Profession and utility mutation framework — LW → BS → Tailoring #3
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Summary
Canonical design for profession / gathering mutations — mutated mobs as high-effort material nodes that can still roll Instability rewards.
Branch:
feature/profession-mutationsRepo doc:
docs/PROFESSION_MUTATIONS.mdDepends on: #2 (merged / smoke-tested)
Design locks (2026-07-09)
item_templateIDs ×materialMultillidari_profession_lootmulti-row bundles per(professionTag, zoneTier)themeSchema
mutation_definitions:mutationRole,professionTag,materialMultillidari_profession_loot:(professionTag, zoneTier, itemId, minCount, maxCount, chance)mutationRole = rewardImplementation phases
Deferred: Verdant, Runed, Cooking/Fishing, enchanting mats on Threadbare
Child issues
Test plan (framework)
.mutation rolluntil utility slot hits at T4+ zone.mutation reloadpicks up SQL changesProfession and utility mutation framework — gathering drops, cap model, combat taxto Profession and utility mutation framework — LW → BS → TailoringPhases 1–4 implemented and smoke-tested. Shared roll pool fix (
7172ffe) replaces the utility-slot model. Landing via PR #8.Phase 5 polish (owed-loot fallback, extra profession variants) remains open as follow-up after merge.