Chimera Guide Book

Chapters

- Basic Information -
- The Aging Process -
- Accessories -
- Consumables -
- Transmuting Chimeras -
- Breeding Chimeras -
- Training and Equipment -
- Combat Handbook -
- Devotion -
- The Wild -
- Dens and Summoning Portal -
- Fishing Info -

Back to Top

Basic Information

Chimeras are a menu driven breedable and does not use a HUD.

They come in 4 different breeds: Cheetahs, Bears, Wolves, and Foxes. There will be more released in the future. All of the breeds can be mated to any other breed.

Unborn Chimeras are called Brood Stones. Every Avatar will have a specific color for their brood stones, and that color will not change when the stone changes ownership. This color will also be reflected in some other effects, and also on the dens and summoning portals.

There are four life stages where the Chimera will change into different models. They begin as an Infant, then become an Adolescent, and as an adult they are Prime. Following the Prime stage of life, there are two different paths an animal can follow. Most often they will become an Elder. It is also possible to make a chimera into an Alpha, which is an alternate model for the elder and purely for aesthetics.

Food System:
The Obsidian Chimeras food system is server based. There is no item to rez in world for them to eat. They will eat anywhere on the grid as long as they are not in your inventory.
Food will be sold in Boxes. Each box will feed one Chimera for 28 days.
If a chimera goes 3 days or more without food, it will be completely starved, and will need to eat for approximately 2 days to recover from starvation.

Land Impact Information:
- Currently live animals run from 17LI as infants to 23LI fully grown.(subject to probable change before release)
- Brood Stones are 2LI.
- Dens are 1LI.
- Training Equipment will be 1LI.

Basic Breeding Info:
- Both Chimeras will need to be the same version.
- Chimeras must not be hungry ( no more than a hunger of 15% )
- Chimeras cannot mate if they are knocked out.
- Chimeras must have 100% Lust.
- Chimeras must be mated 1 male to 1 female.
- Chimeras take 3 days to get to 100% Lust. ( except for the 7th day of a chimera's life. When it becomes a prime it will have 100% lust already )
- Once pregnant, a female will take 1.5 days to give birth.
- After giving birth, a female will take 2.5 days to recover.

Breeding Ratio:
Each animal has 9 matings. The mating ratio is 1:1, however, a female will take 3 days to gain 100% lust, 1 and ½ days to give birth once pregnant, and then will be in recovery for 2 and ½ days. So a male will be at full lust once every 3 days, and a female will be matable once every 7 days. The animals will be able to mate as long as they have some of their 9 matings remaining, regardless of age.

The Aging Process

Infant:
- Initial stage of life for a chimera. Lasts from day 0 to day 3
- Can be held and carried around.
- Will eat food.
- Cannot be trained.
- Cannot breed.
- Cannot Fight.

Adolescent:
- The teenage stage of the chimera. Lasts from day 4 to day 6.
- Can not be held anymore.
- Will eat food.
- Can begin training.
- Cannot breed.
- Cannot Fight.

Prime:
- The adult phase of chimera life. Lasts from day 7 to day 75.
- Can be ridden by up to 3 avatars if they have the required strength and endurance.
- Will eat food.
- Can be trained.
- Can begin breeding.
- Can participate in Combat.

Elder:
- The final stage of life for a chimera. Lasts from day 76 on.
- Can be ridden by up to 3 avatars if they have the strength and endurance required.
- Will eat food.
- Cannot be trained normally.
- Can breed.
- Can battle.

Alpha:
- The alternate final stage of life for a chimera. Lasts from day 76 on.
- Can be ridden by up to 3 avatars if they have the strength and endurance required.
- Will eat food.
- Cannot train normally.
- Can breed.
- Can fight.

Accessories

Obsidian Chimeras have a taste for finer things. As such, they have been given the ability to wear up to 3 accessories. When an alchemist rezzes out an accessory and left clicks it, it is uploaded to their Breeder Account. From the menu on the chimera, you can add an accessory to the animal. These accessories will go where that animal goes. If that animal is traded or sold, so is the accessory. There is only one exception to this. When releasing animals into the wild, the accessory is automatically returned to your account storage. An accessory can be removed from an animal and placed on a different animal, but you only get one accessory per purchase. If you want to have an accessory on more than one animal, you will have to purchase that accessory for every animal you want to add it to.

Consumables

There are many types of consumable items in the alchemists tool kit. They can be used to acheive results faster than normal rates, or to recouperate an animal from negative status.

- Quick Sands: A rapid aging catalyst that will speed the chimera two days forward in age. The negative cost of this is that the animal will not gain any training energy for those 2 days. ( may only be used once per week )

- Refined Nutrients: A special blending of supplemental nutrients which have been purified by alchemy. These will restore an animal who is suffering from hunger, making it completely full. ( sets hunger to 0% )

- Liquid Lust: A serum which, when applied topically, will instantly bring a chimera to a state of higher lusting. ( 10% increase to lust. May only be used once per day )

- Maternity Salts: A vitamin like concoction which strengthens fetul tissues and accelerates growth allowing a baby to be born sooner. ( 10% increase to pregnancy. May only be used once per week )

- Stasis Crystal: This crystal is the closest our research has come to re-creating the Philosopher's Stone. It is said the legendary stone grants eternal life, among many other things. This crystal will allow a chimera to completely stop the aging process. ( makes ANY chimera into a permanent pet. The chimera will no longer age, eat, breed, fight, fish, train, or anything else other than look cute. It will also be ineligable for any other special event )

- Medical Kit: this set of medicinal tools and bandages will allow the deft handed healer to remove a battle scar from their animal. ( 1 kit will remove 1 scar of the users choosing )

- Healing Tonic: a mixed potion allowing a chimera to recover differing amounts of health based upon the dilution levels of the tonic. ( tonics will be available in 10% - 100% increments )

- Phoenix Ash: Not truely the ashes of the mythical bird, but something close reproduced through alchemical endeavor. These "ashes" will instantly recover an animal that has been knocked out in battle. ( will recover an animal who has been defeated in battle )

- Chimera Snack: Removes 10% of a chimeras hunger.

- Potent Recovery Elixir: shortens recovery by 20%.

- Potent Liquid Lust Elixir: increases lust by 20%.

- Potent Maternity Salt Elixir: increases pregnancy by 20%.

- Effervescence Elixir: gives the chimera 5 points of energy for training.

- Vitality Elixir: Increases the max health of a chimera by 20 points. Is limited to 10 uses per chimera.

- Slow Sand Elixir: Reverses a chimera in age by 2 days. Limited to 5 uses per chimera.

- Fertility Elixir: Adds 1 extra mating to a chimera. Limited to 5 uses per chimera.

Transmuting Chimeras

The transmutation is the tool of the trade for an alchemist. It is the process by which the breakdown and reconstriction is performed. Chimeras are animals created through alchemy, and as such, can be improved through alchemy. To acheive this, you must use the transmutation scroll. There are currently 7 scrolls that have been created from the research the Obsidian Circle has completed using the texts translated from the old order. These six scrolls will allow you to add aspects from different animals into the mix when breeding your animals. Those six scrolls are: Bat, Ram, Eagle, Raccoon, Turtle, Snake, and Harlequin Rabbit.
To use the scroll, rez it out on the ground near the animal you want to transmute. Then sit on it. This will activate the alchemy in the scroll and allow you to select the animal you wish to add the mutation to. Once you select the animal, it will ask you to confirm your selection. Scrolls can be used on any animal age 7 and older. An animal can only have one scroll used on it at any time, and any scroll used will overwrite the previous scroll's affect. After confirmation, that animal will be transmuted to posess the DNA of the animal the scroll represented. This transmutation will have a limited effect and will be able to drastically change the next three babies that animal is the parent of. After that, the rest of the babies will have a slightly less mutated gene pool, and can come out with the hide or eye of the animal from the scroll, but the exotic traits will have become diluted and no longer attainable from the transmutation. The mutation will have a lasting affect and will persist through the next 2 generations of that animals line.
Any animal that gains an exotic trait or an element during the transmutation process will be able to pass it to its offspring, but unlike normal genetics, these exotic traits do not posess any hidden recessivity. So in the case of passing exo traits, what you see is what you have.

Breeding Chimeras

Breeding chimeras can is easy to do, but challenging to master. The complicated construction of their genetic makeup causes them to exhibit rather unnatural looking hides. This becomes more complicated when mixing breeds and transmuting them. So to explain the entire concept of breeding, we shall break it down in to smaller parts.

- Basic Breeding -
Initially, the breeding process will feel similar to the standard breeding you have become accostomed to. You select a chimers, choose the mate option from its actions menu, select a chimera of an opposite gender, then do the same. Congratulations, you have a pregnant chimera. Seems rather simple. The parents are not required to remain together. There is no partnering or automated breeding of any kind.

- Genetics Breakdown -
There are three concepts to hold on to when speaking of genetics withing the alchemical monsters we call chimeras. There is the Dominant Gene, which is the trait you see, the Recessive Gene, which is the trait you dont see, and th Submissive Gene, which is the trait that will always be overwritten with the dominant gene.

- The Concept of Tiers -
As mentioned before, the genetic makeup of the chimeras is more fluid than traditional animals. As a result, they can be born with varied and unnatural hides. These hides become more increasingly difficult to pass to offspring. In order to pass a higher tier hide, you will have to mate that animal with another who has a same tier or higher hide. This will increase the chances of that hide passing by eliminating more dominant hides from the gene pool. If you try mating a tier 3 hide to a mate with a tier 1 hide, you have no chance of that tier 3 hide passing from the chimera, unless it is also being carried as a recessive gene in the genetic background. It is worth noting that the tier effect in subbmissive genetics seems limited to the hide and eye of the chimera.

- The Exotic Transmutation -
When you add a transmutation to an animal, it mixes things up by increasing the range of genes available to the be passed to an offspring. The transmutation cannot add the traits directly to an animal because they are not strong enough. Instead, they add potential traits that can present on the offspring. This effect will last for 3 pregnancies. There is, however, a secondary mutation that occurs, and seems to last the lifetime of the animal, and passes for 2 generations on the offspring. This mutation adds a recessive gene to the animals that can present the hides and eyes of the animals they had been transmuted with. This means that 3 offspring have the potential to physically change from the transmutations, and then the rest will have the potential for alternative hides and eyes.
If a chimera is born with exotic traits, those traits can be passed on to the offspring of that animal. The exotic traits do not, however, posess recursive or submissive genetics. This means what you see is what you get. You cannot get an exotic trait from an animal which doesn't posess them, or an animal who has not been transmuted.
Another effect of transmutation on the chimera, is that of an elemental attunement. When an animal gets transmuted, the scroll will also add some extra elemental power to the animal. This power has the possibility to present itself on the next 3 offspring of the transmuted animal. An animal with an element will gain special abilities in combat and possibly in future events.
A chimera may have a transmutation or mutation you don't want it to have. Because of this, we have developed a Cleansing Scroll, which will remove any mutations on a chimera and make them stable genetically.

Training and Equipment

Every day of a chimera's life that they are fed and healthy, they will gain energy for training. This process continues until they become an Elder or Alpha, or if they are frozen with a stasis crystal. The training energy is used to improve the ability of the animal. Chimeras skills can be broken into 4 basic categories: Strength, Endurance, Cunning, and Speed. Additionally, every animal is gifted with an affinity to one of those traits, which affords it special bonuses in that area. By default, cheetahs are attuned to speed, Wolves have strength, Bears have the endurance, and Foxes have the cunning.
The methods for gaining points vary, but they all involve training equipment. This equipment comes in 3 levels. The way the equipment functions is that when you click on it, it asks for how many sessions you will be doing. Level 1 equipment operates in minute long sessions, requiring 1 point of energy each. After you input the number of consecutive sessions you want the chimera to train for, it will ask for the ID number of the chimera you wish to train, and then it all starts going on it's own. You will see a timer above the equipment showing how long you have left for the sessions to be completed. When the sessions complete, your animal will leave the equipment and you will recieve a report on how many points it gained. Should the chimera leave the equipment early or be removed by any means, the chimera will not gain anything for the time it spent on the machine, and also will not lose any energy.
Level 2 equipment has more extreme training results, making a double gain to the stat you are training for, but also losing a point in another stat.
Level 3 training equipment has no defined setup, and is very specialized. This equipment will only be available in higher level training centers, and will be setup differently on a per machine basis.
Chimera will not need to be watched while training. They will continue doing it regardless of if you are present or not. This may be a violation of the rules in Gyms or Training Centers, so be sure to consult the rules of the location you may go to.
Something to take note of, when a chimera breeds, its stats are taken into account. Whatever the average of the parents' stats is will be the maximum potential stat their baby can be born with. So, if the mother has 50 strength, and the father has 20 strength, you add the two, which is 70, then divide that by two, and end up with 35. That means that their offspring can be born with up to 35 strength. This is the only way to gain powerful chimeras. The total stat points on any chimera will cap out at 300. So for example, you could do an animal with 75 in all stats, or 100 in strength, 75 endurance, 75 cunning, and 50 in speed. Any way you choose to raise them.

Combat Handbook


			Introduction

				Obsidian Chimeras has a very complex combat system with a great amount of potential and depth. 
				While difficult to master, it remains simple to understand. Simple does not automatically mean 
				it will be easy. Herein will be the details any alchemist would need to master chimera training 
				to produce the best possible result.

			Understanding the Tools

				Every alchemist has a set of tools available to them to make a chimera formidable in combat. 
				These tools include basic stats, affinity, nature, element, elixirs, and accessories. Each of 
				these tools will have a profound impact on how your chimera performs during combat.
								
				-Chimera Combat Specialization-
				
				Chimeras are categorized in Specializations based off the stat that they have the most points in.
				The specialization will determine what kind of fighting abilities are available for it to use.
				The specialization titles are:
				
					-Strength Titles-
					
					Paladin (if total stats are 300 points or more)
					Crusader (if total stats are 200 points or more)
					Spartan (if total stats are 100 points or more)
					Warrior (if total stats are 25 points or more)
					
					-Endurance Titles-
					
					Juggernaught (if total stats are 300 points or more)
					Sentinel (if total stats are 200 points or more)
					Guardian (if total stats are 100 points or more)
					Reflector (if total stats are 25 points or more)

					-Cunning Titles-
					
					Elementalist (if total stats are 300 points or more)
					Sage (if total stats are 200 points or more)
					Inquisitor (if total stats are 100 points or more)
					Rogue (if total stats are 25 points or more)

					-Speed Titles-
					
					Assassin (if total stats are 300 points or more)
					Tempest (if total stats are 200 points or more)
					Fleet-Footed (if total stats are 100 points or more)
					Accelerator (if total stats are 25 points or more)
					
					-Element-
					
					If the Chimera has an element, this will be represented in the Specialization Title also.


				
				-Combat Mechanics-
				
					-Physical Attack-
					
					The basic move a chimera can perform during combat. The damage output is calculated using
					110% strength, 65% speed, and 10% cunning. There is a chance that your cunning can give you 
					a critical hit where the damage is boosted by 25%.
					
					-Combination Attack-
				
					An attack that is a follow up to a physical attack. The chances of doing this attack are determined
					using 2 methods. The first uses 100% of your speed and 50% of your strength to determine if 
					you can do it, the second is a raw speed test using 75% of your speed.
					
					-Counter Attack-
					
					This can be performed after defending an incoming attack from another chimera. The chances of 
					countering are determined using 100% of your endurance and 30% of your strength. Cunning specialized
					chimera will not be able to counter attack at all. Chimera are also unable to counter attack a speed
					specialized chimera that is blitz attacking.
					
					-Flanking Attack-
					
					When a chimera evades an incoming attack, it has a chance, determined by 100% of its speed and
					50% of its cunning, to flank attack its opponent. A cunning specialized chimera in flow state is
					unable to flank attack.
					
					-Punishing Attack-
					
					Punishing attacks are delivered to opponents when the chimera is caught of guard. These attacks
					do 25% more damage. Playful chimera are unable to perform punishing attacks.
					
					-Vicious Strike-
					
					Any aggressive chimera has a 20% chance to perform a vicious strike. This attack hits for 50% increased
					attack power.
					
					-Speed Blitzing-
					
					Speed specialized chimera will be able to perform a speed blitz. This will allow them to strike
					up to twice as many times as a normal chimera, adding 120% to the attack power. Each strike
					will have to pass the stumble check to see if it is a hit or miss.
					
					-Parry-
					
					Speed Specialized chimera will have the ability to parry an incoming physical attack, reducing the
					damage by 75%. There is an 80% chance of this happening.
					
					-Elemental Deflection-
					
					Strength specialized chimera will have the ability to deflect incoming elemental impulses. The damage
					of the impulse will be reduced by 75%. There is an 80% chance of this happening.
					
					-Damage Reflection-
					
					Defense specialized chimera will have the ability to reflect damage back at thier opponent. If the opponent
					attacked with 100 attack power, and the endurance chimera had 120 defensive power, then the over defended amount
					is 20 points. 30% of this, or 6 damage, will be reflected back on its attacker.
					
					-Injury-
					
					Endurance fighters will be able to injure any chimera attacking it while it is defending. This will
					have a 20% chance of happening. An injured chimera will take steadily increasing damage over time
					and will take 25% of its own attacks as recoil damage.
					
					-Injury Resistance-
					
					Strength specialized chimera will have a 10% chance to resist an injury from an endurance chimera
					using the overpowering strength it posesses.
					
					-Flow State-
					
					Cunning specialized chimera can now enter a flow state. While they are in flow state, it is guaranteed
					they will evade all incoming physical attacks that are not speed blitzes. they have a 10% chance to enter
					this state when they are attacked physically.
					
					-Pursuing-
					
					Strength and Speed fighters will have the ability to pursue an evading opponenet to perform a
					combination attack.
				

				-Statistics and Training-

				Chimeras have four basic statistics which can be altered by training; Strength, Endurance, Cunning, 
				and Speed. During combat, the chimera makes use of two complex statistics which are derived from 
				the basic stats; Stamina and Battle Spirit.

					-Strength-
					
					Strength plays a direct role in the physical attack power of the chimera.
					Strength does however play a role in many other facets of combat. It affects your 
					time to action, your capability to counter attack, and your physical defensive abilities.
					
					
					-Endurance-
					
					Endurance is the major component to physical defense, and also plays into 
					your chimera’s stamina, elemental draining, stumbling, and counter attacking. 
					Additionally, any chimera whose endurance is its highest stat that can absorb 
					more damage than it received will rebound the remaining damage back to its 
					opponent and cause an injury. 
					
										
					-Cunning-
					
					Cunning is the primary component for elemental offense and defense. Representing 
					the cleverness of a chimera, Cunning will affect drains, offensive accuracy 
					(damage increase), critical hits, time to action, confusion damage, elemental 
					energy build, flanking, evading, and combination attacking. Cunning will also 
					allow a chimera to spot weakness in their opponent and strike with an attack. 
					Additionally, when a chimera has high enough cunning to over defend an incoming 
					offensive elemental impulse, it uses the extra energy to gain more elemental 
					energy to use for itself.
					
					
					-Speed-
					
					Speed affects the chimera’s time to action. It also plays a pivotal role in stumbling, 
					confusion damage, offensive attack damage, flanking, evading, and combination attacking.
					Additionally a high speed chimera will have the ability to exceed the standard 3 attack 
					combination and can do a burst of up to 5 attacks.
					
					
					-Stamina-
					
					The stamina bar is derived from your endurance plus a base bonus. Every action your 
					chimera takes will drain stamina. Lower stamina will make counter attacking and combination 
					attacking more difficult. When stamina is completely drained, your chimera will enter 
					a state of exhaustion. During exhaustion, a chimera becomes open to attack. It will remain exhausted
					for several rounds of combat, which will make it very slow. When the chimera catches its breath,
					it will battle normally again.
					
					
					-Battle Spirit-
					
					Battle Spirit is a stat composed of the four basic stats. It is a tool to create a balance 
					among the different specializations of chimera combatants. A chimera’s battle spirit is equal 
					to 100% Cunning, 50% Speed, 50% Strength, and 75% Endurance.
					Battle Spirit affects your chimera’s elemental healing, elemental impulse, and healing over time. 
					If any of your chimera’s basic stats are under 10 points, your chimera’s battle spirit 
					will be lowered by 40%.
					
		
				-Training-
				
				There are four types of training equipment for the chimeras. Level One equipment will train a 
				single stat on a chimera. Level two equipment will train a single stat to a higher degree, 
				but lowers an additional stat to compensate. Level three equipment will train one stat to a high 
				degree, and additional stat normally, and then lower a third stat to a higher degree. The 
				final trainer is an Energy Transmuter. This device will train chimeras that have gotten to 
				76 days old or older with energy left over. This training is instant and artificial, and 
				costs a lot more money. A chimera will be able to gain a maximum of 75 training energy during 
				a normal life span with no elixirs. The maximum total for basic chimera stats is 300 points.
				
				-Affinity and Nature-
				
				Chimeras have more complex traits that affect combat. Affinity represents the stat your animal 
				is most proficient in. At the beginning of a battle, the chimera will gain a 10 point boost to 
				that stat. Additionally, there is a very slight random chance your chimera will be excited for 
				the fight and will be “fired up”. When this happens, instead of the normal 10 point boost to 
				its affinity stat, it gains 50.
				
				Chimera can have several different natures which affect how they perform during combat. 
				Timid chimera will have boosts to their physical defense by 20%, Instant elemental activation, 
				slower time to action, and increased chances of counter attacking. Playful chimera will have 
				10% less defense, regeneration of stamina on counter attacks, increase to chances of flanking 
				attacking, regeneration of stamina on flanking attacks, and increased chances of evading. 
				Aggressive chimera will have boosts to their physical offense by 10%, quicker time to action, 
				sooner rage attacks, and will be caught off guard more often.
				
				-Elements-
				
				Any chimera that has an element will have a boost to their combat while it is active. 
				However, there is a great deal more about elements that will be of note during a fight. 
				All elements have three states and three focus types. At the beginning of combat, the elemental 
				state is set to one of three scenarios:
				
					Weak State
					Your chimera’s element is weak to the element of its opponent
					This results in a 15% drop in physical defense and physical offense.
					
					Neutral State
					There is no elemental reaction with the opponent’s element.
					This results in a 10% gain in physical defense and physical offense.
					
					Strong State
					Your chimera’s element is strong against the element of its opponent
					This results in a 15% gain in physical defense and physical offense.
				
				The Elemental Focus type of the chimera is a trainable statistic. You can take it to the 
				Elemental Augmentation Array and shift the focus to match the style of elemental fighting 
				you want the chimera to perform. By default, chimera start with an elemental focus type 
				of Attack. This is the middle point of the elemental focus spectrum. Meditating at the 
				augmentation array in the outward fashion will move the focus to the Special type.
				Meditating inward will move the focus to the Defense type. If you have a chimera that 
				has a defense focus, you will need to meditate through attack focus before getting to 
				special, and you will need to meditate from special, through attack, to get all the way 
				to defense focus.
				
					Attack Focus
						Regardless of what elemental impulse your chimera has, it will do a direct elemental damage upon use.
					Defense Focus
						Regardless of what elemental impulse your chimera has, it will summon elemental pillars from the ground 
						to create an energy shield. This shield lowers incoming physical damage by 15% and 
						incoming elemental damage by 25%.
					Special Focus
						Depending on the element, your chimera will perform one of the following 
						special elemental impulse effects:
						
						Damage over time - Causes the opponent to lose small amounts of health over time.
						
						Healing over time - Heals the chimera by small amounts over time.
						
						Healing - Heals the chimera with a larger instant heal.
						
						Confusion - Causes the chimera to be confused and hit itself.
						
						Blind - Prevents a chimera from attacking.
						
						Paralyze - Prevents a chimera from attacking or defending.
						
						Speed up - Decreases the time to action for the chimera that uses it for a small period of time.
						
						Slow Down - Increases the opponents time to action for a small period of time.
						
						Drain - Does direct elemental damage to the opponent and returns a portion of the 
								health stolen to the chimera that used the impulse.
				
				-The 16 Elemental Attunements and the 4 Pillars of Alchemy-
				
				The Primal Pillar
					Light
					Shadow
					Fire
					Lightning
				The Liquid Pillar
					Water
					Poison
					Wind
					Blood
				The Solid Pillar
					Wood
					Stone
					Metal
					Ice
				The Energy Pillar
					Sound
					Magnetism
					Void
					Gravity
				
				-Elixirs and Accessories-
				
				There are several alchemical elixirs that will augment a chimera’s fighting potential. 
				Slow Sand will make it younger, giving it 2 more days to train. Effervescence elixir 
				will add 5 training points to the chimera. Vitality elixir will give it an extra 20 
				points of health. These items are great to bring up a chimera with low combat prowess, 
				but are considered illegal in official tournament competition.
				
				Accessories also exist that will augment stats. These can add or remove points on the 
				basic stats, and also affect the health of a chimera. These accessories are also 
				banned from tournament competitions. 
		
        
        

Devotion

Devotion is something you gain with every chimera you breed. The devotion increases over time for doing things with your chimera in general, winning battle, competing in events, and just feeding them well. The amount of devotion you can gain with a chimera can be quite high as long as you take good care of them and interact with them. Chimeras will not be very devoted to breeders who ignore them.
To acquire the accrued devotion you have gained with any given chimera, you will need to release them into the wild. Giving the animals their freedom is the greatest gift you can grant them, and in return the devotion they have for you is converted into points, which can then be spent on different items and activities that are only available through using the devotion points. The items can be anything from food and consumables, to special versions of accessories and even special transmutations.

The Wild

When you have shared a life with an animal and have traveled the same course as far as you can, sometimes it is just best to part ways and be free. The Chimeras are constructs of alchemy, and have never enjoyed a life of freedom in the wilds of the Obsidian Valley. To give a chimera its freedom, you can send them off to the wild, at which point they belong to no one, and are truely free.
Becuase breeders release animals into the wilds of the Obsidian Valley, there has become a wild population of chimeras calling it home. These animals have begun mating in the wilds, and have bred a new set of chimeras who may have genes we have never seen, or abilities we thought not possible. As a result, many young trainers have brought their chimeras to the wilds in hopes of battling and capturing these wild chimeras to unlock their hidden secrets.
At any given time animals roaming the wilds can be battled by anyone who wants to, be it for the experience, or for the chance to catch one of these wild beasts and tame it. To catch a wild chimera, you must first obtain a Dominion Materia. Dominion Materia are alchemically created to calm wild chimeras and make it possible to capture them. The process of taming a wild chimera causes it to forget their lives in the wild and all of the stats they have will be reset to 0.

to capture an animal in the wild, you will need to have the wild combat HUD, and you will need to have uploaded your materia to it.

Dens and Summoning Portal

Dens are optional housing created for the Chimeras. You can use them to save space on your land that would have normally been occupied by chimeras. The Dens are 1LI and can house up to 10 chimeras. While in the den, a chimera will gain passion, eat food, and progress through pregnancy and recovery. However, to give birth, a female will need to be removed from the den. The chimeras will also need to be removed if you wish to mate them. You can click on the den to get a menu which will let you check the status of an animal, including its traits and stats.
Summoning Portals allow you to use the website to recover animals you have lost track of, summoning them to the portal and allowing you to bring them back to you in world.

Fishing Information

With the release of version 2.0, Obsidian chimeras are now capable of going fishing. To accomplish this, there are a few things you will have to do.
First, you will need to purchase a skill training materia. There are 4 different types:
-Surface Fishing
-Shallow Fishing
-Deep Fishing
-Bottom Fishing

Once you get a skill materia you can use it on the chimera of your choice. An eligible chimera will need to be at least 7 days old and not frozen.
You simply rezz the materia out near the animal and click on it. The materia functions the same way many of the other consumable items do.
After it has been used, the chimera should say in its information that it has the fishing skill.

Now you will need to purchase bait. After purchasing a can of bait, rezz it out and click it. The bait will be added to your server account.
This works the same as the chimera chow. To view and track your current bait supply, you will need a bait bucket.
Simply rezz it out and click it for the menu. The options here are the same as on the food bin.

Now that you have prepared all you need to for your fishing adventure, head to one of the locations that hosts a fishing hot spot.
You can find one on the locations section of this site.
Once you get there, look for the tackle boxes. They are the place you start your fishing. Just rezz your animal, then click the box.
It will ask for the ID of the animal you want to fish with, and then another pop up asks how much bait you want to use.
When you have entered the bait, it will send the chimera off to fish. You will see a bobber rezz in the water with the top color matching your
chimera color.

While the chimera fishes, you can do whatever you like. As long as you are within 50 meters of your bobber your chimera will bring the fish it catches right to you.
When it does, the fish, or whatever it might catch, will be dropped on the ground near you.
This starts the 5 minute timer counting down. If you fail to pick up your catch within that time, it will vanish forever. Be sure to grab the stuff before it vanishes.
When you retrieve the item, and the rezz it out again, the timer will stop and the item is yours.

If you happen to be outside the 50 meter zone, the chimera will return to the tackle box you started fishing at and wait for your return before dropping the fish.
If you pick the chimera up before completing the fishing you started, you will only be charged for the bait you used to that point.