Files
Pf2eDataScrapper/output/pf2e/packs/Equipment.txt
T

900 lines
56 KiB
Plaintext

Equipment
Different values: 5180
=====================================
object {Equipment}
_id : string {Equipment._id} (all different values)
img : string {Equipment.img} (2406 different values)
name : string {Equipment.name} (all different values)
system : object {Equipment.system}
[baseItem] : string {Equipment.system.baseItem} (327 different values)
[bulk] : object {Equipment.system.bulk}
value : mixed
integer {Equipment.system.bulk.value} (16 different values)
1 (x741)
0 (x1776)
2 (x256)
6 (x4)
4 (x39)
20 (x2)
3 (x40)
8 (x3)
5 (x14)
50 (x1)
10 (x1)
40 (x1)
18 (x1)
16 (x7)
12 (x1)
15 (x1)
float {Equipment.system.bulk.value} (same value: 0,1)
[capacity] : integer {Equipment.system.bulk.capacity} (13 different values)
50 (x7)
4 (x2)
100 (x2)
150 (x2)
25 (x6)
0 (x11)
8 (x2)
5 (x2)
1 (x4)
1000000 (x2)
6 (x1)
40 (x1)
10 (x1)
[heldOrStowed] : mixed
integer {Equipment.system.bulk.heldOrStowed} (3 different values)
1 (x21)
2 (x2)
0 (x4)
float {Equipment.system.bulk.heldOrStowed} (same value: 0,1)
[ignored] : integer {Equipment.system.bulk.ignored} (10 different values)
50 (x7)
2 (x3)
100 (x2)
150 (x2)
25 (x6)
0 (x18)
1000000 (x2)
1 (x1)
40 (x1)
10 (x1)
[containerId] : mixed
description : object {Equipment.system.description}
value : string {Equipment.system.description.value} (4831 different values)
[gm] : string {Equipment.system.description.gm} (80 different values)
[hardness] : integer {Equipment.system.hardness} (19 different values)
0 (x5080)
9 (x3)
13 (x6)
6 (x17)
8 (x8)
10 (x9)
4 (x7)
3 (x10)
5 (x9)
17 (x5)
12 (x3)
14 (x1)
11 (x3)
7 (x3)
19 (x1)
16 (x4)
15 (x5)
2 (x1)
20 (x3)
[hp] : object {Equipment.system.hp}
max : integer {Equipment.system.hp.max} (34 different values)
value : integer {Equipment.system.hp.value} (34 different values)
[level] : object {Equipment.system.level}
value : integer {Equipment.system.level.value} (29 different values)
[material] : object {Equipment.system.material}
[grade] : string {Equipment.system.material.grade} (3 different values)
high (x23)
standard (x26)
low (x7)
[type] : string {Equipment.system.material.type} (10 different values)
adamantine (x11)
siccatite (x2)
dawnsilver (x8)
cold-iron (x10)
peachwood (x1)
dragonhide (x1)
silver (x12)
inubrix (x1)
duskwood (x8)
orichalcum (x2)
[effects] : array<string> {Equipment.system.material.effects}
Length: min=1 max=1
Value type: string {Equipment.system.material.effects.[]} (same value: silver)
price : object {Equipment.system.price}
value : object {Equipment.system.price.value}
[gp] : integer {Equipment.system.price.value.gp} (334 different values)
[cp] : integer {Equipment.system.price.value.cp} (7 different values)
0 (x1)
1 (x19)
3 (x2)
5 (x5)
2 (x3)
4 (x1)
8 (x1)
[pp] : integer {Equipment.system.price.value.pp} (2 different values)
0 (x1)
1 (x1)
[sp] : integer {Equipment.system.price.value.sp} (14 different values)
15 (x2)
5 (x58)
1 (x78)
2 (x29)
4 (x15)
3 (x14)
25 (x15)
8 (x8)
6 (x8)
9 (x9)
14 (x1)
11 (x1)
40 (x1)
7 (x5)
[per] : integer {Equipment.system.price.per} (2 different values)
10 (x41)
5 (x4)
publication : object {Equipment.system.publication}
license : string {Equipment.system.publication.license} (2 different values)
OGL (x3267)
ORC (x1913)
remaster : boolean {Equipment.system.publication.remaster} (2 different values)
False (x3122)
True (x2058)
title : string {Equipment.system.publication.title} (133 different values)
[quantity] : integer {Equipment.system.quantity} (3 different values)
1 (x5133)
10 (x40)
5 (x5)
rules : ###FoundryRulesObject###
[size] : string {Equipment.system.size} (4 different values)
med (x5162)
huge (x1)
sm (x12)
lg (x3)
traits : object {Equipment.system.traits}
rarity : string {Equipment.system.traits.rarity} (4 different values)
uncommon (x1694)
common (x2712)
rare (x559)
unique (x215)
value : array<string> {Equipment.system.traits.value}
Length: min=0 max=9
Value type: string {Equipment.system.traits.value.[]} (241 different values)
[otherTags] : array<string> {Equipment.system.traits.otherTags}
Length: min=1 max=1
Value type: string {Equipment.system.traits.otherTags.[]} (4 different values)
alchemical-tool (x56)
alchemical-food (x56)
handwraps-of-mighty-blows (x3)
herbal (x6)
[integrated] : object {Equipment.system.traits.integrated}
runes : object {Equipment.system.traits.integrated.runes}
potency : integer {Equipment.system.traits.integrated.runes.potency} (3 different values)
0 (x5)
1 (x2)
2 (x1)
property : array<string> {Equipment.system.traits.integrated.runes.property}
Length: min=0 max=1
Value type: string {Equipment.system.traits.integrated.runes.property.[]} (same value: wounding)
striking : integer {Equipment.system.traits.integrated.runes.striking} (3 different values)
0 (x5)
1 (x2)
2 (x1)
[versatile] : mixed
[usage] : object {Equipment.system.usage}
value : string {Equipment.system.usage.value} (119 different values)
[canBeAmmo] : boolean {Equipment.system.usage.canBeAmmo} (2 different values)
False (x189)
True (x1)
[category] : string {Equipment.system.category} (26 different values)
[damage] : object {Equipment.system.damage}
[damageType] : string {Equipment.system.damage.damageType} (14 different values)
bludgeoning (x293)
acid (x23)
slashing (x194)
force (x7)
piercing (x287)
fire (x23)
sonic (x10)
poison (x32)
electricity (x5)
vitality (x8)
void (x8)
cold (x5)
mental (x12)
spirit (x2)
[dice] : integer {Equipment.system.damage.dice} (8 different values)
1 (x786)
4 (x35)
2 (x32)
3 (x36)
0 (x17)
5 (x1)
6 (x1)
8 (x1)
[die] : string {Equipment.system.damage.die} (6 different values)
d4 (x345)
(x35)
d8 (x167)
d10 (x57)
d6 (x284)
d12 (x17)
[persistent] : object {Equipment.system.damage.persistent}
[faces] : integer {Equipment.system.damage.persistent.faces} (3 different values)
6 (x15)
4 (x24)
8 (x4)
number : integer {Equipment.system.damage.persistent.number} (6 different values)
3 (x15)
1 (x19)
4 (x14)
2 (x12)
6 (x1)
5 (x1)
type : string {Equipment.system.damage.persistent.type} (6 different values)
acid (x12)
fire (x12)
poison (x12)
bleed (x18)
void (x4)
piercing (x4)
[formula] : string {Equipment.system.damage.formula} (37 different values)
[kind] : string {Equipment.system.damage.kind} (2 different values)
damage (x49)
healing (x27)
[type] : string {Equipment.system.damage.type} (12 different values)
acid (x4)
piercing (x12)
fire (x11)
electricity (x5)
untyped (x17)
cold (x7)
slashing (x2)
poison (x5)
vitality (x5)
void (x5)
bludgeoning (x2)
sonic (x1)
[value] : string {Equipment.system.damage.value} (same value: )
[uses] : object {Equipment.system.uses}
autoDestroy : boolean {Equipment.system.uses.autoDestroy} (2 different values)
True (x1631)
False (x20)
max : integer {Equipment.system.uses.max} (9 different values)
1 (x1631)
500 (x1)
5000 (x1)
5 (x8)
24 (x1)
10 (x3)
7 (x4)
6 (x1)
8 (x1)
value : integer {Equipment.system.uses.value} (9 different values)
1 (x1632)
500 (x1)
5000 (x1)
5 (x7)
24 (x1)
10 (x3)
7 (x4)
6 (x1)
8 (x1)
[bonus] : object {Equipment.system.bonus}
value : integer {Equipment.system.bonus.value} (5 different values)
0 (x748)
2 (x56)
3 (x48)
1 (x54)
4 (x3)
[bonusDamage] : object {Equipment.system.bonusDamage}
[value] : integer {Equipment.system.bonusDamage.value} (same value: 0)
[group] : string {Equipment.system.group} (24 different values)
[range] : mixed
integer {Equipment.system.range} (17 different values)
20 (x176)
30 (x41)
90 (x5)
50 (x10)
110 (x1)
40 (x18)
150 (x14)
60 (x32)
180 (x3)
240 (x1)
80 (x7)
120 (x8)
100 (x8)
70 (x6)
10 (x1)
300 (x2)
200 (x1)
object {Equipment.system.range}
value : string {Equipment.system.range.value} (same value: )
[reload] : object {Equipment.system.reload}
[value] : string {Equipment.system.reload.value} (6 different values)
(x474)
- (x236)
0 (x30)
1 (x116)
10 (x2)
2 (x8)
[runes] : object {Equipment.system.runes}
[potency] : integer {Equipment.system.runes.potency} (5 different values)
0 (x649)
1 (x180)
2 (x165)
4 (x12)
3 (x66)
[property] : array<string> {Equipment.system.runes.property}
Length: min=0 max=3
Value type: string {Equipment.system.runes.property.[]} (50 different values)
[striking] : integer {Equipment.system.runes.striking} (4 different values)
0 (x612)
1 (x153)
2 (x115)
3 (x28)
[reinforcing] : integer {Equipment.system.runes.reinforcing} (same value: 0)
[resilient] : integer {Equipment.system.runes.resilient} (4 different values)
3 (x2)
1 (x48)
0 (x81)
2 (x32)
[splashDamage] : object {Equipment.system.splashDamage}
[value] : mixed
integer {Equipment.system.splashDamage.value} (7 different values)
0 (x734)
3 (x38)
1 (x35)
4 (x38)
2 (x35)
5 (x1)
6 (x1)
string {Equipment.system.splashDamage.value} (same value: )
[specific] : object {Equipment.system.specific}
material : object {Equipment.system.specific.material}
[grade] : string {Equipment.system.specific.material.grade} (3 different values)
high (x22)
standard (x25)
low (x7)
[type] : string {Equipment.system.specific.material.type} (10 different values)
adamantine (x11)
siccatite (x2)
dawnsilver (x6)
cold-iron (x10)
peachwood (x1)
dragonhide (x1)
silver (x12)
inubrix (x1)
duskwood (x8)
orichalcum (x2)
[base] : array<object> {Equipment.system.specific.material.base}
Length: min=1 max=1
Value type: object {Equipment.system.specific.material.base.[]}
thickness : string {Equipment.system.specific.material.base.[].thickness} (same value: thin)
type : string {Equipment.system.specific.material.base.[].type} (same value: steel)
[effects] : array<> {Equipment.system.specific.material.effects}
Length: min=0 max=0
Value type: mixed
runes : object {Equipment.system.specific.runes}
[potency] : integer {Equipment.system.specific.runes.potency} (5 different values)
1 (x182)
2 (x161)
4 (x12)
3 (x65)
0 (x8)
[property] : array<string> {Equipment.system.specific.runes.property}
Length: min=0 max=3
Value type: string {Equipment.system.specific.runes.property.[]} (50 different values)
[striking] : integer {Equipment.system.specific.runes.striking} (4 different values)
1 (x156)
2 (x112)
0 (x32)
3 (x28)
[reinforcing] : integer {Equipment.system.specific.runes.reinforcing} (same value: 0)
[resilient] : integer {Equipment.system.specific.runes.resilient} (4 different values)
3 (x2)
1 (x47)
0 (x20)
2 (x30)
[integrated] : object {Equipment.system.specific.integrated}
runes : object {Equipment.system.specific.integrated.runes}
potency : integer {Equipment.system.specific.integrated.runes.potency} (3 different values)
0 (x3)
1 (x2)
2 (x1)
property : array<string> {Equipment.system.specific.integrated.runes.property}
Length: min=0 max=1
Value type: string {Equipment.system.specific.integrated.runes.property.[]} (same value: wounding)
striking : integer {Equipment.system.specific.integrated.runes.striking} (3 different values)
0 (x3)
1 (x2)
2 (x1)
[value] : boolean {Equipment.system.specific.value} (same value: False)
[items] : object {Equipment.system.items}
[mca3x] : object {Equipment.system.items.mca3x}
img : string {Equipment.system.items.mca3x.img} (same value: icons/containers/bags/pack-leather-white-tan.webp)
isContainer : boolean {Equipment.system.items.mca3x.isContainer} (same value: True)
items : object {Equipment.system.items.mca3x.items}
02xhi : object {Equipment.system.items.mca3x.items.02xhi}
img : string {Equipment.system.items.mca3x.items.02xhi.img} (same value: icons/sundries/survival/rope-wrapped-brown.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.02xhi.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.02xhi.items}
name : string {Equipment.system.items.mca3x.items.02xhi.name} (same value: Rope)
quantity : integer {Equipment.system.items.mca3x.items.02xhi.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.items.02xhi.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Rope)
30xet : object {Equipment.system.items.mca3x.items.30xet}
img : string {Equipment.system.items.mca3x.items.30xet.img} (same value: systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.30xet.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.30xet.items}
name : string {Equipment.system.items.mca3x.items.30xet.name} (same value: Waterskin)
quantity : integer {Equipment.system.items.mca3x.items.30xet.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.items.30xet.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Waterskin)
afbn4 : object {Equipment.system.items.mca3x.items.afbn4}
img : string {Equipment.system.items.mca3x.items.afbn4.img} (same value: systems/pf2e/icons/equipment/adventuring-gear/chalk.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.afbn4.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.afbn4.items}
name : string {Equipment.system.items.mca3x.items.afbn4.name} (same value: Chalk)
quantity : integer {Equipment.system.items.mca3x.items.afbn4.quantity} (same value: 10)
uuid : string {Equipment.system.items.mca3x.items.afbn4.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Chalk)
fabyb : object {Equipment.system.items.mca3x.items.fabyb}
img : string {Equipment.system.items.mca3x.items.fabyb.img} (same value: icons/commodities/stone/geode-raw-tan.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.fabyb.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.fabyb.items}
name : string {Equipment.system.items.mca3x.items.fabyb.name} (same value: Flint and Steel)
quantity : integer {Equipment.system.items.mca3x.items.fabyb.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.items.fabyb.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Flint and Steel)
jtagt : object {Equipment.system.items.mca3x.items.jtagt}
img : string {Equipment.system.items.mca3x.items.jtagt.img} (same value: systems/pf2e/icons/equipment/adventuring-gear/rations.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.jtagt.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.jtagt.items}
name : string {Equipment.system.items.mca3x.items.jtagt.name} (same value: Rations)
quantity : integer {Equipment.system.items.mca3x.items.jtagt.quantity} (same value: 2)
uuid : string {Equipment.system.items.mca3x.items.jtagt.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Rations)
lems2 : object {Equipment.system.items.mca3x.items.lems2}
img : string {Equipment.system.items.mca3x.items.lems2.img} (same value: icons/sundries/lights/torch-brown.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.lems2.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.lems2.items}
name : string {Equipment.system.items.mca3x.items.lems2.name} (same value: Torch)
quantity : integer {Equipment.system.items.mca3x.items.lems2.quantity} (same value: 5)
uuid : string {Equipment.system.items.mca3x.items.lems2.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Torch)
lpl11 : object {Equipment.system.items.mca3x.items.lpl11}
img : string {Equipment.system.items.mca3x.items.lpl11.img} (same value: icons/containers/ammunition/quiver-simple-brown.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.lpl11.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.lpl11.items}
name : string {Equipment.system.items.mca3x.items.lpl11.name} (same value: Bedroll)
quantity : integer {Equipment.system.items.mca3x.items.lpl11.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.items.lpl11.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Bedroll)
z9tim : object {Equipment.system.items.mca3x.items.z9tim}
img : string {Equipment.system.items.mca3x.items.z9tim.img} (same value: icons/sundries/survival/soap.webp)
isContainer : boolean {Equipment.system.items.mca3x.items.z9tim.isContainer} (same value: False)
items : object {Equipment.system.items.mca3x.items.z9tim.items}
name : string {Equipment.system.items.mca3x.items.z9tim.name} (same value: Soap)
quantity : integer {Equipment.system.items.mca3x.items.z9tim.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.items.z9tim.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Soap)
name : string {Equipment.system.items.mca3x.name} (same value: Backpack)
quantity : integer {Equipment.system.items.mca3x.quantity} (same value: 1)
uuid : string {Equipment.system.items.mca3x.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Backpack)
5z6qg : object {Equipment.system.items.5z6qg}
img : string {Equipment.system.items.5z6qg.img} (same value: icons/tools/navigation/compass-worn-copper.webp)
isContainer : boolean {Equipment.system.items.5z6qg.isContainer} (same value: False)
items : object {Equipment.system.items.5z6qg.items}
name : string {Equipment.system.items.5z6qg.name} (same value: Compass)
quantity : integer {Equipment.system.items.5z6qg.quantity} (same value: 1)
uuid : string {Equipment.system.items.5z6qg.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Compass)
aftjc : object {Equipment.system.items.aftjc}
img : string {Equipment.system.items.aftjc.img} (same value: systems/pf2e/icons/default-icons/mystery-man.svg)
isContainer : boolean {Equipment.system.items.aftjc.isContainer} (same value: False)
items : object {Equipment.system.items.aftjc.items}
name : string {Equipment.system.items.aftjc.name} (same value: Standard Astrolabe)
quantity : integer {Equipment.system.items.aftjc.quantity} (same value: 1)
uuid : string {Equipment.system.items.aftjc.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Standard Astrolabe)
b2zsf : object {Equipment.system.items.b2zsf}
img : string {Equipment.system.items.b2zsf.img} (same value: icons/tools/scribal/ink-quill-red.webp)
isContainer : boolean {Equipment.system.items.b2zsf.isContainer} (same value: False)
items : object {Equipment.system.items.b2zsf.items}
name : string {Equipment.system.items.b2zsf.name} (same value: Writing Set)
quantity : integer {Equipment.system.items.b2zsf.quantity} (same value: 1)
uuid : string {Equipment.system.items.b2zsf.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Writing Set)
lfmi2 : object {Equipment.system.items.lfmi2}
img : string {Equipment.system.items.lfmi2.img} (same value: systems/pf2e/icons/default-icons/mystery-man.svg)
isContainer : boolean {Equipment.system.items.lfmi2.isContainer} (same value: False)
items : object {Equipment.system.items.lfmi2.items}
name : string {Equipment.system.items.lfmi2.name} (same value: Ruler)
quantity : integer {Equipment.system.items.lfmi2.quantity} (same value: 1)
uuid : string {Equipment.system.items.lfmi2.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Ruler)
lnvy6 : object {Equipment.system.items.lnvy6}
img : string {Equipment.system.items.lnvy6.img} (same value: icons/tools/navigation/map-chart-tan.webp)
isContainer : boolean {Equipment.system.items.lnvy6.isContainer} (same value: False)
items : object {Equipment.system.items.lnvy6.items}
name : string {Equipment.system.items.lnvy6.name} (same value: Survey Map)
quantity : integer {Equipment.system.items.lnvy6.quantity} (same value: 1)
uuid : string {Equipment.system.items.lnvy6.uuid} (same value: Compendium.pf2e.equipment-srd.Item.Survey Map)
[stackGroup] : string {Equipment.system.stackGroup} (9 different values)
gems (x50)
arrows (x10)
rounds10 (x48)
bolts (x6)
slingBullets (x8)
blowgunDarts (x1)
coins (x4)
rounds5 (x4)
woodenTaws (x1)
[collapsed] : boolean {Equipment.system.collapsed} (same value: False)
[stowing] : boolean {Equipment.system.stowing} (2 different values)
True (x26)
False (x17)
[acBonus] : integer {Equipment.system.acBonus} (7 different values)
2 (x106)
1 (x50)
5 (x13)
3 (x27)
4 (x19)
6 (x31)
0 (x16)
[speedPenalty] : integer {Equipment.system.speedPenalty} (5 different values)
0 (x165)
-5 (x49)
-10 (x46)
-15 (x1)
-14 (x1)
[apex] : object {Equipment.system.apex}
attribute : string {Equipment.system.apex.attribute} (6 different values)
wis (x7)
dex (x11)
cha (x10)
int (x8)
con (x9)
str (x9)
[checkPenalty] : integer {Equipment.system.checkPenalty} (5 different values)
-1 (x53)
-3 (x47)
-2 (x38)
-4 (x1)
0 (x25)
[dexCap] : integer {Equipment.system.dexCap} (6 different values)
4 (x18)
1 (x33)
3 (x39)
2 (x26)
5 (x17)
0 (x31)
[strength] : integer {Equipment.system.strength} (6 different values)
0 (x21)
3 (x35)
1 (x34)
2 (x23)
5 (x3)
4 (x31)
[spell] : object {Equipment.system.spell}
_id : string {Equipment.system.spell._id} (2 different values)
7w37duycMs4YOBeu (x6)
lj2l0i8ShNSlnZrj (x4)
flags : object {Equipment.system.spell.flags}
core : object {Equipment.system.spell.flags.core}
sourceId : string {Equipment.system.spell.flags.core.sourceId} (2 different values)
Compendium.pf2e.spells-srd.Item.rfZpqmj0AIIdkVIs (x6)
Compendium.pf2e.spells-srd.Item.Bc6QqTmFV4q7G7L0 (x4)
img : string {Equipment.system.spell.img} (2 different values)
icons/magic/life/cross-worn-green.webp (x6)
icons/commodities/wood/fence-posts-brown.webp (x4)
name : string {Equipment.system.spell.name} (2 different values)
Heal (x6)
Splinter Volley (x4)
sort : integer {Equipment.system.spell.sort} (2 different values)
133500000 (x6)
0 (x4)
system : object {Equipment.system.spell.system}
[area] : mixed
cost : object {Equipment.system.spell.system.cost}
value : string {Equipment.system.spell.system.cost.value} (same value: )
counteraction : boolean {Equipment.system.spell.system.counteraction} (same value: False)
damage : object {Equipment.system.spell.system.damage}
[0] : object {Equipment.system.spell.system.damage.0}
applyMod : boolean {Equipment.system.spell.system.damage.0.applyMod} (same value: False)
[category] : mixed
formula : string {Equipment.system.spell.system.damage.0.formula} (same value: 1d8)
kinds : array<string> {Equipment.system.spell.system.damage.0.kinds}
Length: min=2 max=2
Value type: string {Equipment.system.spell.system.damage.0.kinds.[]} (2 different values)
damage (x6)
healing (x6)
materials : array<> {Equipment.system.spell.system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {Equipment.system.spell.system.damage.0.type} (same value: vitality)
QrOXDstbGji5fsbX : object {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX}
applyMod : boolean {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.applyMod} (same value: False)
[category] : mixed
formula : string {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.formula} (same value: 4d6)
kinds : array<string> {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.kinds}
Length: min=1 max=1
Value type: string {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.kinds.[]} (same value: damage)
materials : array<> {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.materials}
Length: min=0 max=0
Value type: mixed
type : string {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.type} (same value: piercing)
[defense] : object {Equipment.system.spell.system.defense}
save : object {Equipment.system.spell.system.defense.save}
basic : boolean {Equipment.system.spell.system.defense.save.basic} (same value: True)
statistic : string {Equipment.system.spell.system.defense.save.statistic} (same value: fortitude)
description : object {Equipment.system.spell.system.description}
value : string {Equipment.system.spell.system.description.value} (2 different values)
<p>You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>
<p><span class="action-glyph">1</span> The spell has a range of touch.</p>
<p><span class="action-glyph">2</span> <strong>(concentrate)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.</p>
<p><span class="action-glyph">3</span> <strong>(concentrate)</strong> You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.</p>
<hr />
<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p> (x6)
<p>You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal 4d6 piercing damage. The splinters deal double damage on a critical hit and @Damage[(floor(@item.level/2))[bleed]] damage. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make both spell attack rolls for <em>splinter volley</em>.</p>
<hr />
<p><strong>Heightened (+2)</strong> Increase the damage dealt to each target by 4d6 and the persistent bleed damage by 1.</p> (x4)
duration : object {Equipment.system.spell.system.duration}
sustained : boolean {Equipment.system.spell.system.duration.sustained} (same value: False)
value : string {Equipment.system.spell.system.duration.value} (same value: )
heightening : object {Equipment.system.spell.system.heightening}
damage : object {Equipment.system.spell.system.heightening.damage}
[0] : string {Equipment.system.spell.system.heightening.damage.0} (same value: 1d8)
QrOXDstbGji5fsbX : string {Equipment.system.spell.system.heightening.damage.QrOXDstbGji5fsbX} (same value: 4d6)
interval : integer {Equipment.system.spell.system.heightening.interval} (2 different values)
1 (x6)
2 (x4)
type : string {Equipment.system.spell.system.heightening.type} (same value: interval)
level : object {Equipment.system.spell.system.level}
value : integer {Equipment.system.spell.system.level.value} (5 different values)
1 (x6)
2 (x1)
4 (x1)
6 (x1)
8 (x1)
location : object {Equipment.system.spell.system.location}
heightenedLevel : integer {Equipment.system.spell.system.location.heightenedLevel} (6 different values)
2 (x5)
3 (x1)
4 (x1)
5 (x1)
6 (x1)
7 (x1)
[value] : mixed
[overlays] : object {Equipment.system.spell.system.overlays}
37gy7l19tik74o4s : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s}
_id : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
name : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
overlayType : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
sort : integer {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
system : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system}
damage : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.damage}
0 : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0}
formula : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.heightening}
damage : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.heightening.damage}
0 : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
range : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.range}
value : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
time : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.time}
value : string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
traits : object {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.traits}
value : array<string> {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.traits.value}
Length: min=4 max=4
Value type: string {Equipment.system.spell.system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
7qdtetowq348s9oc : object {Equipment.system.spell.system.overlays.7qdtetowq348s9oc}
_id : string {Equipment.system.spell.system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
overlayType : string {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
sort : integer {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
system : object {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.system}
range : object {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.system.range}
value : string {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
time : object {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.system.time}
value : string {Equipment.system.spell.system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
7vbvdrv2cl87sqta : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta}
_id : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
overlayType : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
sort : integer {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
system : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system}
area : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.area}
type : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
value : integer {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
range : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.range}
value : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
target : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.target}
value : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
time : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.time}
value : string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
traits : object {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits}
value : array<string> {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits.value}
Length: min=4 max=4
Value type: string {Equipment.system.spell.system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
lfxcoz2d3f8j2zq1 : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1}
_id : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
name : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
overlayType : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
sort : integer {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
system : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system}
damage : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage}
0 : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
kinds : array<string> {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
range : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.range}
value : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
target : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.target}
value : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
time : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.time}
value : string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
traits : object {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits}
value : array<string> {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
Length: min=4 max=4
Value type: string {Equipment.system.spell.system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
concentrate (x6)
healing (x6)
manipulate (x6)
vitality (x6)
publication : object {Equipment.system.spell.system.publication}
license : string {Equipment.system.spell.system.publication.license} (2 different values)
ORC (x6)
OGL (x4)
remaster : boolean {Equipment.system.spell.system.publication.remaster} (same value: True)
title : string {Equipment.system.spell.system.publication.title} (2 different values)
Pathfinder Player Core (x6)
Pathfinder Rage of Elements (x4)
range : object {Equipment.system.spell.system.range}
value : string {Equipment.system.spell.system.range.value} (2 different values)
varies (x6)
60 feet (x4)
requirements : string {Equipment.system.spell.system.requirements} (same value: )
rules : ###FoundryRulesObject###
slug : string {Equipment.system.spell.system.slug} (2 different values)
heal (x6)
splinter-volley (x4)
target : object {Equipment.system.spell.system.target}
value : string {Equipment.system.spell.system.target.value} (2 different values)
1 willing living creature or 1 undead (x6)
1 or 2 creatures (x4)
time : object {Equipment.system.spell.system.time}
value : string {Equipment.system.spell.system.time.value} (2 different values)
1 to 3 (x6)
2 or 3 (x4)
traits : object {Equipment.system.spell.system.traits}
rarity : string {Equipment.system.spell.system.traits.rarity} (same value: common)
traditions : array<string> {Equipment.system.spell.system.traits.traditions}
Length: min=2 max=2
Value type: string {Equipment.system.spell.system.traits.traditions.[]} (3 different values)
divine (x6)
primal (x10)
arcane (x4)
value : array<string> {Equipment.system.spell.system.traits.value}
Length: min=3 max=4
Value type: string {Equipment.system.spell.system.traits.value.[]} (6 different values)
healing (x6)
manipulate (x10)
vitality (x6)
attack (x4)
concentrate (x4)
wood (x4)
type : string {Equipment.system.spell.type} (same value: spell)
[meleeUsage] : object {Equipment.system.meleeUsage}
damage : object {Equipment.system.meleeUsage.damage}
die : string {Equipment.system.meleeUsage.damage.die} (4 different values)
d8 (x11)
d4 (x7)
d6 (x8)
d10 (x1)
type : string {Equipment.system.meleeUsage.damage.type} (3 different values)
slashing (x11)
bludgeoning (x9)
piercing (x7)
group : string {Equipment.system.meleeUsage.group} (8 different values)
axe (x1)
brawling (x1)
sword (x11)
club (x3)
knife (x4)
hammer (x3)
spear (x2)
flail (x2)
[traits] : array<string> {Equipment.system.meleeUsage.traits}
Length: min=2 max=5
Value type: string {Equipment.system.meleeUsage.traits.[]} (25 different values)
[MAP] : object {Equipment.system.MAP}
value : string {Equipment.system.MAP.value} (same value: )
[ability] : object {Equipment.system.ability}
value : string {Equipment.system.ability.value} (same value: str)
[weaponType] : object {Equipment.system.weaponType}
value : string {Equipment.system.weaponType.value} (same value: )
[subitems] : array<object> {Equipment.system.subitems}
Length: min=1 max=1
Value type: object {Equipment.system.subitems.[]}
_id : string {Equipment.system.subitems.[]._id} (same value: 63PtQV7KtzRrG5kM)
flags : object {Equipment.system.subitems.[].flags}
core : object {Equipment.system.subitems.[].flags.core}
sourceId : string {Equipment.system.subitems.[].flags.core.sourceId} (same value: Compendium.pf2e.equipment-srd.Item.nSO0Z662LkkLfa2u)
img : string {Equipment.system.subitems.[].img} (same value: systems/pf2e/icons/equipment/weapons/shield-spikes.webp)
name : string {Equipment.system.subitems.[].name} (same value: Shield Spikes)
sort : integer {Equipment.system.subitems.[].sort} (same value: 100000)
system : object {Equipment.system.subitems.[].system}
baseItem : string {Equipment.system.subitems.[].system.baseItem} (same value: shield-spikes)
bonus : object {Equipment.system.subitems.[].system.bonus}
value : integer {Equipment.system.subitems.[].system.bonus.value} (same value: 0)
bonusDamage : object {Equipment.system.subitems.[].system.bonusDamage}
value : integer {Equipment.system.subitems.[].system.bonusDamage.value} (same value: 0)
bulk : object {Equipment.system.subitems.[].system.bulk}
value : integer {Equipment.system.subitems.[].system.bulk.value} (same value: 0)
category : string {Equipment.system.subitems.[].system.category} (same value: martial)
[containerId] : mixed
damage : object {Equipment.system.subitems.[].system.damage}
damageType : string {Equipment.system.subitems.[].system.damage.damageType} (same value: piercing)
dice : integer {Equipment.system.subitems.[].system.damage.dice} (same value: 1)
die : string {Equipment.system.subitems.[].system.damage.die} (same value: d6)
description : object {Equipment.system.subitems.[].system.description}
value : string {Equipment.system.subitems.[].system.description.value} (same value: <p>These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.</p>)
equipped : object {Equipment.system.subitems.[].system.equipped}
carryType : string {Equipment.system.subitems.[].system.equipped.carryType} (same value: attached)
handsHeld : integer {Equipment.system.subitems.[].system.equipped.handsHeld} (same value: 0)
group : string {Equipment.system.subitems.[].system.group} (same value: shield)
hardness : integer {Equipment.system.subitems.[].system.hardness} (same value: 0)
hp : object {Equipment.system.subitems.[].system.hp}
max : integer {Equipment.system.subitems.[].system.hp.max} (same value: 0)
value : integer {Equipment.system.subitems.[].system.hp.value} (same value: 0)
level : object {Equipment.system.subitems.[].system.level}
value : integer {Equipment.system.subitems.[].system.level.value} (same value: 0)
material : object {Equipment.system.subitems.[].system.material}
[grade] : mixed
[type] : mixed
price : object {Equipment.system.subitems.[].system.price}
value : object {Equipment.system.subitems.[].system.price.value}
sp : integer {Equipment.system.subitems.[].system.price.value.sp} (same value: 5)
publication : object {Equipment.system.subitems.[].system.publication}
license : string {Equipment.system.subitems.[].system.publication.license} (same value: ORC)
remaster : boolean {Equipment.system.subitems.[].system.publication.remaster} (same value: True)
title : string {Equipment.system.subitems.[].system.publication.title} (same value: Pathfinder Player Core)
quantity : integer {Equipment.system.subitems.[].system.quantity} (same value: 1)
[range] : mixed
reload : object {Equipment.system.subitems.[].system.reload}
value : string {Equipment.system.subitems.[].system.reload.value} (same value: )
rules : ###FoundryRulesObject###
runes : object {Equipment.system.subitems.[].system.runes}
potency : integer {Equipment.system.subitems.[].system.runes.potency} (same value: 1)
property : array<> {Equipment.system.subitems.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
striking : integer {Equipment.system.subitems.[].system.runes.striking} (same value: 1)
size : string {Equipment.system.subitems.[].system.size} (same value: med)
slug : string {Equipment.system.subitems.[].system.slug} (same value: shield-spikes)
splashDamage : object {Equipment.system.subitems.[].system.splashDamage}
value : integer {Equipment.system.subitems.[].system.splashDamage.value} (same value: 0)
traits : object {Equipment.system.subitems.[].system.traits}
rarity : string {Equipment.system.subitems.[].system.traits.rarity} (same value: common)
value : array<string> {Equipment.system.subitems.[].system.traits.value}
Length: min=1 max=1
Value type: string {Equipment.system.subitems.[].system.traits.value.[]} (same value: attached-to-shield)
usage : object {Equipment.system.subitems.[].system.usage}
value : string {Equipment.system.subitems.[].system.usage.value} (same value: held-in-one-hand)
type : string {Equipment.system.subitems.[].type} (same value: weapon)
[equippedBulk] : object {Equipment.system.equippedBulk}
value : string {Equipment.system.equippedBulk.value} (same value: )
type : string {Equipment.type} (8 different values)
equipment (x2161)
consumable (x1651)
weapon (x908)
kit (x2)
treasure (x153)
backpack (x43)
shield (x98)
armor (x164)