🏦 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
| State | When | What you see |
| Unhatched | 0% to 49% of clicks | Normal egg sprite |
| Cracked | 50% to 99% of clicks | Cracked egg sprite, shaking animation |
| Hatched | 100% of clicks | Monster 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
| Stat | Code | What it does |
| Strength | STR | Physical attack power. Used in physical damage formulas. |
| Health Pool | HP | Multiplied by 5 to contribute to max HP. Higher HP stat = much bigger HP pool. |
| Defense | DEF | Reduces physical damage taken. Used in formulas as target_DEF. |
| Speed | SPD | Determines who goes first in PvP. Higher SPD goes first. |
| Magic Power | MP | Magical attack power. Used in magical damage formulas. |
| Magic Defense | MD | Reduces 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
| Rarity | How rare |
| Common | Standard drop rates. Found frequently through normal play. |
| Uncommon | Lower drop rates. Requires more active play to find. |
| Rare | Significantly lower rates. Often restricted to specific activities. |
| Epic | Very hard to find. May only drop from high-effort activities. |
| Legendary | Extremely rare. Tiny drop chances, often activity-locked. |
| Mythic | Nearly 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 Stat | Lv.1 Max HP | Lv.10 Max HP | Lv.50 Max HP | Lv.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)
| Level | XP to next level | XP source | Amount |
| Lv.1 |
50 XP |
Win wild encounter | 20 + (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 battle | 10 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))
| Happiness | Damage modifier | Effect |
| 0 | ×0.75 | −25% damage |
| 25 | ×0.875 | −12.5% damage |
| 50 | ×1.00 | Neutral |
| 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.
| Action | Cooldown | Effect |
| 🍱 Feed | 1 hour | +3 happiness, small HP restore |
| 💕 Pet | 30 minutes | +5 happiness |
| ⚽ Play | 2 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:
| Category | What it covers |
| Physical | Attacks that use STR and target_DEF |
| Magical | Attacks that use MP and target_MD |
| Defensive | Shields, thorns, absorb moves |
Formula codes
| Code | What it does | Example |
N dmg | Deal N damage to opponent | 3 dmg + STR - target_DEF |
N vamp | Deal N damage, heal 50% of it back to self | 4 vamp + MP - target_MD |
N heal | Restore N HP to self | 8 heal + HP |
N def | Absorb up to N incoming damage this turn | 3-6 def + DEF |
N-M thorns | Reflect damage back when hit this turn | 3-6 def + 1-3 thorns |
N-M | Roll randomly between N and M | 2-5 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
| Variable | Value |
STR HP DEF SPD MP MD | Attacker's stats |
MAX_HP CURRENT_HP | Attacker's HP values |
target_DEF target_MD target_STR target_HP target_SPD target_MP | Opponent's stats |
target_MAX_HP target_CURRENT_HP | Opponent'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
| Move | Formula | Category | PP | Effect |
| Bite | 3 dmg + STR - target_DEF | Physical | 20 | None |
| Scratch | 2-4 dmg + STR | Physical | 20 | None |
| Defend | 4-8 def + DEF | Defensive | 15 | None |
| Thorned Shell | 3-6 def + 1-3 thorns | Defensive | 10 | None |
| Drain Fang | 3 vamp + MP - target_MD | Magical | 10 | None |
| Recover | 10 heal + HP | Defensive | 5 | None |
| Ember | 4 dmg + MP | Magical | 15 | Burn (75%, 3 turns) |
💀 Status Effects
| Effect | Duration | Damage per turn | Other |
| 🔥 Burn | Set by move | 8% of max HP | - |
| ☠ Poison | Set by move | 5% of max HP | - |
| 🩸 Bleed | Set by move | 3% of max HP | - |
| 😴 Sleep | Set by move | None | Cannot act while asleep |
| ⚡ Stun | 1 turn | None | Skips next turn |
| ⬇ STR/DEF/SPD/MP/MD Down | Set by move | None | Lowers that stat by 2 on the target for X turns. Affects damage math while active. |
| ⬆ STR/DEF/SPD/MP/MD Up | Set by move | None | Raises 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:
| Method | Cost | HP restored |
| ✨ Revive item | 1 Revive (LP500$) or 1 Full Revive (LP2000$) | 10% (Revive) or 100% (Full Revive) |
| 💰 Pay LP$ | LP250$ + (Level × 10$) | 50% of max HP |
| 🔥 Sacrifice | 2 of your active monsters (they faint permanently) | 100% of max HP |
⇌ Trading
You can send trade offers to any player. An offer can include a monster, an egg, or LP$ - 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:
| Activity | Notes |
| Commenting on Prymir | Wild encounter: 2% spawn chance | | Creating a community website | Wild encounter: 25% spawn chance | | Hatching one of your eggs | Wild encounter: 2% spawn chance | | Helping hatch someone\'s egg | Wild encounter: 5% spawn chance | | Liking a forum post | Wild encounter: 2% spawn chance | | Liking a Prymir post | Wild encounter: 1.5% spawn chance | | Participating in Final Connection | Wild encounter: 4% spawn chance | | Playing a Flash game | Wild encounter: 3% spawn chance | | Posting on Prymir | Wild encounter: 3% spawn chance | | Posting on the forum | Wild encounter: 4% spawn chance | | Publishing an approved blog post | Wild encounter: 7% spawn chance | | Receiving a like on a forum post | Wild encounter: 5% spawn chance | | Receiving a Prymir like | Wild encounter: 3.5% spawn chance | | Winning Final Connection | Wild encounter: 100% spawn chance | | Your community site gets viewed | Wild 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.
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