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# character\_pet
[<-Back-to:Characters](database-characters.md)
**The \`character\_pet\` table**
This table holds the pet data for each pet summoned by anyone in the game.
**Structure**
<table>
<colgroup>
<col width="12%" />
<col width="12%" />
<col width="12%" />
<col width="12%" />
<col width="12%" />
<col width="12%" />
<col width="12%" />
<col width="12%" />
</colgroup>
<tbody>
<tr class="odd">
<td><p><strong>Field</strong></p></td>
<td><p><strong>Type</strong></p></td>
<td><p><strong>Attributes</strong></p></td>
<td><p><strong>Key</strong></p></td>
<td><p><strong>Null</strong></p></td>
<td><p><strong>Default</strong></p></td>
<td><p><strong>Extra</strong></p></td>
<td><p><strong>Comment</strong></p></td>
</tr>
<tr class="even">
<td><p><a href="#id">id</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p>PRI</p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#entry">entry</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#owner">owner</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#modelid">modelid</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>YES</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#createdbyspell">CreatedBySpell</a></p></td>
<td><p>mediumint(8)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#pettype">PetType</a></p></td>
<td><p>tinyint(3)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#level">level</a></p></td>
<td><p>smallint(5)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>1</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#exp">exp</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#reactstate">Reactstate</a></p></td>
<td><p>tinyint(3)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#name">name</a></p></td>
<td><p>varchar(21)</p></td>
<td><p>signed</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>Pet</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#renamed">renamed</a></p></td>
<td><p>tinyint(3)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#slot">slot</a></p></td>
<td><p>tinyint(3)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#curhealth">curhealth</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>1</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#curmana">curmana</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#curhappiness">curhappiness</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#savetime">savetime</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#resettalents_cost">resettalents_cost</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="odd">
<td><p><a href="#resettalents_time">resettalents_time</a></p></td>
<td><p>int(10)</p></td>
<td><p>unsigned</p></td>
<td><p> </p></td>
<td><p>NO</p></td>
<td><p>0</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
<tr class="even">
<td><p><a href="#abdata">abdata</a></p></td>
<td><p>text</p></td>
<td><p>signed</p></td>
<td><p> </p></td>
<td><p>YES</p></td>
<td><p>NULL</p></td>
<td><p> </p></td>
<td><p> </p></td>
</tr>
</tbody>
</table>
**Description of the fields**
### id
The special pet ID. This is a unique identifier among all pets.
### entry
The creature entry of this pet. See creature\_template.entry
### owner
The GUID of the pet's owner. See characters.guid
### modelid
The model ID to use to display the pet.
### CreatedBySpell
The ID of the spell that has created this pet. For hunters, this is usually the Tame Beast spell. For warlocks or other classes (mages), it is the spell ID that summoned the creature. See Spell.dbc column 1
### PetType
The type of pet that this is. 0 = summoned pet, 1 = tamed pet
### level
The current level of the pet.
### exp
The current experience that this pet has. For summoned pets, this field is always 0.
### Reactstate
The current reaction state of the pet (passive, aggressive, etc).
### name
The pet's name.
### renamed
Boolean 1 or 0. 1 = Pet has been renamed, 0 = Pet has never been renamed and still uses the same name as the creature that was tamed.
### slot
The pet slot that the pet is in.
The slot is 0 for the active pet, which is with the player;
1-4 for pets in stable (slot 1-4)
100 for a pet which is with the player but currently dismissed.
### curhealth
The current pet health at the time it was saved to DB.
### curmana
The current pet mana at the time it was saved to DB.
### curhappiness
The current pet happiness.
### savetime
The time when the pet was last saved, in Unix time.
### resettalents\_cost
The cost for the character to reset pet's talents, measured in copper.
### resettalents\_time
The date when the talents were reset, in Unix time.
### abdata
`field-no-description|19`
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