Temporary weapons
What TornLife's research has established about Temporary weapons, and the questions players asked about it.
What TornLife has verified
- The Handbag's Storage bonus lets you use two temporary items in a fight. You must spend an additional turn to withdraw the second temporary item. This is the only listed way to use more than one temporary. (documented; Weapon Bonus › Bonus List › Unique Bonuses — Unique Bonuses (rows 2/2), )
- The Handbag is a Melee Clubbing weapon. After using a temporary, a melee attack re-equips another one instead of dealing a damaging hit. Only the same temporary type can be re-equipped (flash grenade then flash grenade, not then smoke grenade), and you need at least one more of it in inventory. (documented; Handbag › Notes, )
- Temporary weapons listed in the 2025 wiki include Tear Gas (200.00 accuracy, Dexterity to 1/3rd for 120 - 180 seconds, Argentina), Stick Grenade (87 damage, 97.00 accuracy, United Kingdom), Throwing Knife (69 damage, 10.00 accuracy), Trout (35, 90.00), Snowball (5, 50.00), Wrench (14, 53.00) and Tyrosine (500% Dexterity bonus for 120 seconds). (documented; Weapon › Temporary — Temporary Weapons (rows 2/2), )
- Flash Grenade (Blinded: Speed to 1/5th for 15-20 seconds; buy $12,000; market value $17,173; circulation 7,183,773), Tear Gas (Gassed: Dexterity to 1/3rd for 120-180 seconds; buy $15,000; market value $46,313; circulation 2,997,180) and Smoke Grenade (Smoked: Speed to 1/3rd for 120-180 seconds; buy $20,000) are Temporary type with accuracy 200. (documented; Smoke Grenade: effect, )
- TornLife's recorded Smoke Grenade market value was $79098 as of 2026-09-23, up from $73,415 in the August 2025 wiki capture. (documented; Smoke Grenade: market value, )
Questions about Temporary weapons
- Is there a way to carry or use more temporary weapons, such as grenades, in a fight?
An attack has one Temporary slot, and no source found adds a second one . The one route found is a Handbag, whose Storage bonus is reported to let yo…
Combat ·