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Combat skills

Combat-oriented skills decide how hard you hit in brawls, how athletic actions feel, and how effective ranged hunting gear is. All three are worth raising if you touch crime, prison, or the Monster Hunter module. None of these skills replace health management—carry heals for bad streaks.

Fighting (max 500)​

Fighting is the backbone of unarmed and melee-style confrontations: street fights, prison brawls, prison attack options, and the monster punch attack in hunts. It levels from winning engagements and from dedicated training loops (gym work, prison fight training, and similar repeated combat practice).

Sports (max 200)​

Sports supports general athletic performance. Train it at the gym, through sports-flavored training actions, and via moves like the prison kick attack. It also combines with fighting in some damage formulas—do not neglect it if you rely on punching your way out of problems.

Aiming (max 200)​

Aiming controls rifle damage in monster hunts (higher skill widens the damage range toward the top end) and improves consistency with ranged combat. You train it by shooting the rifle (chance per shot) and by dagger-related hunting practice. Pair it with ammo stock and a maintained rifle—see Hunting items.

dica

If you only hunt occasionally, still fire the rifle when safe fights appear: aiming is slow to grow without live shots. For prison-heavy runs, fighting + sports matter more than aiming.


Exact gain rates can vary by action; use repeated, on-theme activities to grind reliably.