# 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 | | [creature_id1][2] | MEDIUMINT | UNSIGNED | | NO | 0 | | Creature Identifier | | [creature_id2][3] | MEDIUMINT | UNSIGNED | | NO | 0 | | Creature Identifier | | [chanceid1][4] | FLOAT | UNSIGNED | | NO | 100 | | | [map][5] | SMALLINT | UNSIGNED | | NO | 0 | | Map Identifier | | [zoneId][6] | SMALLINT | UNSIGNED | | NO | 0 | | Zone Identifier | | [areaId][7] | SMALLINT | UNSIGNED | | NO | 0 | | Area Identifier | | [spawnMask][8] | TINYINT | UNSIGNED | | NO | 1 | | | | [phaseMask][9] | SMALLINT | UNSIGNED | | NO | 1 | | | | [equipment_id][10] | TINYINT | UNSIGNED | | NO | 1 | | | | [position_x][11] | FLOAT | SIGNED | | NO | 0 | | | | [position_y][12] | FLOAT | SIGNED | | NO | 0 | | | | [position_z][13] | FLOAT | SIGNED | | NO | 0 | | | | [orientation][14] | FLOAT | SIGNED | | NO | 0 | | | | [spawntimesecs][15] | INT | UNSIGNED | | NO | 120 | | | | [wander_distance][16] | FLOAT | SIGNED | | NO | 5 | | Dist in yards for random movement. | | [currentwaypoint][17] | MEDIUMINT | UNSIGNED | | NO | 0 | | Storage used by core. "Always set as 0" | | [curhealth][18] | INT | UNSIGNED | | NO | 1 | | Storage used by core. "Always set as 1" | | [curmana][19] | INT | UNSIGNED | | NO | 0 | | Storage used by core. "Always set as 0" | | [MovementType][20] | TINYINT | UNSIGNED | | NO | 0 | | 0 No movement, 1 random, 2 path | | [npcflag][21] | INT | UNSIGNED | | NO | 0 | | | | [unit_flags][22] | INT | UNSIGNED | | NO | 0 | | | | [dynamicflags][23] | INT | UNSIGNED | | NO | 0 | | | [1]: #guid [2]: #creatureid1 [3]: #creatureid2 [4]: #chanceid1 [5]: #map [6]: #zoneId [7]: #areaId [8]: #spawnmask [9]: #phasemask [10]: #equipmentid [11]: #positionx [12]: #positiony [13]: #positionz [14]: #orientation [15]: #spawntimesecs [16]: #wanderdistance [17]: #currentwaypoint [18]: #curhealth [19]: #curmana [20]: #movementtype [21]: #npcflag [22]: #unitflags [23]: #dynamicflags **Field Descriptions** ### guid A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID. ### creature\_id1 The Main ID of the [template](creature_template#creature_template-entry) that is used when instantiating this creature. ### creature\_id2 The Secondary ID of the [template](creature_template#creature_template-entry) that is used when instantiating this creature. ### chanceid1 The float chance that id1 will be choosen when spawning. Must be greater that zero and less than or equal to 100. This field should be set to 100 if creature_id2 is 0 and normally 50 if creature_id2 has a value and you wish for equal spawn chance. ### 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. ### 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.