Crime experience
What TornLife's research has established about Crime experience, and the questions players asked about it.
What TornLife has verified
- Patch list #294 (20 June 2023) released the Crimes 2.0 migration system and the Search for Cash crime for migrated users. It also made crime bonuses (job, comp, edu, enhancer, merits) give crime exp and skill gains for migrated users. (confirmed by Torn; Patch list #294 : 20/06/2023 — changes to Search For Cash (2023-06-20), )
- The in-game wording quoted by players in 2017-2019 was: a continuous boost of 3% to the effect of your crime experience resulting in increased success rates. Players found this ambiguous and asked whether it raised CE gain or success rate. (player reports; Crime Experience merit gain, the truth, )
- The wiki lists Crime Progression bonuses to CE and CS gains, combined additively: +10% Criminality Faction upgrades, +10% Crime Progression Merit upgrades, +10% Education, +5% Crime Enhancer, +5% Law starter job, up to +15% Company specials. (documented; Crimes 2.0 › Introduction › Crime Chains and Progression, )
- Crime chain: successes build it, raising CE and CS gains for all crimes. A failure halves it, a critical failure zeroes it and demoralizes the player, reducing later CE and CS gains until wearing off with successes. (documented; Crimes 2.0 › Introduction › Crime Chains and Progression, )
- The wiki says crime skill (CS) is measured in levels, separately for each crime, and shown as a progress bar on each crime page. Crime experience (CE) is hidden, is not tied to one crime, and sets natural nerve bar. Each increment of 5 in NNB is harder to achieve, with no cap. (documented; Crimes 2.0 › Introduction, )
- The wiki says subcrimes within a crime are unlocked either by obtaining a special item or by levelling up in that crime. Some subcrimes are available at level 1 and others are locked. Example: in Search for Cash the Beach needs a Metal Detector, the Cemetery needs a Cemetery Key, and the Fountain unlocks at level 75. (documented; Crimes 2.0 › Introduction, )
- The Torn Wiki says all Search for Cash subcrimes take two Nerve to attempt. Search the Fountain requires level 75 crime skill; Beach needs a Metal Detector; Cemetery needs a Cemetery Key. Enhancer is Glasses, which can be lost on a critical fail. (documented; Search For Cash, )
- Under Crimes 1.0 the merit gave 3% per upgrade, up to 30% at 10/10 upgrades; a 2017 wiki capture calls it crime success ability, and a 2024 capture of Crimes 1.0 says it boosts crime experience by +3% per merit. (documented; Crimes 1.0 › How to Increase Odds in Crime Success, )
- In Crimes 1.0, CE is a hidden stat that affects the general success rate of crimes. It is raised by completing crimes. This is the link between CE and success rate: the merit raises CE gain, and CE in turn affects success. (documented; Crimes 1.0 › Crime Experience / How to Increase Your Nerve Bar, )
- Education course PSY3690 is described as a 10% increase to crime exp & skill progression in 2024. The 2023 wiki described it as a crime success rate increase. So the wording moved from success rate to progression. (documented; Education:Perks › Crimes & Crime Success, )
- In Crimes 2.0, success gives CE and CS. A fail gives no reward and no loss. A critical fail causes a significant loss of CE and CS. Subcrime success rates depend on time-dependent factors, shown in a tooltip. (documented; Crimes 2.0 › Introduction › Outcomes, )
- A 2021 wiki capture says a successful bust rewards crime experience, which helps with other crimes. Getting caught sends you to jail. The 2026 Jail page lists no crime experience effect for busts. (documented; Jail › Busting, )
- In Organized Crimes 2.0, the Checkpoint Success Rate depends on a player's Crime XP and hidden role modifiers, up to 99%. A rate of 70%-80% is described as optimal. (confirmed by Torn; Organized Crimes 2.0 : Beta rollout has begun, )
- Players asked repeatedly (2018, 2020, 2021) whether failed busts lose CE. A 2018 asker assumed it does not, contrasting it with failed crimes. The pack has no answers from these threads. (player reports; Busting Crime Experience?, )
- The faction Criminality main tree gives up to 25% crime skill and exp boost (1% per upgrade), but players in Crimes 2.0 can receive at most 10%. (documented; Faction › Upgrades Panel › Special Branches › Criminality, )
- The Torn Wiki says that when an organized crime concludes successfully, all participants receive Crime Experience. The amount is not affected by how long a participant spent in the planning phase. (documented; Organized Crime 2.0 › Planning, )
- No source gives a number of crimes per NNB level. The bar's progress cannot be seen. Players in 2015-2018 asked how to see progress and why their NNB had stalled after thousands of crimes. (player reports; Torn Quick Start Guide, )
- Under the old system, crime experience loss on jail was capped at about 20x the success gain, or 1% of total CE if that is smaller. Hospital failures usually did not affect CE, except failing to kidnap an undercover cop. (documented; Crime › Introduction, )
- The wiki (2023 capture, Crimes 1.0 era) says a hidden stat called Crime Experience determines Natural Nerve Bar (NNB). The maximum natural bar was 60 and the maximum total 125, and only the natural bar raises crime success rate. (documented; Crime › Introduction, )
- Under the old system, harder crimes needed more CE to succeed and gave more CE on success. Brown results did not affect CE. Jail lost a large amount of CE. (documented; Crime › Crime Experience / How to Increase Your Nerve Bar, )
- Under Crimes 1.0 the wiki says a hidden stat, Crime Experience, determines Natural Nerve Bar. The maximum natural bar was 60 and the maximum total 125, and only the natural bar raises crime success rate. (documented; Crimes 1.0 › Introduction, )
- Under Crimes 1.0, failing a crime and going to jail reduced Crime Experience and so NNB. Hospitalisation usually did not, with Kidnapping an Undercover Cop as an exception. (documented; Crimes 1.0 › Introduction, )
- In Crimes 2.0 the natural nerve bar cap from crime experience is effectively unlimited, and it moves in increments of 5. (confirmed by Torn; Crimes 2.0 early access is now open, )
- Failures give nothing and lose nothing. Critical failures always reduce crime skill and experience, and can bring jail, hospital, life loss, money loss or item loss. Demoralization after a critical failure lowers later gains. A hidden Crime Chain of successes raises gains across all crimes; a failure halves it, a critical failure zeroes it. (confirmed by Torn; Crimes 2.0 early access is now open, )
- Staff said in Dec 2024 that a brand-new level 14 player with 27% best OC 2.0 role success was expected. New players need to build crime experience. Level 1 scenarios should give 40+ success chance, growing rapidly with crime exp and skills. (confirmed by Torn; [OC 2.0] Green leaf/low level success rate, )
Questions about Crime experience
- What affects crime success rate in Torn, and is there a cap on it?
No cap on personal crime success rate is documented in the sources. In Crimes 2.0, success depends on hidden crime experience (CE), per-crime crime s…
Crimes ·
- Does the Crime Experience merit increase crime experience gained, or only crime success rate?
In Crimes 2.0, the merit (now Crime Progression) increases the crime experience and crime skill you gain, at +1% per level, up to +10% in total . Und…
Crimes ·