PvP attacks start from another player's profile. Every attack costs 20 Energy and 10 Nerve. Mug, Hospitalize and Leave are choices made after a victory.
You cannot attack yourself or members of your own family. Attacks against allied families are blocked unless an active Family or Zone War between the families overrides that restriction. An attack is blocked if you or the target are jailed, hospitalized or traveling. You cannot start an attack while you are using Lay Low or a Safe House. A target using Lay Low remains attackable.
The attacker chooses each action; the game controls the defender. Each participant has up to 50 actions. If both use all 50 without either being defeated, the fight ends in a stalemate. Reaching the action limit alone does not mean the attacker loses.
Strength drives damage and Defense reduces incoming damage. Speed and Dexterity contribute to accuracy and evasion. Weapons modify damage and accuracy; armour provides damage mitigation and evasion. Equipment bonuses can alter combat and its outcome. Check the equipped item's details rather than judging equipment by rarity alone.
Life carries between fights. A fight starts with your current Life, capped at your maximum and floored at 1. The base recovery rate is 5% of maximum Life every five minutes; active events can change it.
Every attacker victory grants a base 25 player XP and 8 Shooting XP, and adds Heat. Equipment bonuses can modify player XP and Heat. The defender is hospitalized immediately.
The attacker then has 60 seconds to choose:
| Choice | Effect | Base hospital duration |
|---|---|---|
| Leave | No cash is taken | 20 minutes |
| Mug | Takes 5% of the defender's eligible cash | 30 minutes |
| Hospitalize | No cash is taken; extends hospitalization | 2 hours |
These are base durations. Career, upgrades and relevant equipment bonuses can affect the final stay. The Cruel weapon bonus extends the Hospitalize choice by 50%.
Bank money is excluded from Mug. Cash offered in an active personal trade is also excluded from the theft calculation. Event reward modifiers can affect the payout.
If the attacker makes no choice before the deadline, the result is Leave. Leave still includes the base hospital stay.
An attacker defeat adds Heat and gives the attacker a base 45-minute hospital stay. Duration reductions may apply.
A stalemate adds no outcome Heat, hospital stay or XP to either participant. Attack costs and combat damage are not refunded.
During a Family or Zone War, the post-victory choice affects family notoriety: Leave retains 100%, Mug 80% and Hospitalize 50% of the calculated war gain. These choice reductions apply to war attacks.
Fights are retained permanently. Open the replay link in your activity history to review the actions and remaining Life.
Mechanics checked against the game code on 16 September 2026.