`Spell.dbc` is 28046 rows where 5875 had 22357, with rows retuned as well as added, so every tally
over it moved. Field count is still 173, so the layout is intact and these are data.
Four are gameplay, not bookkeeping:
- **Bloodrage is free.** 1.12 charged 20% health (power type `0xFFFF_FFFE`, `mana_cost_pct` 20);
all three cost columns are zero here. Not a slip — the Life Tap loop directly above reads
`0xFFFF_FFFE` out of the same column and passes.
- **Health Funnel costs 3 up front and 6 per second**, where 1.12 took 11 and 5.
- **Auto Shot works with thrown weapons.** Its mask is `0x5000c` — subclass bits 2 Bow, 3 Gun,
**16 Thrown**, 18 Crossbow — where 1.12's `0x4000c` had the three ranged ones only.
- **Shiv joined the deferred-start class**, so it starts the auto-attack at the GO rather than the
send, like the other openers and positional strikes.
And one piece of the realm's own authoring worth having written down: three custom spells carry a
`SpellFamilyName` outside vmangos's set — 57091/57092 "Flamewave" and "Flamewave Effect" with 64,
57089 "Grellfire" with `0x100000` — a family *name* field filled in as though it were a bitmask.
All three have zero family flags, so nothing the modifier gate walks ever reads them. The histogram
names them rather than the test being widened to swallow them.
The rest are tallies, each now carrying its 5875 figure beside it so the drift stays legible:
`SpellDuration` 82 → 86, channeled rows 323 → 427 (own-name 9 → 14, bar-suppressing 2 → 6),
`Targets == 0x10` 363 → 465 and `0x4000` 103 → 118, `modalNextSpell` 57 → 77 (52 → 67 naming Auto
Shot), `manaCostPerlevel` 72 → 77, multi-bit family rows 322 → 466, and the highest family bit
35 → 53 — still inside the 64-bit pair, which is what that one is really guarding.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn