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Zess_T [2901787] Level 97 Evolution NUKE AccompIice

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99k HAPPY JUMPS (+ ECSTATIC MERIT) · · 11 likes

Edit: No longer selling jumps

Original post:

Hi, I am selling 99k happy jumps, which includes getting the 99k happy merit.

[image: awardimages.torn.com]


How does it work?

-> We start stacking together 32+ hours before the jump.

-> You will have to buy: 2x Poison Mistletoe, 1x Ecstasy, 4x Xanax, and 1-3 Erotic DVD (eDVD) to push past the 50k threshold if you are looking for the 99k merit, also depending on the maximum happiness of your property. With a max happy PI, typically you'll only need the 2 poison mistletoes, 1 eDVD, and the ecstasy, leaving you with 42+ hours of booster cooldown for Eggs, Feathery Hotel Coupons (FHCs), Energy Drinks, etc.


STEPS FOR JUMPING:

-> Stack at same time as me to 1000 energy using Xanax
-> Wait for drug cooldown to reset (for Ecstasy)
-> I use my items and specials to reach 99k Happy, train using my stacked energy, then tell you to GO
-> You use 2x Poison Mistletoe to steal happy from me (about 43500 happy is stolen)
-> You use 1-3 eDVD, as many as needed to reach 50000+ Happy
-> You use 1x Ecstasy to double Happy to 99999, where you earn the Ecstatic merit, then train

This method saves you from using your own booster cooldown, allowing you to use FHCs for even more gym gains. Job points can be used as well. Even if you already have the merit, 99k happy jumps are still effective until up to 1.6m in each individual stat. My portion of the jump takes less than a minute, so you will have plenty of time do yours.


How many stats can you gain?

I did my first 99k happy jump with 300k total stats, and I gained ~115k stats, as seen in this screenshot. This was done using the same method I am offering to you, which gave me plenty of booster cooldown left to use FHCs. The Torn seasonal newsletter can also be used for +250 energy during the jump.


My fee: 9 eDVDs, or cash equivalent at the time.
- Fee is reduced by 1 eDVD for repeat customers.

Your own Xanax, Ecstasy and Poison Mistletoes are at your own cost (roughly $60m).

Interested? Initiate a chat with me for more info or to book a slot. I am usually available from 14 TCT to 04 TCT.
Will work on a first-come-first-serve basis with a small deposit needed (see below).


Terms and conditions:
- 2 eDVD deposit is required to book your slot (deposit counts toward payment).
- If I OD, I will refund all payments, including the deposit.
- Refunds will not be given in the event of your own OD as it is not my fault.
- Deposit will not be returned if there are no-shows.

My progress after 1 year on Torn · · 78 likes

I looked for similar content when I started Torn, and struggled to find anything in depth.

This is 1 year of playing Torn as a new, fairly efficient player, who started off following Baldr's guide and has only purchased the monthly subscription (no donator packs or whatever else is possible).


[image: i.imgur.com]


Working Stats:

I've purchased trains for my working stats, most of them in a 10* AN for 700k each to do happy jumps. Once I filled my bank with $2b, I wanted to invest in working stats to make me more likely to get my ideal job in the future. Current goal is to get at least 100k in each working stat through purchasing trains.


Battle Stats:

I started choco jumps when my account was 12 days old, flying plushies for money. I recorded my first few in an Excel sheet. I didn't make that to show others, so apologies for it not being labelled well. Each date has 3 rows. In order, initial stats before jump, stats after jump, and stats gained from jump. I became a subscriber after my 2nd jump which is why the energy spent goes above 350.

At account age 109 days, with $1.3b net worth, I switched to doing 99k happy jumps. I did my first jump at ~300k total battle stats, shown here. I later started selling the happiness gained from jumping to pay for them by selling "99k happy jumps". Here is the thread that I used to advertise this service - if you're interested in selling these, feel free to copy it. I had to buy trains to get in to a 10* AN in order to do this, which was quite expensive, but selling jumps pays for the bulk of it, if not all depending on your selling price. If I didn't do this, I would have continued with choco jumps to ~200k in each stat, then switched to "regular" training.

After Halloween 2023 at 3.5m total battle stats, I switched to "regular" training - just natural energy regen + daily energy refill + up to 3x xanax per day (I averaged about 2.7 per day during this period). About 1400 energy per day spent in the gym.

I'm leaving my dex alone right now because I have a book for +30% dex gains for 31 days, and I don't want it to skew my battle stats, kicking me out of my special gyms. I'll train dex later when I can go spend some more money on going all out to make full use of the book, while keeping dex as my low stat.

Here are some graphs showing my battle stat growth.
I started logging on Torn Stats 2 months into playing so these graphs start at account age of 60 days with 69,353 battle stats.

Here is a graph showing up to account age 1 year.

Here is a graph showing up to account age 6 months.

Here is a graph showing up to account age 3 months.


Money:

I've made my money from several sources, but a large amount of it came from poker. Here's my rough, estimated breakdown:

-- 3700m from poker
-- 1000m from ranked wars
-- 1000m from selling happy jumps
-- 800m from bank and investments
-- 500m from travel
-- 300m from crimes (selling rare items on release makes up the bulk of this)

That totals up to $7.3b. My networth now is $4.1b due to me spending a fair amount of it. I've spent about $1b on trains, $1b on happy jumps, I have ~$730m worth of points used (16k of them), and other expenses like PI rental, gifts to friends, energy can and FHC usage, etc.

If I hadn't been able to make money from poker I wouldn't have stopped travelling for plushies, so it would be about 1500m.

Here is a graph of my net worth, with a couple descriptions explaining the growth. After I started poker my networth graph jumped up and down due to various days of winning and losing, plus the occasional withdraws of war payments. The graph trends downwards between poker winnings due to me spending money on trains, jumps, etc.


Muggers:

I'll save you some energy: I've never kept cash on hand, and have never been mugged for any reasonable amount of money. Any time I do have cash, I use ghost trades and have it safe before it's possible to attack me.

150 max nerve bar · · 41 likes

I've wanted to get my max nerve to match max energy since crimes 2.0 release, and finally got it. 

 

I find this very satisfying, so I thought I'd share it :P

 

 

+85 from natural nerve bar

+10 from merits

+40 from faction

+15 from Pub company special

Halloween Booster Profitability in Retrospect · · 56 likes

Which is the most profitable booster to use during Halloween?

tl;dr - 25e cans

 

This was something I was considering throughout Halloween. This year I earned almost $3b in Halloween rewards, from about 4000 treats turned in. This is $736,056 per treat. This value includes all of the bonus treats and energy from your basket, so it isn't directly useful for finding the profitability of boosters. We need the base value of a treat, before any bonuses.

 

I'll try calculating the value of energy during Halloween, and compare it to the price of energy boosters to determine which is best to use. I'll start with a treat value of $700,000 here for simplicity and to account for potential market / trader fees, etc.

 

The Math:

 

There are three bonuses to consider:

 

  1. Freebie: Receive an additional reward for each 10 redeemed. This will give us 10% more rewards, meaning our treat value is increased by 10% to $770,000.
  2. Dark Power: Receive 5 energy for each treat exchanged. With a Nightmarish basket, each attack generates 1.72424 treats on average, which means that 5 energy, being 1/5 of that, is worth 0.344848 treats. 
  3. Cashback: Receive 1 treat back per 10 exchanged. For each treat, this is 0.10 treats back.

 

For each treat exchanged, we are earning $770,000 in rewards, plus another 0.444848 treats which are worth $342,533. But these treats also return treats, which return more treats, and so on. The final value of this feedback loop is:

  •  $770,000 / (1 - 0.444848) = $1,387,007.522

 

This is the base value of one treat. Per attack this is $2,391,554. Divide this by 25 to get... 

 

...the value of one energy: $95,661

 

 

We can use this to compare the different boosters, assuming Nightmarish basket and +50% energy from cans from faction. The booster prices are from the week before Halloween 2025 started.

 

With $700,000 average treat reward value:

 

 

 

With $750,000 average treat reward value:

 

 

 

With $800,000 average treat reward value:

 

 

 

In all three cases, 25e cans are the highest profit with respect to booster cooldown. This means 25e cans should be most player's best bet if they want to prioritize profit. FHCs still have use in supplying the most energy, so you'll do more hits in a chain for example.

 

Let's examine using a revitalize weapon over a spooky weapon with $700,000 average treat reward value (most people I've talked to are around this):

 

With 12% revitalize weapon:

 

 

 

With 18% revitalize weapon:

 

 

 

With 24% revitalize weapon:

 

 

 

Once again, 25e cans are the winner in terms of profit with respect to booster cooldown consumption. 

Let's look at using books, again with $700,000 average treat reward value:

 

With book Ugly Energy (FHCs give 250e instead of 150e):

 

 

 

With book Fuelling Your Way To Failure (energy cans doubled effect): 

 

 

 

With book Self Control Is For Losers (energy cans cooldown halved): 

 

 

 

What if you're in a faction without voracity perks? Is it still worthwhile to use cans?

 

No Voracity (0% additional energy from cans):

 

 

 

Without any voracity perks for energy cans, 15e cans become the most profitable booster. 30e cans even lose you money. 

 

 

So, what do you guys think? Any interesting results?

What was the average value per treat you guys got, according to https://torn.report/halloween?

Fave table colour?

(S) · · 3 likes

 

 

sold

Recent archived posts

The Hamburgler strikes Torn City! · · 4 likes

My first thought was to save pub job points for this book since I already have 3500 JP, but after some quick math I think the 25% isn't enough to justify it. A full year of 10* pub JP (3650 JP) gets me 24,090 nerve with my 165 max nerve bar. This is just under 40 days worth of nerve for me (~605 daily). The 25% bonus this book gives is essentially giving me an extra 9-10 days of CE gains per full year of 10* pub JP saved. 

 

I wouldn't feel like I missed out on anything if I spent my JPs now and later got this book. 25% isn't enough reward to plan around IMO.

 

Outside of min-maxing by saving JPs, is it good? It's probably not worth using expensive alcohol, since it's only a 25% bonus which is only 1/4th the "double alcohol effect" book. Assuming you use all 288 natural nerve regen daily + a 140 nerve refill + 36 nerve from beer, that's 464 nerve daily. This book will get you an extra 3,596 nerve worth of CE. If this player got the "double alcohol effect" book instead and joined a pub for the 31 days, they would instead get:

 

  • using 1 base nerve alcohol: 2,232 extra nerve (0.62x new book, $0 cost)
  • using 2 base nerve alcohol: 5,580 extra nerve (1.55x new book, $40m cost)
  • using 3 base nerve alcohol: 8,928 extra nerve (2.48x new book, $108m cost)
  • using 4 base nerve alcohol: 12,276 extra nerve (3.41x new book, $208m cost)
  • using 5 base nerve alcohol: 15,624 extra nerve (4.34x new book, $677m cost)

 

So is the new book good? Not really, if you can afford to spend at least $40m on a book. It is "free", though.

Best use case is probably St Patrick's Day event. No other planning or playstyle necessary IMO.

[TTT] The 4th Torn Tenacity Trial are Closed, hope everyone had fun :) ·

I'm in!

My progress after 3 years on Torn ·

Thanks!

 

I've been trained in total 6226 times, and most of them are purchased. I've spent a bit over $3b on them.

 

My progress after 3 years on Torn · · 21 likes

I like to keep a record of my progress in Torn. This is my 3rd year making a post like this, which I share because many people have said that they find it interesting or helpful, and I myself looked for such posts when I started. 

 

This is three years of *fairly efficient* progress, as a player who started with Baldr's guide and has never purchased anything beyond the monthly subscription. I'm active daily but mostly in the background of other tasks like work.

 

Relevant Links:

 

 

Bonus Interesting stat: I am #2 in total offenses committed at account age <1100 days

Max Nerve from the Community (Highest: Foesz w. 135NNB!) · · 2 likes

100 NNB. Just switched from doing PAs to OC 2.0, so it'll be interesting to see if there's a significant difference on my way to 105.

 

Mostly spending nerve on arson and cracking.

 

Honor bar graphic update - downgrade? ·

That's very interesting, I hadn't taken a look at it on mobile. I wonder why I'm getting a low quality version of this on PC.

 

Should keep the option to have both tho

 

While I do like the high quality version of the new one that you're seeing, I'd support an option for picking which to display as well.

Honor bar graphic update - downgrade? · · 27 likes

The honor bar I've been using for a couple of years has been updated to a new "higher quality" graphic. However, the new one appears to me to be lower quality than the old one. The background in particular looks much less detailed, and I also find the new suit icons look blurred due to the "shadow" effect.

 

I figured I'd make a thread to see if I'm the only one who thinks this. So what do you guys think?

 

 

 

And is there any way to use the old graphic? I paid $285m for 250 casino token refills to get this one :(

[script] Arson Bang for Buck · · 3 likes

Love your script. A friend with red-green colourblindness was having trouble using it, though, so I edited the colour scheme using his suggested colours. You might consider adding in such an option in the "highlighting" settings menu. 

 

This is the colour scheme chosen by my friend, if you want direction or to copy:

 

[image: i.imgur.com]

 

RGBA values:

 

        const darkColors = {
            negative: 'rgba(40, 40, 40, 0.7)', // dark gray
            low:      'rgba(100, 100, 100, 0.3)', // gray
            high:     'rgba(255, 215, 0, 0.45)', // yellow
            jackpot:  'rgba(70, 130, 180, 0.3)' // blue
        };

 

        const lightColors = {
            negative: 'rgba(100, 100, 100, 0.4)', // dark gray
            low:      'rgba(140, 140, 140, 0.3)', // gray
            high:     'rgba(235, 205, 0, 0.45)', // yellow
            jackpot:  'rgba(70, 130, 180, 0.35)' // blue
        };

Loan Shark merit after 2 years · · 5 likes

11:03:36 - 23/12/25 You were awarded the honor: Loan Shark

 

Finally got the Loan Shark merit after 96 weeks of trying. It triggered offline when the interest of my max loan was due.

 

I started by taking out small loans and immediately paying it off. I did this a couple dozen times with no success.

 

After that I kept a loan every week for 96 weeks as follows: 

  • First 85 weeks had a small loan where I paid only the interest each week ($40 loan).
  • Next 5 weeks had a max loan. I paid the interest + loan, then took out a new max loan each week (double charged interest).
  • Final 6 weeks had a max loan. I paid the interest each week, then increased the existing loan to my new max and paid that interest.

 

In total, $76,728,468 in fees was paid. Taking out max loans also quickly increased my maximum - from $160m to $235m. 

 

 

[image: i.imgur.com]

6 Xanax OD in 15 days · · 1 like

I think you've misunderstood my comment. I'm not ignoring the independence of trials.

 

When you have many independent events (taking xanax, each with 2% OD rate), you also have many chances for an uncommon string of successes (ODs) to occur simply from randomness. The probability of such an uncommon string of ODs occurring increases as the total number of events increases not because the 2% OD rate is changing, but just because there are more opportunities for it to happen.

 

If you look up "at least once" probability you'll find examples similar to what I calculated.

6 Xanax OD in 15 days ·

The chance of 6 overdoses in only 31 xanax uses is about 1 in 32,637 (at 2% OD chance). However, consider that you've used 3950 total xanax, so you have many segments of 31 xanax uses, making the probability of 6 overdoses in such a short time significantly higher.

 

So if it makes you feel better, there are many players that have experienced what you've just experienced. 

[Script] [+PDA] Open your supply packs faster ·

I think I may have been flagged for using this script.

 

I use it to help me open 100 lottery vouchers per week. Yesterday, I decided to open 200. According to logs, it took me 3 minutes and 2 seconds (1.1 per second). Hours later, I had to solve a captcha to access Torn. Now I'm having to do one most times I open Torn. 

 

Am I safe to keep using the script?

Halloween Booster Profitability in Retrospect · · 1 like

Interesting analysis, thanks for sharing. 

 

I hadn't considered making a table for petrifying basket, but perhaps I should have. If anything, it should just make 25e cans even more dominant for profit over 30e and FHCs. 

 

I put in an average treat/attack value of 1.63802 and a treat value of $739,037 into my sheet, and I get a $/E of $95,946 and this table:

 

[image: i.imgur.com]

 

 

To better compare to my previous tables, here's petrifying basket with $700,000 average treat value ($/E: $90,878):

 

 

FHCs actually lose you money on average with petrifying basket at this treat value and FHC price. You'd upgrade your basket faster with FHCs, though.

 

With some quick math, with petrifying basket you can expect ~17.7 treats per FHC used compared to only ~13.4 with 3x25e cans. You'd be paying about $4.2m for 4.3 more treats per FHC used, roughly $1m per treat.

 

 

Halloween Booster Profitability in Retrospect · · 1 like

I added a table for this book at the bottom. Thanks.

Halloween Booster Profitability in Retrospect ·

Profit per item is equal to profit per 6h BCD for FHCs because you can only use one FHC per 6 hours. You do get 6 attacks from that energy, which is where the value in column "Value of E" comes from. 

 

Energy cans only use 2h of BCD, so to compare cans to FHCs I needed the "Profit / 6h BCD" column. This way we can see which is more valuable over an equal amount of time.

Halloween Booster Profitability in Retrospect · · 56 likes

Which is the most profitable booster to use during Halloween?

tl;dr - 25e cans

 

This was something I was considering throughout Halloween. This year I earned almost $3b in Halloween rewards, from about 4000 treats turned in. This is $736,056 per treat. This value includes all of the bonus treats and energy from your basket, so it isn't directly useful for finding the profitability of boosters. We need the base value of a treat, before any bonuses.

 

I'll try calculating the value of energy during Halloween, and compare it to the price of energy boosters to determine which is best to use. I'll start with a treat value of $700,000 here for simplicity and to account for potential market / trader fees, etc.

 

The Math:

 

There are three bonuses to consider:

 

  1. Freebie: Receive an additional reward for each 10 redeemed. This will give us 10% more rewards, meaning our treat value is increased by 10% to $770,000.
  2. Dark Power: Receive 5 energy for each treat exchanged. With a Nightmarish basket, each attack generates 1.72424 treats on average, which means that 5 energy, being 1/5 of that, is worth 0.344848 treats. 
  3. Cashback: Receive 1 treat back per 10 exchanged. For each treat, this is 0.10 treats back.

 

For each treat exchanged, we are earning $770,000 in rewards, plus another 0.444848 treats which are worth $342,533. But these treats also return treats, which return more treats, and so on. The final value of this feedback loop is:

  •  $770,000 / (1 - 0.444848) = $1,387,007.522

 

This is the base value of one treat. Per attack this is $2,391,554. Divide this by 25 to get... 

 

...the value of one energy: $95,661

 

 

We can use this to compare the different boosters, assuming Nightmarish basket and +50% energy from cans from faction. The booster prices are from the week before Halloween 2025 started.

 

With $700,000 average treat reward value:

 

 

 

With $750,000 average treat reward value:

 

 

 

With $800,000 average treat reward value:

 

 

 

In all three cases, 25e cans are the highest profit with respect to booster cooldown. This means 25e cans should be most player's best bet if they want to prioritize profit. FHCs still have use in supplying the most energy, so you'll do more hits in a chain for example.

 

Let's examine using a revitalize weapon over a spooky weapon with $700,000 average treat reward value (most people I've talked to are around this):

 

With 12% revitalize weapon:

 

 

 

With 18% revitalize weapon:

 

 

 

With 24% revitalize weapon:

 

 

 

Once again, 25e cans are the winner in terms of profit with respect to booster cooldown consumption. 

Let's look at using books, again with $700,000 average treat reward value:

 

With book Ugly Energy (FHCs give 250e instead of 150e):

 

 

 

With book Fuelling Your Way To Failure (energy cans doubled effect): 

 

 

 

With book Self Control Is For Losers (energy cans cooldown halved): 

 

 

 

What if you're in a faction without voracity perks? Is it still worthwhile to use cans?

 

No Voracity (0% additional energy from cans):

 

 

 

Without any voracity perks for energy cans, 15e cans become the most profitable booster. 30e cans even lose you money. 

 

 

So, what do you guys think? Any interesting results?

What was the average value per treat you guys got, according to https://torn.report/halloween?

Fave table colour?

[Crimes 2.0] Arson: An In-Depth Guide · · 13 likes

Regarding "The Efficient Path"...

 

Does "Collect" CS gain not vary based on destruction %? If it doesn't, it seems like the most efficient method by far is doing "no damage requirement" arsons by placing 1 gasoline, igniting, then collecting for the highest possible CS gain per nerve spent, regardless of number of areas to burn. Any additional action sharply decreases efficiency. A quick comparison of % CS gains when burning a target with 3 areas:

 

Placing 1 gasoline - 15 nerve, 1133 CS gain (75.5 CS gain / nerve)

  • Breach: 3 nerve, 100 CS gain
  • Place x1: 5 nerve, 133 CS gain
  • Ignite: 5 nerve, 300 CS gain
  • Collect: 2 nerve, 600 CS gain

 

Placing 2 gasoline - 20 nerve, 1232.8 CS gain (61.6 CS gain / nerve, 18.4% less efficient)

  • Breach: 3 nerve, 100 CS gain
  • Place x2: 10 nerve, 133 + 99.8 CS gain
  • Ignite: 5 nerve, 300 CS gain
  • Collect: 2 nerve, 600 CS gain

 

Placing 1 gasoline per area plus 1 solid - 30 nerve, 1663.7 CS gain (55.5 CS gain / nerve, 26.5% less efficient)

  • Breach: 3 nerve, 100 CS gain
  • Place x4: 20 nerve, 133 + 99.8 + 74.8 + 56.1 CS gain
  • Ignite: 5 nerve, 300 CS gain
  • Collect: 2 nerve, 600 CS gain

 

If this is correct, I think it might be worth detailing this strategy specifically in "The Efficient Path". It is significantly more CS gain per nerve spent than any other strategy (thus, "The Efficient Path"), and I personally found it rather unintuitive even with the recommendation to limit number of actions, so others might miss it as well. For players with little nerve to spend, other crimes to level still, or simply not in a rush, this could be a very appealing strategy. 

We have a city to burn - Crimes 13 Info Dump ·

I assumed the building was the fuel... But I'll try adding more fuel if this comes up again. Thanks :)

We have a city to burn - Crimes 13 Info Dump ·

Has anyone else had a fire that requires total destruction but is stuck at 99%? 

I just kept adding oxygen to full red flames at 99% but it wouldn't budge until the last one. Started with 2x saltpeter.

 

Is there a better way to do this? 

 

We have a city to burn - Crimes 13 Info Dump · · 3 likes

He's in a pub which boosts alcohol further and has a job special that refills full nerve bar. 

 

I'm in a pub, don't use moonshine, and have 155 max nerve bar. I get about 660 nerve per day. Two refills per day would put me at about 1000 nerve per day. The most nerve I've gained in one day is 13761 which I used to win a TTT. 

 

One (small) complaint I have about crimes 2.0 is the time gating. 4 of the last 5 crimes are limited in how much nerve you can spend on them per day, so I don't really get to choose which crimes I do. I spread out my nerve across the time gated crimes. I've got about 25k nerve worth of job point refills to use that I was hoping to get to spend on arson. I also considered doing what Allenone is likely doing -spending pub job points on maximizing his arson CS gains.