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
| Tier | HP roll (approx.) | Notes |
|---|---|---|
| Weak | 60–80 | Cell theft, easy callouts |
| Normal | 80–120 | Default inmate brawls |
| Tough | 120–180 | Gang initiation, yard bounty |
| Champion | 200–250 | Epic rarity; special move set |
| Guard | 150–200 | Police officer icon; baton / taser / pepper |
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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
| Result | Typical 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)
| Attack | Gating / scaling |
|---|---|
| Punch | Fighting skill % adds to damage band |
| Kick | Sports skill % adds to damage |
| Headbutt | Big damage; self-damage 5–10 health |
| Shiv stab | Needs prison shiv or prison knife item |
| Intimidate | If Prison Rep < 80, damage is weak; ≥ 80 hits 20–40 |
| Dodge-counter | One use per fight; small self-heal + damage |
Enemy patterns
| Foe | Example moves |
|---|---|
| Inmate | Swing, tackle, taunt (morale), shiv slash on non-Common rarity |
| Guard | Baton, pepper spray (health + morale), taser (health + energy), “call backup” heals them |
| Champion | Combo burst, submission (health + energy chip), champion taunt |
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Bring a crafted shiv before picking fights you intend to win, and save dodge-counter for mid-fight stabilization when health is shaky.