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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.

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