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Started by xo-na [3708710] on in Tutorials & Guides.

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xo-na [3708710]

Hey there everyone, i've just spent last night/this morning writing notes for myself and figured I may as well put them here for us all to see, hopefully someone learns something! 

If anything requires correction or if anyone would like to add anything let me know or comment!

I recognise a lot of us here have played for a while but there's always room to learn, I also recognise we get quite a few new players so hopefully this is helpful!

All of the info was read and rewritten by me, directly off the wiki.. I myself find numerous overloaded pages of info a bit hard to digest, hence making this list, let me know what you think! 

Thank you for reading!

 

This information is intended to be easy to read and accurate but not highly specific, for highly specific information see Torn Wiki

 

All information sourced, read and typed by me, no copy pasting or Ai used

 

 

 

Source: Torn Wiki

 

General info

 

Keepsakes MAY be available for purchase on Torn’s Anniversary week for 5000 points.

 

A stock ticker can be bought for 50 points, useful for hiding money, Gaining money and Dividends.

 

Hunting is only really worth it on the event day.

 

Wedding requires a ring and witness, benefits include merits/honors. Property/Vault sharing.

 

Merits can be bought for 300 points but there is a limit.

 

A merit reset is given for free at Christmas.

 

Nerve

Alcohol/Cannabis/Nerve/Job specials point refills grant Nerve.

Nerve can be spent on busting out/busting another player out of Jail which can increase NNB and CE.

Spending merits can give +10 Nerve at maximum.

 

Energy

Xanax/LSD/E cans/Feathery Hotel coupons/Job specials/Point refills grant Energy.

 

Happiness

Happiness increases gym gains, CS and Experience.

Tissues/Candy/Drugs/Jobs/Edvd/Feathery/Rehab/Tv/Console etc will give Happiness.

 

Crime

CE Determines NNB and success rates for OC.

CS is unique to each crime.

 

Outcomes:

Green/Success gives cash/items CE and CS.

Orange/Fail No Reward, no loss of CE/CS.

Red/Crit-Fail Major CE/CS loss, Jail-time/Loss of life/Hosp/Item-Money loss/Crime specific loss.

 

Uniques are shown by a Star on the Crime’s button, rewarding expensive items, may be locked behind CS.

 

Crime chains are built by success, halved by an Orange/Failure zeroed by Red/Crit-fail, Crit-fails demoralise and reduce CE/CS gains.

 

Combat

 

Crit rate begins at 12%, increased 3% by course in bio “Anatomy” Throat damage increased 10% by course in bio “Fundamentals of Neurobiology”

 

Armour rating represents damage reduction amount, My formula for calculation: Damage – Armour rating %) IE 134012 – 83%= 22,782.04 or 2000 – 20% = 1,600 

 

Regarding:

“NOTE: Overdosing on Speed will give a permanent -6 x (current level) to Strength & Defense while overdosing on PCP will give a permanent -10 x (current level) to Speed” *From Wiki*

 

If you’re anything like me, reading this terrified you because of the wording, however I’d like to clarify how this is actually applied and reiterate it’s a very minor inconvenience, as it states, if you overdose on Speed, the game deducts 6 X (your current level) off Str and Def, IE: I’m level 40, with 30k in each stat, it would be 6x40 = 240, *Stat* 30,000 minus 240 = 29, 760 < Which is very easily re-trainable, it does not mean you have lost 240 battle stats for every time after you train Str/Def.

 

Str: Increases damage you deal each hit

Def: Decreases damage taken per hit

Spd: Increases the chance of hitting your opponent

Dex: Increases your chances of stealthing and dodging attacks

 

Leaving: most xp 15-30mins Hosp

 

Mugging: Reduced respect, mug for between 5-10% at base 30-45mins Hosp Can be increased with Merits

 

Hospitalising: Least amount of xp, base time 3-3.5 Hours Can be increased with merits

 

Arresting: *Work detective agency* Arrest a player for a cash reward and send them to Jail.

 

Escaping is an option on the turn after a defender has missed, succeeds if defender misses again, Speed decreases your opponents chance of Escape, Dexterity increases your chances of escaping from an opponent.

 

Losing a fight: Sends attacker to hospital for 15-30 Mins and resets kill streak.

 

 

Drugs

Any effect given that increases your happiness above maximum will reset every 15 minutes, on the hour.

Addiction, Frequency, Number taken of a drug, Time since last OD, do not effect OD chance.

Addiction is caused by all drug use, even if not shown, noticeable via Brain icon.

Rehab in Switzerland, Naturally wears off as well.

OD on Cannabis 1/2500 chance or 1/500 on Cannabis day *For Merit*

 

Racing

A racing license can be bought for 50 points.

Crashing point loss and Spent points still count.

 

Official races have no fee and grant racing points.

Custom races give no racing points but do give racing skill.

 

Point payout per race:

1st place: 3 points

2nd : 2 points

3rd: 1 point

 

Classes: E no RP required

Class D 25,

Class C 100,

Class B 250,

Class A 475,

 

Travel

There is a 15 second grace period when landing in a country

There are numerous ways to increase travel capacity, mainly suitcases and job passives.

 

Company

Employee pay doesn’t effect rank.

 

Rank up or Down on Sundays.

 

Director trains 50 Primary stat 25 Secondary stat.

 

Job points transfer between same Company types IE Candle-shop – Candle-shop.

 

Job points are saved until spent.

 

Directors buffed by Benefit blocks (TGP) Ads (TCP) Sales boost (SYS) Prevents Hacks and numerous Edu courses.

 

Employees can gain working stats via Educations and Player owned companies, Principle job exchanges JP for Working stats.

 

Customer loyalty is built by selling product under RRP and allows more customers or higher sale prices.

 

Popularity equals Company divided by Top company’s earnings IE: $90,000 *Your company earnings* divided by $9,000,000 *Top earning Company* = 0.01 or 1%.

 

Effectiveness: Keep at 100%, capped at 100, affected by Employee effectiveness, 90 effectiveness means the employee matches the role perfectly, raised by Merits, Decreased with drug addiction and Inactivity.

 

Enviroment:

Based on Staff room and number of Employees, Drug addiction and inactivity reduce environment, compensated for by a bigger staff room, Managers and Cleaners, having less Employees than space in the staff room raises Environment.

 

Ranking is based on gross revenue and effects how many job points are given out *1 job point per star* Directors gain working stats based on Company Rank, 1 Star 5 units, 2 Star 10 units, 3 Star, 20 units, 4 Star 35 units, 5+ 50 units.

 

Tools

Credit to Msean for help re setup

 

Torn tools: Desktop third party tool that runs user scripts like W3b and Ffscouter, has features itself like the Dashboard, NPC loot timers, highlights easter eggs, city finder, more mission detail, inventory values, notifications for everything.

 

TornPDA: Mobile third party tool that runs user scripts like W3b and Ffscouter, gathers data from Torn Stats, multiple tabs that can open TornStats, Torn.Report, Target finder, NPC loot timers, Item search, City finder, data analysis, better stat analysis, provides data to TT and PDA, Tornipedia, Bank rates, Employee efficiency.

 

Torn Report: Data analysis, more visual, Bazaar details, Crime progress/history, unique tracker, event details/help, drug use, stat info, city find info, travel breakdown, dump info, supply pack info.

 

Torn Stats: Detailed graphic-heavy view of Stats, Employee efficiency, Elo breakdown, Merit simulator, Honors/Awards tracker, CE predictor.

 

Ffscouter: paired with PDA/TT, Provides data to PDA/TT, stat estimates, rating/scale, target finder, buy/sell losses.

 

W3b: Paired with PDA/TT, Provides data to PDA/TT, Best bazaar hub, user script used to provide data inside Torn item market.

 

Thank you for reading!

xo-na [3708710]

Hey there everyone, i've just spent last night/this morning writing notes for myself and figured I may as well put them here for us all to see, hopefully someone learns something! 

If anything requires correction or if anyone would like to add anything let me know or comment!

I recognise a lot of us here have played for a while but there's always room to learn, I also recognise we get quite a few new players so hopefully this is helpful!

All of the info was read and rewritten by me, directly off the wiki.. I myself find numerous overloaded pages of info a bit hard to digest, hence making this list, let me know what you think! 

 

Source: Torn Report

 

Courses

Biology: 1% Bonus all Weapon damage, 20% Medical item effectiveness, 10% Damage to Throat, Decrease opponents Stealth 0.5%, 3% Critical hit chance, Draw blood with Blood bags, Equip Steroids in Temp slot.

 

Self defence: Passive stat bonuses 2-3% Kick, 100% bonus Fist damage.

Combat training: Passive weapon bonuses 1% *Weapon specialisation*.

 

Health and Fitness: Passive stat bonus 1-3%, Increase Spd 25% during opponent escape.

Psychology: Passive Dex stat 1-8%, Passive awareness 10%, Response ranges for scamming, Passive Crime xp 10%.

 

Sports Science: Bonus all stats 2% Gym training, 10% Steroid effectiveness Passive stat bonus 2%.

 

Computer Science: Virus coding, Hacking, Websites, Reduction in Rig heat 25%, Rig Overclocking up-to 30%, Advanced Overclocking up-to 50% 30% Virus coding time reduction, 10% Hacking success rate, Extract emails with scrapers for Scamming, Anon emails/money send.

 

Maths: Passive Spd stat 2%, Passive Def stat 3% Company Productivity bonus 1% Ammo conservation bonus 25%.

 

Business: Company productivity 10% boost Employee effectiveness 12% boost, Increase in Company Advertising effectiveness, 15% Perceived Product Value, 7% passive bonus to Employee Working Stats, Unlock Company Upgrades.

 

Law: Reduce chance of being Caught, Escaping Jail, Buy yourself and Others out of Jail *While being in it Yourself*, 5% Discount buying Properties from Estate Agent, 15% Bonus to Busting skill ;) 15% Discount Buying people out of Jail, Reduces Nerve cost of Escaping Jail to 1/3rd, Increase to Company Advertising, Busting is 50% easier ;) and Bailing is 50% Cheaper.

 

General Studies: Driving related Crimes *1.0*, 1% Accuracy with Temps, 5% increased damage with Temps, 15% hunting bonus, 10% Working Stat increase for all future Educations completed

 

History: 10% Japanese Blade damage, 2% bonus all Melee damage, Find Medieval Coins, Quran pages, Asian Sculptures, Senet pieces/Boards, Amulets, Museum unlock .

xo-na [3708710]

The Bold/Quoted/Italic text is inaccurate

 

Correction regarding: 

 

Crime chains are built by success, "halved by an Orange"/Failure" zeroed by Red/Crit-fail, Crit-fails demoralise and reduce CE/CS gains. 

 

While the below text is not inaccurate, Mugging heavily leans into Bonuses/Merits rather than base Statistics

Correction/Clarification:

 

Mugging: Reduced respect, mug for between 5-10% at base 30-45mins Hosp *Can be increased with Merits*

xo-na [3708710]

This information is intended to be easy to read and accurate but not highly specific, for highly specific information see Torn Wiki

 

 

All information sourced, read and typed by me, no copy pasting or Ai used

 

 

City

You can click on the City map to look for one or more items that may spawn everyday at Midnight TCT.

Purchases from the Torn stores are limited to 100 items, refreshing every Torn Day *Excludes Item Market/Bazaars*

When a DB *Dirty bomb* is set off, Air travel and the City shops are shut *Excluding Estate Agents (Wtf?) and Token Shop*

 

Jobs

*Army/Grocer/Casino all require 2 Working stats in Manual labor, Intelligence and Endurance*

 

There are Three starting jobs that require an interview completion to enter, those being Medical, Education and Law

 

Army

Notable job special(s): Spy a player’s battle stats for 10 job points and 5k

 

Grocer

Notable job special(s): Steal an E-Can

 

Casino

Notable job special(s): Money at the expense of 10 Casino points and 100K with payouts ranging from 120k to 160k.

 

Medical

Requires 300 Int

Notable job special(s): Steal first aid kits/morphine 2-7 Med points, Reviving players from Hosp for 75E *Passive and retained after leaving role*

 

Education

Requires 500 Int

Notable job special(s): Train Man/Int/End +100 for 10 Edu points,

10% decrease in completion time for all *Future* Edu courses *Passive and retained after leaving role*

 

Law

Requires 1500 End

Notable job special(s): Get someone out of Jail for 15 Law points,

+5% in Crime XP and CS *Passive and retained after leaving role*

 

 

 

Gym

All Gyms require you to meet specific Gym stats, Gym XP and an Entry fee to progress through them.

 

When looking at a Gym, there are 10 bars *multipliers* that will be dark/highlighted, showing which stats will be multiplied, Not all Gyms train all stats.

 

There are three main stats used to build Gym gains, being Happiness, Gym multipliers and Energy, There are three other things that may affect it: Company Specials, Faction upgrades and Education.

 

*Formula for Gym gains / Happy loss found on Wiki for the nerds*

 

There are Thirty three gyms, Twenty four of those are “Standard Gyms” and Nine are “Specialised”

 

Specialised Gyms require specific requirements to be unlocked, if the requirements are no longer met, you will be kicked from the Gym.

You do however keep your Membership and can re-join after meeting requirements once again.

 

Fight Club also exists but.. The first rule of Fight Club is You do not talk about Fight Club. so...

 

There is also a Gym inside Jail where you can still take Xans *Against little Xan’s advice* and drink E-Cans

 

 

 

Properties

There are 14 properties in Torn, all with different upgrades ranging from Interior modification to Private Airstrips and Yachts.

 

Not all properties have access to all upgrades.

 

All properties have an upkeep cost that can be paid by you or your spouse.

 

Depending on upgrades, a property may have staff costs as well.

 

If you behave, a Landlord may offer extension.. *If leasing*

 

*On the note of spouse, a vault may or may not be shared by the owner/tenant, in owned properties*

 

Purchasing a lower-tier upgrade does not decrease the price of higher tier upgrades IE buying the cheapest vault doesn’t cut the cost of that vault off the other vaults

 

The main benefit of upgrading/renting a bigger, flashier property is to have a higher base Happy bar *Used for Gym training* or to have access to benefits available to anyone who can afford them, such as a Yacht *To show off* a Medical facility granting 1-5% Health per tick and a Private Airstrip offering more travel space, 30% off travel time and free travel *With a Pilot*

 

Jailing

A player may be jailed for Crit failing, Failing a Bust (Happens to the best of us) , Failing an OC and getting Arrested by another player.

Jail time ranges from Minutes to Hours.

Players are heavily restricted while in Jail.

Busting a player out is based on Busting Skill ;) *Busting more makes it easier, go figure..) Player level, Faction perks, Edu and Job.

Busting cost 5 nerve and can be reduced to 3 with Faction upgrades.

Self busting is an option for half of your max nerve bar. *If you prefer to go solo, no judgement*

Bailing other players out is an option, self Bail is an option after completing Law Education.

 

Hospital

There are plenty of ways to get hospitalised, I’m not going to write them down.. What I will do is say that self Hosping using Ipecac is good when selling High value items or plenty of them, Morphine, First aid kits, Opium or a Reviver/Service will get you out.

Small first aid kits restore 5% of total life, upgraded to 7.5% with Biology course.

First aid kits restores 10% of total life upgraded to 15% with Biology course.