What problem does it solve? Every entry in the game's data registries must carry a one-line description field, and writing these lines consistently is hard: they must describe this engine's behaviour rather than the mainline games', use the engine's actual constants, and stay in sync when the underlying data tables change. ## Core Features & Use Cases - Style rules for registry lines: Enforces describing this engine's mechanics (e.g. Leftovers pays out each time its holder acts, since there are no turns), using real constants like 1.2x or 30%, ending with a full stop, and avoiding implementation vocabulary like event names or file paths. - Derived descriptions: Shows how to compute descriptions from the data tables themselves (e.g. gem type names, sell prices) or via describeX(item) helpers like describeBerry, so lines update automatically when tables change. - Registry layout and testing: Documents where descriptions live (src/data/items/__create.ts, src/data/abilities/__create.ts) and the test asserting every entry has a non-empty description ending in a full stop. - Use Case: When adding a new held item to src/data/items, produce a line like "1.5x Attack, but physical moves are 20% less accurate." that passes the registry test on the first run. ## Quick Start Write the description line for a new item I am adding to the items registry, following the registry-descriptions rules.