Weapon bonuses
What TornLife's research has established about Weapon bonuses, and the questions players asked about it.
What TornLife has verified
- Ranked war participants receive bonus respect, points and Caches containing special weapons and armor. Rewards scale with faction rank and division, win (2x) or loss (1x), number of full members, participation (0x-3x) and random variance. (documented; Ranked War › Rewards, )
- Warlord does not apply to bonus hits on a chain. Two bonuses can proc on the same turn if one buffs the attacker and one debuffs the target (Wither and Motivation). Two enemy-affecting bonuses have been confirmed together in some combinations (Weaken and Cripple). (documented; Weapon Bonus › Bonus List › General Bonuses, )
- The Torn Wiki (2023 capture) notes that the Execute bonus does not work against NPC accounts. It lists no other NPC exceptions on that page. (documented; Weapon Bonus › Bonus List › General Bonuses, )
- Many bonuses are listed with the weapon types that can carry them, for example Achilles (CL, PI, PS, RF, SG, SL, SM) 50-142%, Cripple (HA, SG) 20-58% with -25% passive Dexterity, Double Tap (PS) 15-40%, Deadly (SG) 2-9% chance of +500% damage, Bleed (PI, SG, SL) a DOT starting at 45% of damage and falling to zero over 9 turns. (documented; Weapon Bonus › Bonus List › General Bonuses — Weapon Bonuses (rows 1/3), )
- The Torn Wiki (2023 capture) lists three weapon bonus classes: Yellow/Superior, Orange/Epic and Red/Legendary. Yellow is the first class, found in special caches. Orange is rarer than Yellow, and Red is rarer than Orange. The unique bonuses only come in Superior class. (documented; Weapon Bonus › Bonus Classes, )
- Bonuses that need a hit to proc do not proc on a zero-damage hit (Demoralized, Freeze, Wither). DOT effects last five minutes, are not personalised to the attacker, and Poisoned, Burning, Bleeding, Lacerated, Severe Burning and Contaminated do not stack. (documented; Weapon Bonus › Bonus List › Unique Bonuses, )
- Per Chedburn, there is a small chance of Orange variants and a tiny chance of Red. Exact percentages have not been confirmed. An old post suggested 25x rarity per class, likely no longer accurate. Special armor circulation suggests 10x per class, but it is unknown whether this holds for weapons. (documented; Weapon Bonus › Bonus Classes, )
- Bonus values are grouped into Yellow, Orange and Red tiers, with higher tiers giving larger ranges. Examples: Empower 52-85 / 90-140 / 180-206; Stun 10-15 / 16-23 / 30-40; Powerful 15-21 / 22-32 / 34-41; Deadly 2-3 / 4-5 / 9. (documented; Weapon Bonus › Bonus List › General Bonuses — Weapon Bonuses (rows 1/2), )
- Unique bonuses: Demoralized (Gold Plated AK-47) 20-23%; Freeze (Snow Cannon) 20-26%; Blindfire (Rheinmetall MG3) 15-20%; Poisoned (Blowgun) 85-100%; Burning (Flamethrower) 30-50%; Laceration (Bread Knife) 36-45%; Severe Burning (Molotov Cocktail) 100%; Spray (Dual SMGs) 20-24%; Toxin (Poison Umbrella) 30-36%; Hazardous (Nock Gun) 20-31%; Emasculate (Pink MAC-10) 15-16%. (documented; Weapon Bonus › Bonus List › Unique Bonuses — Unique Bonuses (rows 1/2), )
- A Heavy Arms Cache gives one Heavy Artillery or Machine Gun of Yellow, Orange or Red quality with at least one Weapon Bonus. Yellow is most common, Red rarest. Excluded: NPC loot weapons, Rheinmetall MG 3, holiday weapons (Neutrilux 2000, Snow Cannon), weapons with a Unique Bonus, and the Flamethrower. (documented; Heavy Arms Cache › Contents, )
- The current wiki lists categories of passive/temporary stat modifiers separate from stat enhancers: company perks (e.g. Gas Station +25% passive Speed), property perks (Protection/Sharpness/Evasion give 3% per point up to +30%), drugs (e.g. Vicodin +25% to all stats, Xanax -35%), and weapon/armor bonuses. None describe interaction with stat enhancer percentages. (documented; Battle Stats › Increasing/Decreasing Battle Stats › Increasing/Decreasing Battl…, )
- A 2020 patch increased the base damage of several Temporary weapons (Stick Grenade, Grenade, HEG, Claymore Mine, Nail Bomb, Ninja Stars, Throwing Knives, Molotov Cocktail) and adjusted related accuracy/poison mechanics, and decreased Flamethrower burning damage, showing temporary-weapon damage values are actively tuned rather than fixed at zero. (confirmed by Torn; Patch list #139 : 28/04/20 — changes to Weapon (2020-04-28), )
- The wiki says the general bonus list is a work in progress with 53 bonuses in total. General bonuses are the usual RW bonuses; unique bonuses are special bonuses tied to one specific weapon. (documented; Weapon Bonus › Bonus List › General Bonuses, )
- Weapon-bonus status effects last 5 minutes. Wither, Slow, Weaken and Cripple each reduce a passive by 25% and stack to 3. Demoralized and Motivated are 10% per stack up to 5. Frozen is a 50% Speed and Dexterity reduction, stacking once. Stunned makes the target miss its next available turn. Single-stack timers refresh on a proc. (documented; Status Effect › Weapon Effects, )
- Delta Gas Mask is a Defensive (Masked) item giving immunity to Nerve Gas, Tear Gas, and Pepper Spray, meaning these specific temporary weapons can be fully negated for a defender wearing this item; the wiki does not state whether a negated gas attack still registers as a hit or as a miss. (documented; Delta Gas Mask (infobox), )
- The wiki entries captured for Concussion Grenade and Stick Grenade (both Temporary weapons) in this pack contain no damage, accuracy or effect figures, only basic item classification. (documented; Concussion Grenade, )
- Two staff/officer posts (2017, 2018) state the maximum damage/accuracy bonus from maxed weapon mastery is 25% improvement, while a 2022 wiki-sourced officer quote states the bonus at 100% is only 10% damage and +2 accuracy; sources disagree on the exact cap figure across different years. (documented; Weapon exp- how does it work?, )
- A Torn staff member stated that a higher rate of fire improves accuracy at the cost of needing to reload more often, but the highest-rate-of-fire weapons are not necessarily the most accurate overall; the staffer said they would still favour a high-accuracy weapon over a high-rate-of-fire one. (confirmed by Torn; Some questions about attacking, )
- Weapon Accuracy is a displayed value equal to 50% base accuracy plus a hit-chance modifier; it determines hit chance against an opponent of equal dexterity to the attacker's speed, and is distinct from but interacts with the Rate of Fire stat per the staff explanation. (documented; Weapon Stat › Quality › Accuracy, )
Questions about Weapon bonuses
- Which Torn weapon has the fastest/highest rate of fire?
On the current Torn Wiki Primary Weapons table, the Egg Propelled Launcher has the highest documented Rate of Fire of any weapon at 255 - 555 rounds …
Combat ·
- How many hits does it take to bring a weapon's experience to 100%?
It takes roughly 2,000 damaging hits with a weapon to bring its experience from 0% to 100% , spread across 100 discrete experience levels .
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 ·
- Do stat enhancers calculate their percentage bonus from the base stat value, or from the already-boosted total stat?
- How is weapon quality determined, and what does it affect?
Quality is a displayed summary of a weapon's rolled Damage and Accuracy, each scored against that weapon's own possible range and weighted 50% Damage…
Combat ·
- How do random weapon bonuses work in Torn, and do they apply when attacking NPCs?
Weapon bonuses are extra proc effects that only certain weapon types can carry, and they come in Yellow, Orange and Red tiers. The wiki's 2023 captur…
Combat ·