Overview
A guide covering a variety of things ranging from the different kinds of fighters available in pit people to environmental hazards. Ideal for newer players or anyone who just needs a quick refresher.
Introduction
ATTENTION!
This guide is a WORK-IN-PROGRESS. Meaning that it is far from complete, I just decided to put it out there early so that it can be of some use to people. I will try to finish it soon(ish) but it may take some time, your patience is appreciated!
Sections still being worked on will have brief dot points explaining most of what you need to know as a placeholder for when I actually get around to filling them out.
So, where to start….
This guide will cover:
- the variety of different fighters available to be recruited into your party.
- all the different kinds of equipment.
- elements found on said equipment.
- the numerous status effects found in game.
- environmental hazards and their effects.
Bear* with me, I don’t really write guides all too often.
*Pun not intended.**
**Okay it was totally intentional.
Units
As the title would suggest, this part of the guide is all about the myriad of different units and fighters available in Pit People, seeing as it is still in Early Access this section will likely be subject to change as new races are added and old races are balanced and rebalanced.
Humans and Demi-Clops
Humans are your basic fighters. Humans are able to fulfill many different roles by equipping different weapons, helmets, shields and off-hand items. Do not let their apparent lack-of-quirkiness, compared to the rest of the Pit People roster, put you off using them, a human is a capable fighter in his or her own right.
A Demi-Clops is statistically identical to a human, the only difference is that they only have one eye, much like the larger Cyclops, who will be covered later.
Humans are able to equip caps, medium helmets, heavy helmets or forgo helmets entirely. Along with this, a human may opt to bring a shield or an off-hand weapon, if their primary weapon allows it. When it comes to primary weapons, humans are spoiled for choice as they are able to equip every type of weapon available in the game, ranging from blunt maces to akimbo uzi’s. This versatility allows them to either tank hits on the frontlines, to be your party’s primary damage dealer or grant them the grace to dodge a majority of attacks.
Cupcakes
Cupcakes are selfless units who will sacrifice their own health in order to heal nearby allies. Early on into the campaign you will recruit a cupcake named Gluten. It is always a good idea to bring a cupcake along as you explore. Cupcakes heal by flinging some of their frosting at any nearby allies, healing 1 to 4 health each time. Doing this causes the cupcake to take around 2 damage, however cupcakes are able to regen their own health at the start of turns, so if your team is not too badly injured it might be a good idea to have the cupcake move out of healing range, to let its’ health regen. On a rare occaision a cupcake may miss when flinging its’ frosting, the missed frosting will land on the ground and can then be picked up by anyone who walks over it (including the cupcake who flung it, allowing for the health to be reclaimed). However, when a cupcake misses they may also hit a nearby enemy, causing them to receive the healing originally intended for an ally.
Cyclops
They’re big, they’re bad, they have horrible depth perception, it’s the Cyclops!
Cyclopses (or is it Cyclopsi?) are tanky frontline fighters, much like the hair troll, except with more health (and slightly less movement). Cyclopses have the ability to knock an enemy away from them when they attack, this also applies the (extremely annoying) slow debuff, reducing the effected unit’s movement to one hex. Cyclopses truly shine through their ability to equip armour, shields and weaponry, much like a human. Due to their large stature they can generally carry the biggest weapons, shields (or off-hand items, but not both) or helmets without being subject to too much of a penalty.
Cyclopses have the second highest health pool in the game! The only creature with more health is the Troll Mom.
Cyclopses typically have a movement of 2 hexes (3 if under 50% weight), and I’ve noticed that being overencumbered doesn’t seem to reduce their movement below this, although it will still lower their damage.
Cyclopses are able to equip heavy mallets, a weapon type unavailable to humans. These behave much like normal mallets except they deal more damage and are heavier.
Originally I didn’t really use Cyclopses. However I managed to find a heavy mallet named the “Alpaca-Lips” which deals incredible damage and gives a lot of stat boosts (it’s one of those rare-ish items that you can only obtain one of) and decided to try them out, and I must say they are now right up there with gorgons and humans as one of my favourite races!
Electrobots
Electrobots are mechanical combatants who utilise electric based attacks with shocking results!
Also they apparently come from the future, just in case you thought they couldn’t be any cooler!
Electrobots float above the battlefield, meaning they can fly over obstacles and gaps unimpeded. If that wasn’t enough they can also teleport, passing through obstacles all together!
When attacking enemies that are two hexes away, electrobots use a chain lighting attack, hitting between 1 and 5 enemies with a chance to shock them. The attack jumps to the next fighter within 2 hexes of the previous fighter hit, it prioritises enemies but can still jump to and damage allies so be careful!
When attacking enemies in close quarters they use a electric based melee attack with a strong chance to apply shock to them. This attacks has a better chance of applying shock than the chain lightning attack but it only hits one enemy at a time.
Both of the electrobots attacks deal more damage to enemies in water.
Electrobots deal more damage to pixies but deal less damage to gnomes and wraiths, however they are also weak to gnomes and the gorgons acid spit attack. Electrobots are completely immune to the mushrooms poisonous fart attack, however if an electrobot is near mushrooms will generally not attempt to use this attack and instead hit them with a melee bash attack.
Because of their mechanical nature they cannot be healed by cupcakes and a vampiress attacking an electrobot will gain no life. Gnomes are the only way to heal an electrobot, as they will attempt to repair nearby friendly electrobots.
If you plan to field an electrobot or two be sure to bring along a pair of gnomes!
Gnomes
Gnomes are small, lazy but talented when it comes to working with machines.
Gnomes only take up half a slot, meaning when you select a gnome as a party member, you will get a pair of gnomes.
Gnomes move 2 hexes and fly using their hoverchairs, meaning they move unimpeded by terrain or rather a lack of it when it comes to crossing pits. However, making gnomes your parties hero character does not lower their weight, meaning there is no way to increase their movement distance.
Gnomes attack by throwing a wrench at enemies up to one hex away. As far as I’ve seen, shields do not block this attack.
Gnomes can use their hoverchairs to catapult allies over a great distance, avoiding obstacles and pits of course, to a specified destination. The gnome may still perform his wrench throw attack after launching an ally. Gnomes cannot catapult hair trolls, cyclopses, gorgons, troll moms or spidaurs, presumably because these creatures are just too big!
If there is a friendly electrobot within range, gnomes will attempt to repair it by throwing their wrenches at it. This is the only way to heal a damaged electrobot during a battle. They will always prioritise healing the most damaged electrobot nearby over attacking enemies.
Funnily enough gnomes also deal bonus damage to enemy electrobots and are resistant to electricity, meaning they are both the saving grace of electrobots and their worst nightmare.
Gnomes take extra damage from poison and acid, so keep away from those mushrooms and gorgons!
Gorgons
Gorgons are large, tanky, venomous snake-women.
Gorgons can move 3 hexes when equipped with a light sword and 2 hexes when equipped with any other form of sword.
Gorgons will attack enemies with their equipped sword in melee range and will spit acid at enemies between 2 to 3 hexes from the gorgon, the acid attack has a chance to slow enemies and cannot, as far as I can tell, be blocked by shields.
Whenever a gorgon takes damage it has a chance to spawn a snake minion. These snakes are small, fragile and controlled by the ai. The snakes deal 1 to 3 acid damage in melee, move 3 hexes and have 3 to 7 health. They are very useful for providing a distraction, redirecting attacks away from your fighters and onto the expendable snakes, and the ability to get a bunch of extra attacks in per turn should not be ignored. If the snake deals damage or scores a kill, the gorgon that spawned it will receive the exp, meaning you can get clutch level-ups from the snakes, restoring your gorgon to max health and allowing it to return to the front lines.
Gorgons are especially well suited for dealing with parties built around electrobots and gnomes, as their ranged attack and the basic attack of their snakes deals more damage to the mechanical menaces and their lazy, hover chair mounted friends.
Gorgons are big, and as such they take up two slots in the party. They do not lose weight when made heroes, so their movement will not increase.
Gorgons are a personal favourite of mine, I almost always had one in my party throughout the campaign. The ability to tank lots of damage while providing a constant supply of “chump blockers” to distract the enemy and potentially heal my gorgon back to max health with a level up made it one of my favourite “2 slotter” fighters in the game.
Hair Trolls
Clumps of particularily bad tempered hair with paritcularily pointy teeth and claws, you’re going to need more than a comb to deal with this one!
You may also remember Hair Trolls from Castle Crashers (a previous game by the Behemoth).
Hair trolls are large tanky fighters with high defence and health. All hair trolls have the passive ability to regenerate 2 to 6 health every turn! Much like the troll animal orb from Castle Crashers. This means they can tank on the front lines without having to rely on a cupcake for healing.
Hair trolls can move roughly 3 hexes per turn, not too shabby!
Hair trolls only have one attack, and that is to simply smack the enemy about in melee. When attacking an enemy, hair trolls have a chance to fling the enemy fighter over a distance of 1 hex to a random hex behind the hair troll. Unlike the cyclops, this fling does not have a chance to apply any form of debuff, it just messes about with the enemies positioning and could potentially result in the enemies more important fighters, such as a cupcake, being trapped in the middle of your team where you can easily deal with it.
Hair trolls are resistant to ice damage, presumably because hair helps to keep oneself warm and these guys are literally all hair(???). Yeah I’m not sure where I was going with that either.
Hair trolls take much more damage from fire, so like be very careful around pixies or your hair troll may end up a smoldering pile of burnt hair and sadness. Also hair trolls deal bonus damage to other hair trolls (this includes the troll mom and the baby hair trolls it spawns), it’s kind of like highlander but with more trolls, and less hair.
Kobolds
Kobolds are small thieves that excel at flanking the enemy and picking off their ranged fighters.
Kobolds are extremely fragile little buggers who only take up half a slot per fighter, meaning when you select a kobold for your party you will get a pair of them.
Kobolds are the only fighter with a movement distance of 4 hexes! These little guys can RUN!
Kobolds use their dagger to attack enemies in melee range, they attack two to three times, each hit dealing 1 or 2 base damage.
They have a passive 11% dodge chance and a 5% chance to deflect projectile attacks as well as an 8% counter chance in melee.
Like many other fighter, they do not lose weight when made a hero so it will not make them move further, not like they need more move distance. Also if you’re making a pair of kobolds your hero, you’re probably doing something wrong.
Kobolds are resistant to fire damage as well as sharp projectiles. They deal extra damage to ranged units with bows and/or mortars, however this does not include fighters equipped with short ranged weapons, as unlike bows or mortars, equipping a short ranged weapon does not change the units type to “ranged”.
The best use for kobolds is to have them flank around the enemy team and take out any humans with bows or mortars. If none are present then their strong flanking capabilities can also be used to take out targets such as cupcakes or gnomes, who are normally safe behind the rest of the enemy team, or pixies who will deal less damage to them thanks to their resistance to fire damage.
Mascots
Mascots are lovable cosplaying support units who buff their allies by playing music.
Mascots provide a buff to defense, accuracy, attack and healing of allied fighters adjacent to the mascot. A cupcake buffed this way will heal more health than usual when it flings its’ frosting.
Mascots are fragile and should be kept away from the enemy if possible. When critically low on health they will explode in a “last hurrah” potentially taking out nearby enemies and, if you’re not careful, allies. This explosion deals a whopping 30 to 60 damage and has a chance to ignire fires!
Mascots attack by pecking enemies in melee range, they peck four times and switch between targets. Each peck deals roughly 2 damage.
Mascots cannot buff undead fighters, such as zombies and wraiths. Mascot buffs also do not stack with other mascots, so there is little reason to field two of them.
As far as I can tell, if a unit is already debuffed by another source then they will receive no buff from an adjacent mascot. This needs further testing.
Mascots can buff a spidaur on which they are mounted, meaning if you wish to mount a support unit on a spidaur for protection, you should probably mount a mascot rather than a cupcake who would be unable to heal the spidaur they are riding on.
If a mounted spidaur is adjacent to a mascot, both the spidaur and the rider will receive the buffs.
If a rainbow horse horn has lodged itself into the ground, the damage of its explosion will be increased if the rainbow horse is adjacent to a mascot at the time of it exploding. Note: the mascot doesn’t have to be near the rainbow horse when it launches the horn, but instead needs to be near it when it explodes, which can be unpredictable.
Mascots are weak to electricity and poison, watch out for electrobots managing to hit it with the bounce from their chain lightning.
Mushrooms
While he may be a fungi, the enemy will be having no fun when they discover that there’s “a fungus among us!”. Puns aside, mushrooms are great for dealing with groups of enemies and forcing the enemy to reposition around your mushroom lest they end up losing their fighters to the poison applied by your fungal friend.
Mushrooms attack nearby enemies with a poisonous fart (no seriously, that’s what it’s actually called in-game) poisoning them causing damage over time, this attack can also hit allies so do be careful with positioning! If they come accross an enemy they cannot posion with their usual… ahem gas attack, such as an electrobot or another mushroom, they will instead perform a melee bash attack. This attack actually hits quite hard. However, even though zombies are resistant to their poison, mushrooms will not perform their melee bash attack on them.
As you can probably tell, mushrooms posess a wide cap. What you probably didn’t know was that this can in fact block projectiles like a shield. Unfortunately it also makes them take additional damage from mallets as they’re basically a target from “whack-a-mole”.
A fighters defence stat will reduce the initial damage taken from the mushrooms fart attack but it will not have any impact on the damage over time effect applied.
A fighter mounted on a spidataur seems to avoid a mushrooms fart attack, whether this is intended or not is unkown to me, but it can be used to your advantage or could be your downfall if the rider happens to have a mallet.
Mushroom are immune to posion themselves.
Octoclops’
Octoclopses (or, once again should it be Octoclopsi?) are floating tentacle creatures with a single eye. Apparently the octo part of their name comes from the fact that they have a “8 segmented brain” and are partially based off octopuses.
Octoclopses are flying and, as such, pass over terrain and gaps with ease.
They attack enemies from 2 hexes away with an ink shot attack that doesn’t appear to be blockable (trust me I’ve tried). This attack has a chance to apply one of two (exceedingly frustrating) debuffs to the target.
- Confuse: The more common of the two debuffs. A confused fighter may still be moved and controlled as per usual however they may also target allies when they go to attack, so be careful with positioning if one of your fighters has been confused.
- Ink Swap: The target has their teams colour (i.e. the colour below a selected unit) replaced by that of the octoclops’ team. A fighter inflicted with Ink Swap will not be able to act that turn and will be targeted by allies as if it were an enemy. Enemies will still target a unit who has been ink swapped as though they were still the colour of their original team.
Octoclopses are rather fragile and should almost never be anywhere near the front line.
They deal bonus damage to other octoclopses so if you happen to be fielding one and encounter an enemy team that also includes an octoclops, try to use yours to disable theirs and finish it off before they do the same to you.
Octoclopses are resistant to acid damage.
Pixies
If I had to describe the personality of a pixie in one word, it would be… explosive.
Pixies are fragile, flying fighters who are able to dish out lots of damage to any fighter unfortunate or crazy enough to get caught in it’s attack range. Pixies are also quite fast and nimble, as such fighters can have a hard time landing attacks on them.
Pixies attack by creating a firey explosion 2 hexes away, note this means that a pixie is incapable of attack a target adjacent to it. The explosion can however miss its’ intended target, do be careful with these seemingly harmless looking fairy people, as they have a tendency to make fighters go boom, allied or otherwise. The explosion may set fire to terrain.
As hair trolls, troll moms and baby trolls take increased damage from fire, pixies are their worst nightmare. Especially in the case of the troll mom who takes up multiple hexes on the battlefield, making it much easier for it to get caught in an explosion. Pixies also do increased damage against mascots, if a mascot dies then you get another explosion and you can see where this could cause problems.
Pixies have a significantly high chance to dodge attacks in comparison to other fighters.
Pixies themselves are resistant to fire, so they have a hard time combating other pixies, however they are vulnerable to electricity, so beware electrobots.
Rainbow Horses
The strangest incarnation of the mythical unicorn you’ll most likely ever come accross, however if we’re going by the behemoths standards the rainbow horse is pretty normal.
Rainbow horses act much like a human equipped with a mortar, if not a little more unpredictable.
They attack fighters 6 to 8 hexes away from them, prioritising those who are 7 hexes away the most, followed by those 6 hexes away and then finally those who are 8 hexes away. They cannot attack enemies who are closer than 6 hexes away, so try and keep another melee fighter between the rainbow horse and the enemy at all times.
The rainbow horse attacks by firing its’ horn out of its head, which then regrows, which will either explode as it hits an enemy or lodge in the ground and start flashing different colours. A horn that is lodged in the ground will explode a random number of turns later, the longer it remains in the ground the more damaging the explosion will be. The majority of the damage dealt by this attack will be from the explosion, rather than the impact of the horn itself.
The explosion from a rainbow horses’ horn does 50% extra damage to wraiths. The impact from the horn is counted as a sharp projectile so it deals bonus damage to a vampiress.
Spidaurs
- Can prevent enemies from moving with webbing
- Can be used to capture units without needing a net
- Passively makes walls of webbing connecting it and nearby walls or other Spidaurs, blocking movement
- Allies units can mount Spidaurs, however the Spidaur must not have moved that turn and will not be able to move the same turn as it is mounted
- Humans carrying ranged weaponry such as bows will not receive a penalty when moving if riding on a Spidaur
- A Cupcake cannot heal a Spidaur it is currently mounted on
Troll Moms
- Big, takes up 3 slots in your party and multiple hexes on the map
- Regen health and weak to fire, same as Hair Trolls
- Spawns baby trolls to attack enemies
Vampiress’
- Life steal
- Can increase own movement by flying, doing so causes the Vampiress’ to take damage
Wraiths
- Flying
- Capable melee and ranged attacks
- Ranged attacks debuff enemies
Zombies
- Come in pairs
- Can equip headgear like Humans
- Weak melee units
- On death spawns a gravestone, the zombie may then resurrect a random number of turns later. However this can be prevented by standing on the same hex as the gravestone of the zombie when it goes to resurrect, preventing it from resurrecting for the rest of the fight
- Chance to resurrect halves each time the zombie dies
Equipment
The sections below covery the variety of different kinds of equipment available to the player in Pit People.
It should be noted that some individual items are very different from other items in the same category as them, some are particularily unique and powerful while some may be more generic.
Weaponry
Swords in Pit People come in many different shapes and sizes. The defining characteristics of a sword is that it deals more damage than mallets when attacking unarmored enemies. However, foes wearing a medium helmet or higher take greatly reduced damage from swords, so be sure to keep an eye out for those pesky helmet-wearing foes.
Light Swords
Light swords deal the least damage out of all swords, however they have the advantage of being lightweight (allowing for dodges to occur) and when you attack with them they ignore a part of the enemies dodge chance.
Medium Swords
Medium swords are what you would consider the “basic” sword, they are a middle ground between light swords and heavy swords, with more damage than light swords and less weight than heavy swords. When wielded by a Gorgon it will reduce the Gorgon’s movement from 3 tiles to 2 tiles.
Heavy Swords
Heavy swords are the biggest and baddest of the bunch, unarmored fiends beware because the heavy sword can and will cause some serious damage. The downside to heavy swords is, as the name implies, their weight. They are generally too heavy to use alongside bigger shields and helmets. Like medium swords, when wielded by a Gorgon it will reduce the Gorgon’s movement from 3 tiles to 2 tiles.
Mallets, in Pit People, are the anti-thesis of armored units. They pack a wallop when attacking an armored unit, however they do not deal much damage to unarmored foes. When it comes to mallets, just think swords but in reverse!
Heavy Mallets
Heavy Mallets are unique to cyclopses. They hit much harder than your regular mallet however they weigh significantly more, as the name would imply. Basically one of the only weapon types exclusive to a race other than human.
Bows are the main form of ranged weaponry in Pit People, capable of striking foes from afar but completely helpess in close combat.
Light Bows
Light Bows are weapons that can be used to attack foes at a distance, great for picking off low health support units like Mascots and Cupcakes, or for softening up foes before you close the distance with your melee units. The light bow has 2 main drawbacks. The first drawback is that it’s accuracy is far from perfect, often you will fail to hit your intended target and hit someone else (even allies!) or miss entirely. The second drawback is that the bows ability to deal damage can be also completely nullified by the presence of shield-bearing units.
Heavy Bows
Heavy Bows are essentially stronger Light Bows, working very similarly albeit weighing more and having different ranges.
Mortars deal a ton of damage over a great distance. They work very similarly to the Rainbow Horses’ horn attack, however they cannot lodge into the ground like the horn can. As such, they cannot be used at shorter distances, so watch out for fast moving foes like a bloodthirsty Vampiress or a pair of plucky Kobolds.
Short Ranged Weapons range from throwable axes to laser guns and even uzi’s wielded akimbo-style. While they all appear to be vastly different, they all work pretty much the same. Short Ranged Weapons are weapons that are able to be used both in melee and over a small distance.
Off-hand
Off-hand items, as the name would suggest, are equipped in the wielders free hand. They cannot be equipped if the fighter in question has a bow, mortar or short ranged weapon equipped. All items under this category can be equipped by humans while shields are also available to cyclopses.
- Provides no defense but allows the user to attack at range.
- Basically something you’d equip on a melee fighter who has a tiny bit of weight capacity to spare but not enough for a shield.
- Provides the unit with a ranged attack that has a chance to prevent the target from moving
- Can be used to capture the last enemy unit by moving the net equiped fighter within a capture range marked on the map around the enemy
Light Shields
- Has a chance to block ranged attacks
- Lightest shields available
- Offers the least protection out of all shields
Medium Shields
- Has a better chance to block ranged attacks
- Average weight
- Offers a fair amount of protection
Heavy Shields
- Heaviest shields available
- Best chance to block ranged attacks
- Offers a great amount of protection
Helmets
Helmets are the only real form of equipable armour in Pit People, the heavier the helmet the better the protection.
Helmetless
- Takes up no weight, meaning the fighter will retain all of their dodge chance stat, but also does not offer bonus protection and stats granted by wearing a helmet
- Purely cosmetic
Light Caps
- Very light but offer very little protection
- Some caps offer different stats and effects, varying from cap to cap
Medium Helmets
- Average weight and offer decent protection from Swords
- Different helmets will have different stats and effects associated with them
Heavy Helmets
- The heaviest of the bunch, allows you to shrug off attacks from swords with ease
- They’re called heavy helmets for a reason, you will have to make sacrifices such as using lighter weapons or off-hand items, or even forgoing the latter entirely, to be able to equip them
Elements
Each element listed in alphabetical order and their effects.
Sources:
- Swords
- Mallets
- Bows
- Gorgons’ spit attack
- Snakes spawned by gorgons
Strong against:
- Electrobots
Weak against:
- Gorgons
- Snakes spawned by gorgons
- Wraiths
- Octoclopses
Not much to say about this one.
Sources:
- Swords
- Bows
- Short ranged weapons
- Heavy mallets
- Mortars
Strong against:
- N/A
Weak against:
- N/A
Additional effects:
Weapons with explosive have a tendency to deal more damage and a chance to trigger an explosion when attacking, hurting surrounding fighters (friend and foe alike) and may potential harm the wielder.
As far as I can tell, most weapon categories have an explosive themed weapon (usually based on dynamite, altough the heavy mallet is simply a nuke wielded like a club) although I have not seen an explosive mallet yet.
Sources:
- Pixies
- Swords
- Short ranged weapons
Strong against:
- Hair trolls
- Troll moms
- Baby trolls spawned by troll moms
- Cupcakes
- Mascots
Weak against:
- Electrobots
- Zombies
Additional effects:
Some fire based attacks, such as that of the pixie, may leave flames on hexes.
Sources:
- Swords
- Bows
- Mortars
Strong against:
- Spidaurs
- Zombies
Weak against:
- Hair trolls
- Troll moms
- Baby trolls spawned by troll moms
Additional effects:
Ice attacks have a chance to apply freeze to enemies.
Sources:
- Electrobot attacks
- Swords
- Bows
- Mortars
Strong against:
- Cupcakes
- Mascots
- Pixies
Weak against:
- Gnomes
- Wraiths
- Gorgons
Additional effects:
Lightning attacks have a chance to apply shock to enemies.
Sources:
- Mushroom fart attacks
- Swords
Strong against:
- Cupcakes
- Mascots
Weak against:
- Mushrooms
- Electrobots
- Zombies
Additional effects:
Poison attacks will apply the status effect of the same name.
Status Effects
A brief explanation of what each status effect does.
It is worth noting that almost all status effects can come from certain weapons and items, however some may also come from (or exclusively come from) sources such as fighter attacks. If a status effect has no sources listed then it’s safe to assume that it cannot be found on fighters naturally and only comes from weapons, items, etc.
Blind significantly reduces the melee and ranged accuracy of the afflicted fighter.
Buff boosts the damage, defence and accuracy to affected fighters. Does not affect undead fighters.
Buff is gained when a fighter is adjacent to a friendly mascot and lost when the fighter or the mascot moves out of range.
Confusion causes an afflicted fighter to attack both allies and enemies, a confused fighter can still be moved normally.
Octoclopses are a potential source of confusion through their ranged attack.
Debuff reduces the damage, defence and accuracy of affected fighters. Does not affect undead fighters.
Freeze stuns the affected fighter for one round but also greatly boosts their defence while frozen.
Ink swap causes the affected fighter to switch colour to that of the enemy team. A ink swapped fighter cannot be moved and will be targeted by allies as if they were an enemy. An ink swapped fighter will still be attacked by enemies as per usual. Ink swap wears off just before the turn of the team who applied it.
Octoclopses are the only source of ink swap, their ranged attack has a chance to either apply ink swap or confusion (but not both).
Poison causes any affected fighters to take damage each round. The damage is unaffected by the defense stat of afflicted fighters.
Mushrooms are a potential source of poison through their fart attack.
Shock stuns the affected fighter for one round, however the same fighter cannot be shocked two rounds in a row (if they received shock last round, then they cannot receive it again this round).
Both of the electrobots attacks are a potential source of shock.
Slow reduces the movement range of an affected fighter to one hex. Slow only lasts for one round but can be applied again each round.
Cyclopses are a potential source of slow, as it can be applied to any fighter knocked away by a cyclops.
Snare prevents an affected fighter from moving, however they may still attack normally. Flying fighters and troll moms are immune to snare.
The net off-hand item and spidaur attacks are both sources of snare.
Stun prevents an affected fighter from moving, attacking or taking any other form of action for one round.
Environmental Hazards
Different kinds of hazards found throught arenas in Pit People.
It is worth noting that flying fighters are generally able to cross over most hazards unimpeded.
Explosive barrels are, as the name would suggest, barrels that will explode violently when they take damage. They cannot be directly targeted and instead can only receive damage when hit indirectly by attacks that hit in an area, such as a weapon with explosive or a rainbow horse horn detonating.
Sometimes certain obstacles can be destroyed by barrel explosions.
Fire left behind after a pixie using its’ explosion attack. Non-flying units who stand on the same hex as a flame will receive damage. Flames may spread to adjacent hexes but will eventually die out. A hex that has already caught on fire cannot be set ablaze a second time and certain hexes, such as grasslands, seem to be more likely to catch fire than others.
Gas clouds are left behind after a mushroom uses its’ fart attack. Fighters that walk through a hex with a gas cloud on it have a very high chance to be poisoned. The gas clouds dissipate after one round.
Lava deals a massive amount of damage each round to non-flying fighters who walk through it or stand on a hex with lava.
Obstacles are walls that block fighter movement, they can even prevent flying fighters from passing. Cyclopses can fling enemies over obstacles and gnomes may launch allies over them.
Pits are empty hexes that cannot be stood on or crossed by non-flying fighters. If a fighter is knocked into a pit they will die.
Spikes deal seemingly random amounts of damage to non-flying fighters who step on them.
Water halves the defense of non-flying fighters who stand in it, while also reducing fire damage received and increasing lightning damage received. Water is more difficult to traverse through, so passing through water hexes takes up more of a fighters available movement for that turn, however this does not effect cyclopses or flying fighters.
Conclusion
Congratulations! You’ve made it to the end of the guide and should now be ready to tackle anything Pit People throws at you!
Thanks for reading my guide, be sure to leave a positive rating if it was of any help to you and if you have spotted something that is missing on incorrect please point it out so I can fix it ASAP!