Fantasy Dimension - Imagination and Tactics (Official Game Manual)
FANTASY DIMENSION - IMAGINATION & TACTICS
OFFICIAL GAME MANUAL (v2015.10.13) by Piotr Dziki (speedstar)
- System Requirements
- Game Account
- Party Management
- - Party Type
- - Choose Characters
- - Party Formation
- - Item Management
- - Party Members
- Character Creation
- - Create Characters
- - Character Traits
- - Character Skills
- - Character Spells
- The Town
- - The Inn
- - Shops
- - Character Training
- - Traveling
- - The Arena
- - Other Places
- - Saving Game Progress
- - Equipment
- - Inventory
- - Item Durability
- - Weapons
- - Shields
- - Armors
- - Scrolls
- - Potions
- - Rare And Unique Items
- - Attack
- - Defense
- - Spells
- - Protection
- - Movement
- - Item
- - Turns
- - Enemy
- - Poison
- - Stunning And Immobility
- - Bleeding
- - Final Result
Fantasy Dimension is a dark fantasy turn based tactical game.
Main focus of the game is:
- turn based tactical combat with various movement options for each character
- custom character creation allowing any combination of traits, skills and spells to create your own classes
- imagination evoking line art graphics done in the style of antique and vintage books
Note that the game might be difficult, otherwise it could not be called tactical
To win battles, it requires:
- smart move choices
- good tactics
- thinking ahead
- planning every move
- prioritizing the sequence of moves per turn
- balanced party and characters
The game is completely free for players to play on official website
fantasy-dimension.com with no hidden payments or micro transactions, however we appreciate donations to assist us with server upkeep costs and gameplay updates.
Players can play as an unregistered guest or use quick registration to save game
Few difficulty modes are available to set desired level which can be adjusted during play if needed.
Certain parts of the game are randomly generated allowing a different experience each time.
If you have questions, suggestions, ideas or want to include your artistic
works (graphics, sounds, texts) in the game, feel free to let us know.
To contact us, just send a message on official facebook page facebook.com/FantasyDimension
- runs on every system (including Windows, Linux, Mac, Android, iOS) that has
modern internet browser (including Chrome, FireFox, Internet Explorer, Opera).
- requires basic access to internet
- is also optimized to work on mobile devices (including Tablets, Smartphones), but
due to current technological limits, problems with sound may occur (this should
be fixed in near future by device manufacturers)
- is also compatible with simpler and very old internet browsers, but problems with
sound may occur
The game does not require to register any account to be able to play.
You can choose "Play As Guest" option and register account later by
using "The Camp" in The Town or "Sleeping" in The Inn.
Registration is very simple and require only your email as login and password to
be able to login later.
Registered account gives possibility to save your game progress.
To save your game progress before you exit the game, use "The Camp" in
The Town or "Sleeping" in The Inn.
To load game, just use "Load Game" at title screen with your email as
login and password.
"Choose Characters" - is an option highly recommended to new
players. It offers ready characters that can be added to the party.
"Create Characters" - is an option for experienced players that
want to create own classes from the scratch by combining any traits, skills and
spells. Be warned that wrong creation may result in unbalanced character that is
not much useful during battles.
You are free to combine party members as you like.
You can create a party with six close combat fighters or six spell casters, but
the question is how enjoyable it is and how well balanced.
Choosing different classes makes the game more interesting by offering you
various move choices and tactics.
Different enemies or combat situations may show advantage and disadvantage for
Character look and name can be changed any time you visit "The Academy"
in The Town.
After you choose all six characters for your party, click "Ok" to go
to party formation screen.
Close combat characters:
- "Heroic Swordsman" - is primarly focused on two handed swords. This
character has best chance to hit in close combat with a weapon.
- "Heroic Defender" - is primarly focused on one handed swords and
shields. This character has best defense in close combat.
- "Heroic Axeman" - is primarly focused on two handed axes. This
character has best damage in close combat (but weakest chance to hit).
- "Heroic Paladin" - is primarly focused on one handed swords and
shields, and secondary on healing abilities. This character has good defense in
close combat and can support health of other characters if needed.
- "Heroic Monk" - is primarly focused on martial arts. This character
has best chance to hit in close combat without weapon and chance to stun enemy
(but weakest damage).
- "Heroic Battlemage" - is primarly focused on two handed swords, and
secondary on damaging spells. This character has good chance to hit in close
combat with a weapon and is able to reach every enemy or target multiple enemies
with less damaging powers if needed.
Ranged combat characters:
- "Heroic Ranger" - is primarly focused on bows. This character can do
lower damage than close combat characters, but is able to reach every enemy with
high chance to hit and modification options to shot.
- "Heroic Bard" - is primarly focused on bows, and secondary on
affecting spells. This character can do lower damage than close combat
characters, but is able to reach every enemy with high chance to hit or improve
other characters with his powers if needed.
Spell casting characters:
- "Heroic Sorcerer" - is primarly focused on damaging spells. This
character can do lower damage than close combat characters, but is able to reach
every enemy or target multiple enemies.
- "Heroic Druid" - is primarly focused on affecting and healing spells.
This character can not do much direct damage to enemy, but is able to support
party in various ways.
- "Heroic Cleric" - is primarly focused on healing and divine spells.
This character can support health of other characters and also damage any enemy
with his holy powers.
- "Heroic Enchanter" - is primarly focused on affecting spells. This
character can not do much direct damage to enemy, but is able to improve other
characters with his enchanting powers.
- characters who are using spells as their secondary abilities are less
effective (higher chance that spell will fail) than typical spell casters
- spell casters can reach multiple enemies, but with less damage than other
- spell casters are able to support party in various ways, not only by direct
- ranged combat characters have better damage rating to single enemies than
spell casters, and can reach enemies with various immunity
- it is good to have three close combat characters
- it is good to have one character with healing abilities (especially typical
Select character and then position to move.
Front formation (top line) is best position for close combat characters.
Back formation (bottom line) is best position for ranged combat and spell
Party formation can be changed any time you choose "Party
Management" in The Inn.
Items between party members can be exchanged any time you choose "Party
Management" in The Inn.
To do so, click on item in character "inventory" or "Equipment".
It will be moved to "Store".
Click on arrow buttons near character portrait to switch to other character, and
then click on item in "Store" to pick it up.
Note that items that left in "Store" might be lost after leaving The
It is not possible to exchange items during combat, but you can switch character
weapons and use other items from his inventory.
Party members can be exchanged with new ones any time you choose "Party
Management" in The Inn.
Note that replaced character and all his items will be lost.
You can leave character items in "Store" ("Item Management")
and then pick them up with new character (if you did not left The Inn).
If you want to create own new characters or start from the beginning, then you
must create whole new party by choosing "New Party".
"Create Characters" is an option for experienced players that want
to create own classes from the scratch by combining any traits, skills and
Be warned that wrong creation may result in unbalanced character that is not
much useful during battles.
Creating own characters is not recommended for new players.
They should use "Choose Characters" option to add ready characters to
When you create new character, you will be asked to choose his look first.
You need to create six party members before game begins, so creating may took
Traits are abilities that can be set at beginning of character
creation and can not be improved in later game.
They are already set for ready characters.
Some of them may cost more than 1 trait point.
Each character has 4 trait points to spend.
Trait description explains how the character is affected per trait level (example:
Strong (2) means +2 strength).
All traits are passive and important base of the character.
The same traits are available for enemy and work the same way as described.
Note that some traits are available for enemy only and will not appear in
character creation screen.
+1 strength, affects close damage, health, armors, and some effects
+1 agility, affects chance to hit, defense, and some effects
+1 power, affects spell casting and scroll effectiveness
+100 skill points
+10% health from damage with no weapon
- "Damage Reduction"
-10% physical damage reduction
- "Fire Immunity"
100% immune to fire damage
- "Cold Immunity"
100% immune to cold damage
- "Electric Immunity"
100% immune to electric damage
- "Poison Immunity"
100% immune to poison
- "Stun Immunity"
100% immune to stun
+1 poison with no weapon
- "Piercing Damage"
+2 damage in close combat with no weapon
+10% chance to stun with no weapon
- "Ranged Entangling"
Immobility VS strength
1-5% of maximum health regeneration per turn
- "Fire Stream"
1-2 fire damage VS agility
- "Mass Fire Stream"
1-2 fire damage VS agility with 50% damage to each other around
- "Poisonous Aura"
+1 poison damage around per turn
100% immune to blood drain by vampirism, and bleeding
- "Cold Stream"
1-2 cold damage VS agility
- "Fire Touch"
Fire damage with no weapon, 1-2 fire damage when touched in close combat
- "Cold Touch"
Cold damage with no weapon, 1-2 cold damage when touched in close combat
Immobility VS power
- "Electric Stream"
1-2 electric damage VS agility
- "Electric Touch"
Electric damage with no weapon, 1-2 electric damage when touched in close combat
- "Toxic Touch"
+1 poison damage when touched in close combat
- "Fire Aura"
1-2 fire damage around per turn
- "Cold Aura"
1-2 cold damage around per turn
- "Electric Aura"
1-2 electric damage around per turn
- "Mass Close Entangling"
Immobility VS strength
+10% more from healing
- "Strong" trait is recommended for close combat characters
- "Agile" trait is recommended for ranged combat characters
- "Powerful" trait is recommended for spell casting characters (but
not if spells are their secondary focus)
- it is recommended to distribute both, "Strong" and "Agile"
traits for close combat characters, so they are healthy and do not miss too
often (ready close combat characters have "Strong" (2) and "Agile"
- other traits than "Strong", "Agile" and "Powerful"
are optional and for advanced users who know how they want to combine them in
their tactics or experiments (some of them were also added for enemy purposes
- traits, skills and spells can be reset only at first creation of each
character with "Reset" button at bottom left corner
Skills are abilities that can be set at beginning of character
creation and can be improved in later game.
Most skills are already set for ready characters, but there is still a place to
add few more.
First level of skill always costs more skill points than later improvements.
Skill points can be gained by conscious characters for victorious battle.
Characters that were removed from battlefield will not get them for this battle.
To use skill points and improve each character, visit "The Academy" in
All party skill points can be also sold for teaching others.
Passive skill description explains how the character is affected per passive
skill level (example: One Handed Sword (2) means +20% hit and +10% damage).
Active skill description explains how the character is affected if this action
skill will be chosen during battle (example: Accurate Hit (2) means basic attack
and +8 hit) and how long is cool down (example: Accurate Hit (2) means 8 -1 so
this action can be used again after 7 turns instead of 8 at first level).
Active skills in comparision to passive skills, are not more effective per level,
but have lower cool down, which means that the higher their level is, the more
often they can be used during battle (less turns are needed to be able to use
The same skills are available for enemy and work the same way as described.
Each character can have maximum of 4 passive skills and 10 action skills.
- "One Handed Sword"
+10% hit and +5% damage with one handed sword
- "Two Handed Sword"
+10% hit and +5% damage with two handed sword
- "One Handed Axe"
+10% hit and +5% damage with one handed axe
- "Two Handed Axe"
+10% hit and +5% damage with two handed axe
- "Accurate Hit"
+8 hit in close combat
- "Strong Hit"
+8 physical damage in close combat
- "Balanced Hit"
+4 hit and physical damage in close combat
- "Whirl Hit"
-2 hit and -40% damage to all near enemies
- "Stunning Hit"
Target loses turn and is slowed
- "Martial Arts"
+2 hit and +4% chance to stun with no weapon
- "Crashing Hit"
Quadruple more chance to crash armor part or shield with close combat weapon
- "Deadly Hit"
Instantly kills target with health 4 or less
- "Secondary Hit"
Second hit to other close target if current is killed or unconscious
+10% hit and +5% damage with bow
+10% hit and +5% damage with crossbow
- "Accurate Shot"
+8 hit in ranged combat
- "Strong Shot"
+8 physical damage in ranged combat
- "Balanced Shot"
+4 hit and physical damage in ranged combat
- "Multi Shot"
3 shots with -2 hit and -40% damage in ranged combat
- "Poison Shot"
+2 poison damage in ranged combat
- "Passing Shot"
2 shots with -2 hit and -20% damage to target and target behind in ranged combat
+5% of shield effectiveness, separately
+5% of each armor effectiveness, separately
+10% of spell success effectiveness, separately
- "Double Casting"
Spell casts twice at same time
- "Scroll Reader"
+10% of scroll success effectiveness, separately
- it is not good to invest in one or just few skills or spells at the beginning
of character creation
- it is good to invest each point to different skills or spells at the beginning
of character creation, so you have many options to choose during battle
- combining close combat with ranged combat skills for one character is not
recommended for not experienced players, but it is good to have alternative
weapon to use for specific moments during combat (example: fighter can shot
ranged enemies and archer can hit close ones, but both with less effectiveness)
- if close or ranged combat skills are combined with spells for one character,
it is recommended for not experienced players to use spells as secondary options
(and do not invest in "Powerful" trait)
Spells are abilities that can be set at beginning of character
creation and can be improved in later game.
Most spells are already set for ready characters, but there is still a place to
add few more.
Spells can be set or improved with the same skill points that are used for
First level of spell always costs more skill points than later improvements.
Spells are working in similar way like action skills.
Spell description explains how the target is affected if this spell will be
choosen during battle (example: Fire Ball (2) means 1-12 fire damage to target)
and how long is cool down (example: Fire Ball (2) means 6 -1 so this action can
be used again after 5 turns instead of 6 at first level).
Spells are not more effective per level, but have lower cool down, which means
that the higher their level is, the more often they can be used during battle
(less turns are needed to be able to use them again).
If spell will fail, then it is again available in next turn.
The same spells are available for enemy and work the same way as described.
Each character can have maximum of 10 action skills or spells (example: this can
mean 5 action skills and 5 spells).
Number of possible spells per character can be extended with scrolls.
Scrolls can also be useful as emergency for already learned spells when they are
not available yet due to cool down.
- "Fire Ball"
1-12 fire damage to target
- "Fire Wall"
1-4 fire damage to targets in horizontal line
- "Frosty Blast"
1-8 cold damage to targets in vertical line
- "Ice Rain"
1-4 cold damage to target and around
1-8 electric damage to target and 50% chance to 1-4 electric damage to each other around
- "Electric Loop"
1-4 electric damage to target and 50% chance to each other target
- "Poison Cloud"
+2 poison damage to target and +1 poison damage to each other around
- "Vitality Drain"
1-8 health drain damage turns into caster health, bypasses armors
- "Holy Touch"
1-10 holy damage to target, bypasses armors
1-10 health sacrifice turns into doubled health drain damage, bypasses armors
- "Deadly Touch"
Instant kill VS power, target with health 4 or less, bypasses armors
1-100% of maximum health regeneration to friendly target
- "Mass Healing"
1-50% of maximum health regeneration to each friendly target
- "Magic Shield"
100% protection from any damage
- "Mass Magic Shield"
-20% damage reduction to each friendly target
- "Mass Fire Resist"
-50% fire damage reduction to each friendly target
- "Mass Cold Resist"
-50% cold damage reduction to each friendly target
- "Mass Electric Resist"
-50% electric damage reduction to each friendly target
- "Mass Poison Resist"
100% poison infection resistance to each friendly target, not cure
Resurrect with 1-10% of maximum health
- "Fire Guardian"
1-10 fire damage when touched in close combat
- "Mass Blessing"
+1 hit, +2 damage, +1 evade, +10% of separated spell and scroll success, to each friendly target
- "Mass Power Field"
100% spell and scroll success, to each friendly target
- "Mass Battle Cry"
+4 damage with weapon or no weapon, to each friendly target
- "Mass Battle Focus"
+2 hit with weapon or no weapon, to each friendly target
- "Mass Plague"
+2 poison damage with weapon or no weapon, to each friendly target
- "Entangling Vines"
Immobility VS strength
- "Mind Terror"
Immobility VS power
Teleports to any free position
- "Powerful" trait, "Spellcaster" skill and special items
can improve spell effectiveness (less chance that spell will fail)
- "Powerful" trait, "Scroll Reader" skill and special items
can improve scroll effectiveness (less chance that scroll will fail)
- scrolls might be very useful for spell casters, especially for critical
situations or tactical reasons
- tips for skills might be useful for spells too
The Inn is a place to get tasks, manage your party or take a
Very important is to use "Sleeping" if you want to save your
current game progress or just exit the game.
If you are new player, then you can ask innkeeper for hints (each time you click
"Hints" button, you get different hint that might be useful for you).
If you are looking for some break from battles, then you can read fantasy
related jokes, request a song or try your luck with dice game for coins.
If you are looking for taks (known also as quests), then you should take a look
at task board.
You can accept up to 3 tasks from 5 available, but you can also reject already
Tasks are appearing randomly and are changing when you back from the battle.
To complete the task, you must first think which location you should visit from
If you succeed, then you will receive additional coins for your efforts right
after you back.
If you need to exchange items between party members, change characters, set new
formation or just start whole new party, then use "Party Management".
The Armory is a place for weapons and armors.
The Magic Store is a place for potions, scrolls and other special items.
The Marketplace is a place where you can hunt for low priced items that
appearing randomly and are changing when you back from the battle.
To buy an item, just click on it in "Store".
To sell an item, just click on it in "Equipment" or "Inventory".
There is no limit how much you can sell and price is the same in all shops.
To see information about an item, just hold mouse cursor over it.
Note that coins are the all available ones from the whole party, so you do not
have to transfer it between characters.
After you back from victorious battle, you can use gained
skill points to improve your characters.
To do so, visit "The Academy".
You can improve each character in the same way you create them ("Character
You can also sell all your party skill points for teaching others.
To visit places outside The Town, choose "The Gate".
You can set difficulty level there, but it is recommended for new players to
keep it default.
By choosing "The Crossroads", you will travel to random place.
By choosing other place, you will meet enemies that are related with it, but
sometimes other unexpected temporary guests may appear too.
The Arena is a place where you can fight for declared amount
The higher amount, the more difficult tournament.
Difficulty levels are similar to this in "The Gate" when you are going
to travel outside The Town.
It is recommended for new players to choose the lowest one.
Before you join, you will have to pay entrance price.
During tournament you will meet combinations of all possibile enemies.
If you win, then there is no random treasure or items.
You receive only declared amount of coins as your reward.
Visit "The Temple" if you need longer spell effects
that will help your party during battle.
They cost coins and will stay for 8 turns during next battle.
Visit "The Fountain Of Luck" if you feel lucky or have very few coins.
There is a chance that you will be surprised with more of them or other gift.
Visit "The Hall Of Heroes" if you want to know your fame rank.
You can compare it with other players.
The more battles you win and the more enemies you defeat, the higher your fame
rank will be.
Very high results may bring benefits in the future.
SAVING GAME PROGRESS
Before you exit the game, you should save your current game
To do so, visit "The Camp" or choose "Sleeping" in The Inn.
Note that by doing this, you will also exit the game.
Saving game progress is not possibile without registered account.
If you do not have account yet, then game will ask you for just email and
password to create new one.
To load your game, just choose "Load Game" from title screen and type
your email as login and password.
Equipment are items that character is wearing, including
weapons and shields.
All these items are active during battle.
Weapons and shields can be switched with ones that appear in inventory during
battle by choosing "Item" button.
Note that equipped armor parts and shields can be crashed if enemy is using
close combat weapon ("Item Durability").
Many may wonder why inventory is so small and can not contain
The answer is that the game is going more realistic here.
Except the whole euipment that you are wearing, you can only store two
alternative weapons (or additional shields) and six small items on your belt (like
potions and scrolls).
Imagine how it is possible to fight with additional armor in your inventory, or
even just many medium and large items.
Only armor parts or shields can be destroyed during fight.
It is possible if they were hit with close combat weapon.
The higher damage with close combat weapon, the higher chance that armor part or
shield will be crashed.
The higher damage reduction has an item, the less chance to crash it.
Crashed item means it is destroyed and will no longer appear in your equipment.
"Crashing Hit" skill with close combat weapon noticeable increases
chance to crash an item if hit, which is useful on enemies that are armored or
armed with shields.
Characters can use alternative weapons during battle (up to
two stored in inventory).
If they are not skilled in these weapons, then effectiveness will be lower.
Spell casters can even use their staff or wand as close combat weapon.
Characters that are not skilled in spell casting can use spells, but there is
high chance that they will fail.
Shields can be used without "Shield" skill, but
their effectiveness will be lower.
If character is equipped with two handed item and shield, then shield will not
be active to protect him.
Exception is a moment when character choose "Defense", what makes
shield active until next move, even if two handed weapon is equipped.
If character is equipped with one handed item and shield, then shield is always
active to protect him.
Shields stored in inventory are never active until they are equipped.
If attack has been blocked with a shield, then no damage is going to character
Shield can protect from close combat hits, ranged shots, and some damaging
Shields can be crashed if enemy is using close combat weapon ("Item
Armor parts can be used as equipment only.
They can be worn by any character, even spell casters.
Armor parts do not affect effectiveness of spell casting.
They are active during battle and decrease damage dealt to character health if
Armor part can protect from close combat hits, ranged shots, and some damaging
Armor parts can be crashed if enemy is using close combat weapon ("Item
Scrolls can be used by any character, even without scroll
Spell casters have higher chance that scroll will not fail, because they have
high "Powerful" trait.
No matter if scroll succeed or not, it is no more usable.
Scrolls can be accessed from inventory during battle by using "Item"
Potions can be used by any character on himself.
Potions in comparision to scrolls, will always succeed with their effect.
RARE AND UNIQUE ITEMS
It is possible that after victorious battle you will find rare
or unique item as treasure.
The higher difficulty level, the higher chance for such item.
If you have extremely high luck, then you might be also rewarded with them by
"The Fountain Of Luck".
Sometimes you can buy them at "The Marketplace", but price will be
probably too high for you.
When using "Attack", then character is attacking
chosen enemy with basic attack.
Basic attack can be affected by traits, passive skills and equipped weapons.
When attacking with no weapon, then only close enemy can be
chosen as a target.
Chance to hit depends on agility, then damage depends on strength.
"Martial Arts" skill may additionally affect chance to hit and chance
to stun enemy if hit.
Some traits may affect enemy if hit.
When attacking with close combat weapon, then only close enemy
can be chosen as a target.
Chance to hit depends on agility and item hit, then damage depends on strength
and item damage.
If character is skilled with equipped close combat weapon, then item hit and damage is
Close combat weapons can additionally crash armor parts or shields if hit.
When attacking with ranged combat weapon, then any enemy can
be chosen as a target.
Chance to hit depends on agility and item hit, then damage depends on item
damage (strength has no effect).
If character is skilled with equipped ranged combat weapon, then item hit and damage is
There is no limit to available ammo for ranged combat weapons.
When using one of action skills to attack (known also as
special attack), then character is attacking chosen enemy with basic attack that
is modified by this skill.
Most "Hit" action skills can be used to improve basic attack with
close combat weapon or no weapon.
For example: "Accurate Hit" will improve basic attack with weapon or
no weapon by adding +8 chance to hit.
Most "Shot" action skills can be used to improve basic attack with
ranged combat weapon only.
For example: "Accurate Shot" will improve basic attack with ranged
combat weapon by adding +8 chance to hit.
When action skill has been used to attack enemy, then this skill will be
available again after cool down period (example: "Accurate Hit" or
"Accurate Shot" at level 1 will need 8 turns, when at level 4 they
will be ready after 4).
When using "Defense", then character chance to evade and block with
shield (even if two handed weapon is equipped, shield becomes temporary active
in this case) is noticeable higher.
Increased defense stays until next move of the character.
When character is attacked with weapon or no weapon, then agility affects his
chance to evade, and if succeed, then he is not damaged.
"Evade" skill can increase chance to evade damage.
Spells are auto targeted, so there is no chance to evade them.
If evade failed, then there is still a chance that damage will be blocked by
"Shield" skill can increase chance to block damage.
If shield failed or is not equipped, then there is still a chance to decrease
damage by armor part reduction if hit.
Armor parts are protecting in following order:
- Torso Armor
- Legs Armor
- Head Armor
- Hands Armor
- Feet Armor
"Armor" skill can increase chance for each armor part to be hit.
For example: Torso Armor gives Defense 60% but this time it was not enough and
this armor part was not hit, then Leg Armor gives Defense 30% and this time it
was hit, then Leg Armor gives -60% Damage Reduction so damage which was 10 has
been reduced to 4 and such amount has been decreased from character health.
Note that armor parts and shields can be crashed with close combat weapons
Torso and leg armor may affect chance to hit and evade (chance
to not being hit), especially if character is not strong enough and armor has
higher damage reduction.
Following parameters have the same effect for each torso and leg armor:
- Damage Reduction >80 = -4 to hit and -4 to evade
- Damage Reduction >60 = -3 to hit and -3 to evade
- Damage Reduction >40 = -2 to hit and -2 to evade
- Damage Reduction >20 = -1 to hit and -1 to evade
The whole armor weight sum might be reduced by strength:
- Strength 14 = +4 armor weight reduction
- Strength 13 = +3 armor weight reduction
- Strength 12 = +2 armor weight reduction
- Strength 11 = +1 armor weight reduction
For example: Torso Armor with Damage Reduction -60% gives -2 armor weight, then
Leg Armor with Damage Reduction -60% gives another -2 armor weight which is -4
total, then character strength is 12, so total armor weight can be reduced by 2
what gives -2 total armor weight that finally affects character chance to hit
with -2 and his evade with -2 too (for strength 14 that would be 0, and for
strength 10 would be -4).
When attacking with damaging spell, then any enemy can be
chosen as a target.
Spells always hit their targets, but damage can be blocked by shield or
reduced by armor part.
"Powerful" trait (higher power), "Spell Caster" skill and
special items may increase spell effectiveness (chance that spell will not fail).
"Powerful" trait (higher power), "Spell Reader" skill and
special items may increase scroll effectiveness (chance that scroll will not
Some enemies may have immunity to specific damage types (like fire, cold,
Some spells can bypass armors (like holy or drain).
Some spells may target multiple enemies.
Not damaging spells can do various effects on chosen enemies or party members,
and stay until new turn begins.
In critical situations, party members can protect each other
as long as they are in close range.
Basic protection gives 50% chance to protect chosen friendly target.
"Protect" skill can increase chance to protect others.
If protection will succeed, then protector takes all defense part for himself.
Movement allows to move to free position in close range or
switch with other friendly target.
In second case, both, moving character and switched target are losing their move
in current turn.
Movement can reach any free position with "Flying" trait or "Teleport"
It is not possible to move on enemy position or switch with enemy.
Item lists character inventory, so all alternative weapons and
shields, and small items like potions and scrolls.
Switching weapons and shields will not result in losing move for current
character, and can be done unlimited times.
Such option gives a chance to choose different equipment for current attack.
Using small items like potions and scrolls will result in losing move for
Combat is divided into turns.
Turns are divided into phases.
Each phase is given to party or enemy.
Each side can do one move in their phase.
Each character and each enemy has one move per turn.
Any character that was not used in current turn can make a move, so this allows
to create any combinations and tactics.
Characters and enemies may lost turns due to special events like temporary
stunning or immobility.
When all characters and enemies used their move, then there is no more available
phases and new turn begins.
Enemy may have the same traits, skills and spells as party
Some might be available for enemy only.
Different enemies may require different tactics.
Enemy is not making always the same decisions, so you can be sometimes surprised
with their unexpected moves.
Size of enemy does matter in chance to hit.
Enemy with smaller size is even more hard to hit, and enemy with larger size is
much easier to hit.
New enemies may arrive between turns, especially on higher difficulty levels,
and they may appear also on side of party formation.
The faster battle will be win by the party, the less enemies will be alerted.
There is a chance that enemy will contain boss who is located in center of front
or back line in formation.
Bosses have often "Whirl Hit" or "Double Casting" skill.
To see information about your enemy, just hold mouse cursor over it.
Knowing enemy traits, skills, spells and items is important to prepare most
Characters and most enemies can be infected by poison.
The higher poison level is, the more health can be lost per turn.
Poison level can be increased with another infection.
Poison level can be decreased by 1 per turn with strength.
The stronger character is, the higher chance to decrease poison.
Only "Antidote" potion or spell can cure the whole infection.
STUNNING AND IMMOBILITY
Character and most enemies can be slowed, stunned or
immobilized by trait, skill or spell.
Such effect is temporary and stay until new turn begins.
Affected character losts his move in current turn and is very easy to hit.
Some enemies can be have "Stun Immunity", and some may evade
immobility with strength, agility or power.
Bleeding may happen if character or enemy has very low health
(and has no "Bloodless" trait).
It can bring 1 damage per turn.
Not every turn might be affected by bleeding damage.
Only health recovery can stop it.
If party will win the whole battle, then conscious (not
removed from battlefield) characters will gain experience and gather all
treasures, including found coins and items.
Unconscious characters will have less total experience than other party members.
There is experience bonus if enemy had a boss.
Experience and coins are decreased for each unconscious character.
The higher difficulty level was and more enemies were defeated, the more
experience points, coins, and higher chance for rare and unique items.
If party will be defeated, then all their coins will be lost.
Party can also surrender with flag in bottom right corner, but the result will
be the same like they would be defeated.
It is not possible to lost party member until he is not replaced with new one.
The game is completely free for players to play (no hidden payments or micro
transactions), but can not be hosted on any other server than official
Fantasy Dimension game copyrights belong to Piotr Dziki and IT-KRAK company.
It can not be used as base for any other games without permission of original
Any violations will be adjudicated by international law without prior warning.
This game manual can be freely distributed, hosted, posted, edited, quoted in
full or part form as long as it is related to original Fantasy Dimension game.
It can not be used as base for any other games without permission of original