Season 1
Different values: 3
=====================================
object {Season 1}
    _id : string {Season 1._id} (all different values)
    img : string {Season 1.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {Season 1.items}
        Length: min=11 max=26
        Value type: object {Season 1.items.[]}
            _id : string {Season 1.items.[]._id} (53 different values)
            img : string {Season 1.items.[].img} (37 different values)
            name : string {Season 1.items.[].name} (45 different values)
            sort : integer {Season 1.items.[].sort} (26 different values)
            system : object {Season 1.items.[].system}
                [autoHeightenLevel] : object {Season 1.items.[].system.autoHeightenLevel}
                    [value] : mixed
                description : object {Season 1.items.[].system.description}
                    value : string {Season 1.items.[].system.description.value} (42 different values)
                [prepared] : object {Season 1.items.[].system.prepared}
                    flexible : boolean {Season 1.items.[].system.prepared.flexible} (same value: False)
                    value : string {Season 1.items.[].system.prepared.value} (4 different values)
                        spontaneous (x1)
                        focus (x1)
                        prepared (x1)
                        innate (x1)
                [proficiency] : object {Season 1.items.[].system.proficiency}
                    value : integer {Season 1.items.[].system.proficiency.value} (same value: 0)
                publication : object {Season 1.items.[].system.publication}
                    license : string {Season 1.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {Season 1.items.[].system.publication.remaster} (same value: False)
                    title : string {Season 1.items.[].system.publication.title} (all different values)
                rules : ###FoundryRulesObject###
                [slots] : object {Season 1.items.[].system.slots}
                    [slot0] : object {Season 1.items.[].system.slots.slot0}
                        max : integer {Season 1.items.[].system.slots.slot0.max} (all different values)
                        [value] : integer {Season 1.items.[].system.slots.slot0.value} (2 different values)
                            5 (x1)
                            1 (x1)
                        prepared : array<object> {Season 1.items.[].system.slots.slot0.prepared}
                            Length: min=2 max=2
                            Value type: object {Season 1.items.[].system.slots.slot0.prepared.[]}
                                id : string {Season 1.items.[].system.slots.slot0.prepared.[].id} (2 different values)
                                    WoACkCLAuT1uY3dK (x1)
                                    Ob9lTYH0z6rkHmab (x1)
                    [slot1] : object {Season 1.items.[].system.slots.slot1}
                        max : integer {Season 1.items.[].system.slots.slot1.max} (2 different values)
                            3 (x2)
                            1 (x1)
                        [value] : integer {Season 1.items.[].system.slots.slot1.value} (2 different values)
                            3 (x1)
                            1 (x1)
                        prepared : array<object> {Season 1.items.[].system.slots.slot1.prepared}
                            Length: min=3 max=3
                            Value type: object {Season 1.items.[].system.slots.slot1.prepared.[]}
                                id : string {Season 1.items.[].system.slots.slot1.prepared.[].id} (all different values)
                    [slot2] : object {Season 1.items.[].system.slots.slot2}
                        max : integer {Season 1.items.[].system.slots.slot2.max} (same value: 2)
                        value : integer {Season 1.items.[].system.slots.slot2.value} (same value: 2)
                [slug] : string {Season 1.items.[].system.slug} (32 different values)
                [spelldc] : object {Season 1.items.[].system.spelldc}
                    dc : integer {Season 1.items.[].system.spelldc.dc} (2 different values)
                        20 (x3)
                        19 (x1)
                    mod : integer {Season 1.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {Season 1.items.[].system.spelldc.value} (2 different values)
                        10 (x3)
                        9 (x1)
                [tradition] : object {Season 1.items.[].system.tradition}
                    value : string {Season 1.items.[].system.tradition.value} (all different values)
                [area] : object {Season 1.items.[].system.area}
                    type : string {Season 1.items.[].system.area.type} (same value: emanation)
                    value : integer {Season 1.items.[].system.area.value} (2 different values)
                        60 (x2)
                        30 (x1)
                [cost] : object {Season 1.items.[].system.cost}
                    value : string {Season 1.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {Season 1.items.[].system.counteraction} (same value: False)
                [damage] : object {Season 1.items.[].system.damage}
                    [damageType] : string {Season 1.items.[].system.damage.damageType} (2 different values)
                        bludgeoning (x4)
                        piercing (x1)
                    [dice] : integer {Season 1.items.[].system.damage.dice} (same value: 1)
                    [die] : string {Season 1.items.[].system.damage.die} (2 different values)
                        d6 (x4)
                        d12 (x1)
                    [0] : object {Season 1.items.[].system.damage.0}
                        applyMod : boolean {Season 1.items.[].system.damage.0.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Season 1.items.[].system.damage.0.formula} (same value: 1d8)
                        kinds : array<string> {Season 1.items.[].system.damage.0.kinds}
                            Length: min=2 max=2
                            Value type: string {Season 1.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x1)
                                healing (x1)
                        materials : array<> {Season 1.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Season 1.items.[].system.damage.0.type} (same value: void)
                [defense] : object {Season 1.items.[].system.defense}
                    save : object {Season 1.items.[].system.defense.save}
                        basic : boolean {Season 1.items.[].system.defense.save.basic} (2 different values)
                            False (x2)
                            True (x2)
                        statistic : string {Season 1.items.[].system.defense.save.statistic} (2 different values)
                            will (x3)
                            fortitude (x1)
                [duration] : object {Season 1.items.[].system.duration}
                    sustained : boolean {Season 1.items.[].system.duration.sustained} (2 different values)
                        False (x17)
                        True (x4)
                    value : string {Season 1.items.[].system.duration.value} (10 different values)
                        1 hour (x3)
                        10 minutes (x3)
                         (x7)
                        1 round (x2)
                        until the next time you make your daily preparations (x1)
                        see below (x1)
                        5 minutes (x1)
                        varies (x1)
                        1 minute (x1)
                        until the start of your next turn (x1)
                [level] : object {Season 1.items.[].system.level}
                    value : integer {Season 1.items.[].system.level.value} (all different values)
                [location] : object {Season 1.items.[].system.location}
                    value : string {Season 1.items.[].system.location.value} (4 different values)
                        KozDvvxQAGRHCcmn (x12)
                        yoDLELLlBHguOv54 (x2)
                        zMoE0vVtAcfryHc1 (x2)
                        dLO669ysyoh2M1Ww (x5)
                [range] : mixed
                    object {Season 1.items.[].system.range}
                        value : string {Season 1.items.[].system.range.value} (7 different values)
                            30 feet (x5)
                             (x7)
                            touch (x4)
                            60 feet (x2)
                            120 feet (x1)
                            10 feet (x1)
                            varies (x1)
                    integer {Season 1.items.[].system.range} (same value: 50)
                [requirements] : string {Season 1.items.[].system.requirements} (same value: )
                [target] : object {Season 1.items.[].system.target}
                    value : string {Season 1.items.[].system.target.value} (8 different values)
                        1 creature (x6)
                         (x9)
                        1 unattended object of light Bulk or less (x1)
                        1 object of 3 bulk or less (x1)
                        1 object (cook, lift, or tidy only) (x1)
                        1 willing creature (x1)
                        1 living creature or 1 willing undead creature (x1)
                        1 non-magical weapon that is unattended or wielded by you or a willing ally (x1)
                [time] : object {Season 1.items.[].system.time}
                    value : string {Season 1.items.[].system.time.value} (6 different values)
                        2 (x14)
                        reaction (x1)
                        1 (x3)
                        1 minute (x1)
                        3 (x1)
                        1 to 3 (x1)
                [traits] : object {Season 1.items.[].system.traits}
                    rarity : string {Season 1.items.[].system.traits.rarity} (2 different values)
                        common (x45)
                        uncommon (x3)
                    [traditions] : array<string> {Season 1.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {Season 1.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x18)
                            occult (x17)
                            primal (x6)
                            divine (x9)
                    value : array<string> {Season 1.items.[].system.traits.value}
                        Length: min=0 max=6
                        Value type: string {Season 1.items.[].system.traits.value.[]} (30 different values)
                [heightening] : object {Season 1.items.[].system.heightening}
                    damage : object {Season 1.items.[].system.heightening.damage}
                        0 : string {Season 1.items.[].system.heightening.damage.0} (2 different values)
                            1d6 (x1)
                            1d8 (x1)
                    interval : integer {Season 1.items.[].system.heightening.interval} (2 different values)
                        2 (x1)
                        1 (x1)
                    type : string {Season 1.items.[].system.heightening.type} (same value: interval)
                [baseItem] : string {Season 1.items.[].system.baseItem} (7 different values)
                    sap (x1)
                    shortsword (x1)
                    maul (x1)
                    chain-mail (x1)
                    club (x1)
                    sling (x1)
                    studded-leather-armor (x1)
                [bonus] : object {Season 1.items.[].system.bonus}
                    value : integer {Season 1.items.[].system.bonus.value} (5 different values)
                        0 (x5)
                        10 (x2)
                        7 (x1)
                        9 (x1)
                        8 (x2)
                [bonusDamage] : object {Season 1.items.[].system.bonusDamage}
                    value : integer {Season 1.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {Season 1.items.[].system.bulk}
                    value : mixed
                        float {Season 1.items.[].system.bulk.value} (same value: 0,1)
                        integer {Season 1.items.[].system.bulk.value} (2 different values)
                            1 (x3)
                            2 (x2)
                [category] : string {Season 1.items.[].system.category} (8 different values)
                    martial (x3)
                    interaction (x1)
                    offensive (x5)
                    medium (x1)
                    defensive (x3)
                    simple (x2)
                    light (x1)
                    ammo (x1)
                [containerId] : mixed
                [equipped] : object {Season 1.items.[].system.equipped}
                    carryType : string {Season 1.items.[].system.equipped.carryType} (2 different values)
                        worn (x11)
                        held (x1)
                    [handsHeld] : integer {Season 1.items.[].system.equipped.handsHeld} (2 different values)
                        0 (x7)
                        2 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {Season 1.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {Season 1.items.[].system.group} (6 different values)
                    club (x2)
                    sword (x1)
                    hammer (x1)
                    chain (x1)
                    sling (x1)
                    leather (x1)
                [hardness] : integer {Season 1.items.[].system.hardness} (same value: 0)
                [hp] : object {Season 1.items.[].system.hp}
                    max : integer {Season 1.items.[].system.hp.max} (same value: 0)
                    value : integer {Season 1.items.[].system.hp.value} (same value: 0)
                [material] : object {Season 1.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {Season 1.items.[].system.price}
                    value : object {Season 1.items.[].system.price.value}
                        [sp] : integer {Season 1.items.[].system.price.value.sp} (all different values)
                        [gp] : integer {Season 1.items.[].system.price.value.gp} (all different values)
                        cp : integer {Season 1.items.[].system.price.value.cp} (same value: 1)
                    per : integer {Season 1.items.[].system.price.per} (same value: 10)
                [quantity] : integer {Season 1.items.[].system.quantity} (2 different values)
                    1 (x11)
                    10 (x1)
                [reload] : object {Season 1.items.[].system.reload}
                    value : string {Season 1.items.[].system.reload.value} (all different values)
                [runes] : object {Season 1.items.[].system.runes}
                    potency : integer {Season 1.items.[].system.runes.potency} (same value: 0)
                    property : array<> {Season 1.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {Season 1.items.[].system.runes.striking} (same value: 0)
                    [resilient] : integer {Season 1.items.[].system.runes.resilient} (same value: 0)
                [size] : string {Season 1.items.[].system.size} (same value: med)
                [splashDamage] : object {Season 1.items.[].system.splashDamage}
                    value : integer {Season 1.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {Season 1.items.[].system.usage}
                    value : string {Season 1.items.[].system.usage.value} (2 different values)
                        held-in-one-hand (x7)
                        held-in-two-hands (x3)
                [attack] : object {Season 1.items.[].system.attack}
                    value : string {Season 1.items.[].system.attack.value} (same value: )
                [attackEffects] : object {Season 1.items.[].system.attackEffects}
                    value : array<> {Season 1.items.[].system.attackEffects.value}
                        Length: min=0 max=0
                        Value type: mixed
                [damageRolls] : object {Season 1.items.[].system.damageRolls}
                    [nsazvfeefxs2i8reqbcy] : object {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy}
                        damage : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damage} (same value: 1d6+2)
                        damageType : string {Season 1.items.[].system.damageRolls.nsazvfeefxs2i8reqbcy.damageType} (same value: piercing)
                    [09gvsaag0qpks6zpm0rt] : object {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt}
                        damage : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damage} (same value: 1d6+2)
                        damageType : string {Season 1.items.[].system.damageRolls.09gvsaag0qpks6zpm0rt.damageType} (same value: bludgeoning)
                    [viqq0zhm1a9zqxbsxz53] : object {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53}
                        damage : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damage} (same value: 1d12+4)
                        damageType : string {Season 1.items.[].system.damageRolls.viqq0zhm1a9zqxbsxz53.damageType} (same value: bludgeoning)
                    [fsod70vw8niurykqx8te] : object {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te}
                        damage : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damage} (same value: 1d6+5)
                        damageType : string {Season 1.items.[].system.damageRolls.fsod70vw8niurykqx8te.damageType} (same value: bludgeoning)
                    [0ebzdeafyjs540qxceyv] : object {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv}
                        damage : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damage} (same value: 1d6+5)
                        damageType : string {Season 1.items.[].system.damageRolls.0ebzdeafyjs540qxceyv.damageType} (same value: bludgeoning)
                    ucj3vpwznakt1bw53olp : object {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp}
                        damage : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damage} (same value: 1d6+5)
                        damageType : string {Season 1.items.[].system.damageRolls.ucj3vpwznakt1bw53olp.damageType} (same value: bludgeoning)
                [weaponType] : object {Season 1.items.[].system.weaponType}
                    value : string {Season 1.items.[].system.weaponType.value} (2 different values)
                        melee (x4)
                        ranged (x2)
                [actionType] : object {Season 1.items.[].system.actionType}
                    value : string {Season 1.items.[].system.actionType.value} (all different values)
                [actions] : object {Season 1.items.[].system.actions}
                    [value] : integer {Season 1.items.[].system.actions.value} (same value: 1)
                [mod] : object {Season 1.items.[].system.mod}
                    value : integer {Season 1.items.[].system.mod.value} (same value: 9)
                [proficient] : object {Season 1.items.[].system.proficient}
                    value : integer {Season 1.items.[].system.proficient.value} (same value: 0)
                [overlays] : object {Season 1.items.[].system.overlays}
                    4gyp3qlsv5ywdyjq : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq}
                        _id : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
                        name : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
                        overlayType : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
                        sort : integer {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
                        system : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
                            damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
                                0 : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
                                    formula : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
                                    kinds : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
                            [defense] : mixed
                            heightening : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
                                damage : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
                                    0 : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
                            range : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
                                value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
                            target : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
                                value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
                            time : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
                                value : string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
                            traits : object {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
                                value : array<string> {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Season 1.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (all different values)
                    pq7cxntbz4s8g5ik : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik}
                        _id : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
                        overlayType : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
                        sort : integer {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
                        system : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
                            range : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
                                value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
                            time : object {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
                                value : string {Season 1.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
                    rvhoa43rqqqp8izn : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn}
                        _id : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
                        overlayType : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
                        sort : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
                        system : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system}
                            area : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
                                type : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
                                value : integer {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
                            range : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
                                value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
                            target : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
                                value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
                            time : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
                                value : string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
                            traits : object {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
                                value : array<string> {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Season 1.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (all different values)
                    z04svm1cvfcxtplb : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb}
                        _id : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
                        name : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
                        overlayType : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
                        sort : integer {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
                        system : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system}
                            damage : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
                                0 : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
                                    kinds : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
                            range : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
                                value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
                            target : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
                                value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
                            time : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
                                value : string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
                            traits : object {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
                                value : array<string> {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Season 1.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (all different values)
                [acBonus] : integer {Season 1.items.[].system.acBonus} (2 different values)
                    4 (x1)
                    2 (x1)
                [checkPenalty] : integer {Season 1.items.[].system.checkPenalty} (2 different values)
                    -2 (x1)
                    -1 (x1)
                [dexCap] : integer {Season 1.items.[].system.dexCap} (2 different values)
                    1 (x1)
                    3 (x1)
                [speedPenalty] : integer {Season 1.items.[].system.speedPenalty} (2 different values)
                    -5 (x1)
                    0 (x1)
                [strength] : integer {Season 1.items.[].system.strength} (2 different values)
                    3 (x1)
                    1 (x1)
                [stackGroup] : string {Season 1.items.[].system.stackGroup} (same value: slingBullets)
                [uses] : object {Season 1.items.[].system.uses}
                    autoDestroy : boolean {Season 1.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {Season 1.items.[].system.uses.max} (same value: 1)
                    value : integer {Season 1.items.[].system.uses.value} (same value: 1)
            type : string {Season 1.items.[].type} (9 different values)
                spellcastingEntry (x4)
                spell (x21)
                weapon (x5)
                equipment (x4)
                melee (x6)
                action (x9)
                lore (x1)
                armor (x2)
                consumable (x1)
            [_stats] : object {Season 1.items.[]._stats}
                compendiumSource : string {Season 1.items.[]._stats.compendiumSource} (32 different values)
            [flags] : object {Season 1.items.[].flags}
                pf2e : object {Season 1.items.[].flags.pf2e}
                    linkedWeapon : string {Season 1.items.[].flags.pf2e.linkedWeapon} (5 different values)
                        6573VqTrZJ9uce1P (x1)
                        QO9Ulc52tZbNWrG3 (x1)
                        InZ2TruAAEz1gdt6 (x1)
                        gpVZ0ljtYQVMgxmU (x2)
                        kmEEHN991a6zxCQ7 (x1)
    name : string {Season 1.name} (all different values)
    system : object {Season 1.system}
        abilities : object {Season 1.system.abilities}
            cha : object {Season 1.system.abilities.cha}
                mod : integer {Season 1.system.abilities.cha.mod} (all different values)
            con : object {Season 1.system.abilities.con}
                mod : integer {Season 1.system.abilities.con.mod} (all different values)
            dex : object {Season 1.system.abilities.dex}
                mod : integer {Season 1.system.abilities.dex.mod} (all different values)
            int : object {Season 1.system.abilities.int}
                mod : integer {Season 1.system.abilities.int.mod} (all different values)
            str : object {Season 1.system.abilities.str}
                mod : integer {Season 1.system.abilities.str.mod} (all different values)
            wis : object {Season 1.system.abilities.wis}
                mod : integer {Season 1.system.abilities.wis.mod} (2 different values)
                    1 (x1)
                    2 (x2)
        attributes : object {Season 1.system.attributes}
            ac : object {Season 1.system.attributes.ac}
                details : string {Season 1.system.attributes.ac.details} (same value: )
                value : integer {Season 1.system.attributes.ac.value} (2 different values)
                    18 (x2)
                    20 (x1)
            allSaves : object {Season 1.system.attributes.allSaves}
                value : string {Season 1.system.attributes.allSaves.value} (2 different values)
                     (x2)
                    +2 status to all saves vs. magic, iron mind (x1)
            hp : object {Season 1.system.attributes.hp}
                details : string {Season 1.system.attributes.hp.details} (same value: )
                max : integer {Season 1.system.attributes.hp.max} (all different values)
                temp : integer {Season 1.system.attributes.hp.temp} (same value: 0)
                value : integer {Season 1.system.attributes.hp.value} (all different values)
            speed : object {Season 1.system.attributes.speed}
                otherSpeeds : array<> {Season 1.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: mixed
                value : integer {Season 1.system.attributes.speed.value} (2 different values)
                    25 (x2)
                    20 (x1)
        details : object {Season 1.system.details}
            blurb : string {Season 1.system.details.blurb} (same value: )
            languages : object {Season 1.system.details.languages}
                details : string {Season 1.system.details.languages.details} (same value: )
                value : array<string> {Season 1.system.details.languages.value}
                    Length: min=2 max=3
                    Value type: string {Season 1.system.details.languages.value.[]} (4 different values)
                        common (x3)
                        kelish (x2)
                        dwarven (x1)
                        sakvroth (x1)
            level : object {Season 1.system.details.level}
                value : integer {Season 1.system.details.level.value} (2 different values)
                    3 (x2)
                    2 (x1)
            privateNotes : string {Season 1.system.details.privateNotes} (same value: )
            publicNotes : string {Season 1.system.details.publicNotes} (same value: )
            publication : object {Season 1.system.details.publication}
                license : string {Season 1.system.details.publication.license} (same value: OGL)
                remaster : boolean {Season 1.system.details.publication.remaster} (same value: False)
                title : string {Season 1.system.details.publication.title} (same value: Pathfinder Society: Season 1)
        initiative : object {Season 1.system.initiative}
            statistic : string {Season 1.system.initiative.statistic} (same value: perception)
        perception : object {Season 1.system.perception}
            details : string {Season 1.system.perception.details} (same value: )
            mod : integer {Season 1.system.perception.mod} (all different values)
            senses : array<object> {Season 1.system.perception.senses}
                Length: min=0 max=1
                Value type: object {Season 1.system.perception.senses.[]}
                    type : string {Season 1.system.perception.senses.[].type} (same value: darkvision)
        resources : object {Season 1.system.resources}
            [focus] : object {Season 1.system.resources.focus}
                max : integer {Season 1.system.resources.focus.max} (same value: 1)
                value : integer {Season 1.system.resources.focus.value} (same value: 1)
        saves : object {Season 1.system.saves}
            fortitude : object {Season 1.system.saves.fortitude}
                saveDetail : string {Season 1.system.saves.fortitude.saveDetail} (same value: )
                value : integer {Season 1.system.saves.fortitude.value} (all different values)
            reflex : object {Season 1.system.saves.reflex}
                saveDetail : string {Season 1.system.saves.reflex.saveDetail} (same value: )
                value : integer {Season 1.system.saves.reflex.value} (2 different values)
                    8 (x2)
                    6 (x1)
            will : object {Season 1.system.saves.will}
                saveDetail : string {Season 1.system.saves.will.saveDetail} (same value: )
                value : integer {Season 1.system.saves.will.value} (2 different values)
                    10 (x2)
                    6 (x1)
        skills : object {Season 1.system.skills}
            [acrobatics] : object {Season 1.system.skills.acrobatics}
                base : integer {Season 1.system.skills.acrobatics.base} (same value: 8)
            [deception] : object {Season 1.system.skills.deception}
                base : integer {Season 1.system.skills.deception.base} (2 different values)
                    11 (x1)
                    9 (x1)
            [diplomacy] : object {Season 1.system.skills.diplomacy}
                base : integer {Season 1.system.skills.diplomacy.base} (same value: 9)
            [occultism] : object {Season 1.system.skills.occultism}
                base : integer {Season 1.system.skills.occultism.base} (same value: 7)
            [performance] : object {Season 1.system.skills.performance}
                base : integer {Season 1.system.skills.performance.base} (same value: 11)
            [society] : object {Season 1.system.skills.society}
                base : integer {Season 1.system.skills.society.base} (same value: 7)
            [stealth] : object {Season 1.system.skills.stealth}
                base : integer {Season 1.system.skills.stealth.base} (2 different values)
                    8 (x1)
                    6 (x1)
            [thievery] : object {Season 1.system.skills.thievery}
                base : integer {Season 1.system.skills.thievery.base} (same value: 8)
            athletics : object {Season 1.system.skills.athletics}
                base : integer {Season 1.system.skills.athletics.base} (2 different values)
                    9 (x1)
                    7 (x1)
            intimidation : object {Season 1.system.skills.intimidation}
                base : integer {Season 1.system.skills.intimidation.base} (2 different values)
                    9 (x1)
                    6 (x1)
            [religion] : object {Season 1.system.skills.religion}
                base : integer {Season 1.system.skills.religion.base} (same value: 8)
            [survival] : object {Season 1.system.skills.survival}
                base : integer {Season 1.system.skills.survival.base} (same value: 8)
        traits : object {Season 1.system.traits}
            rarity : string {Season 1.system.traits.rarity} (same value: common)
            size : object {Season 1.system.traits.size}
                value : string {Season 1.system.traits.size.value} (same value: med)
            value : array<string> {Season 1.system.traits.value}
                Length: min=3 max=5
                Value type: string {Season 1.system.traits.value.[]} (6 different values)
                    evil (x3)
                    human (x2)
                    humanoid (x3)
                    duergar (x1)
                    dwarf (x1)
                    lawful (x1)
    type : string {Season 1.type} (same value: npc)