The Basics

Attacking another player costs 25 Energy (or 10 Energy with Love Juice), and you may find yourself wanting to attack someone for a variety of reasons.

Initiating an attack will bring you face to face with an opponent, and from this point, you will have 25 'turns' to defeat them. You may make only one action per turn (e.g. using your weapon, using a temporary item, reloading a weapon, or attempting to escape). If after 25 turns you have not won or lost your fight, it will count as a stalemate (don't worry, there's an award for this!)


Each fight may last up to 5 minutes - once this time has expired, your attack will count as a defeat.


In an attack, you may equip three weapons (a primary, secondary and melee), a temporary item (a variety of grenades and temporary stat boosters are available for choice) and five pieces of armor. Primary weapons are generally (with mods) slightly better weapons on average than secondary or melee with regards to accuracy and damage, however, they will almost certainly run out of ammo if you can't finish a fight quick enough. Conversely, although melee weapons are (again, generally) slightly weaker weapons, you could use one 25 times without fear of reloading or running out of ammo.

During the course of a fight, it may become necessary to run away from your opponent (either for the awards or because you are losing--badly). At the top right of the attack screen is an 'Escape' button - this becomes active if your opponent fails to hit you on the previous turn. You may attempt to escape if this is the case, and have a chance at succeeding based on your dexterity relative to their speed.

If you can beat your opponent, there are three* outcomes that each have their own benefits and reasons for use.


Leaving an opponent provides you with the most experience, and so is typically used by people attempting to power-level.


Mugging allows you to steal a percentage of an opponents cash on hand, and so this can be very profitable if done right. Buy-mugging is the practice of purchasing items from unsuspecting victim's bazaars and then mugging them as cash is deposited into their wallet. Kapten_Klitoris [1873683] has a fantastic guide on how to get started!

The base percentage you are able to steal from a player is 5%. This value is then modified with a multi-dice-roll RNG up to 10%, however lower percentages closer to 5% are favoured and values close to 10% would be extremely rare.

This percentage can be increased further using merits to upgrade Masterful Looting. Masterful Looting modifies the base percentage itself by up to 50%, meaning your mug percentage would now fall between 7.5 - 15%.

7* clothing stores provide a 75% mugging reduction, so you should make sure to check your target first!

Mug Protection

When you are mugged, the amount you have leftover in your wallet is now "protected". Over the next 12 hours this protected value will decrease linearly towards zero. If you are mugged again, a mugger will only have access to an amount equal to (value in your wallet - value protected).

If you interact with protected funds, this invalidates the protection on them. In this context interacting with protected funds means removing them from your wallet in any way - including buying items, gambling, or depositing money into a vault. As an example:

- You are mugged and left holding $100m. This means you have $100m protection. If you are given more money on top of this, and mugged again, the mugger will only have access to the money on top of the $100m. - If however you bank $70m leaving $30m on hand, your protection will now be set to $30m and cannot be increased again.

Any mug will fully reset any existing mug protection you may have.


Hospitalizing an opponent increases the time they spend in the hospital after being defeated. There are a couple of reasons you may wish to hospitalize someone. The first is bounty hunting - in order to collect a bounty on someone's head, you must hospitalize them (leaving or mugging will not count). The second being retaliation attacks during wars (again, leaving or mugging will not count here).

Historical Note:

With the old warring system only hospitalizing an opponent in your warbase would contribute to building chains in order to gain respect. This is no longer the case as Leaving and Hospitalizing now offer the same respect outcomes.


All Year

On the 23rd of April 2019 a new attacking outcome, based on the seasonal looting event of Scrooge was released. This new attacking outcome is available with certain NPC's such as Duke, Leslie, and Jimmy.

  • Loot is rewarded at random to those who participated in defeating the NPC, those who put in more effort are most likely to receive loot, so you don't have to make the finishing hit to loot the NPC.
  • Each NPC has a "Loot Level" which increases over time from 1 to 5 and resets upon defeat. A higher loot level will result in a higher chance of rare loot and more attackers receiving loot.
  • NPC's that use this mechanic can no longer be spied.

NPC's currently available to loot are:


During certain seasonal events you may defeat an NPC such as Scrooge [10] and get the option to loot him for an item. This can be quite lucrative!

Other Outcomes...

Duke may occasionally request that you get a bit freaky with your target after you beat them to a pulp; for example, there are missions where you are required to secrete items upon them, kiss them, and even torture them for information. The details of these missions can be found here.

It is also possible to arrest a player if you're a part of a Detective Agency Company of at least 3 stars.


The result of your fight depends almost exclusively on your Battle Stats. The more you train, the better you can fight! However, there are a few ways you can give yourself an edge without hitting the gym.


To be a successful fighter, armor is imperative. Even some of the most terrible armor in the game can significantly improve your chances of surviving a battle much longer by reducing the amount of damage you can take. It works in the following way:

D(A) = D(R) * (1-A/100)

Where D(R) is the Raw damage you would take with no armor, A is your armor rating (e.g. 60.00) and D(A) is the damage taken with your armor equipped. This means your armor essentially represents the % reduction to damage received. As an example: you usually receive 1000 damage in this particular instance - but with 60.00 armor you now only receive 400. This is a huge difference, and can easily tip the scales in your favor.

With certain companies this can become even more powerful. 10* clothing stores provide a 20% buff to armor (effectively turning a 60.00 piece into a 72.00 piece), and 7* Private Security Firms provide a 25% buff when wearing a full set (helmet, chest, gloves, pants, boots).

Merit Allocation

You may have heard the phrase "Life is the 5th battle stat" thrown around - this is not untrue. Damaging your opponent is only a fraction of the problems you must overcome to beat someone. If you were to attack someone with the exact same stats, armor, weaponry, drug cooldown and an assortment of passives you are extremely likely to lose if you have the lowest life! Similarly, if you attack a level holder with 3x your stats but 1/5th the life, you may be able to withstand the damage for long enough to get a nice hit and take them out. To be a successful attacking player, you should consider investing merits (55 of them if possible) into life upgrades.

When you choose a weapon to use on a turn of your attack, the game rolls your hit chance (based on your stats, weapon accuracy, etc). It then rolls your critical hit chance (base: 5%). These critical hits deal a great amount more damage to your opponent and often win fights even when the odds are against you. Investing merits to increase this critical hit chance has the potential to change the outcome of future fights.

By investing merits into a weapon mastery category, you increase the accuracy of any weapon of that class by +0.2 (for a total of +2.0) and damage by +3% (for a total of +30%). This can make a huge difference to your weapon's effectiveness and is worth consideration for an attacking-oriented player. Remember to pick the class of weapon that you primarily use or this is a huge waste!

Each passive upgrade you make will increase a certain stats effectiveness by 3%. This means that with full investment, you have the potential to increase your total stats effectiveness by up to 30%, giving you that little bit extra you need to beat a tough opponent. Of course, if you have left behind a stat considerably it's not wise to invest merits in this particular stat!


HandsomePants has made a fantastic guide covering this aspect of fighting, so it will be only briefly outlined here.

To become the most effective fighter possible you should prioritize the following courses:

  • BIO1340: Introduction to Biochemistry and BIO2127: Intravenous Therapy allowing you to fill and use blood bags, the most efficient way of healing.
  • Sports Science: Completing this Bachelor will provide a total of +2% gym gains
  • Combat Training: Completing this Bachelor will allow you to gain weapon experience, which at 100% provides a 25% bonus to weapon accuracy and damage
  • BIO2380: Fundamentals of Neurobiology for +10% damage to the neck, BIO2350: Evolution for a 1% damage bonus to all weapons, HIS2170: Medieval History for a 2% bonus to all melee damage
  • Biology: Completing this Bachelor gives you the ability to equip life and stat boosters in your temporary slot, and unlock the pharmacy.
  • MTH2310: Discrete Mathematics for a 5% bonus to ammo management and MTH3330: Bachelor of Mathematics for a 30% bonus to ammo management. This is important as some weapons are required to reload fairly often, and you may also have special ammo you want to conserve.

Attack Settings

Your attack settings are a critical part of the attacking system in Torn. They allow you to adjust your defensive strategy in order to catch a would-be attacker off-guard.


You can choose to remain un-stealthed and guarantee your opponent knows who put them in hospital, or you can try to stealth whenever possible. This stealth ability is based on a number of factors; including your relative dexterity to your opponents speed, the stealth rating of the weapon you use (with mods being factored in), masked or unmasked armor, and any mods your opponent may have equipped.

If you keep a healthy stockpile of your temporary weapon of choice, you can choose to have this reequip each time you use one - something extremely useful for chaining. Although this option comes under 'while attacking' if you use one up in a defend it will also reequip after this.

The most important part of your attack settings come next. These sliders allow you to choose which weapon you would like to use while defending and with which frequency. You can also choose to reload primary and secondary weapons when they run out of bullets, although this will use up an extra turn of the fight as normal. It is generally recommended that if your primary weapon is your main weapon you don't select reload and instead switch to melee. This will make your defense far more efficient (so get yourself a good melee weapon!). One exception to this would be with the Gold Plated AK47, which utterly eclipses any other weapon, and is worth reloading if necessary. If you want to use a temporary weapon at the start of your fight, set the slider to 100. Taking a look at an example:


Here Temporary is set to 100, Primary is set to 50 with a reload option, and Melee is set to 1. This means that when attacked:

  • Temporary is the most likely slot to be used first.
  • Primary is half as likely, but it will be used first approximately a third of the time - and this can be advantageous. Consider the following attack: Your opponent swings at you to trigger your temporary weapon so that they may wait for its timer out before continuing. Occasionally you will simply fire your primary weapon, and thus your opponent now feels secure using their own temporary. On your next turn, you both use temporary items, and suddenly your opponent cannot wait out your temporary item without theirs running out too.
  • Finally, your melee will be used with an almost negligible frequency (1:151). It has been set to 1 in the event that your temporary has been used and your primary is now completely out of ammo.

Group Attacking

Reducing an opponent's suppression

Every additional person who has made an action against the victim within 60 seconds will only halve the victim's defensive stats: Defense and Dexterity. Strength and Speed are unaffected. This will quickly remove their dexterity with every additional attacker allowing them to be successfully hit, and penetrate their defense in order to cause damage.

Two attackers: Defense & Dexterity reduced by 50.0% Three attackers: Defense & Dexterity reduced by 75.0% Four attackers: Defense & Dexterity reduced by 87.5% Five attackers: Defense & Dexterity reduced by 93.7% Six attackers: Defense & Dexterity reduced by 96.9% E.t.c.

Reducing an opponent's aggression

The victim's ability to respond during turns depends on the amount of people who have made actions against them in the last 60 seconds. With just two attackers, the victim's ability to respond is cut in half, with several attackers their response rate will be rapidly reduced.

Two attackers: 1 in 2 (50%) chance. Three attackers: 1 in 3 (33.3%) chance. Four attackers: 1 in 4 (25.0%) chance. Five attackers: 1 in 5 (20.0% chance. Six attackers: 1 in 6 (16.6%) chance. E.t.c.

Historical Notes

  • Following four polls brought to the community in General Discussion (1, 2, 3, 4), mugging changes were implemented on 29/10/19. A full treatment of the mugging mechanics before this change can be found here.