creature_template335

This table contains the description of creatures. Each spawned creature is an instance of a template present in this table, this means every creature MUST be defined in this table.


OUTDATED - New Version here: creature_template (3.3.5a)


FieldTypeNullKeyDefaultExtraComment

creature_template335#entry

mediumint(8) unsigned

NO

PRI

0



difficulty_entry_1

mediumint(8) unsigned

NO


0



difficulty_entry_2

mediumint(8) unsigned

NO


0



difficulty_entry_3

mediumint(8) unsigned

NO


0



creature_template335#KillCredit1

int(10) unsigned

NO


0



creature_template335#KillCredit2

int(10) unsigned

NO


0



modelid1

mediumint(8) unsigned

NO


0



modelid2

mediumint(8) unsigned

NO


0



modelid3

mediumint(8) unsigned

NO


0



modelid4

mediumint(8) unsigned

NO


0



creature_template335#name

char(100)

NO

MUL

0



creature_template335#subname

char(100)

YES


(NULL)



creature_template335#IconName

char(100)

YES


(NULL)



creature_template335#gossip_menu_id

mediumint(8) unsigned

NO


0



creature_template335#minlevel

tinyint(3) unsigned

NO


1



creature_template335#maxlevel

tinyint(3) unsigned

NO


1



creature_template335#exp

smallint(6)

NO


0



creature_template335#faction

smallint(5) unsigned

NO


0



creature_template335#npcflag

int(10) unsigned

NO


0



creature_template335#speed_walk

float

NO


1


Result of 2.5/2.5, most common value

creature_template335#speed_run

float

NO


1.14286


Result of 8.0/7.0, most common value

creature_template335#scale

float

NO


1



creature_template335#rank

tinyint(3) unsigned

NO


0



creature_template335#dmgschool

tinyint(4)

NO


0



creature_template335#BaseAttackTime

int(10) unsigned

NO


0



creature_template335#RangeAttackTime

int(10) unsigned

NO


0



creature_template335#BaseVariance

float

NO


1



creature_template335#RangeVariance

float

NO


1



creature_template335#unit_class

tinyint(3) unsigned

NO


0



creature_template335#unit_flags

int(10) unsigned

NO


0



creature_template335#unit_flags2

int(10) unsigned

NO


0



creature_template335#dynamicflags

int(10) unsigned

NO


0



creature_template335#family

tinyint(4)

NO


0



creature_template335#trainer_type

tinyint(4)

NO


0



creature_template335#trainer_spell

mediumint(8) unsigned

NO


0



creature_template335#trainer_class

tinyint(3) unsigned

NO


0



creature_template335#trainer_race

tinyint(3) unsigned

NO


0



creature_template335#type

tinyint(3) unsigned

NO


0



creature_template335#type_flags

int(10) unsigned

NO


0



creature_template335#lootid

mediumint(8) unsigned

NO


0



creature_template335#pickpocketloot

mediumint(8) unsigned

NO


0



skinloot

mediumint(8) unsigned

NO


0



resistance1

smallint(6)

NO


0



resistance2

smallint(6)

NO


0



resistance3

smallint(6)

NO


0



resistance4

smallint(6)

NO


0



resistance5

smallint(6)

NO


0



resistance6

smallint(6)

NO


0



spell1

mediumint(8) unsigned

NO


0



spell2

mediumint(8) unsigned

NO


0



spell3

mediumint(8) unsigned

NO


0



spell4

mediumint(8) unsigned

NO


0



spell5

mediumint(8) unsigned

NO


0



spell6

mediumint(8) unsigned

NO


0



spell7

mediumint(8) unsigned

NO


0



spell8

mediumint(8) unsigned

NO


0



creature_template335#PetSpellDataId

mediumint(8) unsigned

NO


0



creature_template335#VehicleId

mediumint(8) unsigned

NO


0



creature_template335#mingold

mediumint(8) unsigned

NO


0



creature_template335#maxgold

mediumint(8) unsigned

NO


0



creature_template335#AIName

char(64)

NO





creature_template335#MovementType

tinyint(3) unsigned

NO


0



creature_template335#InhabitType

tinyint(3) unsigned

NO


3



creature_template335#HoverHeight

float

NO


1



creature_template335#HealthModifier

float

NO


1



creature_template335#ManaModifier

float

NO


1



creature_template335#ArmorModifier

float

NO


1



creature_template335#DamageModifier

float

NO


1



creature_template335#ExperienceModifier

float

NO


1



creature_template335#RacialLeader

tinyint(3) unsigned

NO


0



creature_template335#movementId

int(11) unsigned

NO


0



creature_template335#RegenHealth

tinyint(3) unsigned

NO


1



creature_template335#mechanic_immune_mask

int(10) unsigned

NO


0



creature_template335#flags_extra

int(10) unsigned

NO


0



creature_template335#ScriptName

char(64)

NO





creature_template335#VerifiedBuild

smallint(5)

YES


0




Description of the fields

entry

Creature's unique id.

difficulty_entry_X

nameentrydifficulty_entry_1difficulty_entry_2difficulty_entry_3
Anomalus267633052900
Sindragosa36853382653826638267

Anomalus is a boss located in The Nexus. You can fight him on two types of difficulties (normal dungeon and heroic dungeon). It's obvious that depending on the type of difficulty bosses have different statistics like health and damage. In case of Anomalus information from entry 26763 is used when you fight him at normal difficulty and entry 30529 is used when you fight him at heroic difficulty.

Another important case of that would be Sindragosa. Boss located in the Icecrown Citadel, you can fight her on 4 different difficulties (10man normal/heroic, 25man normal/heroic). Depending on the type of difficulty, she must have different statistics. So if you see her in 10man normal raid she will use information from entry 36853, in a 25man normal raid entry 38265 will be used and so on. 

If you look at database you will notice a very characteristic pattern which is summarized in table below:

nameentrydifficulty_entry_1difficulty_entry_2difficulty_entry_3
Normal CreatureDifferent than 0000
Dungeon CreatureNormal DungeonHeroic Dungeon00
Raid Creature10man Normal Raid25man Normal Raid10man Heroic Raid25man Heroic Raid

KillCredit1

If this is a kill credit template -- one that is a dummy template that is used when more than one creature can count as a kill in a quest, then this is a link to the first entry of the creature that could be killed to give quest credit.

KillCredit2

If this is a kill credit template -- one that is a dummy template that is used when more than one creature can count as a kill in a quest, then this is a link to the second entry of the creature that could be killed to give quest credit. If more than two creatures can be killed and count toward a single objective, an smart or C++ script will be required.

modelidX

A random graphical model that the client applies on this creature. Of course if you specify only one modelid and the rest will be equal to 0, model you have set won't be chosen randomly. This is a creature_model_info.modelid

name

Base name of the creature.

subname

The subname of the creature that appears in <> below the creature's name.

IconName

Used to tell the player what kind of NPC this creature is.

IconNamedescription
DirectionsUsed for guards and teleporter NPC's.
GunnerIndicator of a turret NPC/Player Controlled.
vehichleCursorIndicator that this is a PCV (Player Controlled Vehicle)
DriverShows a steering wheel icon when mouse over.
AttackShows a sword icon indicating you can attack this target.
BuyShows a brown bag icon usually if the NPC only sells things.
SpeakShows a chat bubble icon if this NPC has quest/gossip options.
PickupShows a hand grasping icon if this NPC can be picked up for quest/items.
InteractShows cog icon commonly used for quest/transport.
TrainerShows a book icon, identifying this NPC as a trainer.
TaxiShows a boot with wings icon identifying this NPC as a taxi.
RepairShows a anvil icon identifying that this NPC can repair.
LootAllShows a multiple brown bag icon (same as holding shift before looting a creature).
Quest Unused or unknown (see entry 32870 "The Real Ronakada").
PVPUnused or Unknown (see entry 29387 "Arena Master: Dalaran Arena").

Attention! This is not required to make the NPC function unless you are using scripts or gossip options. Names are case sensitive, If in doubt use an example above.

gossip_menu_id

The gossip ID of this creature. This field is obtained from sniff (update fields). If you can not sniff this value, and need to make one up, it must be > 50000. This field is the link to gossip_menu.entry.

minlevel

The minimum level of the creature if the creature has a level range.

maxlevel

The maximum level of the creature if the creature has a level range. When added to world, a level in chosen in the specified level range.

exp

The expansion table the creatures health value is taken from. Values are from 0 to 2. See creature_classlevelstats.

expname
0Classic
1The Burning Crusade
2Wrath of The Lich King

faction

The faction of the creature. See FactionTemplate. Just because more than one faction has the same name, the inter-faction relationships can be different.

Note: This field also controls the creature family assistance mechanic. Only creatures with the same faction will assist each other.

npcflag

A bitmask that represents what NPC flags the creature has. Each bit controls a different flag and to combine flags, you can add each flag that you want, in effect activating the respective bits.

npcflag

DecimalHexadecimalNameComment
10x0000 0001GossipIf creature has more gossip options, add this flag to bring up a menu.
20x0000 0002Quest GiverAny creature giving or taking quests needs to have this flag.
160x0000 0010TrainerAllows the creature to have a trainer list to teach spells
320x0000 0020Class Trainer
640x0000 0040Profession Trainer
1280x0000 0080VendorAny creature selling items needs to have this flag.
2560x0000 0100Vendor Ammo
5120x0000 0200Vendor Food
10240x0000 0400Vendor Poison
20480x0000 0800Vendor Reagent
40960x0000 1000RepairerCreatures with this flag can repair items.
81920x0000 2000Flight MasterAny creature serving as flight master has this.
163840x0000 4000Spirit HealerMakes the creature invisible to alive characters and has the resurrect function.
327680x0000 8000Spirit Guide
655360x0001 0000InnkeeperCreatures with this flag can set hearthstone locations.
1310720x0002 0000BankerCreatures with this flag can show the bank
2621440x0004 0000Petitioner
5242880x0008 0000Tabard DesignerAllows the designing of guild tabards.
10485760x0010 0000BattlemasterCreatures with this flag port players to battlegrounds.
20971520x0020 0000AuctioneerAllows creature to display auction list.
41943040x0040 0000Stable MasterHas the option to stable pets for hunters.
83886080x0080 0000Guild Banker
167772160x0100 0000SpellclickNeeds data on npc_spellclick_spells table
671088640x0400 0000MailboxNPC will act like a mailbox (opens mailbox with right-click)

So if you want a NPC that is a quest giver(2), a vendor(128) and can repair(4096) you just add specific flags together: 2+128+4096=4226                                                                                                                                                                                                                     

speed_walk

Controls how fast the creature can walk. For vehicles: increases fly speed.

speed_run

Controls how fast the creature can run. For vehicles: increases ground movement speed.

scale

If non-zero, this field defines the size of how the model of the creature appears ingame. If zero, it will use default model size taken from the DBC.

rank

The rank of the creature:

RankNameDefault Respawn Time

Creature.spawntimesecs

Corpse Decay Time

Worldserver.conf (Corpse.Decay)

Total Default Respawn

spawntimesecs + Corpse.Decay

0Normal5 min60 sec6 min
1Elite5 min5 min10 min
2Rare Elite5 min5 min10 min
3Boss5 min1 hour1 hour, 5 min
4Rare5 min5 min10 min

Note 1: An NPC's rank is mostly visual (which also requires your Cache to be cleared to see changes). Changing this value will not change its health, damage, or loot. However, it will change the respawn time of the creature.

Note 2: Respawn times can be modified in two other places: Creature.spawntimesecs (only for that single GUID of the creature) and in the worldserver.conf file under the "Corpse.Decay" settings (for ALL creatures of the same rank). The default `spawntimesecs` for all spawned creatures is 300 seconds (5 minutes). For example, using the ".npc add" command to spawn a "Normal" NPC will give it a default respawn time of 6 minutes (spawntimesecs + Corpse.Decay time). Also, the creature must decay first before it can respawn. For this reason, the Corpse Decay Time of the creature is also it's minimum respawn time, since setting the creature's Creature.spawntimesecs = 0 will remove the Default Respawn Time. In the example above, setting our Normal NPC's spawntimesecs = 0 will mean the creature's respawn time decreases from 6 minutes to 60 seconds.

Note 3: If you want the creature to show a skull or "??" in the portrait (often with Bosses), set the type_flags to 4.

dmgschool

Creature's melee damage school.

IDName
0SPELL_SCHOOL_NORMAL
1SPELL_SCHOOL_HOLY
2SPELL_SCHOOL_FIRE
3SPELL_SCHOOL_NATURE
4SPELL_SCHOOL_FROST
5SPELL_SCHOOL_SHADOW
6SPELL_SCHOOL_ARCANE


BaseAttackTime

This is the base time that determines how long a creature must wait between melee attacks. This time is in milliseconds.

RangeAttackTime

This is the base time that determines how long a creature must wait between ranged attacks. This time is in milliseconds.

unit_class

This is the creature's class, and it dictates levels of health and mana. Also note that health and mana will change according to exphealth_mod, and mana_mod. Not setting this value will report a minor warning in the "DB_Errors.log".

ValueNamePower Shown
1CLASS_WARRIORhealth only (equal to rogue)
2CLASS_PALADINhealth & mana (more health than mage but less mana)
4CLASS_ROGUEHealth only (equal to warrior)
8CLASS_MAGEhealth & mana (less health than paladin but more mana)

unit_flags

Allows the manual application of unit flags to creatures. Again this is a bitmask field and to apply more than one flag, just add the different numbers. Some possible flags are:

unit_flags

DecimalHexadecimalNameComments
10x0000 0001UNIT_FLAG_SERVER_CONTROLLED
20x0000 0002UNIT_FLAG_NON_ATTACKABLE
40x0000 0004UNIT_FLAG_REMOVE_CLIENT_CONTROL
80x0000 0008UNIT_FLAG_PVP_ATTACKABLEAllows to apply PvP rules to attackable state in addition to faction dependent state
160x0000 0010UNIT_FLAG_RENAME
320x0000 0020UNIT_FLAG_PREPARATIONDon't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
640x0000 0040UNIT_FLAG_UNK_6not sure what it does, but it is needed to cast nontriggered spells in smart_scripts
1280x0000 0080UNIT_FLAG_NOT_ATTACKABLE_1UNIT_FLAG_PVP_ATTACKABLE| UNIT_FLAG_NOT_ATTACKABLE_1 is NON_PVP_ATTACKABLE
2560x0000 0100UNIT_FLAG_IMMUNE_TO_PCdisables combat/assistance with PlayerCharacters (PC)
5120x0000 0200UNIT_FLAG_IMMUNE_TO_NPCdisables combat/assistance with NonPlayerCharacters (NPC)
10240x0000 0400UNIT_FLAG_LOOTINGLoot animation
20480x0000 0800UNIT_FLAG_PET_IN_COMBATIn combat? 2.0.8
40960x0000 1000UNIT_FLAG_PVPChanged in 3.0.3
81920x0000 2000UNIT_FLAG_SILENCEDCan't cast spells
163840x0000 4000UNIT_FLAG_CANNOT_SWIM2.0.8
327680x0000 8000UNIT_FLAG_UNK_15Only Swim ('OnlySwim' from UnitFlags.cs in WPP)
655360x0001 0000UNIT_FLAG_UNK_16No Attack 2 ('NoAttack2' from UnitFlags.cs in WPP)
1310720x0002 0000UNIT_FLAG_PACIFIEDCreature will not attack
2621440x0004 0000UNIT_FLAG_STUNNED3.0.3 ok
5242880x0008 0000UNIT_FLAG_IN_COMBAT('AffectingCombat' from UnitFlags.cs in WPP)
10485760x0010 0000UNIT_FLAG_TAXI_FLIGHTDisable casting at client side spell not allowed by taxi flight (mounted?), probably used with 0x4 flag
20971520x0020 0000UNIT_FLAG_DISARMED3.0.3, disable melee spells casting..., "Required melee weapon" added to melee spells tooltip.
41943040x0040 0000UNIT_FLAG_CONFUSEDConfused.
83886080x0080 0000UNIT_FLAG_FLEEING('Feared' from UnitFlags.cs in WPP)
167772160x0100 0000UNIT_FLAG_PLAYER_CONTROLLEDUsed in spell Eyes of the Beast for pet... let attack by controlled creature. Also used by Vehicles (PCV).
335544320x0200 0000UNIT_FLAG_NOT_SELECTABLECan't be selected by mouse or with /target {name} command.
671088640x0400 0000UNIT_FLAG_SKINNABLESkinnable
1342177280x0800 0000UNIT_FLAG_MOUNTThe client seems to handle it perfectly. Also used when making custom mounts.
2684354560x1000 0000UNIT_FLAG_UNK_28(PreventKneelingWhenLooting from UnitFlags.cs in WPP)
5368709120x2000 0000UNIT_FLAG_UNK_29Used in Feign Death spell or NPC will play dead. (PreventEmotes)
10737418240x4000 0000UNIT_FLAG_SHEATHE
21474836480x8000 0000UNIT_FLAG_UNK_31

unit_flags2

Allows additional application of unit flags to creatures. Again, this is a bitmask field and to apply more than one flag, just add the different numbers. Some possible flags are:

unit_flags2

DecimalHexadecimalNameComments
10x0000 0001UNIT_FLAG2_FEIGN_DEATH
20x0000 0002UNIT_FLAG2_UNK1Hide unit model (show only player equip)
40x0000 0004UNIT_FLAG2_IGNORE_REPUTATION
80x0000 0008UNIT_FLAG2_COMPREHEND_LANG
160x0000 0010UNIT_FLAG2_MIRROR_IMAGE
320x0000 0020UNIT_FLAG2_INSTANTLY_APPEAR_MODELUnit model instantly appears when summoned (does not fade in)
640x0000 0040UNIT_FLAG2_FORCE_MOVEMENT
1280x0000 0080UNIT_FLAG2_DISARM_OFFHAND
2560x0000 0100UNIT_FLAG2_DISABLE_PRED_STATSPlayer has disabled predicted stats (Used by raid frames)
10240x0000 0400UNIT_FLAG2_DISARM_RANGEDthis does not disable ranged weapon display (maybe additional flag needed?)
20480x0000 0800UNIT_FLAG2_REGENERATE_POWER
40960x0000 1000UNIT_FLAG2_RESTRICT_PARTY_INTERACTIONRestrict interaction to party or raid
81920x0000 2000UNIT_FLAG2_PREVENT_SPELL_CLICKPrevent spellclick
163840x0000 4000UNIT_FLAG2_ALLOW_ENEMY_INTERACT
327680x0000 8000UNIT_FLAG2_DISABLE_TURN
655360x0001 0000UNIT_FLAG2_UNK2
1310720x0002 0000UNIT_FLAG2_PLAY_DEATH_ANIMPlays special death animation upon death
2621440x0004 0000UNIT_FLAG2_ALLOW_CHEAT_SPELLS

allows casting spells with AttributesEx7 & SPELL_ATTR7_IS_CHEAT_SPELL

67108864 → 0X0400 0000 not select able but shows mouse over information's



dynamicflags

Flags that control visual appearance of the creature.

A few known flags and their use are:

dynamicflags

DecimalHexadecimalNameComments
00x00UNIT_DYNFLAG_NONE
10x01UNIT_DYNFLAG_LOOTABLE
20x02UNIT_DYNFLAG_TRACK_UNITCreature's location will be seen as a small dot in the minimap
40x04UNIT_DYNFLAG_TAPPEDMakes creatures name appear grey (Lua_UnitIsTapped)
80x08UNIT_DYNFLAG_TAPPED_BY_PLAYERLua_UnitIsTappedByPlayer usually used by PCVs (Player Controlled Vehicles)
160x10UNIT_DYNFLAG_SPECIALINFO
320x20UNIT_DYNFLAG_DEADMakes the creature appear dead (this DOES NOT make the creature's name grey or not attack players).
640x40UNIT_DYNFLAG_REFER_A_FRIEND
1280x80UNIT_DYNFLAG_TAPPED_BY_ALL_THREAT_LISTLua_UnitIsTappedByAllThreatList

family

The family this creature belongs to.

IDFamilyIDFamily
1.Wolf26.Owl
2.Cat27.Wind Serpent
3.Spider28.Remote Control
4.Bear29.Felguard
5.Boar30.Dragonhawk
6.Crocolisk31.Ravager
7.Carrion Bird32.Warp Stalker
8.Crab33.Sporebat
9.Gorilla34.Nether Ray
11.Raptor35.Serpent
12.Tallstrider37.Moth
15.Felhunter38.Chimaera
16.Voidwalker39.Devilsaur
17.Succubus40.Ghoul
19.Doomguard41.Silithid
20.Scorpid42.Worm
21.Turtle43.Rhino
23.Imp44.Wasp
24.Bat45.Core Hound
25.Hyena46.Spirit Beast

trainer_type

If the NPC is a trainer (has the trainer flag), then this field controls what kind of trainer it is. Both this field and the related field must be filled in for a trainer to work correctly.

IDTypeRelated FieldComments
0TRAINER_TYPE_CLASStrainer_classTrains class spells
1TRAINER_TYPE_MOUNTStrainer_raceTrains riding skill
2TRAINER_TYPE_TRADESKILLStrainer_spellTrains professions
3TRAINER_TYPE_PETStrainer_classTrains pet skills

trainer_spell

If the NPC is a trainer that teaches professions (trainer_type = 2), then the player must already know the spell ID specified here to be able to talk to this NPC.

trainer_class

If the NPC is a class trainer or a pet trainer (trainer_type = 0 or 3), then the player's class must be the same as the value specified here to talk to this trainer. For pet trainers, this value must be 3 (hunter). See characters.class

trainer_race

If the NPC is a mount trainer (trainer_type = 1), then the player's race must be the same as the value specified here to talk to this trainer. See characters.race

type

The type of the creature.

IDType
0None
1Beast
2Dragonkin
3Demon
4Elemental
5Giant
6Undead
7Humanoid
8Critter
9Mechanical
10Not specified
11Totem
12Non-Combat Pet
13Gas Cloud

type_flags

This field can control whether a mob is minable or herbable or lootable by engineer. If it is either of those three, then the loot given when it is skinned/mined will be stored in the skinning_loot_template table. It also controls, whether this mob can be tamed by a hunter. Other fields have no special meaning on the serverside. The entire field will be send to the client in SMSG_CREATURE_QUERY_RESPONSE

type_flags

DecimalHexadecimalNameComments
10x0000 0001CREATURE_TYPEFLAGS_TAMEABLEMakes the mob tameable (must also be a beast and have family set)
20x0000 0002CREATURE_TYPEFLAGS_GHOSTCreature are also visible for not alive player. Allow gossip interaction if npcflag allow?
40x0000 0004CREATURE_TYPEFLAGS_BOSSChanges creature's visible level to "??" in the creature's portrait - Inmune Knockback.
80x0000 0008CREATURE_TYPEFLAGS_DO_NOT_PLAY_WOUND_PARRY_ANIMATIONDoes not play wound animation on parry.
160x0000 0010CREATURE_TYPEFLAGS_HIDE_FACTION_TOOLTIPHides tooltip faction.
320x0000 0020CREATURE_TYPEFLAGS_UNK6
640x0000 0040CREATURE_TYPEFLAGS_SPELL_ATTACKABLESpell attackable.
1280x0000 0080CREATURE_TYPEFLAGS_DEAD_INTERACTPlayer can interact with the creature if its dead (not player dead)
2560x0000 0100CREATURE_TYPEFLAGS_HERBLOOTMakes mob herbable
5120x0000 0200CREATURE_TYPEFLAGS_MININGLOOTMakes mob minable
10240x0000 0400CREATURE_TYPEFLAGS_DONT_LOG_DEATHDoes not combatlog death.
20480x0000 0800CREATURE_TYPEFLAGS_MOUNTED_COMBATCreature can remain mounted when entering combat
40960x0000 1000CREATURE_TYPEFLAGS_AID_PLAYERSCan aid any player in combat if in range?
81920x0000 2000CREATURE_TYPEFLAGS_IS_PET_BAR_USEDIs using pet bar.
163840x0000 4000CREATURE_TYPEFLAGS_MASK_UID
327680x0000 8000CREATURE_TYPEFLAGS_ENGINEERLOOTMakes mob lootable by engineer
655360x0001 0000CREATURE_TYPE_FLAG_EXOTIC_PETTamable as an exotic pet. Normal tamable flag must also be set.
1310720x0002 0000CREATURE_TYPEFLAGS_USE_DEFAULT_COLLISION_BOXCollision related. (always using default collision box?)
2621440x0004 0000CREATURE_TYPEFLAGS_IS_SIEGE_WEAPONIs siege weapon.
5242880x0008 0000CREATURE_TYPEFLAGS_PROJECTILE_COLLISION

Projectiles can collide with this creature - interacts with TARGET_DEST_TRAJ

10485760x0010 0000CREATURE_TYPEFLAGS_HIDE_NAMEPLATEHides nameplate.
20971520x0020 0000CREATURE_TYPEFLAGS_DO_NOT_PLAY_MOUNTED_ANIMATIONSDoes not play mounted animations.
41943040x0040 0000CREATURE_TYPEFLAGS_IS_LINK_ALL
83886080x0080 0000CREATURE_TYPEFLAGS_INTERACT_ONLY_WITH_CREATOR

Can only interact with its creator.

1342177280x0800 0000CREATURE_TYPEFLAGS_FORCE_GOSSIPAllows the creature to display a single gossip option.

lootid

The ID of the loot template ID that this creature should use to generate loots. See creature_loot_template.entry

pickpocketloot

The ID of the pickpocketing loot template that this creature should use to generate pickpocketing loots. See pickpocketing_loot_template.entry

skinloot

The ID of the skinning loot template that this creature should use to generate skinning loots. See skinning_loot_template.entry


resistanceX

resistanceXschool
1Holy
2Fire
3Nature
4Frost
5Shadow
6Arcane

spellX

Spell ID that can be used for Mind Control of this creature. 
For vehicle creatures: spell on action bar with position X.

PetSpellDataId

ID, found in CreatureSpellData.dbc, that displays what spells the pet has in the client.

VehicleId

Entry of vehicle if creature is/has a vehicle entry. This field determines how the player appears on the vehicle, how the vehicle moves, and whether or not the vehicle action bar is shown. For example, a vehicleID of 292 will make the player invisible, prevent the vehicle from strafing left/right (but will allow forwards/backwards), and will show the vehicle action bar spells (which are defined in spell1-8). An npc_spellclick_spells entry must be made for this creature entry in order for this to work.

mingold

Minimum money that the creature drops when killed, in copper.

maxgold

Maximum money that the creature drops when killed, in copper.

AIName

This field is overridden by ScriptName field if both are set.

NameDescription
ArcherAI
NullAIEmpty AI, creature does nothing.
NullCreatureAI
OutdoorPvPObjectiveAI
PassiveAI
PetAICreature is a pet.
SmartAICreature uses new smart AI.
TurretAI

MovementType

The creature's default movement type.

IDType
0Idle; stay in one place
1Random movement inside the spawndist radius
2Waypoint movement

InhabitType

Controls where the creature can move and attack.

BitmaskType
1Ground
2Water
4Flying
8Rooted

(This is a bitmask. You can add values together: 1+4=5 would make the creature walk on ground and fly.)


Note: If your vehicle is a flying vehicle then your accessory MUST have it's InhabitType set to (4 - Flying). This being if you set it for both ground and flying it will spawn on the ground if the vehicle is initially spawned on the ground.

HoverHeight

Distance above the ground that the creature will hover if it has MOVEMENTFLAG_DISABLE_GRAVITY enabled. Value taken from sniffs.

HealthModifier

Used to modify the base Level/Class health of a creature. This field comes from WDB.

ManaModifier

Used to modify the base Level/Class mana of a creature. This field comes from WDB.

ArmorModifier

Used to modify the base Level/Class armor of a creature.

DamageModifier

TODO!

ExperienceModifier

TODO!

RacialLeader

A flag with two possible values: '1' or '0' indicating whether the creature is a racial leader or not. Killing racial leaders grants 100 honor.

entryname
2784King Magni Bronzebeard
3057Cairne Bloodhoof
4949Thrall
7999Tyrande Whisperwind
10181Lady Sylvanas Windrunner
16802Lor'themar Theron
17468Prophet Velen
29611King Varian Wrynn
36648Baine Bloodhoof (Leader)
37764Lor'themar Theron

movementId

We have no idea what this field does. It is passed directly to the client.

RegenHealth

Boolean '1' or '0' controlling whether the creature should regenerate it's health or not.

mechanic_immune_mask

This makes the creature immune to specific spell natures. See Spell.dbc at row effect_X_mechanic_id.

Uses references from SpellMechanic.dbc.

mechanic_immune_mask

DecimalHexadecimalTypeComment
10x0000 0001MECHANIC_CHARM
20x0000 0002MECHANIC_DISORIENTED
40x0000 0004MECHANIC_DISARM
80x0000 0008MECHANIC_DISTRACT
160x0000 0010MECHANIC_FEAR
320x0000 0020MECHANIC_GRIPDeath Grip and similar effects
640x0000 0040MECHANIC_ROOT
1280x0000 0080MECHANIC_PACIFYNot used: 0 spells with this mechanic
2560x0000 0100MECHANIC_SILENCE
5120x0000 0200MECHANIC_SLEEP
10240x0000 0400MECHANIC_SNARE
20480x0000 0800MECHANIC_STUN
40960x0000 1000MECHANIC_FREEZE
81920x0000 2000MECHANIC_KNOCKOUTIncapacitate effects such as Repetance (Paladin)
163840x0000 4000MECHANIC_BLEED
327680x0000 8000MECHANIC_BANDAGEHealing etc.
655360x0001 0000MECHANIC_POLYMORPH
1310720x0002 0000MECHANIC_BANISH
2621440x0004 0000MECHANIC_SHIELD
5242880x0008 0000MECHANIC_SHACKLEShackle Undead only
10485760x0010 0000MECHANIC_MOUNTAny effect that summons a mount
20971520x0020 0000MECHANIC_INFECTEDFrost Fever, Blood Plague etc.
41943040x0040 0000MECHANIC_TURNe.g. Turn Evil
83886080x0080 0000MECHANIC_HORRORe.g. Death Coil (Warlock)
167772160x0100 0000MECHANIC_INVULNERABILITYForbearance, Nether Protection, Diplomatic Immunity only
335544320x0200 0000MECHANIC_INTERRUPT
671088640x0400 0000MECHANIC_DAZE
1342177280x0800 0000MECHANIC_DISCOVERYAny Create Item effect
2684354560x1000 0000MECHANIC_IMMUNE_SHIELDDivine Shield, Ice Block, Hand of Protection...
5368709120x2000 0000MECHANIC_SAPPED
10737418240x4000 0000MECHANIC_ENRAGED

To combine immunities just add values. Immune to everything corresponds to the value 2147483647 (0x3FFF FFFF).

flags_extra

These flags control certain creature specific attributes. Flags can be added together to apply more than one.

Example: 32+64=96

flags_extra

DecimalHexadecimalNameType
10x00000001CREATURE_FLAG_EXTRA_INSTANCE_BINDcreature kill binds instance to killer and killer's group
20x00000002CREATURE_FLAG_EXTRA_CIVILIANcreature does not aggro (ignore faction/reputation hostility)
40x00000004CREATURE_FLAG_EXTRA_NO_PARRYcreature does not parry
80x00000008CREATURE_FLAG_EXTRA_NO_PARRY_HASTENcreature does not counter-attack at parry
160x00000010CREATURE_FLAG_EXTRA_NO_BLOCKcreature does not block
320x00000020CREATURE_FLAG_EXTRA_NO_CRUSHcreature does not do crush-attacks
640x00000040CREATURE_FLAG_EXTRA_NO_XP_AT_KILLcreature kill does not give XP
1280x00000080CREATURE_FLAG_EXTRA_TRIGGERcreature is trigger-NPC (invisible to players only)
2560x00000100CREATURE_FLAG_EXTRA_NO_TAUNTcreature is immune to taunt-auras and "attack me"-effects
5120x00000200CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATEcreature won't update movement flags
10240x00000400CREATURE_FLAG_EXTRA_GHOST_VISIBILITY creature will be only visible for dead players
163840x00004000CREATURE_FLAG_EXTRA_WORLDEVENTcustom flag for world events (left room for merging)
327680x00008000CREATURE_FLAG_EXTRA_GUARDcreature is a guard (Will ignore feign death and vanish)
1310720x00020000CREATURE_FLAG_EXTRA_NO_CRITcreature does not do critical strikes
2621440x00040000CREATURE_FLAG_EXTRA_NO_SKILLGAINcreature won't increase weapon skills
5242880x00080000CREATURE_FLAG_EXTRA_TAUNT_DIMINISHcreature taunt is subject to diminishing returns
10485760x00100000CREATURE_FLAG_EXTRA_ALL_DIMINISHCreature is subject to all diminishing returns
20971520x00200000CREATURE_FLAG_EXTRA_NO_PLAYER_DAMAGE_REQ

NPCs can help with killing this creature and player will still be credited if he tags the creature

2684354560x10000000CREATURE_FLAG_EXTRA_DUNGEON_BOSS

Creature is a dungeon boss. This flag is generically set by core during runtime. Setting this in database will give you startup error.

5368709120x20000000CREATURE_FLAG_EXTRA_IGNORE_PATHFINDINGCreature will ignore pathfinding. This is like disabling Mmaps, only for one creature.
10737418240x40000000CREATURE_FLAG_EXTRA_IMMUNITY_KNOCKBACKcreature will immune all knockback effects

ScriptName

The name of the script that this creature uses, if any. This ties a script from a scripting engine to this creature.

VerifiedBuild

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.