Effects
Different values: 5
=====================================
object {Effects}
    _id : string {Effects._id} (all different values)
    folder : string {Effects.folder} (same value: tavHHn3vqI7bCnl6)
    img : string {Effects.img} (3 different values)
        icons/skills/melee/shield-block-gray-orange.webp (x2)
        icons/sundries/books/book-red-exclamation.webp (x2)
        icons/magic/movement/chevrons-down-yellow.webp (x1)
    name : string {Effects.name} (all different values)
    system : object {Effects.system}
        description : object {Effects.system.description}
            value : string {Effects.system.description.value} (all different values)
        [duration] : object {Effects.system.duration}
            [expiry] : string {Effects.system.duration.expiry} (same value: turn-start)
            sustained : boolean {Effects.system.duration.sustained} (same value: False)
            unit : string {Effects.system.duration.unit} (2 different values)
                rounds (x2)
                unlimited (x1)
            value : integer {Effects.system.duration.value} (2 different values)
                1 (x2)
                -1 (x1)
        level : object {Effects.system.level}
            value : integer {Effects.system.level.value} (4 different values)
                0 (x2)
                7 (x1)
                3 (x1)
                1 (x1)
        publication : object {Effects.system.publication}
            license : string {Effects.system.publication.license} (same value: OGL)
            remaster : boolean {Effects.system.publication.remaster} (same value: False)
            title : string {Effects.system.publication.title} (same value: )
        rules : ###FoundryRulesObject###
        [start] : object {Effects.system.start}
            [initiative] : mixed
            value : integer {Effects.system.start.value} (same value: 0)
        [tokenIcon] : object {Effects.system.tokenIcon}
            show : boolean {Effects.system.tokenIcon.show} (2 different values)
                True (x2)
                False (x1)
        traits : object {Effects.system.traits}
            value : array<string> {Effects.system.traits.value}
                Length: min=0 max=1
                Value type: string {Effects.system.traits.value.[]} (same value: cavalry)
            [rarity] : string {Effects.system.traits.rarity} (same value: common)
        [actionType] : object {Effects.system.actionType}
            value : string {Effects.system.actionType.value} (same value: passive)
        [actions] : object {Effects.system.actions}
            [value] : mixed
        [campaign] : string {Effects.system.campaign} (same value: kingmaker)
        [category] : string {Effects.system.category} (same value: army-tactic)
        [location] : mixed
        [prerequisites] : object {Effects.system.prerequisites}
            value : array<> {Effects.system.prerequisites.value}
                Length: min=0 max=0
                Value type: mixed
        badge : object {Effects.system.badge}
            type : string {Effects.system.badge.type} (same value: counter)
            value : integer {Effects.system.badge.value} (same value: 1)
    type : string {Effects.type} (2 different values)
        effect (x3)
        campaignFeature (x2)