Loot & profession tuning¶
The loot subsystem is split across more than a dozen
*_loot_template tables (creature, gameobject, fishing, mail,
disenchant, milling, prospecting, pickpocket, skinning, reference,
quest, item). Splintertree exposes a unified editor at
/admin/design/loot that picks the right table by context.
Loot editor¶
- Pick a source: a creature, a chest, an instance boss, a fishing zone, a profession recipe.
- Editor shows the matching loot table with rows: item id, drop chance, min count, max count, group id, conditions, reference loot id.
- Drag-drop reordering for groups, inline duplicate / delete.
- Live drop-rate preview computes "expected drops per 100 kills" factoring in group rolls and reference inheritance.
Reference loot¶
world.reference_loot_template factors out shared drops (e.g.
the trash mob loot table that 50 different mobs share). The editor
auto-suggests promoting an inline drop to a reference when the
same item shows up across N templates.
Profession recipes¶
/admin/design/professions (world.skill_* + recipe spell ids):
- List of every recipe, tracked by profession (Engineering, Alchemy, Blacksmithing, Tailoring, Leatherworking, Enchanting, Cooking, First Aid, Fishing, Mining, Herbalism, Skinning, Inscription, Jewelcrafting).
- Per-recipe editor: skill required, learn-from spell, reagents, produced item, skill-up table (yellow / green / grey thresholds).
- Recipe source: vendor / drop / quest / discovery — cross-link to the source.
Drop-rate dashboards¶
Per-zone / per-instance loot heatmap: shows which items drop too often / too rarely against the designer's intended distribution. Useful for catching an unintentionally lucrative trash mob after a patch.