This guide explains how to research prices and buy RW weapons and armour, including auction bidding tips. It also covers a budget setup and selling old RW gear in auction.
Factions
Ranked wars, territory and faction life.
A spreadsheet of player spy targets split into tabs by total battle stats, with profile links, spy dates and estimated inactivity. Targets range from level 1 to 100, and the author plans to add more sub-200m targets.
This guide walks through faction ranked wars, including ranks, matchmaking and war-start protections. It also covers war preparation like stacking Xanax and finding outside chain targets.
This guide walks through how RW weapons are built from damage, accuracy, quality, stealth, rate of fire and bonuses, and suggests which melee, primary and secondary weapons are worth considering. It also covers how to think about economic versus damage-focused RW weapons.
This guide lists the faction specials trees, their core upgrades, and the specials each branch offers, with respect costs. It also points to a spreadsheet and a Tornstats calculator for challenges and costs.
It explains how to pick ranked war weapons by role, covering bonuses like Assassinate, Execute and Penetrate. It also lists the bases it calls meta and a buying order for a limited budget.
This guide helps you think through which faction fits your goals, covering faction benefits, size, alliances and warning signs of a bad faction. It also explains chaining and your role in a faction.
Explains how respect is calculated per hit in Chaining 2.0, covering the multipliers and their formulas. It also lists the flat respect bonuses at set chain hit numbers.
This guide explains how a ranked war is won by a respect lead and what rewards follow. It also offers tips on whom to hospitalise or leave, keeping your chain going, and fair fight bonuses.
This guide explains how faction chains work, including timers, the respect bonus on later hits, and the use of Xanax and boosters to stack energy. It also covers target lists in YATA, bonus hit holding, and chaining etiquette.
This guide runs statistical simulations comparing how much different weapon bonuses change win rates in fights between evenly matched builds. It ranks bonuses in a vacuum and in practice, and covers special ammo choice and DEX busting.
This guide explains how to turtle during a faction war so enemies can't hit you and earn points. It covers flying abroad, self-hospitalizing, and turning off revives.
This guide lists a series of weapon builds for battling in Torn, each tied to a rough cash cost, with notes on the weapons, mastery and temporary items each one uses. It also gives the author's own summaries and opinions on how well each build works in practice.
This guide explains why factions chain, how to stack energy beforehand, and how the chain timer and bonus hits work. It also covers expected hits, finding targets, and what to do during a chain.
This guide covers ranked war preparation, strategies and tactics, including scoring, pushing, turtling, stocking up and morale. It excludes equipment obtained from Ranked War and items in a similar price range.
It explains how to prepare for a war against a single-time-zone faction like SMTH, covering turtling, disrupting their turtle, night farming and controlling score bleed. It ends with a case study of a war between NPO and Concord.
This guide covers the basics of ranked wars, such as stacking xanax and vicodin before a war. It also explains hitting targets, group attacks with temporaries, and ways to avoid being hit.
This analysis covers the addiction mitigation merit tree and how it affects employee effectiveness. It estimates days between rehabs at different mitigation levels, with Xanax and LSD examples.
This guide explains what faction territory wars are and how the wall works, including joining it by attacking or using an open slot. It also covers how a territory is won or defended by filling the score bar within 72 hours.
This guide walks you through the basics of ranked wars, including how points work, the main war terms like chaining and turtling, and some tactics. It is written from the view of a relatively new player with a faction.
This guide lists education courses that give passive bonuses to speed, strength, defense and dexterity for attacking. It also covers courses that boost damage, accuracy, medical item effectiveness and gym gains.
This guide explains how respect is calculated from attacks, covering base level, fair fight, war bonus, attack types, group attacks and chains. Its second part works through the formulas and example ratios behind those multipliers.
This guide walks you through the Chaining area in Torn PDA, covering the Targets, Attacks, War and Retaliation tabs and the attack screen. It explains what each button, sort option and filter does while you chain.
This is a numbered list of answers to common questions about weapons and armour from caches, covering weapon bonuses, damage and accuracy, and armour choices. It also covers plunder, sharing weapons within a faction, and why hospitalizing an opponent beats debuffing them.
This basic guide explains what a chain is and how to chain, written for beginners who don't know yet. You'll also find advice to follow your faction leaders' plans and a pointer to the Torn Wiki for more advanced detail.
It walks you through choosing a primary rifle, a secondary pistol and a melee weapon for ranked wars and missions. It also covers weapon bonuses, special ammo and defense settings.
This guide explains the three faction types, Powerhouse, Aggressive and Peaceful, and how to tell them apart. It also covers how to choose a faction that fits your activity and stats, plus what chaining and filler factions mean.
Covers faction war tactics: communication, chain bonus hits, filler factions, and avoiding retaliations. Also covers stacking energy, revive settings, and NAPs used by leaders.
This reference lists the bonus percentage ranges for each RW weapon bonus across yellow, orange and red tiers. It also gives estimated cache unbox chances for single and double bonuses, based on about 50k samples.
It suggests a ranked war weapon and armour set for under about 1 billion, with approximate prices for each piece. It also covers attack settings, grenade choices, and which armour to upgrade with a bigger budget.
This guide explains how termed ranked wars work and the rules to follow during them. It also shows how to find a med-out partner with similar stats and take turns hitting each other.