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Bonus Damage[ | ]

Often indicated by a "thumbs up" icon on applicable target, bonus damage is when a unit's attack exploit their target's vulnerability. The damage number for such hits will be shown as the base damage with an extra number to the right, such as "8 + 7", where 8 is the base damage and 7, the bonus damage.

Turn vs. Round[ | ]

A turn is shorter than a round. A round is a full two turns, which includes two planning and two action phases. Most status effects last a round. Those effects are applied during an action phase of a team, and will dissipate after the end of the next action phase of that same team. Therefore, they cannot be "chained" (applied to the same unit turn after turn).

A turn is shorter, and only lasts for one planning and one action phase. The best example of an effect that only lasts one turn is Slow. This effect appears during an action phase of a team and dissipates at the end of the action phase of the other team. This means that Slow can be applied on the same unit every turn.

However, the in-game replay menu switches these definition. For example, a replay might say "51 rounds, 26 turns".

Target[ | ]

Target refer to the unit that is selected by a fighter to perform its attack, be it a heal, a chain-lightning, or a mortar attack. The attack will be performed differently depending on the target, for example mushrooms using their melee attack on poison-immune units rather than their gas attack. Even if units miss their attack, the intended receiver remains their target, not whoever gets hit.

Units[ | ]

Units can be classified by many attributes and mechanical nuances but for science it's easiest to distinguish them by distinctive species as in in-game journal.

Statistics[ | ]

All status effects, modifiers, information sources and instances within this game can be confusing, might aswell establish common terminology as fallows:

  • Damage modifier or modifier - effect, trait or deffense that modifies remainder of health pool outcome. For example, vampiresses damage is modified by unit's bleeding.
  • Status effect or effect - effect that have accurance on unit. For example, unit being stunned by thrown axe "the usual".
  • Elements - this is reffered to Fire, Frost, Shock and Poison mechanics in game. All four of them have their own status effect and distictive visuals on appearance.
  • Status effect traits or traits or badges - unit's inherent or item provided ability to cause status effect. Can be displayed as a badge in "house". For example, cupcake's ability to heal other units or item's "the usual" ability to stun, both can be considered traits. List of them can be found within Combat Mechanics.
  • Status effect resistances or resistances - unit's inherent or item provided ability to ressist status effect and have/or act as modifier calculating damage. Can be displayed as a badge in "house". For example hair troll's increased resistance to frost attacks. List of them can be found within Combat Mechanics.


Here is a picture explaining meaning of informatin within the board inside "house" ("unit tab").

HouseInfoBoard

  1. Unit's name. Either story character name or random name given to unit on generating.
  2. Unit's race.
  3. Unit's profile pic.
  4. Experience bar.
  5. Killing blows delivered by this unit.
  6. LBS (pounds) - unit's current equipment weight, cannot surpass 100%.
  7. DMG (damage) - unit's base damage before damage reduction factors.
  8. RNG (range) - unit's maximum ranged interaction, shown in number of tiles as bars. All melee interactions can be considered one tile range, though aren't shown in unit tab.
  9. DEF (deffense) - Unit's modifier of light/heavy attack damage.
  10. BLK (block) - unit's ability to deflect ranged attacks.
  11. DODG (dodge) - unit's ability to evade attacks. Maximum dodge is equivalent of 25% chance in alpha build.
  12. Movement - unit's mobility, shown in tiles able to travel on his turn.
  13. Healthbar or Healthpoints or Hitpoints or Healthpool - unit's health. One heart represents 10 hitpoints in battle, half - 5 hitpoints.
  14. Status effect traits or Badges - more information can be found on Combat Mechanics page.
  15. Ressistances - more information can be found Combat Mechanics page.
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