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🏦 LONEPORTAL MONSTER SYSTEM 🏦   ·   Hatch eggs · Battle wild monsters · Challenge other trainers!   ·   Eggs drop randomly while you browse, play games, and post on the forum   ·   🏦 LONEPORTAL MONSTER SYSTEM 🏦

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🏦 Monster System - Overview

LonePortal has a monster taming system built into the site. Think Neopets or early Pokemon - you hatch eggs, raise monsters, and battle other players. You hatch eggs, raise monsters, battle wild encounters and other players, and collect rare creatures that can only be found through specific site activities.

Playing Flash games, posting on the forum, winning Final Connection, publishing blog posts - all of it gives you chances at eggs and wild encounters. The more you use the site, the more eggs and encounters you get.

💡 Getting started: Buy a starter egg for LP5$ in the Monster Hub. Share the egg link to get clicks, hatch it, then set your monster in your True Three to start battling.

🖧 Eggs & Hatching

Every monster starts as an egg. Eggs need a set number of clicks to hatch. You get one click per egg per day, and so does everyone else.

How to hatch faster

  • Share your egg link anywhere - the forum, social media, partner sites
  • Post your egg in the forum's egg-sharing threads
  • Check the Monster Hub to click other players' eggs too
  • Rarer eggs need more clicks

Egg states

StateWhenWhat you see
Unhatched0% to 49% of clicksNormal egg sprite
Cracked50% to 99% of clicksCracked egg sprite, shaking animation
Hatched100% of clicksMonster is added to your collection automatically

How eggs drop

Each monster has its own egg drop chance per activity. A common monster might have a 5% chance to drop from playing Flash games, while a legendary might only have a 0.01% chance from winning Final Connection. Some monsters can only be found through one specific activity.

You can also get eggs from winning wild encounters, trading, or buying a starter egg.

⚔ Stats & Rarity

The six stats

StatCodeWhat it does
StrengthSTRPhysical attack power. Used in physical damage formulas.
Health PoolHPMultiplied by 5 to contribute to max HP. Higher HP stat = much bigger HP pool.
DefenseDEFReduces physical damage taken. Used in formulas as target_DEF.
SpeedSPDDetermines who goes first in PvP. Higher SPD goes first.
Magic PowerMPMagical attack power. Used in magical damage formulas.
Magic DefenseMDReduces magic damage taken. Used in formulas as target_MD.

Stat budget

Every monster has a base stat total of 20 points across all six stats, max 10 per stat. When a monster hatches, its stats roll within a variance range set per monster type. Two eggs of the same monster can hatch with different stats.

Rarity

RarityHow rare
CommonStandard drop rates. Found frequently through normal play.
UncommonLower drop rates. Requires more active play to find.
RareSignificantly lower rates. Often restricted to specific activities.
EpicVery hard to find. May only drop from high-effort activities.
LegendaryExtremely rare. Tiny drop chances, often activity-locked.
MythicNearly impossible. The rarest monsters on the site.

❤ Max HP Formula

A monster's maximum HP is calculated from its HP stat and its current level:

(HP stat × 5) + (Level × 2) + 10

HP StatLv.1 Max HPLv.10 Max HPLv.50 Max HPLv.100 Max HP
1 17 35 115 215
3 27 45 125 225
5 37 55 135 235
7 47 65 145 245
10 62 80 160 260

HP also grows as a monster levels up - every level adds +3 stat points distributed weighted by base stats, so HP stat gains compound into large HP pool increases over time.

⭐ Leveling & XP

Monsters gain XP from winning wild encounters and PvP battles. Level cap is 100.

XP needed per level: (Level² × 15) + (Level × 35)

LevelXP to next levelXP sourceAmount
Lv.1 50 XP Win wild encounter20 + (enemy level × 2) XP
Lv.5 550 XP
Lv.10 1,850 XP
Lv.20 6,700 XP
Lv.30 14,550 XP
Lv.50 39,250 XP
Lv.75 87,000 XP
Lv.99 150,480 XP
Win PvP battle10 XP
Play with monster (Care)2 XP

Stat gains on level up

Each level up grants 3 stat points distributed randomly, weighted by the monster's base stat spread. A monster with high base STR will tend to gain more STR on level up, but there's always some randomness - no two leveled-up monsters of the same type are exactly identical.

💕 Happiness

Happiness ranges from 0 to 100 and directly affects battle damage output.

Damage × (1 + ((Happiness − 50) × 0.005))

HappinessDamage modifierEffect
0×0.75−25% damage
25×0.875−12.5% damage
50×1.00Neutral
75×1.125+12.5% damage
100×1.25+25% damage (maximum)

Happiness is raised through care actions and can decay naturally over time if neglected. A happy monster hits noticeably harder - keeping happiness above 75 is worth prioritizing for PvP.

🍱 Monster Care

Visit the Care page to perform daily actions on your monsters. Each action has a cooldown.

ActionCooldownEffect
🍱 Feed1 hour+3 happiness, small HP restore
💕 Pet30 minutes+5 happiness
⚽ Play2 hours+4 happiness, +2 XP

You can also visit the Monster Park to pet other players' monsters. They receive the happiness boost - it's a community feature that encourages visiting the site daily.

⚔ True Three

Your True Three is your active battle party - up to 3 monsters assigned to slots 1, 2, and 3. Only active (non-fainted) monsters can be placed in True Three.

  • Slot 1 is your representative monster - it appears in the Monster Park for others to see and pet
  • Slot 1 is also the monster used in wild encounters
  • All 3 slots are used in PvP battles - when one faints the next takes over
  • Setting a new monster to a slot that's already filled replaces the old one
  • Fainted monsters are automatically removed from True Three

🔥 Move System

Moves are defined by a formula string using simple codes. There are three categories:

CategoryWhat it covers
PhysicalAttacks that use STR and target_DEF
MagicalAttacks that use MP and target_MD
DefensiveShields, thorns, absorb moves

Formula codes

CodeWhat it doesExample
N dmgDeal N damage to opponent3 dmg + STR - target_DEF
N vampDeal N damage, heal 50% of it back to self4 vamp + MP - target_MD
N healRestore N HP to self8 heal + HP
N defAbsorb up to N incoming damage this turn3-6 def + DEF
N-M thornsReflect damage back when hit this turn3-6 def + 1-3 thorns
N-MRoll randomly between N and M2-5 dmg + STR

Thorns scaling

Hit size (% of max HP)Thorns reflected
70% or more (heavy hit)Maximum (M)
25% to 69% (medium hit)Middle value
Less than 25% (light hit)Minimum (N)

Stat variables in formulas

VariableValue
STR HP DEF SPD MP MDAttacker's stats
MAX_HP CURRENT_HPAttacker's HP values
target_DEF target_MD target_STR target_HP target_SPD target_MPOpponent's stats
target_MAX_HP target_CURRENT_HPOpponent's HP values

💡 Shields and thorns only last one turn. They reset after the turn ends regardless of how much was used.

PP (Power Points)

Each move has a PP count - the number of times it can be used per battle. When PP runs out, the move is unavailable for the rest of that battle. PP does not carry between battles.

Example move set

MoveFormulaCategoryPPEffect
Bite3 dmg + STR - target_DEFPhysical20None
Scratch2-4 dmg + STRPhysical20None
Defend4-8 def + DEFDefensive15None
Thorned Shell3-6 def + 1-3 thornsDefensive10None
Drain Fang3 vamp + MP - target_MDMagical10None
Recover10 heal + HPDefensive5None
Ember4 dmg + MPMagical15Burn (75%, 3 turns)

💀 Status Effects

EffectDurationDamage per turnOther
🔥 BurnSet by move8% of max HP-
☠ PoisonSet by move5% of max HP-
🩸 BleedSet by move3% of max HP-
😴 SleepSet by moveNoneCannot act while asleep
⚡ Stun1 turnNoneSkips next turn
⬇ STR/DEF/SPD/MP/MD DownSet by moveNoneLowers that stat by 2 on the target for X turns. Affects damage math while active.
⬆ STR/DEF/SPD/MP/MD UpSet by moveNoneRaises your own stat by 2 for X turns. Stacks with your base stat in damage formulas.

DoT effects (burn, poison, bleed) tick at the start of each turn. Status effects can be applied by moves at a configurable chance percentage - a move might have a 100% chance to apply or as low as 10%.

⚔ Wild Encounters

Wild monsters appear randomly while you use the site. They go into your Encounter Queue and wait until you're ready to battle - they never expire.

Encounter rewards

  • XP: 20 + (enemy level × 2) XP for your slot 1 monster
  • LP$: Small LP$ reward based on enemy level
  • Egg drop: Each monster type has its own encounter-win egg drop chance

Wild battle rules

  • Only your True Three slot 1 monster fights wild encounters
  • Wild battles do not cause permanent faint - your monster is recovered after losing
  • Enemy level ranges from Lv.1 to Lv.10 (configurable by admin)
  • The enemy AI picks moves randomly from its available move pool

🎱 PvP Battles

Challenge other players to async turn-based battles using your True Three. Both players must have their True Three set before a battle can start.

Battle flow

  • Challenger sends a challenge (optional LP$ wager)
  • Defender accepts or declines within 24 hours
  • On accept, the monster with higher SPD goes first. Ties are broken randomly
  • Each player has 24 hours per turn
  • Missing 3 consecutive turns results in auto-forfeit

PvP rules

  • All 3 True Three monsters participate. When one faints, the next takes over
  • Fainted PvP monsters are permanently fainted until resurrected at the Monster Center
  • Winner takes any LP$ wager. Forfeit also loses the wager
  • Win reward: 10 XP to your active monster

Unlike wild encounters, PvP can permanently faint your monsters. Make sure your True Three is healthy before accepting a challenge, and have Revives ready.

🚪 Resurrection

Fainted monsters must be resurrected at the Monster Center before they can battle or be placed in True Three. There are three methods:

MethodCostHP restored
✨ Revive item1 Revive (LP500$) or 1 Full Revive (LP2000$)10% (Revive) or 100% (Full Revive)
💰 Pay LP$LP250$ + (Level × 10$)50% of max HP
🔥 Sacrifice2 of your active monsters (they faint permanently)100% of max HP

⇌ Trading

You can send trade offers to any player. An offer can include a monster, an egg, or LP$ - in any combination. The recipient can accept or decline.

  • Trading is permanent - once accepted, the monster or egg belongs to the new owner
  • You can include LP$ as a bonus to sweeten a deal (e.g. offer a monster + LP500$)
  • Fainted monsters cannot be offered in a trade
  • Offers expire when cancelled by the sender

🌞 Monster Park

The Monster Park shows every player's True Three slot 1 monster. You can pet any monster that isn't yours - once per monster per day.

  • Petting gives the owner's monster +5 happiness - not yours
  • It's a community thing - other players petting your monster while you're offline is a great passive way to keep happiness up
  • The park resets pet counts daily at midnight

🎲 Egg Drop Sources

Egg drops are configured per monster - different monsters drop from different activities at different rates. Here's every activity that can produce egg drops:

ActivityNotes
Commenting on PrymirWild encounter: 2% spawn chance
Creating a community websiteWild encounter: 25% spawn chance
Hatching one of your eggsWild encounter: 2% spawn chance
Helping hatch someone\'s eggWild encounter: 5% spawn chance
Liking a forum postWild encounter: 2% spawn chance
Liking a Prymir postWild encounter: 1.5% spawn chance
Participating in Final ConnectionWild encounter: 4% spawn chance
Playing a Flash gameWild encounter: 3% spawn chance
Posting on PrymirWild encounter: 3% spawn chance
Posting on the forumWild encounter: 4% spawn chance
Publishing an approved blog postWild encounter: 7% spawn chance
Receiving a like on a forum postWild encounter: 5% spawn chance
Receiving a Prymir likeWild encounter: 3.5% spawn chance
Winning Final ConnectionWild encounter: 100% spawn chance
Your community site gets viewedWild encounter: 1% spawn chance

The egg drop % for each monster per activity is set by the admin when creating or editing that monster. Check which monsters are obtainable through which activities by exploring and trying everything on the site!

💡 Tip: Some monsters are exclusive to a single activity. A mythic monster might only have a 0.001% chance from one specific thing - making it actually rare.

Prymir
Done   🌐 Internet
🔒 loneportal.com/monsters/