletics.base} (same value: 6)
            deception : object {4-10.system.skills.deception}
                base : integer {4-10.system.skills.deception.base} (same value: 3)
            occultism : object {4-10.system.skills.occultism}
                base : integer {4-10.system.skills.occultism.base} (2 different values)
                    4 (x2)
                    5 (x1)
            society : object {4-10.system.skills.society}
                base : integer {4-10.system.skills.society.base} (same value: 4)
            stealth : object {4-10.system.skills.stealth}
                base : integer {4-10.system.skills.stealth.base} (2 different values)
                    7 (x2)
                    5 (x1)
            thievery : object {4-10.system.skills.thievery}
                base : integer {4-10.system.skills.thievery.base} (same value: 7)
    type : string {4-10.type} (2 different values)
        'hazard' (x4)
        'npc' (x3)