One of the three main options you have after winning an attack is to Hospitalize your opponent.

Hospitalizing provides the least level experience, and the joint most respect with Leaving. Hospitalizing will put your opponent in hospital for between 3 and 3.5 hours with no perks.

Why hospitalize?

You might want to hospitalize someone for a variety of reasons.

Bounties can be placed on another user via the Newspaper. They offer a monetary reward for players to defeat another player, and they can only be claimed by hospitalizing the target. Bounties may be placed for revenge, as a means of having a stronger player defeated, or even as a mission objective.

  • Retaliations

If a player attacks a member of your faction, you are able to "retaliate" on this player by attacking them within five minutes. A successful retaliation provides a 1.5x multiplier to your respect gained for that fight, and can only be achieved by hospitalizing the target.

  • Mission requirements

Some mission objectives may require you to specifically hospitalize a target after defeating them - failing to do so will leave the mission incomplete.

  • Warring

A major component to warring is a players medical cooldown. This limits the number of medical items they can use, and therefore the extent to which they can leave hospital and/or increase their life instantly. By hospitalizing an opponent, this results in more medical cooldown being used to remove them from hospital, and in the long run their effectiveness in war is reduced.

Increasing Hospitalization time

You can increase your hospitalization time output in several ways:

  • Merit upgrades. Each level of the Hospitalizing branch increases your outgoing hospital time by 5%. (maximum 50%)
  • Aggression upgrades. Each level of the Hospitalization increases your outgoing hospital time by 5% per upgrade, to a maximum of 50%

Decreasing Hospitalization time

You can decrease your hospitalization time with:

  • Fortitude upgrades. Each level of Hospital Time decreases all incoming hospital time by 1%.