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)
                0 (x4)
                100000 (x3)
                200000 (x3)
                300000 (x3)
                400000 (x3)
                500000 (x3)
                600000 (x3)
                700000 (x3)
                800000 (x3)
                900000 (x3)
                1000000 (x2)
                1100000 (x1)
                1200000 (x1)
                1300000 (x1)
                1400000 (x1)
                1500000 (x1)
            system : object {4-10.items.[].system}
                [actionType] : object {4-10.items.[].system.actionType}
                    value : string {4-10.items.[].system.actionType.value} (2 different values)
                        action (x4)
                        reaction (x6)
                [actions] : object {4-10.items.[].system.actions}
                    [value] : integer {4-10.items.[].system.actions.value} (same value: 1)
                [category] : string {4-10.items.[].system.category} (6 different values)
                    potion (x1)
                    simple (x2)
                    martial (x2)
                    defensive (x4)
                    offensive (x2)
                    unarmed (x1)
                description : object {4-10.items.[].system.description}
                    value : string {4-10.items.[].system.description.value} (26 different values)
                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)
                rules : ###FoundryRulesObject###
                [slug] : string {4-10.items.[].system.slug} (17 different values)
                    acid-splash (x1)
                    burning-hands (x1)
                    daze (x1)
                    detect-magic (x1)
                    force-bolt (x1)
                    grease (x1)
                    magic-missile (x1)
                    produce-flame (x1)
                    read-aura (x1)
                    shield (x1)
                    thieves-tools (x1)
                    spellbook-blank (x1)
                    invisibility-potion (x1)
                    hand-crossbow (x2)
                    kukri (x2)
                    attack-of-opportunity (x2)
                    handwraps-of-mighty-blows (x1)
                [traits] : object {4-10.items.[].system.traits}
                    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)
                    [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)
                            divine (x4)
                            occult (x5)
                [autoHeightenLevel] : object {4-10.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [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)
                [proficiency] : object {4-10.items.[].system.proficiency}
                    value : integer {4-10.items.[].system.proficiency.value} (same value: 1)
                [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)
                [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)
                [tradition] : object {4-10.items.[].system.tradition}
                    value : string {4-10.items.[].system.tradition.value} (same value: arcane)
                [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)
                [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] : mixed
                        formula : string {4-10.items.[].system.damage.0.formula} (5 different values)
                            1d6 (x1)
                            2d6 (x1)
                            0 (x1)
                            1d4+1 (x2)
                            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: mixed
                        type : string {4-10.items.[].system.damage.0.type} (4 different values)
                            acid (x1)
                            fire (x2)
                            mental (x1)
                            force (x2)
                    [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: mixed
                        type : string {4-10.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
                    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)
                [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)
                [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] : mixed
                                    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: mixed
                                    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: mixed
                                    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] : mixed
                                    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: mixed
                                    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: mixed
                                    type : string {4-10.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
                        [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] : mixed
                                    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: mixed
                                    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: mixed
                                    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] : mixed
                                    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: mixed
                                    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: mixed
                                    type : string {4-10.items.[].system.heightening.levels.9.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)
                    type : string {4-10.items.[].system.heightening.type} (2 different values)
                        fixed (x2)
                        interval (x4)
                    [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)
                [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)
                [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)
                [requirements] : string {4-10.items.[].system.requirements} (same value: )
                [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)
                [overlays] : object {4-10.items.[].system.overlays}
                [baseItem] : string {4-10.items.[].system.baseItem} (2 different values)
                    hand-crossbow (x2)
                    kukri (x2)
                [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)
                [containerId] : mixed
                [equipped] : object {4-10.items.[].system.equipped}
                    carryType : string {4-10.items.[].system.equipped.carryType} (same value: worn)
                    [invested] : mixed
                    handsHeld : integer {4-10.items.[].system.equipped.handsHeld} (same value: 0)
                    inSlot : boolean {4-10.items.[].system.equipped.inSlot} (same value: False)
                [hardness] : integer {4-10.items.[].system.hardness} (same value: 0)
                [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)
                [material] : object {4-10.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [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)
                [quantity] : integer {4-10.items.[].system.quantity} (same value: 1)
                [size] : string {4-10.items.[].system.size} (same value: med)
                [usage] : object {4-10.items.[].system.usage}
                    value : string {4-10.items.[].system.usage.value} (3 different values)
                        held-in-two-hands (x1)
                        held-in-one-hand (x6)
                        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)
                [bonus] : object {4-10.items.[].system.bonus}
                    value : integer {4-10.items.[].system.bonus.value} (6 different values)
                        0 (x4)
                        8 (x2)
                        9 (x1)
                        1 (x1)
                        15 (x1)
                        14 (x2)
                [bonusDamage] : object {4-10.items.[].system.bonusDamage}
                    value : integer {4-10.items.[].system.bonusDamage.value} (same value: 0)
                [group] : string {4-10.items.[].system.group} (3 different values)
                    crossbow (x2)
                    knife (x2)
                    brawling (x1)
                [reload] : object {4-10.items.[].system.reload}
                    value : string {4-10.items.[].system.reload.value} (2 different values)
                        1 (x2)
                         (x3)
                [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: mixed
                    striking : integer {4-10.items.[].system.runes.striking} (same value: 0)
                [splashDamage] : object {4-10.items.[].system.splashDamage}
                    [value] : integer {4-10.items.[].system.splashDamage.value} (same value: 0)
                [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: mixed
                [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)
                    [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)
                    [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)
                [weaponType] : object {4-10.items.[].system.weaponType}
                    value : string {4-10.items.[].system.weaponType.value} (2 different values)
                        melee (x4)
                        ranged (x2)
                [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)
                [mod] : object {4-10.items.[].system.mod}
                    value : integer {4-10.items.[].system.mod.value} (same value: 6)
                [proficient] : object {4-10.items.[].system.proficient}
                    value : integer {4-10.items.[].system.proficient.value} (same value: 0)
            type : string {4-10.items.[].type} (8 different values)
                action (x10)
                spellcastingEntry (x2)
                spell (x10)
                equipment (x2)
                consumable (x1)
                weapon (x5)
                melee (x6)
                lore (x2)
            [_stats] : object {4-10.items.[]._stats}
                compendiumSource : string {4-10.items.[]._stats.compendiumSource} (17 different values)
                    Compendium.pf2e.spells-srd.Item.gISYsBFby1TiXfBt (x1)
                    Compendium.pf2e.spells-srd.Item.y6rAdMK6EFlV6U0t (x1)
                    Compendium.pf2e.spells-srd.Item.4gBIw4IDrSfFHik4 (x1)
                    Compendium.pf2e.spells-srd.Item.gpzpAAAJ1Lza2JVl (x1)
                    Compendium.pf2e.spells-srd.Item.Hu38hoAUSYeFpkVa (x1)
                    Compendium.pf2e.spells-srd.Item.Wu0xFpewMKRK3HG8 (x1)
                    Compendium.pf2e.spells-srd.Item.gKKqvLohtrSJj3BM (x1)
                    Compendium.pf2e.spells-srd.Item.O9w7r4BKgPogYDDe (x1)
                    Compendium.pf2e.spells-srd.Item.OhD2Z6rIGGD5ocZA (x1)
                    Compendium.pf2e.spells-srd.Item.TVKNbcgTee19PXZR (x1)
                    Compendium.pf2e.equipment-srd.Item.zvLyCVD8g2PdHJAc (x1)
                    Compendium.pf2e.equipment-srd.Item.FOWF5f0tCaApv9RE (x1)
                    Compendium.pf2e.equipment-srd.Item.bikFUFRLwfdvX2x2 (x1)
                    Compendium.pf2e.equipment-srd.Item.XyA6PKV46aNlLXOd (x2)
                    Compendium.pf2e.equipment-srd.Item.TDrO7Xdyn7juFy3c (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
                    Compendium.pf2e.equipment-srd.Item.FNDq4NFSN0g2HKWO (x1)
            [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}
                value : integer {4-10.system.attributes.ac.value} (4 different values)
                    0 (x4)
                    15 (x1)
                    16 (x1)
                    21 (x1)
                [details] : string {4-10.system.attributes.ac.details} (same value: )
            [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)
            [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)
            [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: mixed
                value : integer {4-10.system.attributes.speed.value} (same value: 25)
        [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)
                    4 (x1)
                    2 (x2)
            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)
            [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)
                <p>(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:20|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[1d6[mental]]{1d6 nonlethal mental damage}, as well as the following effects.</p>
            <hr>
            <p><strong>Critical Success</strong> The creature is unaffected.</p>
            <p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
            <p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can't help but try and process all the information.</p>
            <p><strong>Critical Failure</strong> The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.</p> (x1)
                <p>(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:22|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[2d6[mental]]{2d6 nonlethal mental damage}, as well as the following effects.</p>
            <hr>
            <p><strong>Critical Success</strong> The creature is unaffected.</p>
            <p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
            <p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can't help but try and process all the information.</p>
            <p><strong>Critical Failure</strong> The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.</p> (x1)
                 (x2)
            [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: )
        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: mixed
        traits : object {4-10.system.traits}
            rarity : string {4-10.system.traits.rarity} (3 different values)
                common (x4)
                rare (x1)
                unique (x2)
            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)
                    trap (x2)
                    evil (x3)
                    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)
                    1 (x1)
                    0 (x2)
            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)
                    2 (x1)
                    4 (x2)
            int : object {4-10.system.abilities.int}
                mod : integer {4-10.system.abilities.int.mod} (2 different values)
                    4 (x1)
                    1 (x2)
            str : object {4-10.system.abilities.str}
                mod : integer {4-10.system.abilities.str.mod} (2 different values)
                    0 (x1)
                    3 (x2)
            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)
                        low-light-vision (x1)
                        darkvision (x2)
        [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}
            [arcana] : object {4-10.system.skills.arcana}
                base : integer {4-10.system.skills.arcana.base} (same value: 7)
            occultism : object {4-10.system.skills.occultism}
                base : integer {4-10.system.skills.occultism.base} (2 different values)
                    5 (x1)
                    4 (x2)
            stealth : object {4-10.system.skills.stealth}
                base : integer {4-10.system.skills.stealth.base} (2 different values)
                    5 (x1)
                    7 (x2)
            thievery : object {4-10.system.skills.thievery}
                base : integer {4-10.system.skills.thievery.base} (same value: 7)
            acrobatics : object {4-10.system.skills.acrobatics}
                base : integer {4-10.system.skills.acrobatics.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)
            society : object {4-10.system.skills.society}
                base : integer {4-10.system.skills.society.base} (same value: 4)
    type : string {4-10.type} (2 different values)
        hazard (x4)
        npc (x3)