To withdraw a faction application go to Preferences, and click the 'Management' tab where you will be able to cancel any outgoing applications.

Starting A Faction

Factions are one of the most popular activities in Torn. Starting a new faction costs $1,000 x number of factions currently in the game, although a faction can be purchased for less in the faction buying and selling thread in the forums. A brand new faction will have 5,000 respect and will be based in a shed, giving a maximum member space of 5 members.

A faction's success may be measured by its total current respect and the upgrades that it has. To see the best factions in the game, go to the Hall of Fame in the newspapers.

Going Inactive (Faction Leader)

It should be noted that if the faction's leader should ever go inactive for more than 30 days, leadership will be automatically transferred to the Co-Leader. If there isn't one, it will instead be transferred to the longest-serving member online in the last 24 hours.

Respect

Respect is what most factions will fight and die for. It can be used to show the Torn community how good your faction is, it can be used as bragging rights, or it can be used for upgrading faction specials, which will be discussed below. Respect is gained and lost in many ways.

  • Warring and chaining against an opposing faction. Attacking the other factions members to gain respect. Attacking quickly after a prior attack is known as chaining and is the most efficient way of gaining respect. When your members are attacked you will lose respect.
  • You can also accumulate respect, on a daily basis, by owning Territories blocks.
  • Most factions will run 'Organized Crimes' for the purpose of gaining respect, as well as some money in the process. They range in difficulty and number of members required and are discussed in more detail below.
  • Factions will lose 1 respect per day. This is to help remove low-respect, inactive factions from the game.
  • When a faction is hit by a Dirty Bomb it will lose a large amount of respect, amongst other effects.
  • The Television Station company special 'Propaganda' allows an employee to spend job points on gaining respect for the faction they are in. The faction news log will also have a record of this.

Faction Warfare

Chaining

Chaining is a warring tool designed to supplement warring between two factions. Successive hits made on players outside of your faction will build a "chain", gradually earning more respect as the chain builds - and occasionally reaching "bonus" hits for large additional respect gains.

  • Chaining must be unlocked by spending respect. Once a faction has completed a chain of set length, it may unlock the next length chain. These purchases are non-refundable.
  • The first 10 hits in a chain must be made within 5 minutes. Beyond this, each successive hit must be made within 5 minutes or the chain will enter its cooldown state.
  • As the chain progresses, the respect earned will gradually increase - scaled logarithmically. At 13 possible points in a chain, designated "bonus hits", a hit will produce a large flat respect bonus.
  • Once a chain breaks it will enter its cooldown state, which lasts 10 seconds for every hit made in the chain (e.g. 100 seconds for a 10-hit chain).

Chaining was completely redesigned in 2017 and unveiled in November as the first update in a much larger Warring 2.0 upgrade. Full details on the subject can be found on the Chaining 2.0 page.

Faction Raiding

Raiding is a purely destructive form of warring. Any faction may begin an indefinite raid against another faction, during which respect may only be taken from the opposition, rather than earned. Once 24 hours has elapsed, the faction with the highest score (most respect taken) gains the option to "Cease" the raid.

  • A faction may only begin a raid with one faction at time. If your faction is involved in a raid, it will not be able to start another until the current raid is ceased. Your faction may be raided by multiple factions at the same time, however.
  • If your faction starts a raid it will force any current chain into its cooldown state, so chains should be finished before or started after your faction declares a raid.
  • Attacks made by either side during a raid will cause 100% respect loss (compared with the 25% loss caused by regular attacks).
  • Respect that you take from the opposing faction will be added to your faction's raid score. Once 24 hours have passed since the beginning of the raid, the faction with the highest score may choose to cease the raid.
  • The faction with the lowest score may choose to surrender at any time, however all this does is notify the opposing faction that you wish for the raid to be over. They may choose to accept your surrender and cease, or ignore it and continue.
  • Once a raid has ended, the two factions will automatically have a 90 day Non-Aggression Pact (NAP) implemented, meaning they can not war for 90 days.
  • As with territory wars, full stats and graphs are available in a raid report once a raid is complete.

Faction Destruction

When a faction hits zero respect, they will be permanently destroyed. The faction will not be fully deleted, but it will enter an irrecoverable death state - this means the faction cannot be accessed, but its name and profile will be retained forever.

Upon destruction, all members of the faction will be removed and any inventory which isn't loaned out will be moved to the leader including money and points.

  • All items, money, points, and items that are not loaned out in the faction will go to the current leader.
  • When a faction is destroyed, their profile will remain, showing its name, image, and previous leader

Ranked Warring

Note: Coming soon!

Territories

Factions can war any territory that is within range of any of their uncontested territories. If a faction does not have any territory, it can immediately take an available one within sector 7, or start a war against any territory within sector 7.

Territory wars require your faction members to join an assault or defense of a territory. No energy is required to take an unoccupied spot on a wall.

Territory warfare can be conducted against a hostile faction to conquer their territory. It can also be conducted against a friendly faction (with their cooperation) to accumulate additional respect during chaining. If factions choose to, they can make alliances with their neighbors and block certain routes - if they have the charisma, strength, and resources to maintain a specific area - they will keep it.

All factions start in sector 7 (the areas on the city map furthest from the center), and can then fight or negotiate their way towards the center if they wish. A faction can claim up to 30 territories maximum, starting with one territory. As each new quantity is achieved, a waiting period of three days is required before the next territory can be unlocked. Each territory provides an amount of respect as shown on the map.

You can find a more detailed description of territories here.

Controls Panel

The upgrades panel is the nuts and bolts of faction management. It is split into two sections, the core branch and the special upgrades branch.

  • An upgrade from a core branch cannot be undone, so be careful when selecting these. This includes member capacity, armory upgrades, dirty bomb lab, territory upgrades, and chaining upgrades.
  • The special upgrades branch is where you can select your specials, you can choose up to 6 trees from a list of 8 trees. These can be unset as you see fit for the current situation, although it does take 100 hours to unset them!

Give To User

Allows the faction leader, co-leader or anyone who has been given full ordnance permission to see the money and points balance of all members of the faction in the "Give to user" panel, and to give money or points to members. These balances increase when members donate money/points and decrease if they are given money/points. The 'payday' feature will not affect money balances. The balances can be adjusted to any value by the leader or co-leader; this only changes the member's displayed balance and has no other effect. Members can see their own personal balance on the armory page.

Pay Day

Allows the leader or co-leader to send money to multiple faction members at the same time.

Permissions

Only the leader or co-leader can change member permissions.

There is a 7-day faction membership requirement for 'Full Ordnance Management' (added on 31/07/18)

Permissions AM Armory Medical Use Allows members to use medical items directly from the armory.
AB Armory Booster Use Allows members to use boosters, energy drinks, alcohol and candy directly from the armory.
AD Armory Drug Use Allows members to use drug items directly from the armory.
AR Armory Refill Use Allows members to refill their points directly from the armory.
AL Armory Loaning Allows members to retrieve and loan weapons, armor & temporary items to themselves and other faction members.
SN Send Newsletter Allows members to send newsletters.
CA Change Announcement Allows members to change the faction announcement.
AP Application Management Allows members to accept or decline faction applications.
FO Forum Management Allows members to delete faction posts and make stickies.
OC Organized Crime Management Allows members to plan and initiate the faction's organized crimes.
FM Full Ordnance Management Gives the member full access to the faction's money and armory.

Upgrades Panel

Armory

Upgrade Respect Challenge
Weapon Armory 1,000 N/A
Armor Armory 1,412 N/A
Temporary Armory 3,067 N/A
Medical Armory 3,067 N/A
Drug Armory 6,662 N/A
Booster Armory 6,662 N/A
Point Storage 15,773 N/A
Laboratory 105,027 Acquire 25 faction members

Chaining

Upgrade Max Chain Size Respect Challenge
Chaining I 10 1,412 N/A
Chaining II 25 2,173 Achieve a chain of 10
Chaining III 50 3,067 Achieve a chain of 25
Chaining IV 100 4,719 Achieve a chain of 50
Chaining V 250 6,662 Achieve a chain of 100
Chaining VI 500 10,251 Achieve a chain of 250
Chaining VII 1,000 15,773 Achieve a chain of 500
Chaining VIII 2,500 22,265 Achieve a chain of 1,000
Chaining IX 5,000 34,258 Achieve a chain of 2,500
Chaining X 10,000 48,358 Achieve a chain of 5,000
Chaining XI 25,000 74,404 Achieve a chain of 10,000

Capacity

Upgrade Holds (Members) Respect Challenge
I 10 1,000 N/A
II 15 1,412 N/A
III 20 2,173 Achieve a faction age of 10 days
IV 25 3,067 Achieve a faction age of 20 days
V 30 4,719 Achieve a faction age of 30 days
VI 40 6,662 Achieve a faction age of 40 days
VII 50 10,251 Achieve a faction age of 50 days
VIII 65 15,773 Achieve a faction age of 75 days
IX 80 22,265 Achieve a faction age of 100 days
X 100 34,258 Achieve a faction age of 150 days

Territory

Upgrade Territories Held Respect Challenge
Territory I 1 1,295 N/A
Territory II 2 1,678 Hold 1 territory for 3 days
Territory III 3 2,173 Hold 2 territories for 3 days
Territory IV 4 3,067 Hold 3 territories for 3 days
Territory V 5 3,972 Hold 4 territories for 3 days
Territory VI 6 5,144 Hold 5 territories for 3 days
Territory VII 7 6,662 Hold 6 territories for 3 days
Territory VIII 8 8,628 Hold 7 territories for 3 days
Territory IX 9 12,180 Hold 8 territories for 3 days
Territory X 10 15,773 Hold 9 territories for 3 days
Territory XI 11 20,427 Hold 10 territories for 3 days
Territory XII 12 26,453 Hold 11 territories for 3 days
Territory XIII 13 37,341 Hold 12 territories for 3 days
Territory XIV 14 48,358 Hold 13 territories for 3 days
Territory XV 15 62,625 Hold 14 territories for 3 days
Territory XVI 16 81,100 Hold 15 territories for 3 days
Territory XVII 17 105,027 Hold 16 territories for 3 days

Special Branches

Special branches are bonuses that all of your faction members receive. You can assign your respect to these specials. Be wary though, as unsetting them will last 100 hours, so you can't just change up your specials constantly.

If you are interested in the old upgrades system, you can view those on this page.

This section is directly copied from Everything about faction specials by Harley [258120]

You can find more information on all the challenges you need to complete on this spreadsheet by FIN [527880] and Franky [1529693].

Toleration

Main tree: Addiction: Reduce drug addiction up to 50%. (2% per upgrade)

Secondary trees:

  • Overdosing: Decrease overdose chance up to 30%. (3% per upgrade)

Note: No specials that reduce OD chance apply to Cannabis - source.

  • Side effects: Reduce passives negatives from drug effects and addiction up to 30%. (3% per upgrade)

Total Cost: 254,884 respect

Steadfast

Main trees:

  • Speed training: Increase speed gym gains up to 10%. (1% per upgrade)
  • Strength training: Increase strength gym gains up to 10%. (1% per upgrade)
  • Defence training: Increase defence gym gains up to 10%. (1% per upgrade)
  • Dexterity training: Increase dexterity gym gains up to 10%. (1% per upgrade)

Secondary trees:

  • An extra 5% on speed or strength
  • An extra 5% on defense or dexterity

Tertiary tree: An extra 5% on a stat, dependant on the specializations you chose previously.

Total Cost: 249,498 Respect (This is with 2 branches at std10, one at std15 & one at std20)

Aggression

Main trees:

  • Speed: Increase speed passively up to 20%. (1% per upgrade)
  • Strength: Increase strength passively up to 20%. (1% per upgrade)

Secondary trees:

  • Accuracy: Increase accuracy up to +2.0. (+0.2 per upgrade)
  • Hospiltalization: Increase outgoing hosp times up to 25%. (2.5% per upgrade)
  • Damage: Increase all damage up to 10%. (1% per upgrade)

Total Cost: 563,249 respect

Excursion

Main tree: Travel capacity: Increase travel capacity up to 10. (1 per upgrade)

Secondary trees:

  • Travel cost: Reduce traveling fees up to 75%.(15% per upgrade)
  • Hunting: Increase hunting income up to 30%. (3% per upgrade)
  • Rehab cost: Reduce rehab cost up to 20%. (2% per upgrade)
  • Overseas banking: Increase cayman interest with a multiplier up to 25%. (5% per upgrade, this means you can get up to 0.625% interest instead of the base 0.5%)

Total Cost 320,921 respect

Fortitude

Main tree: Hospital time: Reduce all hospital times up to 25%. (1% per upgrade)

Secondary trees:

  • Life regeneration: Regenerate up to 4% more life per tick. (0.2% per upgrade)
  • Reviving: Reduce reviving cost down to 25 energy. ( 5 per upgrade)
  • Medical cooldown: Add up to 12h of med cooldown. (1h per upgrade)

Tertiary trees: Medical effectiveness: Gain up to 30% extra medical effectiveness. (2% per upgrade)

Total Cost: 526,142 respect

Voracity

Main tree: Booster cooldown: Adds up to 24h of booster cooldown. (1h per upgrade)

Secondary trees:

  • Alcohol effect: Increase nerve gain from alcohol up to 50%. (5% per upgrade)
  • Candy effect: Increase happy gain from candy up to 50%. (5% per upgrade)
  • Energy drink effect: Increase energy gain from cans up to 50%. (5% per upgrade)

Total Cost: 275,581 respect

Criminality

Main tree: Crimes: Provides up to 25% increase in crime skill and exp boost. (1% per upgrade)

Secondary trees:

  • Jail time: Decreases jail times up to 30%. (2% per upgrade)
  • Nerve: Increase maximum nerve up to 40 extra nerve. (1 per upgrade)

Tertiary tree: Bust skill: Increase bust skill up to 50%. (5% per upgrade)

Quaternary tree: Bust nerve: Decrease nerve bust cost up to 3. (1 per upgrade)

Total Cost: 593,993 respect

Suppression

Main trees:

  • Defense: Increase Defense passively up to 20%. (1% per upgrade)
  • Dexterity: Increase dexterity passively up to 20%. (1% per upgrade)

Secondary trees:

  • Escape: Increase runaway chance up to 30%. (3% per upgrade)
  • Maximum life: Increase maximum life up to 20%. (1% per upgrade)

Total Cost: 500,004 respect

Laboratory

In the Laboratory you can build a Dirty Bomb. More details here.

Challenges

For more information on faction challenges, please view the Faction Challenges page.

Organized Crimes

Commonly abbreviated as "OC," Organized Crimes bring in respect and money for your faction. The higher grade OCs provide more money and respect but have higher Crime Experience requirements of the members involved. Failures will impact crime experience, though not as much as failures of personal crimes.

When someone with OC permission sets up an OC, several members of the faction can be selected take part, who will then receive an event to let them know. Once it has been planned, a timer will begin to count down until the OC can be initiated. Once the timer is up, it will be marked as 'ready', and it can be initiated so long as all members in the OC have 'Okay' status (i.e. not traveling, in jail, or hospital). The selected members themselves do not have to do anything for the OC, only be 'Okay' at the time of initiation.

If you are scheduled for an OC that is nearly ready and you attempt a flight that will cause you to return 'late' for the OC, you will see a message prominently displayed warning you of the pending OC. You may choose to ignore the warning and fly anyway, you are not prevented from flying.

OCs can be planned and initiated by any member with "OC" permission, given by Leaders.

OCs can now be easily planned again with the same members immediately after completion. Simply click the "Plan again" button. (effective 30/10/18)

When a faction is hit by a dirty bomb, its OCs are all canceled.

On the faction crimes page, players not currently assigned to an OC will be shown in descending order according to their crime experience before any bonuses are applied. [1]

The honor bar 'Mastermind' is awarded upon participating in 100 OCs.

Name Members required Time of planning Cash gains ($) Respect gains
Blackmail 2 Members 24 Hours 6,000 - 10,000 1 - 2
Kidnapping 2 Members 48 Hours 15,000 - 35,000 3 - 5
Bomb Threat 3 Members 72 Hours 50,000 - 150,000 7 - 10
Planned Robbery 5 Members 96 Hours 400,000 - 600,000 18 - 24
Rob a money train 6 Members 120 Hours 3,250,000 - 4,250,000 25 - 35
Take over a cruise liner 15 Members 144 Hours 17,500,000 - 27,500,000 65 - 80
Hijack a plane 8 Members 168 Hours 20,000,000 - 50,000,000 80 - 100
Political Assassination 4 Members 192 Hours 100,000,000 - 300,000,000 200 - 300

Faction Communication

Faction Forums The faction forums are a place for you to talk to your members, post ideas, services from the faction and offers. It is also the main place for any up-to-date news from the faction and a well-run forum is vital for a faction to succeed. All faction members can make threads and post in them, but only certain faction staff can delete threads that aren't theirs or make stickies.


Faction chatbox This is for faction members to talk in real-time, it is useful during chainings or asking for help with regards to the faction.


Newsletter Some Faction staff can send newsletters out, usually, these letters have important information regarding the faction and it is usually best to pay attention to these.

Historical Notes

  • Inactive Faction Leader Didn't Promote Correctly - Changed daily inactive faction leader replacement to be the co-leader or longest serving member online in the last 24 hours
  • Previously, the firework stand company had a special that would allow a user to spend job points to reduce the respect of an enemy faction. This special was removed when company specials were given a major overhaul in May, 2015.
  • Previously, a player needed to be a member of a faction for four days before receiving cash or points via the 'Give to Player' function.
  • If you lose or abandon a territory, you will not be able to attempt to take that territory again for 7 days. - As of December 2019, this rule has been removed.

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