Attacking
What TornLife's research has established about Attacking, and the questions players asked about it.
What TornLife has verified
- KeepMustard has started 28 threads in TornLife's archive, including suggestion threads on ranked war mechanics such as 'Warzone for territory war/ranked war' (51 replies, 2023) and 'change rw ranking to faction elo system' (26 replies, 2025), indicating sustained engagement with faction combat meta and rules rather than only playing them. (documented; TornLife data: get player threads, )
- A player who is actively traveling (Traveling to/Returning from) cannot be attacked. Players in the same country can attack each other, unless the target's last action is over 168 hours ago, making them 'Hiding out' and absent from the People list. Hiding players can still be attacked if they are a mission target. (documented; Attack › Basics, )
- An attacker can try to escape the turn after the defender misses; it succeeds if the defender misses again. Zero damage or a non-damaging temporary counts as a miss. (documented; Attack › Possible Outcomes › Not winning, )
- The wiki has a Battle Stat Weights table from the Attacking 2.0 announcement. Speed versus Dexterity uses a best approximation. The table content was not captured. (documented; Battle Stats › Stat Weights / Increasing/Decreasing Battle Stats, )
- The Torn Wiki says attacking another player costs 25 energy. Gym trains cost 5 - 50 energy each depending on the gym; reviving costs 25 - 75 energy. (documented; Energy › Using Energy, )
- NPC looting gives special NPC items to several attackers by lottery. Some missions offer options like Kiss or Interrogate, which give the same experience as leaving. (documented; Attack › Possible Outcomes › Winning, )
- Players go to hospital when they lose a fight or are hospitalised, among other causes. Since the Medical Revamp of 23/02/21, Early Discharge is available to a faction's members only after the faction receives as many outside hits in 24 hours as it has members (excluding Fallen), minimum 20. (documented; Hospital, )
- After 25 turns without a winner the fight is a stalemate: no respect, kill streak kept. A fight ends after five minutes, counting as an attacker loss with a kill streak break. A losing attacker goes to hospital for 15 - 30 minutes. (documented; Attack › Possible Outcomes › Not winning, )
- Since the Damage Revamp of 19/10/21, displayed weapon damage equals the multiplier used in fights: a 50 damage weapon does 5x the damage of 10-damage fists. (documented; Damage Revamp (2021) › The Damage Formula, )
- NPC looting (from 23/04/19): loot goes at random to participants, with more damage or effort raising the odds. You need not be in the attack at defeat. NPCs are looted immediately, with no Mug or Hospitalize option. Loot level rises from 1 to 5 over time and resets on defeat; higher levels raise rare-loot chance and the number of looters. (confirmed by Torn; NPC Looting : 23/04/19 — changes to Loot (2019-04-23), )
- Possible outcomes after winning: Leave gives the most level experience and 15 - 30 minutes hospital time. Mug steals 5 - 15% of the defender's cash on hand, base hospital 30 - 45 minutes, with reduced respect and experience. Hospitalise gives base 3 - 3.5 hours hospital time and the least experience. Arrest needs a Detective Agency of at least 3 stars. (documented; Attack › Possible Outcomes › Winning, )
- A fight allows 25 turns or five minutes. A turn can be using a weapon or temporary item, reloading, or attempting to escape. There is a one second cooldown between turns. Neither side winning after 25 turns is a Stalemate; five minutes elapsing before 25 turns is a timeout, equal to an attacker loss. (documented; Attack › Basics, )
- Attacking honors include Finale (defeat someone on the 25th turn), Devastation (5,000 damage in a single hit), Obliteration (10,000), Annihilation (15,000) and Kapow! (over 100,000,000 total damage). (documented; Award › Honors › Attacking — table (rows 2/2), )
- A defeated player stays at zero life until the attacker chooses Leave, Mug or Hospitalise. At zero life they cannot travel, attack or be attacked. (documented; Life › Zero life in combat, )
- The wiki's Back to Basics page (2021) says Defense makes the opponent hit you for less damage. Dexterity makes the opponent more likely to miss and helps avoid being seen when you attack, and you are more likely to see who attacks you. (documented; Back to Basics › Stats, )
- The wiki (2021 capture) says attacking another player costs 25 energy, except attacks under Love Juice during the Valentines Event, which cost 15. (documented; Attack › Basics, )
- Riot, Assault, Dune and EOD armour apply their bonuses only when the covered area is hit. Delta, Marauder, Sentinel and Vanguard apply them regardless. A full set adds extra effectiveness to the bonus. (documented; Armor › Advanced Armor Bonuses, )
- Weapons are generated with Accuracy and Damage each up to +5.00 over a per-weapon minimum. Fists have damage 10 and accuracy 50; Kick has damage 30 and accuracy 40.71. (documented; Weapon › Weapon Stats / Primary / Secondary / Melee, )
- Staff said in 2025 that in the API attack log a stealthed attacker's 'attacker' object is null, because the attacker is stealthed. Staff planned a new optional field 'attacker_temporary_item' for temporary weapons. (confirmed by Torn; APIv2 - attacklog hiding item if stealth attack, )
- The wiki says weapon Accuracy is the hit chance against an opponent whose Dexterity equals your Speed. Example: 1,000,000 Speed versus 1,000,000 Dexterity with a 60.00 Accuracy weapon hits 60% of the time. So Dexterity lowers an attacker's hit chance, and Speed raises it. (documented; Weapon Stat › Quality › Accuracy, )
- Displayed Accuracy is 50% base plus a hit-chance modifier. The modifier is most effective when the basic hit chance (a weighted Speed versus Dexterity ratio) is 50%, and has no effect at 0% or 100%. (documented; Weapon Stat › Quality › Accuracy, )
- Torn staff (CloudJumper) stated Parry requires the defender to select/use the weapon on the same turn the incoming melee hit occurs, and the opponent must also be using a melee weapon on that turn, for Parry to have a chance to proc — not on the turn after the weapon was previously used. (confirmed by Torn; Rank War Weapons Parry, )
- KeepMustard [2278596] ranks #886 in Total attack damage with 155,977,402 (top 0.056%), #978 in Attack hits with 122,535 (top 0.06%), and #791 in Critical hits with 25,304 (top 0.062%), as observed 28 Aug 2026. (documented; TornLife data: get player best ranks, )
- KeepMustard's Elo rating is 2,726, ranking #1,999 (tied with 11 others) of 1,918,014 players with a non-zero value, top 0.1%. (documented; TornLife data: get player stat, )
- KeepMustard has been in Damage Inc [20747] (tag DAM) for 1,817 days as of the last observation, holding the Leaders position; TornLife estimates he joined around 2021-09-06. (documented; TornLife data: get player faction, )
- Staff confirmed in a separate bug report that Parry only works if the defender actually uses the parry weapon on that same turn to defend; if the defender's turn is skipped (e.g. from being distracted), Parry cannot proc because the weapon was not used that turn. (confirmed by Torn; Parry not proccing in group fights, )
- Staff (bogie) stated critical hit chance is calculated separately and after hit chance is resolved: accuracy (speed vs dexterity) determines whether a hit lands, and only then does a second RNG roll decide if it is a critical hit; a hit cannot be critical unless it first registers as a hit. (confirmed by Torn; Accuracy related to Crit?, )
- Staff explicitly denied that critical hits bypass dexterity: in the old (pre-revamp) system, 'lucky hits' had a fixed 1/11 base chance that could not be adjusted and could hit any body part without a prior hit check, but current critical hits do not ignore Dex. (confirmed by Torn; Critical hit rate, )
- A 2017 patch note shows Torn's own systems distinguish between hits that deal damage and hits that do not: mission lose triggers were changed to count only damaging hits, implying non-damaging successful hits are a recognized, separate category from misses in the game's internal logic. (confirmed by Torn; Patch list #15 : 10/10/17 — changes to Mission (2017-10-10), )
- Elimination hits in September count as inside hits and do not qualify a user for Early Discharge. (documented; Hospital › How to Get out? › Elimination, )
Questions about Attacking
- How do fist and kick attacks differ in damage and accuracy in Torn?
Combat ·
- Why does a landed weapon hit in Torn sometimes deal zero damage instead of a miss?
A landed hit shows 0 damage when the defender's mitigation cancels out the raw damage roll entirely — the attack still counted as a hit, it just had …
Combat ·
- Does the parry bonus for a weapon only work on the turn right after you attacked with that weapon, rather than on any turn it's equipped?
Parry works on the same turn the weapon is used, not on a following turn. Torn staff have confirmed the defender must select/use the parry weapon on …
Combat ·
- Is there a way to view the full attack log in Torn?
Torn has no single page listing every attack, but each attack has its own log, and the full history is available through the Activity Log and the API…
Combat ·
- How does stealth work in Torn attacks, and how can you defend against a stealthed attacker?
Combat ·
- How does attacking work in Torn, and how much energy does each attack cost?
Attacking another player costs 25 energy . The wiki's older capture notes one exception: attacks under Love Juice during the Valentines Event cost 15…
Combat ·