Update: January 18th - Updated medal grinding, added Scamming.
INTRODUCTION
This guide is going to be less of a “deep dive” (like the crime specific guides) and more of a comprehensive overview of the whole Crimes 2.0 system. This specifically is designed to be a good starting point for all players (new and experienced) who are looking to start getting into Crimes 2.0.
Links to each individual crime guide will be available on the section covering said crime, while this guide will only cover the superficial aspects of the crimes.
Everything up to “The crimes” is an attempt at summarizing points of interest across the entire crime system. Everything under “The crimes” is a summary of each crime’s mechanics, material components, merits and some advice. If you want an even more summarized version, check the wiki page for Crimes 2.0.
TABLE OF CONTENTS (For ease of skipping)
NEW CRIME SYSTEM
- MECHANICS
- REWARDS
- MERITS
CRIMINAL SUMMARY
- PROFITABILITY
- PROGRESSION
- TIPS AND TRICKS
- COMPANIES AND CRIME PERKS
- 1.0 VS 2.0
USEFUL SITES AND TOOLS
THE CRIMES
CLOSING THOUGHTS
THE NEW CRIME SYSTEM
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Crimes 2.0 was announced a long time ago, to the extent that memes regarding how it was coming “soon™” have been a thing long before I even started playing. The most remarkable features compared to the old system are the increased interactivity and complexity, as well as a progression system parallel to the well-known Crime Experience system.
The release date of Crimes 2.0 was teased long before the actual release, three months in advance as a matter of fact by visiting this page. Initially thought to be an April Fools’ joke given the date it was discovered, the page included a timer that counted down the time left before release, with time running out the 20th of June 2023.
This guide is an attempt at summarizing every feature implemented with the new crime system, breaking them down and consolidating points of interest for old and new players alike. This includes basic components like Crime Experience and Natural Nerve Bar, up to crime progression, material components and recommended NNB for crimes.
MECHANICS
CRIME EXPERIENCE AND NNB
Similar to the old crimes system, there is a hidden “experience” counter which dictates a few important things.
This experience counter is called Crime Experience (CE for short), and it affects all crimes and organized crimes’ success rates, amongst other things.
One of those things being your Natural Nerve Bar (better known as NNB). Your natural nerve bar is the primary contributor to your maximum nerve (the amount you can have before you don’t generate one every five minutes). The NNB is determined by that hidden crime experience, starting at 15NNB for new players under 2.0. Increases to NNB are semi-random - happening eventually after you acquire the required crime experience to trigger it, while decreases on the other hand happen immediately (i.e. if you have enough crime experience for 30 NNB, it will eventually increase from 25, but if you suddenly don’t have enough for 30 it will drop instantly).
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(calculating NNB based on maximum nerve and applied perks)
Unlike 1.0 where NNB was capped to 60, NNB in 2.0 will grow indefinitely, with further increases requiring exponentially more CE to occur. The highest known NNB as far as I'm aware is 105.
Your crime experience also determines what crimes you should/should not attempt, with low CE leading to reduced success rates. Since CE is hidden, NNB is normally used when determining recommended experience before attempting advanced crimes/OCs.
Your CE gain varies depending on many different factors such as what crime you’re doing, how much nerve was spent and what your progression bonus is, amongst other yet to be determined factors.
Rule of thumb: The more advanced a crime is, the more CE per nerve spent you can expect to gain, with more advanced crimes being positioned lower in the crime page. The CE you’ll get from spending 100N in Search for Cash will always be lower than what you’ll get from spending 100N in Disposal.
CRIME SKILL
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(an image of the crime skill bar, hovering over it will show you your current skill level and progress towards the next)
On top of your crime experience (which will partly dictate how much you succeed / fail at different crimes), each individual crime has a separate counter called Crime Skill (normally referred to as CS). Your crime skill starts at 1, and can be increased up to 100. Increases in crime skill will usually reflect as increases in success rates, unlocking new unique outcomes and unlocking new subcrimes within that crime.
Crime skill is per-crime, i.e. you could have skill level 50 in Search For Cash, and skill level 1 in Shoplifting, with the former not affecting the latter at all. Your skill in one crime has no bearing on your success rate or other factors related to other crimes, it is self-contained, only CE has an effect across all crimes.
Crime skill is not a linear progression. It will initially increase quickly, slowing down as you get closer to 100. Think of it this way: CS50 is 25% of the way to max skill, CS80 is 50% of the way and CS91 is 75% of the way, this is an oversimplification, but is close enough to reality in terms of nerve required to reach max skill.
Your crime skill will not visibly increase past 100, however you will still gain skill past 100 though it currently has no effect, and it is possible to drop back down to 99 (normally this will only happen shortly after you reach 100).
CRIME OUTCOMES
The new crimes have 3 different possible outcomes upon each attempt:
Success - Green
A success is the best possible outcome, and hopefully the one you get most. Successful outcomes will increase your crime experience (by a hidden value), and increase your crime skill. A success will also increase your crime chain by a set amount (see below). Successes may have a cash/item reward, or may do something else in that specific crime.
Failure (“soft fail” or just “fail”) - Yellow
A failure will happen sometimes, and really has no terrible impact. A failure will NOT decrease your crime experience or crime skill, however it will reduce your crime chain by 50% (cutting it in half). You will not lose items/money when you receive a failure, however some effects may occur in some crimes after a failure.
Critical Failure (“crit fail” or just “crit”) - Red
A critical failure will immediately reduce your crime experience and crime skill by an amount (ten times the expected gain) and cause your crime chain to be set to zero. These are called “standard penalties”.
A crit fail will also cause you to lose life, be hospitalized, be jailed, lose items, or something else related to the crime attempted, with the exact outcome depending on the crime/subcrime you got the crit fail on. If the player’s life is lower than the amount of life lost after a critical failure, then an injury may become a hospitalization.
Critically failing will also cause you to be demoralized, which will reduce your experience & skill gain for a few attempts. Demoralization wears off for each successful crime attempt regardless of nerve spent. Your demoralization can be seen by the color of your crime skill bar (when you are not 100 skill). Bright green means there is no demoralization, and the more reddish/yellow it is, the more demoralized you are.
Example of demoralization bar (old colouring)
Success rates and thus the odds of succeeding/failing/critting are determined by three known factors and possibly other unknown factors: The player's CE, current skill level for the crime, and other crime-internal components like Shoplifting's notoriety, Burglary's confidence, Disposal's methods, etc.
UNIQUE OUTCOMES
Most of the crimes have Unique Outcomes (better known as uniques). A unique outcome is exactly that - an outcome you can achieve exactly once for your entire Torn life. Uniques provide (sometimes) rare/valuable rewards, key items for the current or other crimes, and in some cases are the trigger for a specific crime merit. Unique outcomes when obtained will grant a larger skill increase (five times the expected gain) when compared to a regular success, so they should be targeted when possible.
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(a unique outcome being obtained, as shown by the star to the right on the "ATTEMPT" button)
A unique is displayed using a small star below the button to attempt the crime. It may take multiple attempts to obtain a specific unique, or you may get it on the first try. The average chance of obtaining an unique outcome depends on the exact crime, being more common on crimes with higher nerve requirements. Overall though, you can expect to get an unique outcome after 30 attempts on average, given that the requirements for it are met.
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(note the star under the "SHOPLIFT" button, this represents a unique outcome being available)
Unique outcomes usually have one or more requirements to be obtained, normally this is a crime skill requirement where the availability of this outcome is dependent on your current skill level. Other unique outcomes may require a particular item to be in your inventory, like a crime enhancer or a special item. Finally some unique outcomes have crime-internal requirements, like Graffiti uniques requiring a certain reputation level, Shoplifting uniques requiring certain security statuses, and Disposal uniques requiring a particular method, amongst others.
PROGRESSION BONUS
Your progression bonus can be viewed by clicking the banner in each crime at the top of the page. This will open up a list of different stats like crime outcomes, uniques found/to find, etc.
Your progression bonus is a percentage “increase” to your normal skill gain. You want this number to be as high as possible. Progression bonuses can be obtained from:
- Merits: Crime Progression - Increases crime experience and skill gain by 1% (up to 10%)
- Faction: Criminality branch, the “Crimes #” upgrade". Note that this can be set up to 25% but only the first 10% increases skill gain for Crimes 2.0 users.
- Law City Job: This bonus is acquired after becoming a Federal Judge (which takes 21 days if you have the required workstats initially) giving you +5% progression bonus. This bonus is permanent and you do not need to stay in this job to keep the bonus
- Education: Completing the Bachelor of Psychological Sciences will grant you +10% progression bonus.
- Enhancer: Crime Enhancers are special items specific to each individual crime that provide +5% progression bonus to the related crime. These can be found further down in each crime subsection.
- Company Perk: Some companies will provide a +15% progression bonus to a particular crime, while Amusement Parks will provide a +10% progression bonus to all crimes. The companies that give progression bonus are:
--- Car Dealership (7*, Fraud crimes)
--- Furniture Store (5*, Theft crimes)
--- Nightclub (3*, Illicit services)
--- Software Corporation (7*, Cybercrimes)
--- Theater (7*, Counterfeiting crimes)
--- Flower Shop (3*, Illegal production crimes, currently disabled)
--- Television Network (7*, Extortion crimes, currently disabled)
Most folk will reach up to 40% progression bonus, while being in the right company can increase this as high as 55%.
CRIME CHAIN
The Crime Chain is a hidden stat that increases as you succeed at crimes. Each success will increase the “length” of your crime chain by one, with failures halving the current length of the chain, and critical failures resetting the chain entirely.
Your crime chain is hidden and not directly available in Torn, however there are external tools that display this value based on your logs.
Depending on the length of your chain, further successes will receive a bonus to crime experience and skill gains, up to a maximum of +20% CE & CS gains. The chain length required to reach this cap is currently unknown.
The crime chain increases regardless of crime done or nerve spent, and the bonus applies to all crimes equally. This means that doing low nerve crimes to increase your chain length before tackling crimes with higher nerve requirements is an option if one seeks to increase experience/skill gains as efficiently as possible.
NEW REWARDS
Unlike crimes in 1.0, rewards from crimes 2.0 are significantly more varied, with some crimes having mainly monetary rewards, others giving mainly items, and others having a mix of the two.
Exact drop tables and item finds can be found in the crime specific guides and the wiki, while this guide will only have the highest/most stable income source and how big it is in terms of money per nerve spent.
Common crime rewards include though are not limited to:
- Money
- Junk (which can be sold at the Recycling Center)
- Crime components
- Basic consumables (cheap alcohol, candies and drugs)
- Medical items
- Weapons and armor
- Special ammunition
- Supply packs (billfolds, coin purses, and rarely six-packs of alcohol and drug packs)
- Premium consumables (expensive alcohol and candy, xanax, energy drinks, E-DVDs)
Having a lot more item rewards means the market rate for some of the rewards will affect how profitable a particular crime/subcrime is, so keep that in mind.
NEW MERITS
Crimes 2.0 introduces a vast array of new honor bars and medals to obtain. Upon migration, players may obtain/lose some merits, however they’ll be able to obtain a lot more while progressing through the crimes.
Firstly, each crime category will have a set of 15 medals obtained through committing criminal offenses. There’s a total of eight categories, five of which are migrated from crimes 1.0 and three brand new ones.
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Each medal is obtained at a certain milestone regardless of crime done, starting from 100 and ending at 10,000, with increasingly higher requirements.
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(medal levels and the required amount of offenses)
There’s also two honor bars for each crime, one obtained by reaching skill level 100, and another obtained by completing a specific task. The task varies depending on the crime, though it’s usually closely related to the crime’s “gimmick”.
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(all new honor bars as of Apr-21)
Ways of earning these honor bars can be found further down in the "Crimes" section.
CRIMINAL SUMMARY
The following is a recap of all points of interest for crimes, like which ones are the most profitable, which ones are the safest, unique outcomes of note and other recommendations. More information for particular crimes can be found further down.
PROFITABILITY
One of the most discussed aspects of 2.0 is how (un)profitable it is compared to 1.0. This section will look into the different crimes and determine which ones are best for moneymaking.
Profitability is normally measured in money earned per nerve spent, $/N for short. For reference, hacking in 1.0 had ~18k/N while arsons had ~1k/N.
UPDATE: Since I couldn't be arsed with updating this section constantly, I've made a sheet that updates automatically with all of this information and more. Check out the Crime Profitability Index.
RAW CASH
Disposal (~4k-18k/N)
Disposal of dead bodies is usually only seen past CS75 and pays 120k-140k on average. While exact $/N depends on the method employed, abandoning is the cheapest and very reliable. It is also very rare, appearing once every three days on average. Other disposal jobs, namely body parts, murder weapons and firearms are also fairly profitable though nowhere near dead bodies.
Accounting for success rate, abandoning dead bodies is the most profitable at ~18k/N, followed closely by burial of dead bodies at ~12.5k/N.
Cracking (~5k-10k/N)
Cracking income has high variability, depending mostly on the BFS of your rig and the job you’re doing. With this in mind, a very limited number of jobs pay 8k-10k/N, with most others paying closer to 5k/N. A strong rig and guessing characters may increase this.
The full list of jobs can be found here, just look for the ones with the most average payout and least encryption layers.
Card Skimming (Varying)
Card skimming is a passive crime and as such the money you get will vary according to the amount of details accumulated before collecting and how many are sold at once, with higher orders of magnitude paying more. Rule of thumb: Selling at 10k details is ideal, and collecting at 500-1,000 details will lead to very high $/N.
That said, collecting this many details at a safe location can take months, making this an unreliable but solid source of income.
VALUABLE ITEMS
Payouts here will vary regularly depending on current market trends, so keep it in mind.
Pickpocketing - Cyclist (~10k/N)
Cyclists give xanax very regularly, roughly once every 15 attempts. This is the most reliable but also the riskiest source of income, with a success rate of ~90% and crit rate of ~3%. It is only advised to use this for income once your pickpocketing skill is maxed, otherwise your profits may diminish and you may jeopardize your CE growth.
Shoplifting (Varying)
Shoplifting hosts a wide array of crime materials, some easier to get than others. Cyber Force is great for cracking components, Bits 'n' Bobs is fairly good for general supplies, while other locations may also have some useful materials when security measures are down.
There's also seasonal outcomes that often appear in shoplifting. Doing shoplifting whenever a short event (St. Paddy's, 420 Day, etc.) is ongoing is a good way or earning a pretty penny, although not as reliable as other crimes.
Burglary (Varying)
Burglary is arguably the crime with the most fluctuating $/N, given that 90% of outcomes are items. The value of items burgled can range from scrap metal or other worthless junk all the way to drug packs and six-packs of alcohol. At higher skill levels, targets with more valuable rewards start appearing and become more common, but given the random nature of targets generated, it’s also not a reliable source of income. You can expect anywhere from 2k/N to 30k/N on average, with commercial and industrial targets tending to give better profits.
Forgery (~3k-5k/N)
Forgery is the newest crime as of Mar-19 and one of the few consistent ones in terms of pay. All outcomes are items so money per nerve may vary depending on market trends, plus it consumes different materials which can also impact profitability.
Projects at the CS25 bracket are around 2k/N, at CS50 they're around 3k/N, while at CS75 they're around 5k/N. Of course, if sold to other players you can expect the value per nerve to increase, and given that many of these components are expected to be used in future crimes, there's plenty of room to speculate and potentially make a solid profit way higher than what's listed here.
MEDAL GRINDING
With the migration to Crimes 2.0, new medal categories got added and old ones got merged into new ones.
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Overall it costs less nerve to obtain medals under the new crimes system. Given that each of the listed categories requires 10,000 offenses to obtain the maximum medal tier, some people may want to get these as efficiently as possible.
The following is a brief summary on which crimes contribute towards a medal category and wwhich crime/subcrime allows one to obtain it the fastest.
Counterfeiting
Valid crimes: Bootlegging, Forgery
Most efficient path: Bootlegging - Collect from Online Store costs 1N per attempt and can be spammed with ease, effectively costing 27N for 26 offenses on average. Assuming you're using 300N/day, you'll be getting this medal in slightly over a month.
Advice: Forgery requires 4,000-5,000 attempts to reach max skill, if you plan to max that one, only grind Bootlegging up to 5,000 offenses and finish the medal category with Forgery.
Cybercrime
Valid crimes: Cracking
Most efficient path: For least nerve usage, you want very high BFS on your Cracking rig and to only work on targets with low or no encryption, cracking as many targets as possible but limiting your bruteforcing attempts. For faster results, you want to do the exact opposite - either aim exclusively for high encryption targets or go for low BFS or no rig at all, bruteforce everything.
Advice: Even with all this said, it'll still take you over six months to get to 10,000 cybercrimes done if only using natural regen, so strap in for the ride or cough up some refills and premium booze.
Fraud
Valid crimes: Card Skimming, Hustling, Scamming.
Most efficient path: Hustling, easy. Just get a single audience member and keep demonstrating games one after the other - not even playing them, just demonstrating. Costs 2N/attempt.
Advice: If you did arsons in 1.0 you probably already have this medal. If you didn't do arsons though, getting it shouldn't take too long.
Scamming uses a massive amount of nerve, so it may not even be worth grinding for this medal through hustling. You'll likely get it by the time you have Card Skimming, Hustling and Scamming maxed.
Illicit services
Valid crimes: Disposal
Most efficient path: Just do every disposal job every day regardless of difficulty, try to abandon those who are safe to abandon, bury those who are safe to bury, etc.. Go with the method with lowest nerve usage and highest success rate.
Advice: Only disposal gives this, and it is a daily crime. Until a new crime with the same category drops, you'll have to grind this medal category slowly. It can take well over a year to reach 10,000 offenses.
Theft
Valid crimes: SFC, Shoplifting, Pickpocketing, Burglary
Most efficient path: Spam SFC with whatever location has the highest opportunity rate every day. With a cost of 2N/attempt, no crime gets any better than this.
Advice: Don't even bother grinding for this medal category. You'll get to 10,000 offenses just by maxing all of the valid crimes, or while obtaining the uniques if you don't get it by then.
Vandalism
Valid crimes: Graffiti
Most efficient path: Graffiti.
Advice: Graffiti.
CRIME EXPERIENCE PROGRESSION
I’ll divide this section into two: First, which crimes are best for increasing CE, then what’s the recommended path for a brand new player to increase their CE reliably.
GAINING EXPERIENCE
For increasing CE, the most important factors are
- How safe the crime is
- How complex the crime is
Obviously, the safer the crime the less CE you'll lose due to critical failures. Graffiti is by far the safest early on when your CE is still starting out, with Hustling being the next big step before tackling the big crimes, finishing with Cracking. These three crimes have extremely high success rates, over 97% on average, making them great for both building your crime chain and grinding CE.
In terms of complexity: Crimes are organized in order of complexity, from left to right and top to bottom. Higher complexity means higher CE gained per nerve spent, and thus more efficient CE growth.
For new players it’s advised to grind Graffiti for a while, up to 5,000 attempts, before moving onto anything past Burglary. Cracking is the closest equivalent to 1.0 arsons that 2.0 has, so it’s recommended for new and old players alike looking to increase their CE and NNB. Hustling is an intermediary step, think of it as planting stealth viruses before doing arsons; the low nerve cost makes it one of the best crimes for building a crime chain, but you shouldn’t have to stick longer than necessary here.
RECOMMENDED PATH FOR NEW PLAYERS
For new players the path to increasing their CE and NNB is long and arduous but worth doing. Skipping to the later crimes without increasing your CE first will make your success rate very close to zero, so building up your experience is a necessary step.
The best path is always doing every single crime and maxing it in order, starting from Search For Cash, then onto Bootlegging and so on, however if you just want to skip to the higher crimes as fast as possible, the following path is an idea:
- Skip both Search for Cash and Bootlegging, start straight away with Graffiti and stick to it. Graffiti is the earliest crime 2.0 users can tackle without a significant impact on their success rates. You want to do this one all the way to max skill and maybe even all the way to 5,000 Vandalism offenses.
- Set up skimmers in the bus station for Card Skimming somewhere along the way, either when Graffiti is maxed or when you’re ready to move on from Graffiti. Those will remain there for a few months.
- Start with Hustling, it’s the safest crime with the highest CE gain you can reliably do at this stage. If you’re feeling ballsy or grinded Graffiti a lot, then give Disposal a shot while you’re at it, and if your success rate is solid, do both Hustling and Disposal simultaneously (with focus on Disposal).
- Once both Disposal and Hustling are maxed, you should be ready to tackle Cracking. This one will use plenty of nerve, but it’s also a very reliable and consistent way of growing your CE.
- At this point your CE should be more than good enough for everything released to date, you now can start backtracking other crimes to get all the related honor bars or keep grinding Cracking until a newer, better way of increasing CE is released.
This is based on progression from a selected amount of new players, sample size is obviously very limited and due to changes in CE we can't know exactly how accurate this is. Consider this a suggestion more than an instruction.
OTHER TIPS AND TRICKS
General tips for particular crimes that may come in handy while you’re progressing through crimes.
- Before doing any Shoplifting, try to get the “Notorious” honor bar. It’s one of the hardest honor bars to get after the addition of two stores, and the lower your crime skill is, the easier it is to get. Check the Shoplifting guide for the best ways of getting this merit.
- Skimming works in the background and can be finished while using very little nerve. Set up some skimmers in the bus station or post office then leave them be until 250-500 details are accumulated, then start collecting. Bonus points if you wait for 1,000+ details.
- Burglary is pretty good for obtaining crime components, but it will also butcher your crime chain. If you’re grinding another crime in parallel, it’s strongly advised not to do Burglary at all.
- As stated before, Graffiti and Hustling are the best crimes for building a crime chain and removing demoralization after a crit. Each attempt will increase it by 1, so hustling will tend to be better due to the lower nerve cost if done right.
- Disposal is a daily crime and one of the most time-gated ones to date. Whenever you’re at the CE range to attempt it, try to do at least one or a few Disposal jobs every day while you’re grinding other crimes.
- Most enhancers and crime components can be found in the crime system itself. You don’t have to buy anything for the most part, so accumulate crime items you find and avoid selling them, use them whenever you start grinding the related crime.
- Crime components are often found by searching the junkyard, shoplifting Bits ‘n’ Bobs, or burglarizing industrial targets. Doing these crimes during your run can allow you to sustain yourself using only items you find.
- Understanding the market when a new crime is released is fairly easy: New items will be high in value after release before promptly going down as supply increases; Crime components will tend to spike in price the week before release and the first few days of release, with lower skill components tending to stay higher for longer; Enhancers from 1.0 are sometimes recycled into new crimes, whether as tools or enhancers, and prices will increase accordingly.
- For Organized Crimes 2.0, crime skill is tied to certain roles. Increasing your crime skill across all crimes to a decent level (say, 50) before increasing it further becomes exponentially more difficult is an idea if you intend to be an all-rounder. CS past 100 also has bearing on OC roles, so if you want to focus on a particular role, you can always grind one crime to hell and back.
- Pickpocketing is the drug crimes of 2.0 - No one wants to do it, it’ll land you in jail more often than not, but it’s necessary for the merits and you’ll eventually have to go through it.
- If you've maxed everything and don't know what to do anymore, grind some Cracking for CE or burglarize some industrial targets for crime components for either forgery or other future crimes.
COMPANIES AND CRIME PERKS
There's dozens of companies on Torn, yet only a handful of them provide direct benefits associated with crimes. I'll make a brief list showcasing the three best ones for crime progression (in my opinion) and the reasoning behind it.
#1: Pub
Extra nerve: 5* - Progression bonus: 0* - Other perks: 2*
Great nerve perks with refills, +50% alcohol effect and +15 max nerve at 10*, arguably the best company for crime progression due to the sheer amount of nerve you'll get, however the pay is insignificant or nonexistant, the other perks are mediocre at best and to make the most out of the alcohol boost you'll need to be drinking premium alcohol regularly, which may do a number on your finances.
#2: Meat Warehouse
Extra nerve: 4* - Progression bonus: 0* - Other perks: 3*
Great crime progression but for a different reason, meat warehouses give 2N/JP and +10 max nerve while requiring a low rating, but most importantly they reduce the CE & CS lost after a crit fail by 50% (down to 5 times the expected gain). This is particularly good when grinding dangerous crimes like pickpocketing or when experimenting with a new crime.
#3: Amusement Park
Extra nerve: 4* - Progression bonus: 5* - Other perks: 1*
A very underrated company with some amazing perks, provides 2N/JP and +10 max nerve with a low rating, but also an extra +10% crime progression bonus to all crimes, reducing the total number of attempts required to reach max skill. This is particularly good for time-gated crimes or crimes with high nerve costs. Amusement Parks, unlike other companies, have very high entry requirements, however the perks they provide are (in my opinion) worth getting and there's very little competition amongst them.
Other companies with crime perks
Car Dealership (fraud progression) - Furniture Store (theft progression) - Nightclub (illicit services progression) - Software Corporation (cybercrime progression) - Theater (counterfeiting progression) - Flower Shop (illegal production progression) - Television Network (extortion progression, press pass CE & Nerve) - Candle Shop (2N/JP) - Fireworks Stand (2N/JP) - Game Shop (1N + 5E + 50H per JP)
SHOULD YOU STAY ON CRIMES 1.0?
Now, this particular topic has been discussed thoroughly time and time again. New players are automatically placed on 2.0, but older players that haven’t migrated yet still remain on Crimes 1.0 with the option to migrate whenever they feel like it. This will be a summary on the pros and cons of each crime system, so you can choose whether you want to remain in 1.0 or migrate to 2.0. Bear in mind this is coming mostly from my own personal experience and I am quite biased, so take this with a grain of salt.
| Crimes 1.0 | Crimes 2.0 | |
| Progression | Everything regarding progression in 1.0 is well known, your goal is grinding arsons to increase your CE and partake in PAs. CE gain for 1.0 is well established but mostly uneven, with some crimes being completely unviable for growth or profit. It’s currently assumed that gains for 1.0 are slightly better than gains in 2.0 when doing arsons. | Progression in 2.0 is mostly unknown, with the general goal being increasing your CS for every crime and in turn increasing your CE. There’s not much information regarding CE gains for 2.0, in general it’s assumed that gains are more even across crimes instead of having just one “meta” crime. |
| Organized Crimes |
In 1.0 the only goal is increasing CE to get into a PA team. With OCs 2.0 available now, 1.0 users are at a severe disadvantage for success rates, and may find it hard to find a spot in the PA-level OCs. 1.0 players may have to move to OCs 1.0 factions. |
With OCs 2.0 released, 2.0 players will find it far easier to join profitable OCs early on and have an easier time joining the top-level OCs so long as their crime skills are high. Overall, Crimes 2.0 users get an advantage under OCs 2.0 and may expect to see higher profits, especially if they're not already on a PA team. |
| Profitability | In the current state of the game, three crimes are worth doing for cash: Shoplifting boxes of chocolate bars for new players, car theft with the goal of finding a Sierra Cosworth, and hacking FBI giving up to 7M/day. No crime in 2.0 gets anywhere close in terms of consistent profitability. | Crimes in 2.0 are mostly unprofitable compared to 1.0, the income is more “flat” in a way that makes early crimes a somewhat alright source of income for new players. The only instance where 2.0 can be considered more profitable than 1.0 is when a new crime item is released since market prices are overinflated for the first few hours/days. |
| Merits | Merits from 1.0 require more nerve to obtain overall, since most merits are from medals and crimes in 1.0 are more expensive in general. In addition, some medal categories get merged in 2.0 (like drug deals and murders), making the acquisition of these medals redundant. | 2.0 has more merits in general compared to 1.0, only considering what’s currently available and not pending crimes. Crimes in 2.0 also tend to cost less nerve, so grinding criminal offenses medals is significantly cheaper in terms of nerve required. In summary, more merits and easier to obtain as well. |
Again, I tried to be as objective as possible, but I am very biased regarding this (heavily discussed) topic, so do consider checking out the different forum threads for any of the dozens of times this has been discussed and make your own conclusions. For the most part, if your goal is obtaining cash then staying in 1.0 tends to be better, while 2.0 is better for long term crime progression and obtaining merits.
USEFUL SITES AND TOOLS
Since long ago users have developed tools and external websites to assist people with gameplay mechanics, with things like Doctorn and TornTools being the most popular ones, TornStats and YATA as well, and plenty of others. This section will highlight those sites and tools related to the new crime system, whether they're focused on a single crime or provide information regarding all crimes.
MAIN SITES OF INTEREST
Sites that I use almost on a daily basis due to how useful they are.
TORN.REPORT (LINK)
torn.report is an excellent site that provides consolidated information regarding a wide variety of mechanics, like how much energy you've spent, what you've obtained from all the drug packs you've opened, and how well you did during last year's halloweek.
In particular, the Nerve page is great for anyone tracking their crime information, what their success rates are, how much money they've earned and nerve they've spent on a particular crime, as well as their current crime chain bonus. I cannot recommend this site enough if you want to know everything you've achieved in crimes 2.0
TORN CITY PARK (DISCORD SERVER)
A server I like, they do a lot of giveaways there amongst other things, but the reason I'm linking it here is their Torn Watch bot.
The bot tracks public crime information like SFC opportunity rates and Shoplifting security statuses, and you can subscribe to any of them at your leisure so you receive pings whenever the status is active. It's an excellent tool to acquire unique outcomes you're missing in those particular crimes, and potentially future crimes that also have said public information.
GENERAL USERSCRIPTS
Userscripts that provide assistance for all crimes in one way or another. Requires tampermonkey installed.
OutcomeDB (LINK)
This script doesn't help players directly, instead it collects crime attempt data and sends it to me for analysis. Having it installed immediately contributes to all data gathering projects, making guides more accurate in the long term. Do consider installing it.
Crime Rewards Value (LINK)
A neat little script, shows market value of items found through crimes. Small QoL addition that some folk may like.
Open Supply Packs Faster (LINK)
May not seem like much but after you've spent enough time searching for cash or pickpocketing people you'll see how ridiculously useful it is. Highly recommended.
Display Crime Chain (LINK)
A great script to show you what your current crime chain is without having to leave the page.
Remove Flavor Text (LINK)
Not a fan of this one myself given that I archive these texts, but I can see why some folk may find it useful, so I'm adding it here :P
CRIME-SPECIFIC USERSCRIPTS
Userscripts designed for a particular crime, providing additional information.
Completely unsorted 'cause I'm lazy :)
BURGLARY - Sorter + Safety Assessments (LINK)
Solid script all around, shows recommended casing amounts for each burglary target as well as other interesting information.
PICKPOCKETING - JARVIS (LINK)
A great script, simple as that. Provides information on target safety, maximizing skill gains. Given how painful this crime is, I can't recommend it enough.
DISPOSAL - JARVIS (LINK)
Same developer and concept as the previous script, provides information on the jobs available and which methods work best.
DISPOSAL - Value Per Nerve (LINK)
Self-explanatory really, shows the expected payout per nerve spent, letting you maximize your potential income.
CRACKING - Value Per Nerve (LINK)
Same as above but for cracking, also a solid tool.
PICKPOCKETING - Cyclist Alert (LINK)
A small script but great nonetheless, notifies you whenever a cyclist pops up in pickpocketing. Good for farming xanax while being semi-afk on a lazy morning.
CRACKING - Prompt Helper (LINK)
Script that assists for guessing characters in cracking, pretty good.
CRACKING - Nerve Estimate (LINK)
A good way of measuring how much nerve you'll need for all of your targets and thus select which ones you wanna do for the day. Pretty solid overall.
SHOPLIFTING - Watcher (LINK)
Notifies you when certain shoplifting security statuses are active/inactive, good for farming special ammunition or collecting unique outcomes.
Many other scripts yet to be added, feel free to post any potential additions!
THE CRIMES
Moved to another post 'cause this post on its own was hitting the character limit, you can find it further down.
This section is designed to be a "summary" of sorts of all the information posted in the guides and forums, like recommended NNB before attempting, estimated nerve to reach max skill, material components and where to find them, and little bits of advice on how to efficiently complete the crime, so do give it a read!
CLOSING THOUGHTS
Hope this was of any use to you. The first half of this guide is mostly geared towards those folk that are only starting with Crimes 2.0 and find the mechanics too complex or hard to understand, and attempt to break them down in simple terms, while the second half is a summary for the folk that cannot be arsed to read ten or more guides and forums posts detailing every single aspect of each individual crime currently released.
For further reading do consider checking the Torn wiki where most interesting information regarding crimes can be found like recommended items, how to do crimes and what outcomes you can expect. There’s also the many guides detailing each individual crime, those are way longer but should dispel any queries you may have after reading this.
Finally feel free to contact me if you have any additional questions regarding Crimes 2.0, I always have time to spare to answer a question or two ^_^
ACKNOWLEDGEMENTS
Fetheryhorse6 - Crime Records collaborator, Crime analysis, Archival contributions
Tuit - Crime Records collaborator, Archival contributions
NyanMango - Crime Records collaborator, Archival contributions
5h4d0w - Crime Records collaborator, Archival contributions
-Corvus- - Crime Records collaborator, Crime analysis, Archival contributions
Tuit - Crime Records collaborator, Archival contributions
Reshula - Crime Records collaborator, Crime analysis, Archival contributions
mahadi - Crime Records collaborator, Archival contributions
Silmaril - Crime Records collaborator, Data Gathering assistance, Scripting assistance
Lazerpent - Crime Records collaborator, Data Analysis assistance, Scripting assistance
Hemicopter - Crime Records collaborator, Data Mining contributions, Archival contributions
Skeletron - torn.report developer, Data Gathering assistance
Proofreading and editing
Fetheryhorse6, Lazerpent, Hemicopter, mahadi.
Special mentions (just people I think are neat, in no particular order)
damaster, Hemigidius, Hemidonk, Invert, Prynce, onlyelmosaints, six31167, Hamid448, forestmuse, Earthcuake, Yongsteezy, user, maimunah, Jamas, MightyGoober, Allenone, Toxic, FractalPariah, Bug, Lithdren, Anblick, kelfi, Ratstar, Antigeno, Niconicolas, Lyncz, GenaroM, Garrincha, Rhiannone, LoveLlama, gl1tchh, Gandalf, Lex, python, masky, ImNerdy, ImSteve, Toes, NutBurger, H4D35, Trudeny, DocFox, flirt, GojoSatoru, Bandit, BadassBaxia, flare, ArttisGod, Mizadil, Adobi, WhackedMaki, Messi, Indefatigable, MIA, Gem, a lot of other people that I can’t be arsed to list, and everyone who has made a contribution to the guides whether as data, donation, corrections or encouragement.
All in the name of science.
Mentions: [Crime2.0] Cracking Prompt Helper (Fix #324) · [Crimes2.0] Shoplifting Watcher v0.3 · [Deleted Userscript] Disposal Value Per Nerve · [SCRIPT + PDA] Display Crime Chain - Finally! · [Script] [+PDA] Open your supply packs faster · [Script] Burglary Advanced · [Script] Cracking Nerve Estimate · [Script] Crimes 2.0 - Pickpocket JARVIS · [Script] Crimes Rewards Value · [Script] Remove Crimes 2.0 flavor text · [Script] RETIRED -- Crimes 2.0 - Disposal JARVIS · [Userscript] Crime Profitability · [Userscript] Cyclist Alert (Pickpocketing) · OutcomeDB - Contribute to Crimes 2.0 Research! · Torn City Park, giveaways and community