Creating an item database for an offline game

I’ve created a basic item class (and an extension for equipment) for a single player, action RPG.
The item class has some basic properties, such as name, description, and a listing for “Spell Properties” such as healing, dealing damage, etc.
The equipment extension adds in stat modifications, damage mods, and uses a reference to a game object for its model (if any), and if it has some kind of “holster” (for weapons).

I’ve been messing around with extending the editor, with the intention of creating an “Item Editor” that would allow me to create new items via the editor, and then store the list of all items so that I can set up shop keepers, treasure chests, drop lists, etc. using this list of items.

My approach was to create a static array in a class to place these items into, such that the editor extension would populate the array and then some game object during run time could refer to said array when required. However, after adding items, the array is cleared when execution begins.

I was wondering if anyone has tried to do something similar. If so, is there anyone who can give me an idea of a proper direction to proceed in?

You can actually use an editor script to set up the public variables of a script on a GameObject (as if you had set the values manually in the inspector) so you might as well store the data on the object that will ultimately use it.