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Prison fights

Prison fights use the standard fight UI against prisoners, guards, and champions (different icons / rarity). Wins and losses adjust Prison Rep, fighting skill, sentence extensions, and progress toward achievements and quests.

Difficulties and HP bands​

TierHP roll (approx.)Notes
Weak60–80Cell theft, easy callouts
Normal80–120Default inmate brawls
Tough120–180Gang initiation, yard bounty
Champion200–250Epic rarity; special move set
Guard150–200Police officer icon; baton / taser / pepper
warning

Winning a voluntary prison fight still adds sentence days (default +7 in normal cases; some events use +2 or +3). You are trading rep and skill for a longer stay unless the context is worth it.

Standard win / lose​

ResultTypical effect
Win+15 Prison Rep, +10 fighting, +7 days (default), progress on fight-related goals
Run / lose−10 Prison Rep, progress on “fights lost” style tracking

Your attacks (usable vs inmates)​

AttackGating / scaling
PunchFighting skill % adds to damage band
KickSports skill % adds to damage
HeadbuttBig damage; self-damage 5–10 health
Shiv stabNeeds prison shiv or prison knife item
IntimidateIf Prison Rep < 80, damage is weak; ≥ 80 hits 20–40
Dodge-counterOne use per fight; small self-heal + damage

Enemy patterns​

FoeExample moves
InmateSwing, tackle, taunt (morale), shiv slash on non-Common rarity
GuardBaton, pepper spray (health + morale), taser (health + energy), “call backup” heals them
ChampionCombo burst, submission (health + energy chip), champion taunt
tip

Bring a crafted shiv before picking fights you intend to win, and save dodge-counter for mid-fight stabilization when health is shaky.