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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.