This is obviously a guide in progress given the new missions system. The idea here is to update the guide as new information is released, as making one much later will be a hell of a lot more work. The words missions and contracts may be used interchangably in this guide, but missions come from Anonymous and contracts come from everyone else.
December 21, 2015
Mission Credit Exchange Rate = $6716
Based on lowest price average exchange of valuable items compared at market price.
At this time 100 mission credits equates to approximately $671,600.
For maximum profit items should have the highest exchange rate possible. IE. Fewer credits for more gain.
Valuable items trade in the thousands, where junk trades in the hundreds. Don't waste credits on junk items!
Basic Mission Mechanics
- Missions are delegated by Agents in the form of Contracts.
- Completing contracts earns cash, mission credits and agent standing as rewards.
- You can decline a contract if you feel it is too difficult but it negatively affects your agent standing.
- A new contract is released by the Agent you have active, once per day at midnight Torn time.
- You can only have a total of 3 contracts active at a time.
- There is a time limit on completing missions.
- It is possible to receive the same contract name, with the same task and the same target, but it will be extremely rare.
- Missions give experience. It is assumed that higher difficulties give more experience.
Agents
George - So far the only objective George is known to have is the starting Tutorials. Having these complete puts your agent standing with George at about 60%, so expect more missions from him in the future.
Anonymous is unlocked at level 5 and gets you started in the more complex missions, directing you to Duke. It is likely that Anonymous will focus more on arranging new contracts with you as part of his missions, than assigning actual contracts. He is as mysterious as ever. Also he speaks more languages than me, so he clearly can't be trusted.
[image: i.imgur.com]
Rewarded by Anonymous for completing the first mission, Introduction: Duke.
Duke offers you your first contracts are primarily focused around attacking, but are not limited to just this. He's not afraid to swear at you, I recommend reading all of his dialog.
? offers endurance challenge style missions.
? offers curior style missions.
? deals with weapon specialization.
There are 2 more additonal agents that we have no details on. These 5 agents are not yet released. It is safe to say that any new agents beyond this that may come about, won't happen for a very long time. Instead we should see many new missions within these perameters. Speculation on future Agents could include the Priest from the church, owners of specific businesses, or even Staff contracts.
HINT: Pay attention to the wording Duke uses. If he tells you to attack a player, you don't need to hospitalize them. In fact, you don't even have to win the fight. He may be specific and tell you to hospitalize or use a brick, or send a message with a specific word in it.
Agent Standing
WARNING: Failing or declining contracts will reduce your agent standing with that agent.
Completing many contracts increases Agent Standing, which will gradually increase difficulty, rewards and the amount of contracts available.
HINT: Did Duke give you an opponent which is too big to chew? Ask faction members or in trade chat for help to defeat your foe, before resorting to declining or failing a contract.
Difficulty
Very Easy - For certain players, some contracts that should be easy appear as very easy.
Easy - Simple tasks with small rewards.
Medium - Average 2x more mission credits than easy. (Guessing 2x as much money.)
Hard - Average 3x more mission credits than easy. (Guessing 4x as much money.)
Very Hard - Average 4x more mission credits than easy. (Guessing 8x as much money.)
Expert - Average 5x more mission credits, and 16x more money than easy. Most contracts will require help from other players.
Before a new difficulty teir can be unlocked you must complete a special mission for the Agent. After completing this mission future contracts will have a chance to spawn at a higher difficulty rate.
HINT: As contracts become more difficult you can expect objectives similar to what you've experienced, with more restraints. For example, instead of defeating an enemy with a rifle, you might need to defeat them with a specific kind of specialty munition like HP (Hallow Point.) Later you may be required to use a specific gun, with specific attachment, a specific munition, and hit a specific body part. Expect that some rewards will become a requirement to completing certain contracts. Saving up for ammunition later might be a good idea, but it may not be an option to purchase when you need it.
Mission Credits
At the bottom of the missions page there will always be 6 randomly spawned purchasable rewards, that can be bought only with mission credits earned from agents by doing contracts.
When you purchase a reward, a new random reward will replace it. Unpurchased rewards are replaced once every 7 days. It may be worthwhile to save up mission credits for items you really want, rather than buying the cheap stuff. Item costs are subject to change at the whim of Ched.
Special ammunition has a chance to spawn for purchase with mission credits. This is the only way to obtain this ammunition. It is special, so save it for when you really need it - like in expert difficulty.
Hollow point - Damage is increased but armor penetration is decreased. Cheapest cost.
Tracer - Accuracy is increased. More expensive.
Piercing - Armor penetration is increased. Even more expensive.
Incendiary - Damage is increased. Most expensive.
Once equipped, special ammunition will then be used in every attack and defend until priority is removed or all of the ammunition is used up."
HINT: Mission credits is a new currency that can be used to purchase items that can not be earned or purchased any other way, such as special ammunition and (yet to be release) weapon attachments. We can likely expect to see specialized armor here as well. Spend credits wisely.
Known Missions + Rewards
Please help me fill in the gaps with missions you've received and I haven't. As this list expands, I'll remove it from the thread and replace it with a downloadable spreadsheet. Ched has noted 67 available Duke missions as of release of this new system, with the ability for more to be easily added based on community feedback.
Credits earned for a specific contract (and possibly cash too) can be a variable. Please correct me if you notice an incorrect number such as "2-4" credits earned, where you earned 5 or more for the same contract.
| Mission Name | Objective | Cash | Credits |
| Anonymous | |||
| Introduction: Duke | Complete 10 Duke contracts | 25000 | 100 |
| Duke | |||
| Show Some Muscle | Attack (player) | 1500 | 2-4 |
| Battering Ram | Attack (player) 3 times | 2500 | 4-6 |
| New Kid on the Block | Defeat any five players | 3000 | 4-7 |
| Rising Costs | Hit (player) with a brick | 4000 | 7 |
| Unwanted Attention | Hospitalize these 4 (players) | 10000 | 11-16 |
| Training Day | Spend 250 energy in the gym | 0 | 14 |
| Pass the Word | Send (player) a message with (word) | 4500 | 4-7 |
| Guardian | Defeat (player) | 3500 | 4-6 |
| Hiding in Plain View | Travel to (country) and defeat (player) | 11500 | 12-18 |
| Lack of Awareness | Defeat (player) | 3000 | 4-6 |
| Hands Off | Defeat 3-5 (player) targets | 10000 | 12-18 |
| Lost and Found | Put (player) in hospital for 12 hours | 9000 | 10 |
| Field Trip | Win $1000 on High-low, Craps, & Roulette | 5000 | 8 |
| Graffiti | Hit (player) with pepper spray | 4000 | 4-7 |
| Stomach Upset | Injure (player) stomach | 3500 | 8-12 |
| Estranged | Injure one of (player) legs | 3000 | 6 |
| Rabbit Response | Defeat (player),(player),(player) within 30 mins | 14000 | 17 |
| Against the Odds | Defeat (player), (player) | 5000 | 9 |
| Safari | Travel to South Africa and defeat (player) using a rifle | 12000 | 20 |
| The Executive Game | Defeat (player) using only fists or kick | 6000 | 7-10 |
| No Man is an Island | Mug at least two of: (player), (player), (player) | 7500 | 9-14 |
| Fireworks | Expend 500 rounds of ammunition | 16000 | 16 |
| Bounty on the Mutiny | Bounty (player) and wait for bounty to be fulfilled | 7000 | 8-14 |
| Marriage Counseling | Defeat (player) spouse | 3000 | 4 |
| Bonnie & Clyde | Defeat (player) and (spouse) | 4000 | 8 |
| Standard Routine | Defeat (player) with a clubbed weapon or fists | 3500 | 4-6 |
| Family Ties | Hospitalize (player) 3 times | 8000 | 9 |
| Rolling In It | Mug (player) | 0 | 4 |
| Some People | Send any item in a parcel to (player) | 4000 | 8 |
| Hide and Seek | Defeat (player), (player), (player), (player) | 4000 | 9 |
| Forgotten Bills | Defeat (player) | 3000 | 4 |
| An Honorary Degree | Defeat (player) without using any guns | 3500 | 6 |
| Undercutters | Defeat (player), (player),(player) | 8000 | 9 |
| Scammer | Defeat (player) | 0 | 4-6 |
| Meeting the Challenge | Mug people for a total of $810,000 | 0 | 14 |
| A Problem at the Tracks | Defeat (player), (player), (player) without using guns | 9000 | 16 |
| Sending a Message | Defeat (player) | 2500 | 6 |
| Frenzy | Defeat any five players | 10000 | 16 |
| Emotional Debt | Hit (player) with tear gas or pepper spray | 4500 | 5 |
| # Three-Peat | Defeat any 3 players: 1 leave, 1 mug, 1 hospitalize | 75000 | 60 |
| #: The required opening mission to the next difficulty level. |
| Rewards | Cost | Special |
| VALUABLE | ||
| Smoke Grenade x10 | 100-151 | |
| Lottery Voucher | 109-159 | |
| Molotov Cocktail x5 | 148 | |
| Diamond Bladed Knife | 165-183 | |
| M249 PARA LMG | 173 | |
| Outer Tactical Vest | 173-204 | |
| Molotov Cocktail x10 | 292 | |
| Combat Gloves | 336-424 | 255-257 |
| Combat Boots | 400-481 | |
| Combat Pants | 441-577 | |
| Combat Helm | 563-594 | |
| Flame Thrower | 576 | |
| Molotov Cocktail x25 | 633 | |
| Combat Vest | 595-683 | |
| Jackhammer | 834-992 | 514 |
| Small Explosive Device | 1070-1392 | |
| Liquid Body Armor | 1273-1450 | 1076 |
| Swiss Army SG 550 | 1354-1413 | |
| Flexible Body Armor | 2304-2853 | 1838 |
| Armalite | 2910 | |
| Anti Tank | 3586-4000 | 2767 |
| AMMUNITION | ||
| .380 ACP HP x50 | 75-77 | |
| .380 ACP TR x50 | 99 | |
| .380 ACP PI x50 | ||
| .380 ACP INC x50 | ||
| .44 Special HP x50 | 111 | |
| .44 Special TR x50 | ||
| .44 Special PI x50 | ||
| .44 Special INC x50 | ||
| 5.45mm HP x100 | ||
| 5.45mm TR x100 | 98 | |
| 5.45mm PI x100 | ||
| 5.45mm INC x100 | ||
| 12 Gauge HP x50 | 100 | |
| 12 Gauge TR x50 | 101-137 | |
| 12 Gauge PI x50 | 170-232 | |
| 12 Gauge INC x50 | ||
| .25 ACP HP x50 | 50-95 | |
| .25 ACP TR x50 | 118 | |
| .25 ACP PI x50 | 204 | |
| .25 ACP INC x50 | ||
| 9mm HP x100 | 65-89 | 47-62 |
| 9mm TR x100 | 83-107 | |
| 9mm PI x100 | 132-177 | |
| 9mm INC x100 | 341-427 | |
| .45 HP x50 | ||
| .45 TR x50 | ||
| .45 PI x50 | 174 | |
| .45 INC x50 | ||
| .45 ACP HP x100 | ||
| .45 ACP TR x100 | ||
| .45 ACP PI x100 | 135 | |
| .45 ACP INC x50 | 442 | |
| 7.62mm HP x100 | 89-96 | |
| 7.62mm TR x100 | 120 | |
| 7.62mm PI x100 | 194 | |
| 7.62mm INC x100 | 450 | |
| 5.56mm HP x100 | 92-117 | 41-81 |
| 5.56mm TR x100 | 102-142 | 95 |
| 5.56mm PI x100 | 230 | 165 |
| 5.56mm INC x100 |