Vorpaxis

Consigliere of EDO
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About Vorpaxis

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    2002035

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  1. Vorpaxis

    Flying

    Carrying Capacity With nothing to your name you can carry 5 items from abroad. This capacity can and must be increased. A faction can provide up to +10 through perks. These perks are paid for by the faction with Respect, a lot of which is gained from chaining. Chaining is good. A Private Island with airstrip provides +10, removes the cost of flying and reduces travel time by 30%. I highly recommend renting a private island that has an airstrip for 7 days to get you started. This should not cost more than $3.5m ($500k per day). Once you have moved in you need to hire a Pilot. After that you're set to fly fast and cheap. ROI: It will take you 17 hours of flying to recoup this cost. Or: You need to fly 2.5 hours per day to offset this cost, the rest is free money. Once you've built some capital you should look for a private island with 3700 happy or more to help with your gym gains, but that is a different topic. You absolutely need to live on a Private Island immediately. Sell losses, marry a sugardaddy or borrow money. You'll make it back in a day. A Large Suitcase provides +4. This will cost just north of $10m. ROI: It will take you 250 hours of flying to recoup this cost. While not as urgent as a Private Island, you 100% need this item eventually. So get it as soon as you can afford it. There are smaller suitcases which you can buy meanwhile if you want, but I don't know how easy they are to sell back to the market. My first suitcase was the Large Suitcase. Working in a 7* Toy Shop lets you carry an extra 5 plushies. A toy shop requires low working stats so it is not too difficult to get hired in one. Make sure it is 7* or higher. ROI: Flying 10 hours a day will make you an extra $500k. But at the same time you are not working in a different company (like a sweet shop) where you could potentially make more or gain different bonuses. Company choice is a topic on its own. Working in a 7* Flower Shop lets you carry an extra 5 flowers. Same as Toy shop, but flowers are generally less profit than plushies. Working in a Cruise Line Agency provides +2 total capacity at 3* and +3 more at 10* for a total of +5 total capacity. Cruise Line requires very high working stats and if you are a new player you will not get into a 10* without a friend owning the company. So the max carrying capacity you can reach right now is 34 items. Quite a difference from 5. Where to fly, what to buy Items will get bought and eventually have 0 stock. Once at 0 it will restock in half the time it took to deplete. So if an item restocked to 2500 at 1am, reached 0 stock at 3am (2 hours), it will get restocked to 2500 again at 4am (1 hour since depletion). Items only restock on a quarter hour. If there is no good stock when you arrive, wait until the next quarter hour and refresh. If you stay too long you will get mugged. The easiest way to fly after you completed everything in the previous topic is: Fly to the UK and buy Red Fox Plushie, Nessie Plushie, or Heather. This trip takes about 3h45m and with max capacity earns you a net $1.3m per trip. The reason this is the easiest option is because there are 3 items that all yield a high profit. Most locations only have 1 and if it's out of stock when you get there all you can do is wait. Bring enough money to buy the item that costs the most, in case that is the only one available. In this case Heather costs $5000 to buy so bring $200k. It is good to bring a bit more than you need in case you get mugged and lose 10%. If you want to get nerdy about it use these links: https://doctorn.rocks/travel-hub/ This shows what the current stock is for each item. Take note of how long ago it was updated. If it was 20 minutes ago the numbers can't be trusted. https://arsonwarehouse.com/foreign-stock alternative to the link above if it's not working. https://eski786.pythonanywhere.com/flyguide This shows what the current profit is for each item. It assumes you sell to a trader, so the profit will be bigger if you sell from your own bazaar. If you don't have a bazaar do not sell on item market, in that case it's better to sell to a trader. If you want to get super nerdy about it collect data for 18 hours and make a spreadsheet to estimate at what stock levels you should fly for different items. Energy and nerve Your energy bar fills up from 0 to full in 5 hours. Energy is the most precious resource in this game. Any flight that takes a total of more than 5 hours will waste energy and should be avoided even if the highest profit item is in those locations. Same thing goes for your nerve bar. Nerve regenerates at 12 per hour, so before you have 45 max nerve you will waste nerve on your trips to the UK. Some people are really into crime and do not want to waste nerve, while others don't see the point of crime so they don't care. Either way it is arguably not as important as not wasting energy. Decide how you want to play. Getting mugged overseas Some people think a good way to not waste energy is to mug people overseas, since that uses energy. So the longer you stay in a location the more likely it is that you will get mugged. Bring 10% cash more than you need, and limit your time spent overseas. You cannot use medical items overseas, so you have to wait the entire hospital time. (Caveat: you can ask for a revive overseas which usually costs $1m and is paid with the honor system) Merits There are 22 merits to get from flying. 8 of them you will get without any focus, just keep flying. The others require you to fly 50 times to each locations. When stacking energy for chains you can travel to places further than 5 hours away without wasting energy. You will still waste nerve. Notes ROI means Return On Investment. The time an investment takes to earn back its own cost. In the case of Large Suitcase it is not how long it takes to earn $10m, it is how long it takes those extra 4 slots to earn $10m. The profit numbers in this post are very pessimistic, at around $10k per hour per carry slot. Actual profits will be up to 30% bigger depending on market and how you choose to sell your stuff. The highest profit item to buy is actually Xanax from South Africa. It's around 20-25% more profitable than the best plushie but has 2 downsides. It costs $745k each, so you need up to $20m in your pocket to fill your capacity. Carrying that much money is always a risk. South Africa is a 7 hour trip so it wastes tons of energy. I'd only consider this trip when stacking energy, and even then you can waste drug cd since Xanax can go as low as 6h. This has been one of the better posts I've found regarding this, and I don't think I could do better https://www.torn.com/forums.php#/p=threads&f=61&t=16153607&b=0&a=0&start=0&to=20188665
  2. Vorpaxis

    Racing

    We've had a few people interested in racing, and I'm going to attempt to compile the finer beginner points into a guide. The guide referenced is here (RD_'s Racing Guide 2.0). This will help you get your merits quickly. If you want to pursue it long-term, check out the actual guide. Preferred Car by Tier E Class - Volvo 850 D Class - Toyota MR-2 C Class - Corvette Z06 B Class - Sierra Cosworth (Mustang if you're cheap) A Class - Ferrarri 458 Upgrades The only upgrades you're going to want are going to be those that increase multiple stats at once. First: Aerodynamics Second: Engine Third: Tires Fourth: Exhaust and Weight Reduction Again you're only going to want to spend points on those increasing multiple stats. You're also not going to want to spend all of your points in each class. At the time I'm writing this I'm at 4.58 skill and have 226 points saved up (after two crashes with my Sierra Cosworth). The only way to gain points are from placing first, second or third in an official race. However you can just custom races overnight that offer 100 laps and gain driving skill this way. It's also worth noting that the "races won" metric is only for placing first. Company Perks (Mechanic Shop) 1 star Machinist + Racing point (5 job points) 3 star Discount Parts - 25% discount on car parts (Passive) 5 star Junkyard Dog + Random car (5 job points) 7 star Refurbish Lose no car parts after crashing (Passive) 10 star Driver + 25% driving skill gain (Passive) (Car Dealership) 1 star Test Drive + Racing point (5 job points) 3 star Discount parts - 25% discount on car parts (Passive) 5 star Salesman No item market fees (Passive) 7 star Two-Faced + 25% fraud success rate and skill gain (Passive) 10 star Getaway car + 95% run away chance (Passive) (Gas Station) 1 star Machinist + Racing point (5 job points) 3 star Discount Parts - 25% discount on car parts (Passive) 5 star Arsonist + 25% vandalism success rate and skill gain (Passive) 7 star Molotov Cocktail + Molotov Cocktail (5 job points) 10 star Blaze of Glory + 100% molotov cocktail damage (Passive) Despite my previous statement, you can also join companies for points, if you really want to.
  3. This will be a rough idea for progression for investments. These are not things you'll achieve quickly (in most cases), but overall goals to strive for. This listing is based upon the amount of time it would take to pay off the investment. LSC Benefit Block - Lucky Slots Casino will take about 51 weeks to pay for itself by giving you lottery vouchers. FHG Benefit Block - Feathery Hotel Group will take about 56 weeks to pay for itself by giving you hotel coupons. SYM Benefit Block - Symbiotic will take about 58-59 weeks to pay for itself by giving you drug packs. At this point you'll want to focus on getting your bank filled up; 2 billion buckarinos. You should be investing in a bank anyways at this point, in which profits can be cycled inside of it. If you can get cheap stocks, purchase one of the three above until you finish your benefit block, do not purchase any below this point. TCHS Benefit Block - Torn City Health Services will take about 115 weeks to pay itself off by giving you medical boxes. PRN Benefit Block - Performance Ribaldry Network will take about 121 weeks to pay itself off by giving you Erotic DVDs. HRG Benefit Block - Home Retail Group will take a while to pay itself off, no hard math, by giving you random properties. At this point you should consider investing in owning a Private Island. You can either do this here, or before the HRG benefit block. It's all personal preference. Cash Dividend Stocks with 20% APR; they yield pure cash on average 4 times a year. Pretty infrequent: TSBC - Torn City and Shanghai Banking Corporation TMI - TC Music Industries IOU - Insured On Us GRN - Grain TCC - Torn City Clothing From here we get really bleak outlooks on paying investments off. TCB Benefit Block - Torn City Investment Banking increases interest rate by 10% and will take about 265 weeks to pay for itself. That's 5 years to get a return on your investment. That's about on-par with the cash dividends listed immediately above it. From here, you can invest in Private Islands to rent out. That will take about 5 years and 6 months to pay for itself. EWM Benefit Block - Eaglewood Mercenary will take about 516 weeks to pay itself off by giving you grenade boxes. SLAG Benefit Block - Society and Legal Authorities Group will take about 1000-1600 weeks to pay itself off by giving you lawyer business cards.
  4. Your 'Nerve Bar' is based on your Crime Experience (CE) in the game. Any crime you do, and anyone you bust, adds a static amount to your CE. This is a hidden stat, and the only way to 'view' your back-end CE is your 'natural nerve bar' value. This is the amount of nerve you'd have before accounting for any merits or faction boosts. Natural Nerve Bar (NNB) goes up by values of 5 each time you hit the hidden levels of CE in the back end of Torn. It starts at 10 (until you click crimes and it gives you 15) and caps out at 60. Any time you get jailed doing a nerve crime, your CE is reduced by a PERCENTAGE, not a static amount. What this means is that 1 or 2 failures of a crime with a high nerve bar can take a massive chunk of your CE. Which can take forever to get back. CE affects your chance of success on any particular crime. The higher your CE, the better chance you have of performing a crime. You have to have a certain CE before some crimes will be able to be successful. If you attempt a crime that is too hard for your particular level of CE, you'll either fail it (blue result) or get jailed (red result). Improve this success rate by merits, and by the faction upgrade tree 'Criminality'. Also, each crime has a crime enhancer item you can buy to improve the chance of success slightly (2%). There are 17 crime enhancer items in total, as there are 17 types of crimes. If you can afford it, is to get the enhancer for any crime you are performing as early as possible. Since you do thousands of crimes, 2% will add a LOT of successes you wouldn't normally get. There's more than one way to progress your NNB safely, the one I've found the most successful is as follows: New Player (10NNB) Search for Cash -> Train Station, Old Bridge Do this about 30 times. 15NNB to 20NNB Sell Copied Media -> Rock CD's (3 Nerve) Do this about .. 150-200 times. Shoplift -> Clothes Shop -> Jacket (4 Nerve) Do this for a while. 20NNB Shoplift -> Clothes Shop -> Jacket (4 Nerve) You're going to be doing this some more. 25NNB Armed Robberies -> Thorough Robbery (7 Nerve) At this point you should be working on unlocking your intro to GenEd course and the Driver's course. You're also going to want to pick up a Gas Can. 25NNB Arson -> Warehouse (11 Nerve) Once you get your Driver's course and gas can, you're going to want to do this. You'll probably get some failures off of it, but the good news is.. you don't get jailed for it. You only get hosped. You're going to do this until you hit at least your 10,000 arson merit, however once you hit 40NNB you have some options. 40NNB Option 1) Arson > Warehouse (recommended until at least 10k merit) Option 2) Kidnapping > Kidnap the mayor (keep $75,000 on hand per crime) Option 3) Assassination > Mob Boss This should take you up to 60NNB. Kidnapping the mayor offers the best CE up until 55NNB. There is another route you can take; it will yield more merits, but take you much longer to hit 60NNB, because you'll likely spend some time in jail. 30NNB (Alternate, Slower, Unsafe) Transport Drugs -> Transport Cocaine Do this until 10,000 crimes done. After you hit your 10k merit, and hit 40NNB, you can proceed to the above route. Crime-Related Companies Pub - best option for CE/crime merits, at least until 60 NNB Amusement park if +10% CE perk is active Law Firm - For busting and OC's Crime-Related Player Bonuses Job: Federal Judge +10% Crime Success Education: Psychology Bachelor +10% Crime Success Rate Education: Bachelor of Law & LAW2970 + 65% Busting Skill Merits: +10 Nerve (Max) Merits: +30% Crime Success (Max) Nerve Boosters Tier 1 Beer +1 Tier 2 Kandy Kane & Pumpkin Brew +2 Tier 3 Minty Mayhem & Wicket Witch +3 Tier 4 Misletoe Madness & Stinky Swamp Punch +4 Tier 5 Green Stout & Christmas Spirit +5
  5. Education is one of the longest-running trials of Torn. Picking the right classes to take in the beginning is imperative to success in the early stages. Some pipelines will be covered, and are suggestions. Included will be a master list of perks at the bottom, as well as ways to decrease the time needed to lower the time needed to complete courses. Suggested Pipeline: Sports Science The reason for going Sports Science first is the overall gains for gym training and battle stats (2% across the board, for both increased gains and effective stats). SPT2440 Strength and Conditioning - Gain a 1% bonus to strength gains in the gym SPT2450 Physiological Testing - Gain a 1% bonus to speed gains in the gym SPT2460 Human Movement Analysis - Gain a 1% bonus to defense gains in the gym SPT2470 Bio Mechanical Determinants of Skill - Gain a 1% bonus to dexterity gains in the gym SPT3510 Bachelor of Sports Science - Gain a further 1% boost in all gym gains SPT2490 Nutritional Science - Gain a 2% passive bonus to speed and strength SPT2500 Analysis and Performance - Gain a 2% passive bonus to defense and dexterity After you finish your Sports Medicine, you can take Intro to Biology followed by Intravenous Therapy. This lets you take an empty blood bag and fill it. You can then finish it up with Intermediate Biochemistry and Advanced Biochemistry which increase effectiveness of medical items. BIO2360 Intermediate Biochemistry - Gain a bonus of 10% to medical item effectiveness BIO2370 Advanced Biochemistry - Gain a further 10% bonus to medical item effectiveness BIO2127 Intravenous Therapy - Ability to withdraw and deliver blood Second suggested pipeline: General Studies This pipeline is also okay to start with. Job stats are some of the hardest things to obtain in Torn, and a bachelor in GenEd will increase the working stats you gain from course complete by 10%. It's a marginal boost, but it's better than nothing. GEN3121 Bachelor of General Studies - Gain a 10% working stat increase bonus for all further educations that are completed Ways to Reduce Education Length Benefit Block West Side South Bank University You are entitled to receive a 10% time reduction for all newly started courses when holding at least 1,000,000 shares (-Market Price-). Job Highest Education job possible from the city (Principal) Gain 10% passive decrease in completion time for all future education courses (Passive) Merits 10/10 Merits in education reduce time by 20% This benefit block is the only way to reduce the length of time for education that is easily obtainable; If you were ever curious on what to spend your first 100 million space bucks on it would be this bad boy right here. After these are done, you have some general freedom in the direction you want to take, though there are definitely courses you can take to improve in certain areas. A lot of courses offer passive bonuses to battle stats, others offer bonuses to attacking or defending.