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Jurassic War
English
Windows 1.11G · build 1.12.34.0 · World Studio 0.40.0 · 13 October 2026

The original Jurassic War · English retail 1.05E data

The island’s
field guide.

From your first Commoner to legendary equipment. Explore the original game’s complete roster and understand what its numbers mean.

This reference describes the DOS game. New Windows features are explained separately on the main page. Campaign scripts, difficulty, tribe limits and training can change a unit’s actual stats or availability.

Pictures use the original game sprites and item icons. Shared buildings are shown in one tribal style; their appearance can differ by tribe. Plant reference screenshots come from JurassicKeep. Brachiosaurus and Daemon have empty sprite slots in the retail game.

Read the battlefield.

Original illustrated help showing attack, food, sleep and equipment controls
Original help · Orders, equipment and training
Original help with the Sanctuary and construction icons
Original help · Construction and recruitment
HP, OP, DP, MP and VP

HP is health; OP is offensive power; DP is defensive power. MP is magical power: distinguish current spell energy from the trained capacity needed to unlock spells. VP influences both movement delay and the sight footprint.

The values below are base definitions, not maximum trained stats or a promise about every campaign spawn. Building values use a different role from unit movement; the guide therefore does not label a building’s VP byte as walking speed.

Hunting, food and recovery

Food pays for recruitment and construction. Hunt wild creatures, collect what they leave and order units to deliver supplies to Food-storage. Base carried food below is a creature’s starting data value, not a guaranteed reward in every scenario.

Feed and rest tired units. Sleep allows recovery, but leaves a unit vulnerable. Retreat veterans before they are surrounded; a surviving trained fighter is worth more than an endless stream of beginners.

Training and Commoner evolution

Units earn experience and develop selected attributes. The cost of the next point increases with the current stat, so high-level growth takes more work. Training caps depend on tribe and entity type.

A Commoner becomes a Muscle-man at HP 70; otherwise OP 70 produces a Warrior. If both thresholds are reached together, the HP check comes first. This is why your training choices shape the army.

Damage is more than OP minus DP

The original physical base damage is 1 + floor(OP / 32) + floor(max(OP − DP, 0) / 16). Equipped attacks then add a weapon-versus-target modifier and subtract the matching shield reduction, with a minimum damage of 1.

Different weapons therefore suit different opponents. OP is not damage per hit, and DP is not a fixed number of blocked hit points. Spell and special-attack behaviour is separate from this basic physical formula.

Equipment and original-game quirks

Inventory separates weapons, shields, carried food and special items. Two-handed arrow weapons prevent carrying a shield. Consumables restore only up to the current HP or MP capacity.

Several relic records contain attractive-looking stat bonuses that the original executable never applies. The four inactive relics below are marked explicitly. The original Armory also has an item-sale indexing bug; buy prices are listed here, but unreliable sale prices are not presented as a consistent economy rule.

Scouting, tribes and campaign availability

VP changes movement in steps and expands the sight footprint. Scout before hunting or attacking, use flying creatures and mapping magic when available, and watch the routes back to your stores.

All tribes share primitive fighters. Specialist trainers follow tribal identity, while campaign scenarios can provide unusual starting forces, captured buildings or restrictions. The new skirmish and Modern AI rules are not part of the original game.

Windows · v1.11G · World Studio 40 / 0.40.0

v1.11G: a livelier world, safer creations

Repairs cover a ground-occupancy crash, elapsed mission time, Pause/fullscreen and remapped menu controls. The modern minimap and clock stay visible in menus. Advanced options and Help image viewing are improved; Hard difficulty displays the red-eye skull correctly.

World Studio 40 includes portable audio conversion, broader image/animation imports, editable wildlife food amounts, asset-pack Undo/Redo and automatic draft recovery. Repairs cover custom names, stats, production outputs, private sounds, resurrection identity and campaign dependencies.

All online players and spectators need this exact game build and matching custom content. The desktop game is v1.11G / 1.12.34.0 and World Studio is 40 / 0.40.0. The separate browser lab remains game 1.12.17.0 / editor Core 0.36.0.

Every inhabitant. Every tool.

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85 entries shown

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Tribe units

13 tribal unit types and 12 wild creatures or hazards. Food prices are base recruitment values where the original table provides one.

Original game artwork
All tribes

Commoner

The shared starting fighter and hunter. Training HP to 70 turns a Commoner into a Muscle-man; otherwise OP reaching 70 turns it into a Warrior. Protect developing units and equip them for their task.

HP
30
OP
20
DP
30
MP
0
VP
20

Base food cost: 500

Original game artwork
All tribes

Muscle-man

A sturdy primitive fighter with high starting HP and DP. Available to all tribes, and also reached by training a Commoner. Suited to enduring a fight while weaker units recover.

HP
70
OP
35
DP
70
MP
0
VP
30

Base food cost: 1200

Original game artwork
All tribes

Warrior

An offensive primitive fighter with high starting OP. Available to all tribes, and also reached by training a Commoner. Weapons and further training determine its effectiveness against different targets.

HP
50
OP
70
DP
35
MP
0
VP
40

Base food cost: 1000

Original game artwork
All tribes

Constructor

A specialist construction role obtained through the Sanctuary. Use its action panel to place available buildings on suitable ground. Construction consumes food; protect the builder while the base expands.

HP
20
OP
10
DP
10
MP
0
VP
10
Original game artwork
Kanoose

Elf

The Kanoose support caster. Learns healing, group healing, protection and resuscitation as its trained MP capacity grows. Keep it behind your fighters and preserve enough current MP to cast.

HP
35
OP
25
DP
25
MP
30
VP
30

Base food cost: 900

Original game artwork
Moospell

Wizard

A Moospell offensive caster. Learns fire, sound, lightning and ice attacks. Its initial 30 MP permits the first spell, while more advanced spells require training.

HP
45
OP
25
DP
25
MP
30
VP
30

Base food cost: 1000

Original game artwork
Moospell

Warlock

The Moospell area-attack caster. Poison Gas, Fire Dance and Earthquake threaten groups and buildings. Self-destruction sacrifices the caster, so its low MP cost is not the whole price.

HP
40
OP
25
DP
25
MP
30
VP
40

Base food cost: 2000

Original game artwork
Romack

Ranger

The Romack mobility and exploration specialist. Mapping spells reveal terrain; Space Shift provides magical relocation. High starting VP also supports movement and scouting.

HP
40
OP
25
DP
25
MP
30
VP
70

Base food cost: 900

Original game artwork
Tyrano

Velociraptor

A fast Tyrano ground dinosaur. Its starting balance of mobility, HP and defence makes it useful for hunting and mobile fighting. It still benefits from careful training and support.

HP
80
OP
50
DP
80
MP
0
VP
90

Base food cost: 1400

Original game artwork
Koaka

Carnotaurus

Koaka ground support alongside their flying creatures. Starts with lower HP than the other trained ground dinosaurs; judge its matchups by combat behaviour and training, not food price alone.

HP
45
OP
40
DP
60
MP
0
VP
60

Base food cost: 1800

Original game artwork
Koaka

Rhamphorhynchus

The Koaka flying scout and fighter. Its very high starting VP and flight open routes unavailable to ground units. Use it to explore and locate targets before committing the rest of the tribe.

HP
50
OP
30
DP
40
MP
0
VP
120

Base food cost: 1800

Original game artwork
Tyrano

Triceratops

A durable Tyrano ground dinosaur with the highest starting HP of the regularly trained dinosaurs. Useful for a strong battle line, with support and room to manoeuvre.

HP
130
OP
70
DP
60
MP
0
VP
50

Base food cost: 2100

Original game artwork
Tyrano

Dilophosaurus

The Tyrano dinosaur with a wave-like ranged attack. The attack loses strength as the wave advances. Positioning and target distance matter alongside its OP.

HP
50
OP
50
DP
40
MP
0
VP
50

Base food cost: 1900

Wildlife & hazards

Original game artwork
Wildlife / scenario creature

Tyrannosaurus

A powerful wild dinosaur with very high starting offence and defence. A dangerous hunt for a young party; avoid feeding inexperienced units into it one at a time.

HP
200
OP
150
DP
150
MP
0
VP
200

Base carried food: 1000

Brachiosaurus
Reference image: JurassicKeep
Unused original record

Brachiosaurus

An unused original definition with the highest base HP in this table. The retail animation slots contain no visible dinosaur; the reference picture shows only its selection marker.

HP
250
OP
100
DP
120
MP
0
VP
120

Base carried food: 950

Original game artwork
Wildlife / scenario creature

Centrosaurus

A heavily protected wild dinosaur. Bring a prepared party and compare your weapons against dinosaur targets before attacking.

HP
150
OP
80
DP
100
MP
0
VP
150

Base carried food: 900

Original game artwork
Wildlife / scenario creature

Stauricosaurus

A mobile wild dinosaur with substantial HP. Scout its position and keep the hunting group together.

HP
120
OP
70
DP
80
MP
0
VP
140

Base carried food: 800

No visible retail sprite

Unused original record

Daemon

An unused original creature definition. Its retail animation slots contain no visible sprite; it is not a normal recruitable unit or a pictured campaign creature.

HP
100
OP
70
DP
70
MP
0
VP
130

Base carried food: 750

Original game artwork
Wildlife / scenario creature

Mammoth

A large wild mammal carrying a substantial food amount in its base record. Assess the danger to your hunters before committing.

HP
80
OP
55
DP
45
MP
0
VP
120

Base carried food: 700

Original game artwork
Wildlife / scenario creature

Musso

A rhinoceros-like wild animal, named Musso in the game. A mid-sized hunt compared with the island’s giant dinosaurs.

HP
70
OP
50
DP
45
MP
0
VP
70

Base carried food: 400

Original game artwork
Wildlife / scenario creature

Tiger

A fast wild predator with appreciable attack power. Watch for it around exposed workers and recovering hunters.

HP
50
OP
50
DP
40
MP
0
VP
120

Base carried food: 350

Original game artwork
Wildlife / scenario creature

Leopard

A smaller, fast predator. Its lower HP makes it less durable than a Tiger, but isolated beginners can still be threatened.

HP
22
OP
24
DP
24
MP
0
VP
100

Base carried food: 200

Original game artwork
Wildlife / scenario creature

Cur

The small canine called Cur in the game. A relatively light hunting target by its starting stats; nearby enemies can still change the encounter.

HP
18
OP
20
DP
20
MP
0
VP
80

Base carried food: 150

Noxious Weed
Reference image: JurassicKeep
Wildlife / scenario creature

Noxious Weed

A stationary hostile plant. Its zero VP means it does not roam like animals; account for its position when passing through an area.

HP
40
OP
15
DP
10
MP
0
VP
0

Base carried food: 30

Poisonous Mushroom
Reference image: JurassicKeep
Wildlife / scenario creature

Poisonous Mushroom

A stationary hostile mushroom with lower base HP than the Noxious Weed. Part of the original world’s hazards, distinct from the new cosmetic critters.

HP
25
OP
10
DP
10
MP
0
VP
0

Base carried food: 20

The complete building roster

14 building definitions, including the two Armory variants and nine specialist trainers. Costs are food; access depends on tribe and scenario.

Sanctuary
Original game artwork
Shared base

Sanctuary

The central tribal building and access point for the Constructor role. Construction options depend on the tribe and scenario. Losing this part of your base can make rebuilding much harder.

HP
255
DP
255

Construction food cost: 5000

Barracks
Original game artwork
Shared base

Barracks

Produces the tribe’s shared primitive fighting units. Keep food available while recruitment is running; combine new recruits with training and equipment.

HP
200
DP
255

Construction food cost: 2000

Armory A
Original game artwork
Shared base

Armory A

One of two original Armory variants. Supplies equipment and supports item trading. Its stock depends on the variant and scenario; this is not a universal upgrade tier.

HP
230
DP
255

Construction food cost: 3500

Armory B
Original game artwork
Shared base

Armory B

The second original Armory variant. Uses the same displayed name and base building stats as the first, but can provide a different equipment selection.

HP
230
DP
255

Construction food cost: 3500

Food-storage
Original game artwork
Shared base

Food-storage

Receives food brought home by hunters and supports the tribe’s food supply. Keep a safe route between hunting grounds and storage, and protect stores during an attack.

HP
160
DP
255

Construction food cost: 1000

Elf training
Original game artwork
Kanoose

Elf training

A specialist training building for Elf units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
180
DP
255

Construction food cost: 2500

Wizard training
Original game artwork
Moospell

Wizard training

A specialist training building for Wizard units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
190
DP
255

Construction food cost: 2500

Warlock training
Original game artwork
Moospell

Warlock training

A specialist training building for Warlock units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
190
DP
255

Construction food cost: 2500

Ranger training
Original game artwork
Romack

Ranger training

A specialist training building for Ranger units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
190
DP
255

Construction food cost: 2500

Velociraptor training
Original game artwork
Tyrano

Velociraptor training

A specialist training building for Velociraptor units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
220
DP
255

Construction food cost: 2500

Carnotaurus training
Original game artwork
Koaka

Carnotaurus training

A specialist training building for Carnotaurus units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
210
DP
255

Construction food cost: 3000

Rhamphorhynchus training
Original game artwork
Koaka

Rhamphorhynchus training

A specialist training building for Rhamphorhynchus units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
200
DP
255

Construction food cost: 2500

Triceratops training
Original game artwork
Tyrano

Triceratops training

A specialist training building for Triceratops units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
240
DP
255

Construction food cost: 3500

Dilophosaurus training
Original game artwork
Tyrano

Dilophosaurus training

A specialist training building for Dilophosaurus units. Available through the relevant tribe and scenario. It consumes food to produce the specialist; individual stat training continues after recruitment.

HP
190
DP
255

Construction food cost: 3000

Weapons, shields, supplies & relics

All 30 original item types. Ordinary equipment has an Armory buy price; legendary and special items depend on the scenario.

Sword
Original game artwork
weapon

Sword

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Buy price in food: 350

Damage bonuses by target

+4: Commoner, Constructor, Elf, Wizard, Warlock, Ranger, Tiger, Leopard, Cur, Noxious Weed, Poisonous Mushroom

+3: Muscle-man, Warrior, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso

+2: Velociraptor, Carnotaurus, Dilophosaurus, Tyrannosaurus, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+0: Rhamphorhynchus

+5: Triceratops

Spear
Original game artwork
weapon

Spear

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Buy price in food: 330

Damage bonuses by target

+2: Commoner, Constructor, Leopard, Cur, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+1: Muscle-man, Warrior, Elf, Wizard, Warlock, Ranger, Tiger

+6: Velociraptor, Carnotaurus, Triceratops, Dilophosaurus

+5: Rhamphorhynchus, Brachiosaurus, Daemon, Mammoth

+7: Tyrannosaurus, Centrosaurus, Stauricosaurus

+3: Musso

+4: Noxious Weed, Poisonous Mushroom

Stone-Ax
Original game artwork
weapon

Stone-Ax

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Buy price in food: 310

Damage bonuses by target

+2: Commoner, Constructor, Velociraptor, Carnotaurus, Triceratops, Dilophosaurus, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso

+1: Muscle-man, Warrior, Elf, Wizard, Warlock, Ranger, Rhamphorhynchus

+5: Tiger

+8: Leopard, Cur, Noxious Weed, Poisonous Mushroom, Sanctuary, Barracks

+4: Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Boomerang
Original game artwork
weapon

Boomerang

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Buy price in food: 500

Damage bonuses by target

+2: Commoner, Constructor, Velociraptor, Carnotaurus, Triceratops

+1: Muscle-man, Warrior, Dilophosaurus, Tiger, Leopard, Cur

+7: Elf, Wizard, Warlock, Ranger

+4: Rhamphorhynchus, Noxious Weed, Poisonous Mushroom

+0: Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Poison-Arrow
Original game artwork
two-handed weapon

Poison-Arrow

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record. Uses both equipment hands, so a shield cannot be worn at the same time.

Buy price in food: 400

Damage bonuses by target

+1: Commoner, Muscle-man, Warrior, Constructor, Wizard, Warlock, Ranger

+0: Elf, Velociraptor, Carnotaurus, Triceratops, Dilophosaurus, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso, Tiger, Leopard, Cur, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+2: Rhamphorhynchus

+4: Noxious Weed, Poisonous Mushroom

Fire-Arrow
Original game artwork
two-handed weapon

Fire-Arrow

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record. Uses both equipment hands, so a shield cannot be worn at the same time.

Buy price in food: 350

Damage bonuses by target

+1: Commoner, Muscle-man, Warrior, Constructor

+0: Elf, Wizard, Warlock, Ranger, Triceratops, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso, Tiger, Leopard, Cur

+2: Velociraptor, Carnotaurus

+3: Rhamphorhynchus, Sanctuary

+4: Dilophosaurus, Noxious Weed, Poisonous Mushroom

+6: Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Arrow
Original game artwork
two-handed weapon

Arrow

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record. Uses both equipment hands, so a shield cannot be worn at the same time.

Buy price in food: 350

Damage bonuses by target

+3: Commoner, Constructor, Elf

+2: Muscle-man, Warrior, Wizard, Warlock, Ranger

+1: Velociraptor, Carnotaurus, Triceratops, Dilophosaurus, Musso, Tiger, Leopard, Cur

+4: Rhamphorhynchus, Noxious Weed, Poisonous Mushroom

+0: Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Wood-Shield
Original game artwork
shield

Wood-Shield

Reduces physical damage according to the incoming attack and its shield matchup. It does not simply add the unused DP value stored in the item record.

Buy price in food: 350

Damage reduction by incoming weapon

Unarmed: 4

Sword: 4

Spear: 6

Stone-Ax: 7

Boomerang: 8

Poison-Arrow: 5

Fire-Arrow: 0

Arrow: 7

Celestial Sword: 5

Moonlight Sword: 5

Ax of Darkness: 5

Hammer of Darkness: 4

Volcano Spear: 0

Iron-Shield
Original game artwork
shield

Iron-Shield

Reduces physical damage according to the incoming attack and its shield matchup. It does not simply add the unused DP value stored in the item record.

Buy price in food: 400

Damage reduction by incoming weapon

Unarmed: 5

Sword: 6

Spear: 7

Stone-Ax: 4

Boomerang: 6

Poison-Arrow: 6

Fire-Arrow: 4

Arrow: 5

Celestial Sword: 10

Moonlight Sword: 10

Ax of Darkness: 10

Hammer of Darkness: 6

Volcano Spear: 4

Water-Shield
Original game artwork
shield

Water-Shield

Reduces physical damage according to the incoming attack and its shield matchup. It does not simply add the unused DP value stored in the item record.

Buy price in food: 380

Damage reduction by incoming weapon

Unarmed: 3

Sword: 2

Spear: 2

Stone-Ax: 2

Boomerang: 4

Poison-Arrow: 4

Fire-Arrow: 12

Arrow: 2

Celestial Sword: 3

Moonlight Sword: 3

Ax of Darkness: 3

Hammer of Darkness: 2

Volcano Spear: 7

Water pail
Original game artwork
consumable

Water pail

Restores up to 10 HP and 5 MP when consumed, limited by the unit’s current capacity.

Buy price in food: 210

Apple
Original game artwork
consumable

Apple

Restores up to 20 HP and 10 MP when consumed, limited by the unit’s current capacity.

Buy price in food: 250

Herb
Original game artwork
consumable

Herb

Restores up to 30 HP and 15 MP when consumed, limited by the unit’s current capacity.

Buy price in food: 350

Ginseng
Original game artwork
consumable

Ginseng

Restores up to 40 HP and 20 MP when consumed, limited by the unit’s current capacity.

Buy price in food: 450

Celestial Sword
Original game artwork
legendary weapon

Celestial Sword

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Campaign association: Tyrano

Damage bonuses by target

+20: Commoner, Constructor, Tiger, Leopard, Cur

+18: Muscle-man, Warrior

+12: Elf, Wizard, Warlock, Ranger, Velociraptor, Carnotaurus, Dilophosaurus

+25: Rhamphorhynchus

+10: Triceratops, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth

+15: Musso

+24: Noxious Weed, Poisonous Mushroom

+8: Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Moonlight Sword
Original game artwork
legendary weapon

Moonlight Sword

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Campaign association: Koaka

Damage bonuses by target

+15: Commoner, Constructor, Tiger, Leopard, Cur

+13: Muscle-man, Warrior

+18: Elf, Wizard, Warlock, Ranger, Noxious Weed, Poisonous Mushroom

+8: Velociraptor, Carnotaurus, Triceratops, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+9: Rhamphorhynchus, Dilophosaurus

+12: Musso

Mystical Liquor
Original game artwork
caster relic

Mystical Liquor

When carried in the relic slot by a Elf, participates in the original MP regeneration check. It is not a flat increase to maximum MP, defence or movement.

Campaign association: Kanoose

Ax of Darkness
Original game artwork
legendary weapon

Ax of Darkness

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Damage bonuses by target

+14: Commoner, Constructor

+12: Muscle-man, Warrior

+17: Elf, Wizard, Warlock, Ranger

+7: Velociraptor, Carnotaurus, Triceratops, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon

+8: Rhamphorhynchus, Dilophosaurus

+10: Mammoth, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+18: Musso, Noxious Weed, Poisonous Mushroom

+20: Tiger, Leopard, Cur

Rock crystal
Original game artwork
caster relic

Rock crystal

When carried in the relic slot by a Warlock, participates in the original MP regeneration check. It is not a flat increase to maximum MP, defence or movement.

Campaign association: Moospell

Dragon's Eye
Original game artwork
caster relic

Dragon's Eye

When carried in the relic slot by a Ranger, participates in the original MP regeneration check. It is not a flat increase to maximum MP, defence or movement.

Campaign association: Romack

Moon Shield
Original game artwork
legendary shield

Moon Shield

Reduces physical damage according to the incoming attack and its shield matchup. It does not simply add the unused DP value stored in the item record.

Campaign association: Koomba

Damage reduction by incoming weapon

Unarmed: 15

Sword: 15

Spear: 15

Stone-Ax: 15

Boomerang: 15

Poison-Arrow: 15

Fire-Arrow: 20

Arrow: 15

Celestial Sword: 15

Moonlight Sword: 15

Ax of Darkness: 15

Hammer of Darkness: 15

Volcano Spear: 15

Hammer of Darkness
Original game artwork
legendary weapon

Hammer of Darkness

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Campaign association: Masai

Damage bonuses by target

+10: Commoner, Constructor, Elf, Wizard, Warlock, Ranger, Brachiosaurus, Mammoth

+7: Muscle-man, Warrior, Centrosaurus, Stauricosaurus, Daemon

+6: Velociraptor, Carnotaurus

+4: Rhamphorhynchus

+9: Triceratops

+5: Dilophosaurus

+8: Tyrannosaurus

+14: Musso

+16: Tiger

+17: Leopard

+18: Cur

+20: Noxious Weed, Poisonous Mushroom, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

Volcano Spear
Original game artwork
legendary weapon

Volcano Spear

Changes physical damage according to both the target type and its shield. It does not simply add the unused OP value stored in the item record.

Campaign association: Radumba

Damage bonuses by target

+7: Commoner, Constructor, Sanctuary, Barracks, Armory A, Armory B, Food-storage, Elf training, Wizard training, Warlock training, Ranger training, Velociraptor training, Carnotaurus training, Rhamphorhynchus training, Triceratops training, Dilophosaurus training

+5: Muscle-man, Warrior, Elf, Wizard, Warlock, Ranger

+20: Velociraptor, Carnotaurus, Tyrannosaurus, Brachiosaurus, Centrosaurus, Stauricosaurus, Daemon, Mammoth, Musso

+16: Rhamphorhynchus

+18: Triceratops, Dilophosaurus

+10: Tiger, Leopard

+12: Cur

+8: Noxious Weed, Poisonous Mushroom

Sun Shield
Original game artwork
legendary shield

Sun Shield

Reduces physical damage according to the incoming attack and its shield matchup. It does not simply add the unused DP value stored in the item record.

Damage reduction by incoming weapon

Unarmed: 20

Sword: 20

Spear: 20

Stone-Ax: 20

Boomerang: 20

Poison-Arrow: 20

Fire-Arrow: 15

Arrow: 20

Celestial Sword: 20

Moonlight Sword: 10

Ax of Darkness: 17

Hammer of Darkness: 20

Volcano Spear: 20

Leather Shoes
Original game artwork
inactive relic

Leather Shoes

Present in the original inventory, but its listed stat bytes are not applied by the retail executable. Do not expect it to improve unit stats in the original game.

Bone Necklace
Original game artwork
inactive relic

Bone Necklace

Present in the original inventory, but its listed stat bytes are not applied by the retail executable. Do not expect it to improve unit stats in the original game.

Bone-Bracelet
Original game artwork
inactive relic

Bone-Bracelet

Present in the original inventory, but its listed stat bytes are not applied by the retail executable. Do not expect it to improve unit stats in the original game.

Gloves
Original game artwork
inactive relic

Gloves

Present in the original inventory, but its listed stat bytes are not applied by the retail executable. Do not expect it to improve unit stats in the original game.

Skull Stick
Original game artwork
caster relic

Skull Stick

When carried in the relic slot by a Wizard, participates in the original MP regeneration check. It is not a flat increase to maximum MP, defence or movement.

Food
Original game artwork
food pile

Food

Food carried by a unit or left on the ground. Hunt and collect it, bring supplies to Food-storage and use the tribe’s stock to recruit and build. Carried food also supports recovery.

Four casters. Sixteen spells.

The trained MP requirement unlocks an ability. MP per cast is the current energy spent to use it; these are two different numbers.

Original spell icon · effect preview
Elf

Healing

Restores health to a selected target.

Trained MP required: 30

MP per cast: 15

Original spell icon · effect preview
Elf

Group Healing

Heals a group of nearby units.

Trained MP required: 50

MP per cast: 20

Original spell icon · effect preview
Elf

Barrier

Creates a protective barrier.

Trained MP required: 70

MP per cast: 40

Original spell icon · effect preview
Elf

Invulnerability

Temporarily protects a target from harm.

Trained MP required: 90

MP per cast: 60

Original spell icon · effect preview
Elf

Resuscitation

Returns a fallen unit through restorative magic.

Trained MP required: 110

MP per cast: 80

Original spell icon · effect preview
Wizard

Flaming Ball

A focused fire attack.

Trained MP required: 30

MP per cast: 18

Original spell icon · effect preview
Wizard

Roaring Sound

A damaging sound attack.

Trained MP required: 45

MP per cast: 25

Original spell icon · effect preview
Wizard

Lightning

A lightning attack unlocked by further MP training.

Trained MP required: 65

MP per cast: 40

Original icon · Wizard movement & Ice effect
Wizard

Ice Magic

An advanced ice attack.

Trained MP required: 90

MP per cast: 60

Original spell icon · effect preview
Warlock

Poison Gas

Releases damaging poison gas.

Trained MP required: 30

MP per cast: 18

Original spell icon · moving projectile
Warlock

Fire Dance

An area fire attack.

Trained MP required: 50

MP per cast: 32

Original spell icon · camera shake
Warlock

Earthquake

A powerful area attack that can also threaten buildings.

Trained MP required: 90

MP per cast: 70

Original spell icon · effect preview
Warlock

Self-destruction

Sacrifices the caster in a destructive attack.

Trained MP required: 100

MP per cast: 5

Original spell icon · effect preview
Ranger

Small Mapping Magic

Reveals a smaller area of the map.

Trained MP required: 30

MP per cast: 20

Original spell icon · moving projectile
Ranger

Grand Mapping Magic

Reveals a larger area of the map.

Trained MP required: 50

MP per cast: 30

Original spell icon · effect preview
Ranger

Space Shift

Relocates using the Ranger’s movement magic.

Trained MP required: 70

MP per cast: 30

About this reference

Roster, base stats, costs, item behaviour and spell thresholds were checked against the English retail 1.05E executable and game-data tables. Names may differ slightly from spellings in the original menus. The empty internal “None” records are omitted.

For further fan research and strategy discussion, visit JurassicKeep. For modern features and installation help, return to the Windows edition guide.

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