Item.effect
Different values: 2504
=====================================
object {Item.effect}
    _id : string {Item.effect._id} (2503 different values)
    img : string {Item.effect.img} (1475 different values)
    name : string {Item.effect.name} (2500 different values)
    system : object {Item.effect.system}
        description : object {Item.effect.system.description}
            value : string {Item.effect.system.description.value} (2455 different values)
            [gm] : string {Item.effect.system.description.gm} (same value: <h2>Soul Degradation (Curse 7)</h2><section class="traits"><p>rare</p><p>curse</p><p>magical</p></section><p>The PC's sense of self becomes subsumed by ghostly desires, eventually rendering them a senseless shell. Soul degradation doesn't increase or decrease its stage over the passage of time. Instead, each time a transmigrated PC recovers from the dying condition, they must attempt a new saving throw against this curse. Certain events or effects that the PCs might encounter in Chapter 3 of this adventure can also force them to save against soul degradation. Once the effects of transmigration end for a PC, they immediately and fully recover from soul degradation.</p><p><strong>Saving Throw</strong> @Check[will|dc:23|traits:curse,magical]</p><p><strong>Stage 1</strong> weakness 5 to positive damage</p><p><strong>Stage 2</strong> weakness 10 to positive damage</p><p><strong>Stage 3</strong> weakness 10 to positive damage, and each time the PC critically fails an attack roll or skill check they're @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} as their mind obsesses over the failure</p><p><strong>Stage 4</strong> as stage 3</p><p><strong>Stage 5</strong> as stage 3</p><p><strong>Stage 6</strong> The PC is reduced to an unthinking haunt. Until the curse is removed or the duration of the transmigrate ritual ends, they repeat a short loop of actions and are no longer under the control of the player (unlimited duration).</p>)
        duration : object {Item.effect.system.duration}
            [expiry] : string {Item.effect.system.duration.expiry} (3 different values)
                turn-start (x1647)
                turn-end (x265)
                round-end (x1)
            sustained : boolean {Item.effect.system.duration.sustained} (2 different values)
                False (x2455)
                True (x49)
            unit : string {Item.effect.system.duration.unit} (6 different values)
                minutes (x788)
                rounds (x653)
                unlimited (x700)
                hours (x208)
                days (x74)
                encounter (x81)
            value : integer {Item.effect.system.duration.value} (17 different values)
                10 (x149)
                1 (x1375)
                -1 (x781)
                0 (x66)
                4 (x15)
                7 (x7)
                8 (x23)
                24 (x22)
                3 (x17)
                2 (x7)
                5 (x26)
                30 (x7)
                6 (x2)
                12 (x2)
                20 (x2)
                365 (x2)
                90 (x1)
        level : object {Item.effect.system.level}
            value : integer {Item.effect.system.level.value} (27 different values)
        publication : object {Item.effect.system.publication}
            license : string {Item.effect.system.publication.license} (2 different values)
                OGL (x1420)
                ORC (x1084)
            remaster : boolean {Item.effect.system.publication.remaster} (2 different values)
                False (x1318)
                True (x1186)
            title : string {Item.effect.system.publication.title} (149 different values)
        rules : ###FoundryRulesObject###
        start : object {Item.effect.system.start}
            [initiative] : mixed
            value : integer {Item.effect.system.start.value} (3 different values)
                0 (x2497)
                3648 (x6)
                103462347 (x1)
        tokenIcon : object {Item.effect.system.tokenIcon}
            show : boolean {Item.effect.system.tokenIcon.show} (2 different values)
                True (x2337)
                False (x167)
        traits : object {Item.effect.system.traits}
            [rarity] : string {Item.effect.system.traits.rarity} (2 different values)
                common (x1252)
                uncommon (x1)
            value : array<string> {Item.effect.system.traits.value}
                Length: min=0 max=1
                Value type: string {Item.effect.system.traits.value.[]} (3 different values)
                    gunslinger (x2)
                    disease (x1)
                    wizard (x1)
        [badge] : object {Item.effect.system.badge}
            [max] : integer {Item.effect.system.badge.max} (6 different values)
                3 (x6)
                4 (x2)
                12 (x1)
                8 (x1)
                2 (x1)
                20 (x2)
            type : string {Item.effect.system.badge.type} (2 different values)
                counter (x70)
                formula (x36)
            value : mixed
                integer {Item.effect.system.badge.value} (7 different values)
                    3 (x7)
                    1 (x51)
                    2 (x3)
                    10 (x4)
                    5 (x2)
                    20 (x1)
                    4 (x2)
                string {Item.effect.system.badge.value} (16 different values)
                    1d6 (x4)
                    1d20 (x3)
                    2d6 (x2)
                    1d4 (x6)
                    (@actor.flags.pf2e.gluttonsFeast)d4 (x1)
                    1d3 (x2)
                    1d8 (x6)
                    2d20kh1 (x1)
                    4d8+10 (x1)
                    3d8 (x1)
                    2d8 (x2)
                    (@item.level)d8 (x2)
                    (1+floor(@item.level/4))d4 (x1)
                    1d12 (x1)
                    (ternary(gte(@actor.flags.pf2e.corrosiveBody.rank,9),5,3))d6 (x1)
                    (@item.level)d4 (x2)
            [evaluate] : boolean {Item.effect.system.badge.evaluate} (same value: True)
            [reevaluate] : string {Item.effect.system.badge.reevaluate} (same value: turn-end)
            [labels] : array<string> {Item.effect.system.badge.labels}
                Length: min=2 max=12
                Value type: string {Item.effect.system.badge.labels.[]} (88 different values)
            [loop] : boolean {Item.effect.system.badge.loop} (2 different values)
                False (x35)
                True (x1)
            [min] : integer {Item.effect.system.badge.min} (3 different values)
                2 (x1)
                5 (x1)
                0 (x2)
        [target] : mixed
    type : string {Item.effect.type} (same value: effect)
    [folder] : string {Item.effect.folder} (14 different values)
        x1BXD0wU3Jn73wgS (x1)
        S0vnaS17OowkLvHX (x2)
        eDXJ3K6EaXRdCgJa (x4)
        8rkL5zSnCcrg6Q9J (x13)
        mFJYkag4aA4D7cSj (x3)
        dHkIfyfz2uyglAR2 (x1)
        KN9hhATq6X3GwryB (x20)
        gZz0ReLZQXJEUa4w (x1)
        nYejRh5pL5dk5R7M (x5)
        lW4SmuXik98vi0td (x2)
        n1mLGzv9Fcj7I32Z (x1)
        93ELfrtUYYWaaOKE (x7)
        nNaDTkXGZyawxKA6 (x14)
        tavHHn3vqI7bCnl6 (x3)