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.