NORTH POINT: PANGEA
0 M · TYRANNOSAURUS

Apex · carnivore · cathemeral

Tyrannosaurus

In terms of size, Tyrannosaurus was one of the largest land predators to have ever existed. Most specimens measure around 12 to 13 meters (40 to 43 feet) in length, with some estimates suggesting they could grow even larger. They had a massive skull balanced by a long tail, and their powerful hind limbs allowed them to move quickly despite their size. Their short but incredibly strong forelimbs had two clawed fingers, used for grasping prey or combat. Despite fierce rivals, Tyrannosaurus remains one of the most iconic and formidable predators of all time.

150 M · CONTRACT

Contract

Diet
carnivore
Activity
cathemeral
Social
solitary
Group
1–2
Growth
24.0 h
Overpack
never

Home ground

highlandsredwoodsplains

Should not settle

deep 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 38.1%
diet 28.6%
habitat 21.2%
social 6.8%
circadian 5.3%
180 M · IDENTITY

The Tyrant, and the Tyrant's Mother

What it is

Tyrannosaurus is the ceiling of the food web and the single largest selective pressure on every other animal on the map. Nothing culls Rex but Rex.

What playing it feels like

Long stretches of nothing, punctuated by decisions that end bloodlines. A male Rex spends most of his life standing still in one valley, and the two or three minutes a year that actually matter decide whether his line continues. A female Rex never stops walking.

300 M · A LIFE

Growing up Tyrannosaurus

35.55 hours hatch to adult at 1× growth, across 5 stages. Server growth multiplier scales the real figure.

Hatchling

7.0 h · 10% size · 7.0 h parental

You come out of the shell into the dark under your father's shadow, and the first thing you learn is that your siblings are the nearest food. You cannot fight anything. You cannot outrun anything. Everything you eat, your father drops in front of you, and if he does not come back you will be dead within the hour. Your whole existence is a bet that he is better at holding this valley than the things that want to cross it.

Group rule
clutchmates only; no adult may travel with you but your father
Your parent
The father hunts, returns, and drops. He does not carry you, he does not clean you, and he does not intervene when you fight each other. He will kill anything that comes over the ridge.
Coat
natal
nestmate cannibalism starvation if father dies rival female raids

Juvenile

14.0 h · 35% size · 5.0 h parental

You can kill now — small things, slowly, badly. You follow your father to his kills instead of waiting at the nest, and the first time he lets you take a bite before he is finished is the first time you understand rank. You will practise on your surviving sibling. One of you is likely to stop coming back.

Group rule
May travel with the father or one clutchmate. Counts as the one permitted juvenile in an adult's group up to 50% growth.
Your parent
He tolerates you at the carcass and stops feeding you directly. He patrols wider. Around 50% growth he stops recognising you as his and starts reading you as a competitor.
Coat
natal
sibling escalation paternal rejection at 50pct everything larger

Sub-Adult

14.55 h · 70% size

You are thrown out. Not dramatically — he simply stops making room, and one day the valley is not yours to be in. This is the stage that kills most Rex. You are large enough to be worth killing and not large enough to win, and you have no territory, no reputation and no idea where the water is. You will walk further in this stage than in the whole rest of your life.

Group rule
solitary; you are no longer anyone's offspring
Coat
fading natal
adult rex territoriality starvation between ranges over committing

Adult

24.0 h · 100% size

If you are male, you stop. You find a valley with water and a crossing and you hold it, and you will spend the rest of your life within a few kilometres of that spot, waiting for something that may not come. If you are female, you do the opposite: you walk, and every male's ground you cross is a decision about whether he is worth breeding with or worth eating.

Group rule
Maximum group of 2 adults, plus 1 juvenile up to 50% growth. Two adult males may not hold the same ground.
Coat
seasonal
rival males nomadic females the cost of holding still

Elder

terminal · 105% size

Your teeth are worn and your seasonal coat comes in grey no matter the month. You are still the largest thing in the valley and you are no longer the fastest thing in it. Elder Rex either die holding the ground they have held for a season, or they walk out and are never accounted for. Both are respected.

Group rule
as adult; elders are not exempt from the cap
Coat
seasonal muted
younger challengers injury that does not heal
450 M · COAT

Coat

natal

Hatchling · Juvenile

Reddish-brown over orange, with hard dark dorsal banding that breaks into blotches as the animal lengthens. Reads as leaf litter and broken light. This coat is the single most reliable way to identify a Rex under 50% growth on sight, which is precisely why the engagement rules key off it.

camouflage + unambiguous age signal to other players

fading natal

Sub-Adult

Orange withdraws from the flanks first and browns take the body. The natal red persists as a stripe along the spine and at the jaw. A sub-adult still carries the mark of the nest and is no longer protected by it.

Adult coat through the year

Primavera

lighter brown, winter grey shedding in patches

Floralis

light brown, clean

Caloris

light brown darkening at the dorsal ridge

Solara I

darker brown

Solara II

darkest brown; pales toward bone-grey under heat wave

Solara III

dark brown, dust-matted

Monsoon I

reddish-brown; wet coat reads near-black

Monsoon II

reddish-brown, permanently wet-dark

Monsoon III

reddish-brown fading toward grey

Australis

grey-brown with rut darkening across the skull and throat

Hibernalis

grey-brown, thickening

Gelidus

grey-brown, palest of the year; frost-rimed

Modifiers

rain — darkens toward black while wet

heat wave — pales; heat-reflective

rut — skull, throat and dorsal ridge darken for the duration

biome swamp — one shade darker year-round

biome plains — one shade paler year-round

600 M · TERRITORY & BREEDING

Ground, courtship and the nest

Territory

Male — claims ground. A male Rex's territory is his whole strategy. He does not range, he does not opportunistically hunt across the map, and a male who wanders is a male who has already lost.

Female — claims nothing, nomadic. A nomadic female overrides the resident male's claim for as long as she is present. She feeds where she likes, is not subject to his eviction, and decides whether he is a mate or a meal. She never registers as territory holder and the claim reverts to him intact the moment she leaves.

Courtship

Not a display and not a bond. She arrives already aggressive. There is no courtship dance in this species; there is an assault that he is expected to absorb.

  1. She enters his ground and does not acknowledge his warnings.
  2. She attacks. This is real damage, not a ritual.
  3. He must hold ground — not flee, not counter-rout, not die.
  4. If he holds for the window, she breaks off and mates.
  5. If he breaks or falls, she eats him and moves on.

The nest

Clutch of 4–12 (typical 8), tended by the male.

Clutch size flexes inversely with the number of Rex currently alive on the server, so the apex population self-regulates rather than booming after a good season and collapsing after a bad one.

Expected, in-profile, and never a rule violation. Attrition in the nest is the species' first and hardest selection filter, and it is what makes a surviving adult Rex mean something.

780 M · INHERITED

Mutation library

46 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 16

Heavy Bone

Some lines simply weigh more than they should.

common · inherited

Long Stride

Measured in the distance between prints, not in the animal.

common · inherited

Deep Gut

The line that never wastes a carcass.

common · inherited

Broad Nares

The wind carries further to some skulls than others.

common · inherited

Thick Hide

Skin remembers the weather it grew under.

common · environmental

Dense Jaw

Bone laid down thicker where bone is used hardest.

common · inherited

Low Slung

A centre of gravity that does not want to be moved.

common · inherited

Cold Blood

Hatched in a month that took something from you and gave something back.

common · environmental

Sun Hardened

The reverse bargain, struck in a drier month.

common · environmental

Quick Healer

Wounds that close faster than they should, in a line that needed them to.

common · inherited

Wide Gape

Some jaws open onto a different class of animal.

common · inherited

Hard Footed

Feet shaped by ground that punished soft ones.

common · environmental

Keen Eye

It runs in some clutches and skips others entirely.

common · inherited

Patient Lung

The capacity to stand still for a very long time.

common · inherited

Banded Natal

A nest that hid better than most.

common · inherited

Lean Frame

Grown through a season that had nothing to spare.

common · environmental

uncommon 12

Iron Stomach

Something rotten failed to kill an ancestor.

uncommon · environmental

Storm Lung

Air that drowns others is only air to this line.

uncommon · environmental

Thunder Call

Heard across two valleys, whether you wanted it or not.

uncommon · inherited

Winter Coat

Grown in the month that kills, by something that did not die.

uncommon · environmental

Scarred Hide

Not inherited so much as survived into.

uncommon · trauma forged

Crooked Gait

Something set wrong and set strong.

uncommon · trauma forged

Night Eye

The long months favour these skulls.

uncommon · inherited

Deep Chest

Room for more air than the animal appears to need.

uncommon · inherited

Bone Crusher

A jaw that treats a femur as food rather than an obstacle.

uncommon · inherited

Silent Tread

Learned by something that could not afford to be heard.

uncommon · trauma forged

Rut Dark

In Australis, this line goes almost black.

uncommon · inherited

Brood Holder

Fathers in this line lose fewer than they should.

uncommon · lineage

rare 9

Iron Jaw

It appears once in a long while and it is never quiet about it.

rare · inherited

Granite Hide

Built out of a life that should have ended several times.

rare · trauma forged

Killer Instinct

Some lines read weakness before they see it.

rare · lineage

Shadow Prowler

The dark is a different medium to this animal.

rare · environmental

Drought Born

Hatched into a Solara that took the rivers.

rare · environmental

Flood Born

Hatched into a Monsoon that took the ground.

rare · environmental

Rival Scent

You will always know when one of your own is close. You will not always be glad.

rare · inherited

Nest Tyrant

Every sibling. Not most of them.

rare · trauma forged

Mother Marked

She came back more often than she had to, and something took.

rare · lineage

exceptional 6

Scarred Titan

There is no fast way to earn this and no way to earn it twice.

exceptional · trauma forged

Thunderous Roar

Three generations of being heard.

exceptional · lineage

Patriarch

Held one valley long enough that the valley is named for the line.

exceptional · lineage

Matriarch Line

Daughters of daughters of something that never lost.

exceptional · lineage

Iron Constitution

It got sick. It did not stop.

exceptional · trauma forged

Storm Survivor

Very few things are struck and remain.

exceptional · environmental

legendary 3

Bloodline of the First

The line has never been broken. Not once, in any generation.

legendary · lineage

The Unbroken

Something in this animal's history refused to finish.

legendary · trauma forged

White Tyrant

It happens. It is not a gift.

legendary · environmental

By origin

inherited 18

Heavy Bone

Some lines simply weigh more than they should.

common · inherited

Long Stride

Measured in the distance between prints, not in the animal.

common · inherited

Deep Gut

The line that never wastes a carcass.

common · inherited

Broad Nares

The wind carries further to some skulls than others.

common · inherited

Dense Jaw

Bone laid down thicker where bone is used hardest.

common · inherited

Low Slung

A centre of gravity that does not want to be moved.

common · inherited

Quick Healer

Wounds that close faster than they should, in a line that needed them to.

common · inherited

Wide Gape

Some jaws open onto a different class of animal.

common · inherited

Keen Eye

It runs in some clutches and skips others entirely.

common · inherited

Patient Lung

The capacity to stand still for a very long time.

common · inherited

Banded Natal

A nest that hid better than most.

common · inherited

Thunder Call

Heard across two valleys, whether you wanted it or not.

uncommon · inherited

Night Eye

The long months favour these skulls.

uncommon · inherited

Deep Chest

Room for more air than the animal appears to need.

uncommon · inherited

Bone Crusher

A jaw that treats a femur as food rather than an obstacle.

uncommon · inherited

Rut Dark

In Australis, this line goes almost black.

uncommon · inherited

Iron Jaw

It appears once in a long while and it is never quiet about it.

rare · inherited

Rival Scent

You will always know when one of your own is close. You will not always be glad.

rare · inherited

environmental 13

Thick Hide

Skin remembers the weather it grew under.

common · environmental

Cold Blood

Hatched in a month that took something from you and gave something back.

common · environmental

Sun Hardened

The reverse bargain, struck in a drier month.

common · environmental

Hard Footed

Feet shaped by ground that punished soft ones.

common · environmental

Lean Frame

Grown through a season that had nothing to spare.

common · environmental

Iron Stomach

Something rotten failed to kill an ancestor.

uncommon · environmental

Storm Lung

Air that drowns others is only air to this line.

uncommon · environmental

Winter Coat

Grown in the month that kills, by something that did not die.

uncommon · environmental

Shadow Prowler

The dark is a different medium to this animal.

rare · environmental

Drought Born

Hatched into a Solara that took the rivers.

rare · environmental

Flood Born

Hatched into a Monsoon that took the ground.

rare · environmental

Storm Survivor

Very few things are struck and remain.

exceptional · environmental

White Tyrant

It happens. It is not a gift.

legendary · environmental

trauma forged 8

Scarred Hide

Not inherited so much as survived into.

uncommon · trauma forged

Crooked Gait

Something set wrong and set strong.

uncommon · trauma forged

Silent Tread

Learned by something that could not afford to be heard.

uncommon · trauma forged

Granite Hide

Built out of a life that should have ended several times.

rare · trauma forged

Nest Tyrant

Every sibling. Not most of them.

rare · trauma forged

Scarred Titan

There is no fast way to earn this and no way to earn it twice.

exceptional · trauma forged

Iron Constitution

It got sick. It did not stop.

exceptional · trauma forged

The Unbroken

Something in this animal's history refused to finish.

legendary · trauma forged

lineage 7

Brood Holder

Fathers in this line lose fewer than they should.

uncommon · lineage

Killer Instinct

Some lines read weakness before they see it.

rare · lineage

Mother Marked

She came back more often than she had to, and something took.

rare · lineage

Thunderous Roar

Three generations of being heard.

exceptional · lineage

Patriarch

Held one valley long enough that the valley is named for the line.

exceptional · lineage

Matriarch Line

Daughters of daughters of something that never lost.

exceptional · lineage

Bloodline of the First

The line has never been broken. Not once, in any generation.

legendary · lineage

950 M · EARNED

Evolutions

16 traits earned by what one animal does in one life. They are never inherited. When it dies, they die.

TIER 1

Valley Holder

Ground held long enough stops being ground you chose.

TIER 1

First Blood

The first thing you brought down alone.

TIER 1

The Crossing

Deep water, willingly, more than once.

TIER 1

Lean Season

A Solara you should not have walked out of.

TIER 2

Carrion King

You stood on your own kill and let them come.

TIER 2

Rival Slayer

Your own kind, and not by accident.

TIER 2

The Long Walk

For nomads. You will know the number when you stop counting.

TIER 2

Nest Father

You brought at least one of them to fifty percent.

TIER 2

Trike Breaker

Something that faces you rather than fleeing.

TIER 2

Storm Walker

You did not shelter. Repeatedly.

TIER 3

The Test Passed

For males. You held ground when holding it was the harder choice.

TIER 3

Valley Taker

For females. His ground, while you wanted it.

TIER 3

Many Clutches

More than one season of it.

TIER 3

The Elder

You got old. Almost nothing does.

TIER 4

Unchallenged

A full seasonal cycle in one valley with nothing taking it.

TIER 4

The Tyrant

Everything above, in one life. It has happened.

1120 M · MASTERY

The Cycle of Life

Complete all five staged chains to earn the permanent Profile Tag for Tyrannosaurus.

Hatchling

  • Survive to Juvenile without leaving the nest ground
  • Feed from a carcass your father brought
  • Be present when a clutchmate does not survive

Juvenile

  • Take small prey without assistance
  • Follow the territory boundary your father holds, end to end
  • Leave the nest ground before you are driven off it

Sub-Adult

  • Cross out of your natal range entirely
  • Survive an encounter with an adult Tyrannosaurus
  • Scent-mark ground that is not claimed

Adult

  • Hold territory across a full month (male) or cross the map end to end (female)
  • Complete a courtship — as the one who survives it, or the one who walks away
  • Bring a clutch to hatching, or leave one behind you

Elder

  • Reach the Elder threshold alive
  • Be witnessed by another Tyrannosaurus and not be challenged
  • Die on ground you held, or walk out of it deliberately

Milestone feats

Optional. They still count toward mastery.

The Horned One

Something that turned and faced you, alone.

Deep Water

A kill made where you could not stand.

The Rival

Another Tyrannosaurus. In your ground, not theirs.

Full Clutch

Every egg. To fifty percent. It has happened twice.

The Long Year

All twelve months, one animal.

Tolerated

You let them eat. More than once, and never the same species.

The Quiet Valley

A season in which nothing approached your ground at all.

Struck

You should not have survived the sky.

Profile Tag grants

  • Switch to Tyrannosaurus 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 Tyrannosaurus 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.

speed +0.0%
hide +0.0%
bite +0.0%
stamina +0.0%
forage +0.0%
thermal +0.0%
senses +0.0%
fecundity +0.0%
720 M · REPERTOIRE

Signature abilities

Extracted from the shipped binary. A profile may not describe a move the game does not have.

BiteTyrannosaurusDirectionalTyrannosaurusBiteDirectionalTyrannosaurusBiteSwimmingDirectionalTyrannosaurusMuzzleSwingTyrannosaurusFlipTyrannosaurusMuzzleSwingHoldTyrannosaurusMuzzleSwingTap

Profile clauses

  • Females are larger and dominant; males hold territory and raise young. Females do not recognise offspring past the juvenile stage.
  • Cannibalism toward rival males and their offspring is in-profile during territorial disputes and is not a violation.
1400 M · REFERENCE

Reference material

TYRANNOSAURUS are known to partake in anuraphagy, which means they eat smaller members of their species. This behavior is often related to their large size and competition for resources, as bigger TYRANNOSAURUS will sometimes eat smaller ones, especially if they come from different locations. Interestingly, some TYRANNOSAURUS exhibit complex social behaviors. They use a dazzling array of colors and body patterns to communicate with each other. Females who are feeling ready to mate usually taking on bright white along there face and snout. Colors can signal different emotions, signal to rivals to keep their distance, or attract mates through visual cues, making their social interactions quite sophisticated.

When TYRANNOSAURUS from different areas meet, about 40% of them will display these vibrant color patterns as a form of communication. These visual signals help them convey intentions and establish social hierarchies. Male TYRANNOSAURUS might use specific patterns to woo females or warn other males to stay away. This form of communication is especially important because they often encounter rivals or potential mates at great depths, making visual cues a crucial part of their social life.

Despite their advanced communication skills, TYRANNOSAURUS are also prey to others of their kind. Many smaller TYRANNOSAURUS or even young individuals are likely to be eaten by larger or more dominant members of their species. This risk encourages constant vigilance and aggressive interactions, as every TYRANNOSAURUS must defend their territory and social standing to survive.