mwg API
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    Interface EntityTemplateCatalog

    what each row's named references actually mean - entirely the game's own content

    interface EntityTemplateCatalog {
        affixes?: Record<string, AffixDef>;
        growthCurves?: Record<string, GrowthCurve>;
        items?: Record<string, () => InventoryItem>;
    }
    Index
    affixes?: Record<string, AffixDef>
    growthCurves?: Record<string, GrowthCurve>
    items?: Record<string, () => InventoryItem>

    a factory, not a shared instance, so every built entity gets its own item object