# creature [<-Back-to:World](database-world.md) **Table Structure** Contains individual creature spawn data for each individual spawn of each individual creature in the game world. | Field | Type | Attributes | Key | Null | Default | Extra | Comment | |-----------------------|--------------|------------|-----|------|---------|----------------|---------------------------------------------------------------------------------------| | [guid][1] | INT | UNSIGNED | PRI | NO | NULL | Auto Increment | Global Unique Identifier | | [id][2] | MEDIUMINT | UNSIGNED | | NO | 0 | | Creature Identifier | | [map][3] | SMALLINT | UNSIGNED | | NO | 0 | | Map Identifier | | [zoneId][4] | SMALLINT | UNSIGNED | | NO | 0 | | Zone Identifier | | [areaId][5] | SMALLINT | UNSIGNED | | NO | 0 | | Area Identifier | | [spawnMask][6] | TINYINT | UNSIGNED | | NO | 1 | | | | [phaseMask][7] | SMALLINT | UNSIGNED | | NO | 1 | | | | [modelid][8] | MEDIUMINT | UNSIGNED | | NO | 0 | | 0 core determined random model or model_id to prevent random model selection by core. | | [equipment_id][9] | TINYINT | UNSIGNED | | NO | 1 | | | | [position_x][10] | FLOAT | SIGNED | | NO | 0 | | | | [position_y][11] | FLOAT | SIGNED | | NO | 0 | | | | [position_z][12] | FLOAT | SIGNED | | NO | 0 | | | | [orientation][13] | FLOAT | SIGNED | | NO | 0 | | | | [spawntimesecs][14] | INT | UNSIGNED | | NO | 120 | | | | [wander_distance][15] | FLOAT | SIGNED | | NO | 5 | | Dist in yards for random movement. | | [currentwaypoint][16] | MEDIUMINT | UNSIGNED | | NO | 0 | | Storage used by core. "Always set as 0" | | [curhealth][17] | INT | UNSIGNED | | NO | 1 | | Storage used by core. "Always set as 1" | | [curmana][18] | INT | UNSIGNED | | NO | 0 | | Storage used by core. "Always set as 0" | | [MovementType][19] | TINYINT | UNSIGNED | | NO | 0 | | 0 No movement, 1 random, 2 path | | [npcflag][20] | INT | UNSIGNED | | NO | 0 | | | | [unit_flags][21] | INT | UNSIGNED | | NO | 0 | | | | [dynamicflags][22] | INT | UNSIGNED | | NO | 0 | | | [1]: #guid [2]: #id [3]: #map [4]: #zoneId [5]: #areaId [6]: #spawnmask [7]: #phasemask [8]: #modelid [9]: #equipment_id [10]: #position_x [11]: #position_y [12]: #position_z [13]: #orientation [14]: #spawntimesecs [15]: #wander_distance [16]: #currentwaypoint [17]: #curhealth [18]: #curmana [19]: #movementtype [20]: #npcflag [21]: #unit_flags [22]: #dynamicflags **Field Descriptions** ### guid A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID. ### id The ID of the [template](creature_template#creature_template-entry) that is used when instantiating this creature. ### map The ID of the [map](Map) that the creature is spawned on. ### zoneId The ID of the zone that the creature is spawned in. (e.g. The Barrens) This column is filled in by the worldserver on startup if the `Calculate.Creature.Zone.Area.Data` setting is enabled. It originates from AreaTable.dbc. ### areaId The ID of the area that the creature is spawned in. You can think of an area as a "subzone" of a zone, e.g. Lushwater Oasis inside The Barrens. This column is filled in by the worldserver on startup if the `Calculate.Creature.Zone.Area.Data` setting is enabled. It originates from AreaTable.dbc. ### spawnMask Controls under which difficulties the creature is spawned. The values are bit-masked, so you can add them together to combine the effects of two or more values. Example: 4 + 8 = 12 The creature will spawn in only the 10 and 25 man heroic versions of the map that the creature is spawned on. | Value | Comment | |-------|--------------------------------------------------------------------------------------| | 0 | Not spawned | | 1 | Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode) | | 2 | Spawned only in 25-man-normal versions of maps (or heroics pre 3.2) | | 4 | Spawned only in 10-man heroic versions of maps | | 8 | Spawned only in 25-man-heroic versions of maps | | 15 | Spawned in all versions of maps | ### phaseMask This is a bit-mask field that describes all the phases that a creature will appear in. Aura 261 determines the phase you can see. For example, if you had this aura , you would be able to see creatures in phase 2. If you wanted the creature to be visible in both phase 1 and phase 2, you would set the phase-mask to 3. ### modelid The model ID associated with the creature. Note that two creatures that use the same template can have different models. See [creature\_model\_info](creature_model_info) for more information on model-specific characteristics. Note: This can be left at 0 and a random model from its assigned models in [creature\_template](creature_template) will be assigned by the core. ### equipment\_id The ID as defined within [creature\_equip\_template](creature_equip_template) corresponding to the [entry](creature_template). The value essential defines the equip: - **-1**: A random equip from the set of equips in [creature\_equip\_template](creature_equip_template) will be chosen. - **0**: No equipment defined. - **1+**: The individual id within creature\_equip\_template. If creature spawned with `.npc add`, then this value will be set automatically (0 if nothing in creature_equip_template). ### position\_x The X position of the creatures spawn point. ### position\_y The Y position of the creatures spawn point. ### position\_z The Z position of the creatures spawn point. ### orientation The orientation of the creatures spawn point. (North = 0.0; South = pi (3.14159)) ### spawntimesecs The respawn time, in seconds, of the creature. ### wander_distance The maximum distance that the creature may spawn from its spawn point. Also controls how far away the creature can walk from its spawn point if its [MovementType](#creature-MovementType) = 1. ### currentwaypoint The current [waypoint](waypoint_data#waypoint_data-point) that the creature is on, if any. ### curhealth The health that the creature will spawn with. ### curmana The mana that the creature will spawn with. ### MovementType The movement type associated with the creature. Usually the same as its [MovementType](creature_template#creature_template-MovementType), but it can be different. ### npcflag Same as [creature\_template.npcflag](creature_template#creature_template-npcflag) . NOTE: A creature.npcflag record will override a [creature\_template.npcflag](creature_template#creature_template-npcflag) record. ### unit\_flags Same as creature\_template.unit\_flags. Note: A creature.unit\_flags record will override a [creature\_template.unit\_flags](creature_template#creature_template-unit_flags) record. ### dynamicflags Same as creature\_template.dynamicflags. Note: A creature.dynamicflags record will override a [creature\_template.dynamicflags](creature_template#creature_template-dynamicflags) record.