EnglishWindows 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 help · Orders, equipment and trainingOriginal 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.
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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.
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
Original game artworkweapon
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.
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.
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.
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
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
Original game artworklegendary 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.
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
Original game artworkcaster 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
Original game artworklegendary 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
Original game artworklegendary 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.
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
Original game artworkinactive 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.
Original game artworkinactive 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.
Original game artworkinactive 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.
Original game artworkinactive 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.
Original game artworkcaster 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.
Original game artworkfood 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 previewElf
Healing
Restores health to a selected target.
Trained MP required: 30
MP per cast: 15
Original spell icon · effect previewElf
Group Healing
Heals a group of nearby units.
Trained MP required: 50
MP per cast: 20
Original spell icon · effect previewElf
Barrier
Creates a protective barrier.
Trained MP required: 70
MP per cast: 40
Original spell icon · effect previewElf
Invulnerability
Temporarily protects a target from harm.
Trained MP required: 90
MP per cast: 60
Original spell icon · effect previewElf
Resuscitation
Returns a fallen unit through restorative magic.
Trained MP required: 110
MP per cast: 80
Original spell icon · effect previewWizard
Flaming Ball
A focused fire attack.
Trained MP required: 30
MP per cast: 18
Original spell icon · effect previewWizard
Roaring Sound
A damaging sound attack.
Trained MP required: 45
MP per cast: 25
Original spell icon · effect previewWizard
Lightning
A lightning attack unlocked by further MP training.
Trained MP required: 65
MP per cast: 40
Original icon · Wizard movement & Ice effectWizard
Ice Magic
An advanced ice attack.
Trained MP required: 90
MP per cast: 60
Original spell icon · effect previewWarlock
Poison Gas
Releases damaging poison gas.
Trained MP required: 30
MP per cast: 18
Original spell icon · moving projectileWarlock
Fire Dance
An area fire attack.
Trained MP required: 50
MP per cast: 32
Original spell icon · camera shakeWarlock
Earthquake
A powerful area attack that can also threaten buildings.
Trained MP required: 90
MP per cast: 70
Original spell icon · effect previewWarlock
Self-destruction
Sacrifices the caster in a destructive attack.
Trained MP required: 100
MP per cast: 5
Original spell icon · effect previewRanger
Small Mapping Magic
Reveals a smaller area of the map.
Trained MP required: 30
MP per cast: 20
Original spell icon · moving projectileRanger
Grand Mapping Magic
Reveals a larger area of the map.
Trained MP required: 50
MP per cast: 30
Original spell icon · effect previewRanger
Space Shift
Relocates using the Ranger’s movement magic.
Trained MP required: 70
MP per cast: 30
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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.