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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.
Counter Attack
Units wielding a shield (?) or Axe-type weapons have a chance to block an attack for reduced damage (?) and initiate a counter attack, striking a random enemy unit around them. Blocking a projectile may trigger a counter attack (?).
Elemental Resistances
Units may have one or many resistances to elements or associated status effects. These are represented by a badge on the unit's stats information in the house.
Flying
Allows the character to safely move over hazards such as spikes, holes, water, flames, and more. Electrobots, Gnomes, Octoclopes, Pixies and Wraiths are all flying units. Vampiresses are typically ground units, but may take flight for the duration of their moving phase at the cost of health. Gas clouds still affect flying fighters.
Hero
A team may only have one hero (or none). The hero generally receives stats bonuses such as reduced weight, increased damage, increased defense, increased movement, and/or increased health. Any unit may be set as the hero. Some benefit more from the status than others, however.
Move Order
Each type of unit has its own inherent move priority, or speed. This value dictates at what time they will begin their order during the action or attack phase. Units with the same speed will all start their move in a random order every round. For example, 6 humans wearing the same items circling a single unit will not all attack at once, they will instead attack in a random order.
Knowing the move order of one's party makes it easier to manage the random elements of the fight. While Vampiresses and Mascots quickly get in position at the start of the attack phase, other units like Hair Trolls and Mushrooms often start moving last.
Player Party
Players may fill up to 6 unit slots. (AI does not follow this rule strictly). At least one party slot must be occupied and a prompt will let the player know their team is missing a hero if they do not assign one. However, it is possible to not have any hero within the party.
Sharp
Piercing attacks that negate part of their target's defense, and deal bonus 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.
Unit Slots
Players start with 4 unit slots unlocked, and have to purchase the remaining 2 for 450 and 1450 (?) gold. While most units only occupy one unit slot, some units come in pair for every unit slot, and some occupy 2 or even 3 slots.
Status effects
Buff
Boosts damage, defense, accuracy, remain next to mascot. Doesn't affect undead.
Debuff
Lowers damage, defense, accuracy, for one round. Doesn't affect undead.
Freeze
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
Explosive Barrel
Explosive Barrels are obstacles in arena's that explode once they have taken enough collateral damage from units such as rainbow horses, fairies, and other creatures that deal damage across multiple tiles. Explosive Barrels cannot be targeted.
Flame
Fire may appear on hexes hit by a Pixie's or Mascot's explosion. It hurts non-flying units that stay on it or walk through it. It eventually dies out, but may spread to adjacent tiles. Hexes that have already caught on fire cannot do so again.
Gas Cloud
Appear on all hexes selected by a Mushroom when it attacks, after the initial damage. Will spawn on empty hexes or on units even if they dodge the attack. Will poison units right away, or remain on the field for one turn, not disappearing even if units walk through it. Afflicted units will take poison damage every round for multiple rounds.
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 and cyclopes.