0 M · ALLOSAURUS
Apex · carnivore · diurnal
Allosaurus
Allosaurus was a dominant predator of the Late Jurassic period, measuring up to 9.7 meters in length with a lightweight but robust skull filled with serrated teeth, making it a formidable carnivore. Its powerful, muscular legs supported a large, balanced body, with a long tail providing stability and agility during hunting. As an apex predator within its ecosystem, Allosaurus likely preyed on large herbivorous dinosaurs such as ornithopods, stegosaurs, and sauropods, utilizing its keen senses and swift, precise strikes to ambush or pursue prey. Its hunting strategy was characterized by ambush tactics and rapid chases, leveraging its physical prowess to dominate the food chain in the Morrison Formation, which was rich in diverse dinosaur species and lush vegetation.
150 M · CONTRACT
Contract
- Diet
- carnivore
- Activity
- diurnal
- Social
- pack
- Group
- 1–4
- Growth
- 20.0 h
- Overpack
- never
Home ground
plainshighlandsredwoods
Should not settle
swampdeep water
How this life is scored
Weights are derived from what the animal is, never templated — which
is why no two species on this roster score the same way.
ontogeny
26.8%
social
22.8%
diet
21.9%
habitat
16.3%
circadian
12.2%
180 M · IDENTITY
The Standing Pack
What it is
Allosaurus is the roster's pressure. It is not the strongest animal on the map and it does not need to be: it opens a wound, it keeps the pace up, and it collects what falls over. Where Tyrannosaurus decides an encounter in one bite, Allosaurus decides it over twenty minutes and three kilometres.
What playing it feels like
Politics, then patience. Most of what happens to you as an Allosaurus happens inside your own group — who leads, who eats first, who breeds this year — and the hunting itself is slow, committed work that only pays off if nobody in the pack loses their nerve. You will spend more time following a bleeding animal than fighting one.
300 M · A LIFE
Growing up Allosaurus
19.0 hours hatch to adult at 1× growth,
across 6 stages. Server growth multiplier
scales the real figure.
Hatchling
3.0 h
· 9% size
Nobody is coming. You hatch at a site other Allosaurus also used, among clutches that are not yours, and the adults nearby will step over you without malice and without interest. What you eat, you find. Most of a clutch does not last this stage. The ones that do are not the strongest — they are the ones that worked out fastest that the adults are scenery, not parents.
- Group rule
- crèche only; no adult is responsible for you
- Your parent
- nothing — no adult is responsible for a hatchling
- Coat
- natal
starvation
being trodden
every small predator
exposure
Juvenile
3.5 h
· 22% size
You start following. Not because you are wanted, but because a pack leaves carcasses and a carcass is the only reliable food there is. You eat last, after everything, and you learn the shape of the group from behind — who defers to whom, who eats second, which adult will tolerate you at three metres and which one will not.
- Group rule
- may trail a pack; counts against no group cap
- Your parent
- nothing; the pack tolerates you at a distance
- Coat
- natal
pack intolerance
starvation between kills
being left behind
Yearling
3.5 h
· 42% size
You are in the group now, and it costs you. You count against the cap, which means an adult somewhere is worse off for your presence, and you are expected to earn it — to be in the right place on a chase, to close a gap, to not lose the blood trail. You still cannot open a hunt. Your first real contribution is usually the moment you stop being an inconvenience.
- Group rule
- Runs with the pack and counts against the cap of 4. May participate in a hunt but may not open one.
- Coat
- natal fading
displacement by adults
over committing
exhaustion
Sub-Adult
4.5 h
· 72% size
You can open a hunt now, and the first time you do it badly the whole pack pays for it. This is where an Allosaurus learns judgement or gets a reputation. You are also, for the first time, a plausible challenger — not a good one, but plausible enough that the dominant starts watching you.
- Group rule
- full pack member; may open a hunt
- Coat
- natal fading
rank conflict
apex predators
a bad call
Your life is now a standing argument about rank. You hunt with the same three animals, you eat in an order everyone knows, and once a year the males settle who breeds by fighting about it. Holding rank is a full-time occupation and losing it does not exile you — it just moves you down the carcass.
- Group rule
- Maximum pack of 4. One dominant. Rank determines feeding order and, in Australis, breeding rights.
- Coat
- seasonal with rank
rank challenges
tyrannosaurus
a pack that fractures
Elder
terminal
· 102% size
You are slower than every animal you hunt with and you are still useful, because you know where things go when they bleed. An elder Allosaurus that has kept rank has kept it by being right more often than the young ones are strong. An elder that has lost it eats fourth, and lives.
- Group rule
- as adult; an elder may hold rank on judgement rather than strength
- Coat
- seasonal muted with rank
younger challengers
a chase you cannot finish
450 M · COAT
Coat
natal
Hatchling · Juvenile
Pale sand-grey with fine dark speckling and no crest colour at all. Deliberately unremarkable: a crèche hatchling's survival depends on nothing looking at it twice.
camouflage + unambiguous 'not a pack member' signal
natal fading
Yearling · Sub-Adult
Sand-grey warms toward tan and the speckling coarsens into broken dorsal bars. The lacrimal crests begin to take colour — dull, and the first honest signal that this animal will eventually contest something.
Adult coat through the year
Primavera
tan over grey, winter dulling shed
Floralis
warm tan, high contrast bars
Caloris
warm tan, bars sharpest of the year
Solara II
bleached near-white along the flanks; bars faint
Solara III
tan, dust-dulled
Monsoon I
darkened tan; wet coat reads olive
Monsoon II
olive-dark, bars nearly lost
Monsoon III
olive fading to grey-tan
Australis
grey-tan; crest colour at maximum across all ranks
Hibernalis
grey-tan, thickening
Gelidus
grey, bars invisible
Rank overlay
This species' coat reads status as well as age. Both facts are
visible on one animal.
dominant
Lacrimal crests flush deep red-orange and the throat darkens. Visible at distance and unmistakable. The flush deepens the longer rank is held.
second
crests coloured but muted; throat unchanged
fourth
crests grey; effectively unranked
on displacement
Crest colour fades within the hour. A recently-deposed dominant is identifiable for about that long, and it is the most dangerous hour in the animal's life.
Modifiers
rain — darkens toward olive while wet; bars lost
heat wave — bleaches near-white along the flanks
dust — Solara III dulls the whole coat to a flat grey-tan
biome redwoods — one shade darker; bars broaden into blotches
biome plains — one shade paler; bars sharpen
600 M · TERRITORY & BREEDING
Ground, courtship and the nest
Territory
Claimed by the pack,
and the claim survives a change of leadership.
Holds: a hunting range with prey traffic — a herd route, not a water source
Because the claim is the pack's and not the dominant's, an Allosaurus range can outlast several dominants and become a fixture on the map. A pack that loses its range loses more than a dominant fight ever costs it.
pack falls below two adults
sustained absence
displaced by another pack
Courtship
Not courtship in any sense a female participates in. The males fight, and the outcome is binding on everyone.
- Australis opens; crest colour rises across all ranked males.
- Males contest in sequence. These fights are real and occasionally fatal.
- One male remains uncontested.
- He holds exclusive breeding rights for the whole season.
- Females have no refusal. This is the harshest breeding rule on the roster.
The nest
Clutch of 3–9
(typical 6), tended by the
none.
Clutch size flexes with the number of Allosaurus alive in the range, so a depleted pack lays larger and a crowded one lays less.
780 M · INHERITED
Mutation library
44 inherited traits, rolled at hatch and
carried down bloodlines. Each is listed with what it is called and what
is whispered about it — never with how to get it.
By rarity
common 15
Long Wind
The chase ends when you decide it does, not when your chest does.
common · inherited
Fine Nose
A trail that others lose at the second river.
common · inherited
Light Frame
Built for the first ten seconds and nothing after.
common · inherited
Deep Bite
The wound goes further in than the tooth does.
common · inherited
Sure Foot
Highlands lines lose fewer chases downhill.
common · environmental
Broad Crest
Some skulls simply argue better.
common · inherited
Hard Gut
Fourth in the order still eats.
common · environmental
Quiet Step
The burst works better when it starts closer.
common · inherited
Even Temper
Packs with this line fracture less.
common · inherited
Dry Hide
Solara took something and left this.
common · environmental
Thick Neck
What you have hold of stays held.
common · inherited
Wide Eye
You see the flanker before the flanker moves.
common · inherited
Lean Muscle
Grown through a year with nothing spare.
common · environmental
Pale Natal
A hatchling nothing looked at twice.
common · inherited
Fast Clot
Useful, given the company you keep.
common · inherited
uncommon 12
Relentless
Distance stops mattering to this line somewhere past the second hour.
uncommon · inherited
Pack Sense
You know where the others are without looking. They know it too.
uncommon · inherited
Blood Reader
You can tell which one is already finished.
uncommon · environmental
Crest Flush
In Australis this line is visible across a valley.
uncommon · inherited
Second Wind
Something that should have ended a chase, and did not.
uncommon · trauma forged
Mud Born
A Monsoon crèche that most of a clutch did not leave.
uncommon · environmental
Ambusher
The first stride is already at speed.
uncommon · inherited
Rank Holder
The line has led before. Often.
uncommon · lineage
Cold Tolerant
Hatched into the month that empties crèches.
uncommon · environmental
Scarred Flank
Something got past the pack and reached you.
uncommon · trauma forged
Patient Hunter
You will wait longer than the herd will stay calm.
uncommon · inherited
Bone Reader
The order runs four deep and you learned to be fourth.
uncommon · environmental
rare 9
Exsanguinator
One bite is a whole hunt, if you are willing to walk.
rare · inherited
Iron Lung
Earned somewhere between the third and fourth river.
rare · trauma forged
Pack Tyrant
This line leads. It does not hold packs together.
rare · lineage
Shadow Flank
Redwoods do something to this line that plains do not.
rare · environmental
Bloodhound
The river is not the end of the trail. It never was.
rare · inherited
Unshakeable
A Tenontosaurus kick that did not do what it was supposed to.
rare · trauma forged
Drought Runner
A Solara II that emptied the range and left this.
rare · environmental
First Blood Line
The line that opens hunts, generation after generation.
rare · lineage
Crest of Seasons
Displaced, and still recognisable a day later.
rare · lineage
exceptional 5
The Long Chase
There is a distance past which this line simply does not stop.
exceptional · trauma forged
Matriline
Her daughters' clutches survive at a rate nobody can explain.
exceptional · lineage
Uncontested
Three consecutive Australis. It has happened twice.
exceptional · lineage
Iron Frame
Built out of a body that kept being broken and kept being used.
exceptional · trauma forged
Storm Hunter
It hunted through a Monsoon II. All of it.
exceptional · environmental
legendary 3
The Standing Pack
A range held by one bloodline across every dominant it ever had.
legendary · lineage
Red Crest
Beaten, and still first at the carcass. Nobody has explained why.
legendary · trauma forged
Pale Hunter
It happens. In a pack, it is worse than being alone.
legendary · environmental
By origin
inherited 18
Long Wind
The chase ends when you decide it does, not when your chest does.
common · inherited
Fine Nose
A trail that others lose at the second river.
common · inherited
Light Frame
Built for the first ten seconds and nothing after.
common · inherited
Deep Bite
The wound goes further in than the tooth does.
common · inherited
Broad Crest
Some skulls simply argue better.
common · inherited
Quiet Step
The burst works better when it starts closer.
common · inherited
Even Temper
Packs with this line fracture less.
common · inherited
Thick Neck
What you have hold of stays held.
common · inherited
Wide Eye
You see the flanker before the flanker moves.
common · inherited
Pale Natal
A hatchling nothing looked at twice.
common · inherited
Fast Clot
Useful, given the company you keep.
common · inherited
Relentless
Distance stops mattering to this line somewhere past the second hour.
uncommon · inherited
Pack Sense
You know where the others are without looking. They know it too.
uncommon · inherited
Crest Flush
In Australis this line is visible across a valley.
uncommon · inherited
Ambusher
The first stride is already at speed.
uncommon · inherited
Patient Hunter
You will wait longer than the herd will stay calm.
uncommon · inherited
Exsanguinator
One bite is a whole hunt, if you are willing to walk.
rare · inherited
Bloodhound
The river is not the end of the trail. It never was.
rare · inherited
environmental 12
Sure Foot
Highlands lines lose fewer chases downhill.
common · environmental
Hard Gut
Fourth in the order still eats.
common · environmental
Dry Hide
Solara took something and left this.
common · environmental
Lean Muscle
Grown through a year with nothing spare.
common · environmental
Blood Reader
You can tell which one is already finished.
uncommon · environmental
Mud Born
A Monsoon crèche that most of a clutch did not leave.
uncommon · environmental
Cold Tolerant
Hatched into the month that empties crèches.
uncommon · environmental
Bone Reader
The order runs four deep and you learned to be fourth.
uncommon · environmental
Shadow Flank
Redwoods do something to this line that plains do not.
rare · environmental
Drought Runner
A Solara II that emptied the range and left this.
rare · environmental
Storm Hunter
It hunted through a Monsoon II. All of it.
exceptional · environmental
Pale Hunter
It happens. In a pack, it is worse than being alone.
legendary · environmental
trauma forged 7
Second Wind
Something that should have ended a chase, and did not.
uncommon · trauma forged
Scarred Flank
Something got past the pack and reached you.
uncommon · trauma forged
Iron Lung
Earned somewhere between the third and fourth river.
rare · trauma forged
Unshakeable
A Tenontosaurus kick that did not do what it was supposed to.
rare · trauma forged
The Long Chase
There is a distance past which this line simply does not stop.
exceptional · trauma forged
Iron Frame
Built out of a body that kept being broken and kept being used.
exceptional · trauma forged
Red Crest
Beaten, and still first at the carcass. Nobody has explained why.
legendary · trauma forged
lineage 7
Rank Holder
The line has led before. Often.
uncommon · lineage
Pack Tyrant
This line leads. It does not hold packs together.
rare · lineage
First Blood Line
The line that opens hunts, generation after generation.
rare · lineage
Crest of Seasons
Displaced, and still recognisable a day later.
rare · lineage
Matriline
Her daughters' clutches survive at a rate nobody can explain.
exceptional · lineage
Uncontested
Three consecutive Australis. It has happened twice.
exceptional · lineage
The Standing Pack
A range held by one bloodline across every dominant it ever had.
legendary · lineage
950 M · EARNED
Evolutions
15 traits earned by what one animal does
in one life. They are never inherited. When it dies, they die.
TIER 1
The Crèche Survivor
Nobody helped. You are aware of this.
TIER 1
First Trail
You followed the blood and it was still there at the end.
TIER 1
Accepted
The day you stopped eating last.
TIER 2
The Opener
You started a hunt and the pack followed. That was not guaranteed.
TIER 2
Long Hunter
You will know the distance when you stop counting rivers.
TIER 2
The Flanker
You were in the right place enough times that it stopped being luck.
TIER 2
Tenonto Breaker
The one that stuns you and leaves. You stopped letting it leave.
TIER 3
Dominant
First at the carcass. You had to take that.
TIER 3
The Season
One Australis, uncontested.
TIER 3
Range Holder
The ground was still yours when the year came round.
TIER 3
The Apex Fight
Something much larger, and the pack held.
TIER 3
Bloodless
You have finished hunts without a second bite.
TIER 4
The Elder Rank
Old, slow, and still first. They defer to something that is not strength.
TIER 4
Two Seasons
Consecutively. Most of the range is yours now.
TIER 4
The Pack
Everything above, in one animal, without the group fracturing once.
1120 M · MASTERY
The Cycle of Life
Complete all five staged chains to earn the permanent Profile Tag for
Allosaurus.
Hatchling
- Reach Juvenile from a crèche with no adult assistance
- Feed from a carcass no pack member led you to
Juvenile
- Trail a pack for a full day cycle without being driven off
- Eat last at three separate carcasses
Yearling
- Take part in a hunt you did not open
- Hold a blood trail across water
- Be tolerated inside the group cap by all three adults
Sub-Adult
- Open a hunt the pack completes
- Contest rank — win or lose
- Refresh the range boundary end to end
Adult
- Hold a rank above fourth across a full month
- Contest an Australis
- Complete a tracked bleed you were obligated to follow
Elder
- Reach the Elder threshold alive
- Hold or concede rank without leaving the pack
- Be present at a range boundary you helped claim as a sub-adult
Milestone feats
Optional. They still count toward mastery.
The Tyrant Held
A Tyrannosaurus, and the pack did not scatter.
Four of Four
A full pack, one hunt, nobody lost.
The Third River
You will know it when the trail crosses for the third time and you are still on it.
Never Fourth
A whole month without eating last.
The Crèche Kept
You laid at the site and more than half of them walked out of it.
The Long Year
All twelve months, one animal, one range.
Bloodless Kill
One bite. It walked a long way afterwards.
Deposed and First
You lost rank and took it back inside the same season.
Profile Tag grants
- Switch to Allosaurus at any time without restriction
- Exempt from the 48-hour profile-change rule for this species
- One free shop item up to 5,000 Trail Coins
1300 M · FIELD NOTES
Field notes
Observations logged in-game by Scientists, reviewed by a Scout, then
published here and pinned to the world map.
No approved field notes for Allosaurus yet. Scientists log
them in-game; a Scout reviews before they appear here.
330 M · DRIFT
Evolutionary state
Recomputed from every completed life on the server. This section moves
on its own.
GENERATION 1 ·
0 LIVES ON RECORD ·
0/40 TOWARD NEXT ·
DIVERGENCE 0.000
Current population: indistinguishable from founding stock.
720 M · REPERTOIRE
Signature abilities
Extracted from the shipped binary. A profile may not describe a move
the game does not have.
AllosaurusSwipeBiteAllosaurusDirectionalAllosaurusBiteDirectionalAllosaurusBiteSwimming
Profile clauses
- Persistent ranked pack of up to 4 with one dominant. Rank sets feeding order and, in Australis, breeding rights. The territory belongs to the pack and survives a change of dominant. (Operator ruling 2026-08-30 — supersedes the earlier 'loose associations' note.)
- Bleed-dependent: a wounded quarry that escapes is still a successful hunt in profile terms.
1400 M · REFERENCE
Reference material
The preferred habitat of Allosaurus was the lush, semi-arid environment of the Morrison Formation, particularly in the region known as Sharptooth Marsh, a sprawling wetland area with abundant water sources, dense vegetation, and extensive floodplains. This marshy biome provided ample cover for stalking prey and a variety of herbivorous dinosaurs to hunt. The terrain was a mix of open floodplains, river valleys, and wooded regions, offering both hunting grounds and nesting sites. The environment supported a complex food web, with Allosaurus occupying the top tier as the primary predator. Its hunting grounds in Sharptooth Marsh were frequented by large herbivores, which made this location a hotspot for predator-prey interactions.
In addition to Sharptooth Marsh, Allosaurus was known to hunt in the nearby Thicket biome, a dense woodland area adjacent to open floodplains. This environment provided a different set of challenges and opportunities for hunting; the thick vegetation offered cover for ambush tactics, while the open spaces allowed for swift pursuit of prey. The varied terrains of these habitats meant that Allosaurus needed to be versatile in its hunting strategies, capable of stalking prey through dense underbrush or launching quick attacks in open areas. These regions were crucial for the survival of the species, providing plentiful food resources and nesting sites while maintaining the predator's dominance in the ecosystem.
The social behavior of Allosaurus remains a topic of debate among paleontologists, but evidence suggests that they may have occasionally hunted in groups or displayed some level of social interaction. Their environment in Sharptooth Marsh and Thicket likely influenced their behavior, with dense habitats fostering opportunistic ambush tactics and open areas encouraging pursuit hunting. The combination of their physical adaptations, habitat preferences, and the rich biodiversity of the Morrison Formation made Sharptooth Marsh and the surrounding Thicket crucial territories for this apex predator, ensuring its role as a top-tier carnivore in the Late Jurassic ecosystem.