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Pit Fighters is a turn based strategy RPG, which uses its own twist of well established tropes within this genre.
General Mechanics
Bleeding
Blood droplet particles appear on the unit, indicating that it has low health. This does not appear on cupcakes or zombies. Robots still "bleed," though their animation shows oil, not blood. Bleeding units take more damage from Vampiresses, and cause them to leech more health. Even though Wraiths bleed, they are lifeless and Vampiresses do not gain any bonus against them in this state.
Flying
Allows the character to safely move over hazards such as spikes, trenches. Gas clouds still affect flying fighters.
Hero
Selected unit to receive boosted attributes and statistical numerical values (as in gaming terminology, "stats").
Inherent Unit Resistances
Units may have one or many inherent resistances to an element or status effects. These are represented by a badge at the bottom-right of the unit's stats information in the house.
Player party
Player may or may not use 6 slots of party size given to him (AI does not follow this rule strictly). At least one party slot must be occupied and there must be a selected hero unit within a party.
Sharp
Negates part of unit's defense. Deals extra damage to vampiresses.
Targeting
Upon moving, the unit will target a random enemy from the selection within range. Each action will pick a new random target. Ranged projectiles may miss the target. Ranged fighters prioritize targets on distance; most will target closer enemies first.
Status effects
Buff
Boosts damage, defense, accuracy, remain next to mascot. Doesn't affect undead.
Debuff
Lowers damage, defense, accuracy, for one round (or turn?). Doesn't affect undead.
Frost
Stuns target for one round, boosts defense?
Mind Control
Turns opposite color for one turn, breaks before disabler's turn
Poison
Damage over time, bonus damage per round when applied. Mushrooms and certain weapons can inflict poison. (? Multiple applications of poison on the same target will make the poison last longer, not deal more damage ?)
Shock
Stuns target for one round.
Slow
Reduces movement to 1 for one turn. Can be chained on the same unit from round to round.
Snare
Netted in place for one round, cannot move but can act. Flying units are immune.
Stun
Stuns target for one round.
Hazards
Flame
Lands on the floor, hurting, spreading to grass.
Gas Cloud
Remains on the field until hits someone, poison damages every round for multiple turns.
Hole
Can be flown over or flung over.
Lava
Deals huge damage to ground enemies once per round when they step in, or when they remain in it.
Obstacle
Act as walls, attach web wall to, can teleport over, cannot be flown over, cannot be flung over by giant/troll.
Spikes
Damages ground units that walk on the hex. If a unit stands on the spikes, they will take damage after each turn until they move away.
Water
Halves defense, halves fire damage, takes more electric damage. Cost more movement points to traverse, except for flying units.