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Torn Features

Related: FantasyWeb · FantasyWeb Research · FantasyWeb Features

Imported from local source file: research/torn-features.md.

Generated: 2026-06-03T02:05:38Z Scope requested: document all functionality/components of Torn.com by logging in and clicking menu/icon choices, while avoiding any action that spends money, energy, nerve, points, tokens, items, attacks players, messages users, trades, gambles, or otherwise mutates account state.

  • Direct login attempt: started at https://www.torn.com/.
  • Blocker: Torn displayed a Cloudflare “Verify you are human” challenge before the login page. I did not complete or bypass the anti-bot challenge.
  • Resulting limitation: this inventory is a comprehensive first-pass feature map based on public/known Torn functionality and URL/module taxonomy, not a fully live-click-verified account traversal.
  • Recommended follow-up: once the Cloudflare check is completed by a human in an accessible browser session, repeat this inventory and mark each page as verified/unverified.

When exploring a live Torn account, treat the following as unsafe unless explicitly approved:

  • Clicking buttons such as Train, Commit crime, Attack, Mug, Hospitalize, Leave, Travel, Buy, Sell, Bid, Trade, Send, Use item, Open item, Gamble, Race, Apply, Accept, Decline, Deposit, Withdraw, Invest, Cancel, Start, Join, Revive, Bounty, Refill, Rent, Lease, Upgrade, Donate, Kick, Promote, Declare, Claim, or Spend merits.
  • Any interaction consuming or changing: energy, nerve, happy, life, medical/drug/booster cooldowns, mission credits, casino tokens, racing points, points, Torn cash, faction respect, company job points, items, property state, travel state, or player relations.
  • Any social side effect: messaging, forum posting, chat posting, trade offers, faction applications, bounty placement, attacks, comments, profile changes.

Safe/read-only interactions generally include opening pages, expanding menus, reading tabs, opening filters/dropdowns, viewing static information, and using browser Back.


1. Global shell and persistent UI components

Section titled “1. Global shell and persistent UI components”

Common logged-in Torn screens normally expose a persistent shell containing:

{| class=“wikitable”

! Component !! Functionality
Torn logo / home link
-
Player identity block
-
Cash balance
-
Points balance
-
Search
-
Messages icon
-
Events icon
-
Awards/medals icon
-
Settings/preferences icon
-
Help/wiki/rules links
-
Logout/session controls
}

Torn’s core gameplay revolves around stateful resources. These appear in the shell/sidebar and gate many actions.

{| class=“wikitable”

! Resource !! Purpose !! Spend/change risk
Energy
-
Nerve
-
Happy
-
Life
-
Chain counter
-
Medical cooldown
-
Drug cooldown
-
Booster cooldown
-
Travel timer
-
Education timer
-
Job/company timer
}

Typical major navigation groups:

  • Home / Dashboard
  • City
  • Crimes
  • Gym
  • Items / Inventory
  • Missions
  • Education
  • Job / Company
  • Faction
  • Property
  • Travel
  • Jail
  • Hospital
  • Casino
  • Racing
  • Forums / Newspaper
  • Hall of Fame / Competition
  • Awards / Merits
  • Preferences / Account / API
  • Tabs/subtabs for submodules.
  • Filters, search boxes, pagination, sort headers.
  • Hover/click icon tooltips.
  • Confirmation modals for risky actions.
  • Mobile/desktop responsive menus.
  • Countdown timers and progress bars.
  • Contextual warnings: insufficient resource, cooldown, travel restriction, hospital/jail restrictions.

The home page is the central summary and launch point.

  • Player status summary.
  • Resource bars and timers.
  • Shortcuts to crimes, gym, missions, education, job/company, faction, property, travel.
  • Event feed / recent notifications.
  • New player guidance/tutorial cards.
  • Active mission/task widgets.
  • Current competition/event widgets.
  • Account status alerts: hospital, jail, traveling, education active, company/faction notices.
  • Activity summary: battle stats, rank/level, net worth snippets, awards progress.
  • Open dashboard widgets only.
  • Inspect active timers and labels.
  • Do not press any quick-action buttons that consume resources.

  • Public player profile page.
  • Honor bar/profile banner.
  • Name, ID, level, rank, gender, age/days old.
  • Status: okay, hospital, jail, traveling, federal jail, inactive, etc.
  • Last action / online indicator depending on privacy.
  • Basic battle/public stats.
  • Awards/honors/medals display.
  • Friends/enemies indicators.
  • Faction/company/property/spouse snippets where public.
  • Profile comments.
  • Send message, trade, attack, bounty, add friend/enemy actions.
  • Attack.
  • Send message.
  • Trade.
  • Add enemy/friend if changing relation is undesired.
  • Bounty.
  • Report/comment/post actions.

The City is Torn’s hub map for institutions, shops, services, markets, and minigames.

Likely components:

  • Grid/map or categorized list of buildings.
  • District tabs or location groups.
  • Icons for shops, services, finance, social, competitive, and travel.
  • Tooltips and links to building pages.

{| class=“wikitable”

! Building/service !! Functionality
Bank
-
Stock Market
-
Points Building / Points Market
-
Auction House
-
Item Market
-
Bazaar / Bazaar listings
-
Pawn Shop
-
Estate Agents
-
Rental Market
-
Travel Agency
-
Hospital
-
Jail
-
Job Listings
-
Companies
-
Factions
-
Education / University
-
Gym
-
Casino
-
Race Track / Raceway
-
Dump
-
Museum
-
Church
-
Newspaper
-
Hall of Fame
-
Community Center
-
Bounties
-
Big Al’s Gun Shop
-
Bits ’n’ Bobs
-
Pharmacy
-
Sweet Shop
-
Clothing/armor shops
-
Docks / logistics locations
-
Loan Shark
-
Competition
-
City Hall
}
  • Buy, sell, bid, list, pawn, invest, withdraw/deposit, borrow/repay, rent, lease, travel, gamble, bust/bail, search dump, exchange sets.

Crimes are one of Torn’s core progression systems and consume nerve.

  • Nerve bar/current nerve.
  • Crime categories and individual crime entries.
  • Crime skill/progression per crime type.
  • Success/failure outcomes.
  • Crime experience and skill indicators.
  • Required items/tools for certain crimes.
  • Target/location selection for multi-step crimes.
  • Crime chains or staged crimes in Crimes 2.0.
  • Crime logs/history.
  • Tutorials and unlock requirements.

Actual available crimes can vary by account progression and Torn updates, but a live inventory should check categories such as:

  • Search/low-level opportunistic crimes.
  • Shoplifting/theft.
  • Bootlegging/counterfeit-related crimes.
  • Graffiti/vandalism.
  • Card skimming/fraud.
  • Hustling/scams.
  • Burglary.
  • Disposal/illegal services.
  • Cracking/computer crime.
  • Forgery.
  • Organized or advanced crime paths where exposed.
  • Any Commit, Start, Continue, Attempt, or crime-specific action consumes nerve or advances state.

The Gym converts energy into battle stat gains.

  • Energy amount and refill/cooldown context.
  • Battle stats: Strength, Speed, Defense, Dexterity.
  • Gym list and unlock progression.
  • Training input controls for each stat.
  • Happy multiplier/effect display.
  • Gym dots/specialization indicators.
  • Stat-gain results/log after training.
  • Gym membership/unlock requirements.
  • Faction/company/property/perk modifiers where shown.
  • Train buttons and any energy spend.
  • Energy refill buttons.
  • Donator/point refill links.

Combat is player-versus-player and has major side effects.

  • Target profile attack entry point.
  • Attack setup screen: target info, weapons, armor, temporary items, loadout.
  • Fight log/round-by-round combat.
  • Outcomes: leave, mug, hospitalize.
  • Retaliation and bounty context.
  • Stealth/assisted attack modifiers.
  • Faction chain/war contribution.
  • Battle stat/rank implications.
  • Medical/revive aftermath.
  • Anything on attack screens beyond viewing. Do not start attacks or choose outcomes.

Missions provide directed tasks and mission credit rewards.

  • Mission giver/task list.
  • Active mission details.
  • Requirements, targets, timers, and objectives.
  • Reward preview: mission credits, cash, items, reputation/standing.
  • Mission credit shop.
  • Reroll/decline/accept mechanics where available.
  • Mission history and cooldowns.
  • Accepting/declining/rerolling missions if those change state.
  • Buying mission-shop items.
  • Starting mission actions or attacking mission targets.

Education is a long-term progression system with passive unlocks.

  • Education faculties/categories.
  • Course list and prerequisites.
  • Course duration and remaining time.
  • Active course progress.
  • Completion benefits: passives, stat gains, job/company perks, crime/gym/combat modifiers.
  • Completion history.
  • Education reduction modifiers from merits, job, faction, books, events.
  • General Studies.
  • Mathematics.
  • Biology.
  • Self Defense.
  • Combat.
  • Fitness.
  • Business.
  • Law.
  • Computer Science.
  • Psychology.
  • History.
  • Sports Science.
  • Driving.
  • Start/cancel/change courses.
  • Speed-up or booster interactions if present.

Torn has starter jobs and player-run companies.

Components:

  • Job listings and application controls.
  • Starter career tracks such as Army, Grocer, Medical, Casino, Education, and Law.
  • Job rank/promotions.
  • Job points and job specials.
  • Work stat requirements.
  • Manual labor, intelligence, endurance stats.
  • Quitting/changing job controls.

Components:

  • Company directory/search.
  • Company profile: type, star rating, director, employees, daily income/customers, specials.
  • Applications and recruitment.
  • Employee page: trains, effectiveness, job points, specials.
  • Director controls: hire/fire, trains, wages, advertising, pricing, stock/inventory, upgrades, applications.
  • Company specials by company type.
  • Company forums/events.
  • Apply, quit, accept job, spend job points, train employees, change wages, buy stock, advertise, upgrade, fire/hire.

Factions are major multiplayer organizations.

  • Faction profile: name, tag, respect, age, members, rank, recruitment status.
  • Member list with positions, status, last action, battle contribution.
  • Faction news/events.
  • Faction forums and announcements.
  • Armory: weapons, armor, meds, boosters, drugs, temporary items, points/cash lending.
  • Permissions/ranks/roles.
  • Respect tree/perks.
  • Chains: chain timer, hits, bonuses, cooldowns.
  • Wars: ranked wars, raids, territory wars, wall fights.
  • Territory map and rackets.
  • Applications/recruitment.
  • Faction crime/organized crime systems if available.
  • Revive contracts/medical services if faction supports them.
  • Taking/loaning armory items.
  • Donating or withdrawing cash/points/items.
  • Kicking/promoting/inviting members.
  • Joining/leaving/applying.
  • Starting chains/wars/territory moves.
  • Attacking during chains/wars.

  • Inventory categories: weapons, armor, temporary, medical, drugs, boosters, candy, alcohol, books, collectibles, clothing, mods, special/event items, supply packs.
  • Item details: description, value, circulation, effects, cooldown interactions.
  • Equip/unequip weapons and armor.
  • Use/open/read/consume actions.
  • Send item to player.
  • Trade item.
  • Sell/list on item market or bazaar.
  • Display case.
  • Bazaar management if owned.
  • Item sets: plushies, flowers, artifacts, collectibles.
  • Weapon experience/mods/loadouts where shown.
  • Use, open, read, equip if build should not change, send, trade, sell, list, buy, discard.

  • On-hand cash.
  • Bank investments with durations and interest.
  • Vault/property storage if property supports it.
  • Faction/company balances where permitted.
  • Loan Shark borrowing and repayment.

Risky: deposit, withdraw, invest, cancel, borrow, repay.

  • Search/filter item listings.
  • Item detail pages.
  • Buy listings.
  • Sell/list inventory items.
  • Price history or market averages where shown.

Risky: buy/sell/list/remove listings.

  • Player shop browsing.
  • Bazaar item listings.
  • Bazaar management, pricing, advertising, shop name/description.

Risky: buy/list/change prices/advertise.

  • Points balance.
  • Buy/sell points listings.
  • Point uses such as refills/unlocks/name changes depending on account state.

Risky: buy/sell points, refills, unlock purchases.

  • Stock ticker/list.
  • Price charts and history.
  • Stock blocks and benefits.
  • Portfolio holdings.
  • Buy/sell order controls.

Risky: buy/sell stocks.

  • Active auctions.
  • Filters/search.
  • Bid/buyout where available.
  • Listing items for auction.

Risky: bidding/listing/canceling.

  • Set exchange, especially collectible sets such as plushies and flowers.
  • Museum points/rewards.
  • Collection progress.

Risky: exchange sets/items.


  • Current property summary.
  • Happy value and capacity.
  • Property upgrades: interior, staff, vault, airstrip, medical facility, yacht, etc. depending on property type.
  • Spouse/marriage and shared property residence.
  • Upkeep/rent/lease terms.
  • Buy/sell/rent property marketplace.
  • Property vault and storage.
  • Staff hiring/firing where applicable.
  • Buy, sell, rent, lease, cancel lease, upgrade, hire/fire staff, vault deposit/withdraw, spouse/property permission changes.

  • Travel Agency.
  • Destination list with flight time, cost, capacity, risk, and unlocks.
  • Private Island/airstrip travel options.
  • Abroad country pages.
  • Abroad item shops/markets.
  • Hunting in South Africa.
  • Travel status timer and return controls.
  • Abroad hospital/jail/attack risk.
  • Carry capacity and item running.
  • Mexico.
  • Cayman Islands.
  • Canada.
  • Hawaii.
  • United Kingdom.
  • Argentina.
  • Switzerland.
  • Japan.
  • China.
  • United Arab Emirates.
  • South Africa.
  • Initiating flights, buying abroad items, hunting, returning early, attacking abroad.

  • Hospital page listing hospitalized players.
  • Own hospital timer/status when applicable.
  • Revive controls and revive service context.
  • Medical item use from inventory.
  • Medical cooldown display.
  • Hospital reason/source logs where visible.
  • Use medical items.
  • Revive players.
  • Attack hospitalized players where possible.

  • Jail page listing jailed players.
  • Own jail timer/status when applicable.
  • Bust and bail controls.
  • Jail reason/time remaining.
  • Bust skill/merits/perks context.
  • Busting or bailing consumes/changes state and can fail.

  • Casino lobby.
  • Casino tokens or betting limits.
  • Games such as slots, blackjack, roulette, poker, lottery, bookie, wheels, or event-specific gambling modules depending on current Torn version.
  • Game-specific bet controls.
  • Statistics, cooldowns, jackpots.
  • Any betting/gambling spin/deal/roll/place-bet action.

  • Driver license/progression.
  • Cars owned and car classes.
  • Car upgrades and parts.
  • Official/custom races.
  • Race queue and race results.
  • Racing points and skill.
  • Tracks and class restrictions.
  • Racing logs.
  • Join/start race, buy/sell cars, install/remove upgrades, spend racing points.

20. Awards, merits, honors, and progression

Section titled “20. Awards, merits, honors, and progression”
  • Awards page: medals, honors, recognitions.
  • Merit count and merit upgrade tree.
  • Category progress indicators.
  • Honor bars and display selection.
  • Level/rank progression.
  • Personal stats and historic milestones.
  • Tutorials/new player achievements.
  • Education time reduction.
  • Banking/interest modifiers.
  • Life/nerve/energy/stat-related modifiers.
  • Crime/combat/gym effectiveness areas.
  • Awareness/search/drop-related modifiers.
  • Weapon/mastery or passive upgrade groups depending on current Torn implementation.
  • Spending/resetting merits, selecting display changes if not desired.

  • Private messages/inbox.
  • Events/notifications.
  • Friends list.
  • Enemies list.
  • Ignore/blacklist controls.
  • Chat channels: global, trade, faction, company, private, travel/local depending on context.
  • Forums: general, questions, faction/company private boards, trade, roleplay, suggestions, bugs, announcements.
  • Profile comments.
  • Newspaper articles and classifieds.
  • Player search.
  • Reporting/moderation links.
  • Sending messages, chat messages, forum posts, comments, friend/enemy changes, reports, classifieds/ads.

22. Forums, newspaper, community, and help

Section titled “22. Forums, newspaper, community, and help”
  • Forum category list.
  • Threads, replies, quotes, edits, watches/subscriptions.
  • Search and filters.
  • Private faction/company forums.
  • Staff/moderation indicators.

Risky: posting, editing, voting if side effects matter.

  • Official articles.
  • Player articles.
  • Classifieds/advertisements.
  • Archives.
  • Competition/event announcements.

Risky: submit article/ad/comment/vote if present.

  • Rules.
  • Wiki/help pages.
  • Tutorials.
  • Support ticket/report bug/contact staff.
  • API documentation.

Risky: submitting tickets/reports unless approved.


23. Hall of Fame, rankings, stats, and competition

Section titled “23. Hall of Fame, rankings, stats, and competition”
  • Hall of Fame leaderboard categories.
  • Player/faction/company rankings.
  • Filters by stat/category/time period.
  • Competition pages for seasonal events.
  • Tournament/event standings.
  • Personal rank display.
  • Joining competitions or claiming rewards if controls exist.

24. Account, preferences, security, and API

Section titled “24. Account, preferences, security, and API”
  • Display preferences.
  • Theme/layout/mobile settings.
  • Notification settings.
  • Chat settings.
  • Privacy options.
  • Email/password/security settings.
  • Two-factor authentication.
  • Session/logout controls.
  • Ignore/blacklist management.
  • Name/gender/profile customization where available.
  • API key creation/management.
  • Key scopes/access levels.
  • API documentation links.
  • Revocation/regeneration.
  • External app integrations.
  • Password/email/2FA changes.
  • API key creation/revocation.
  • Privacy/profile changes.
  • Account deletion/recovery/security actions.

25. Notifications, events, logs, and history

Section titled “25. Notifications, events, logs, and history”
  • Events feed.
  • Message inbox.
  • Combat logs.
  • Trade logs.
  • Faction/company event logs.
  • Award notifications.
  • System announcements.
  • Filters for event types.
  • Read/unread state.
  • Deleting/marking events if persistent state matters.
  • Responding to messages/trades.

If testing with a mobile viewport or Torn mobile UI, inventory:

  • Hamburger menu.
  • Collapsed resource bars.
  • Icon-only navigation.
  • Sticky bottom nav if present.
  • Touch-specific dropdowns.
  • Modal behavior.
  • Long-page scrolling and infinite lists.
  • Chat/message panels.

27. Special events and time-limited systems

Section titled “27. Special events and time-limited systems”

Torn often has seasonal or limited-time content. A live sweep should check dashboard/city/forum/news links for:

  • Seasonal competitions.
  • Holiday events.
  • Community competitions.
  • Limited shops/items.
  • Temporary currencies.
  • Special crimes or missions.
  • Tournament pages.
  • Announcement banners.

Risky: claim, join, spend, buy, open, submit, vote.


28. Suggested live-click verification matrix

Section titled “28. Suggested live-click verification matrix”

Use this matrix after a human completes Cloudflare/login. Mark pages as verified and record observed tabs/icons.

{| class=“wikitable”

! Area !! Likely URL/module !! Read-only checks !! Status
Home
-
City
-
Crimes
-
Gym
-
Missions
-
Education
-
Jobs
-
Companies
-
Faction
-
Items
-
Markets
-
Bank
-
Stock Market
-
Property
-
Travel
-
Hospital
-
Jail
-
Casino
-
Racing
-
Awards/Merits
-
Profile
-
Messages
-
Events
-
Forums
-
Newspaper
-
Hall of Fame
-
Preferences
-
API
}

Section titled “29. Recommended structure for a future verified sweep”

For each clicked page/icon, collect:

Page name:
URL:
Navigation path:
Visible tabs/icons:
Primary purpose:
Read-only components:
State-changing controls avoided:
Resources/currency affected:
Notable timers/cooldowns:
Permissions/requirements shown:
Related pages:
Screenshots/evidence:
Notes:

Use a status label:

  • Verified live: directly opened in the authenticated account.
  • Partially verified: page opened but some tabs hidden/locked or unsafe to click.
  • Known/expected: documented from public knowledge, not live-clicked.
  • Blocked: inaccessible because of Cloudflare, permissions, cooldown, travel/hospital/jail state, or account restrictions.

Torn can be summarized as these interacting systems:

Identity/progression: level, rank, awards, merits, personal stats, honors.

Section titled “Identity/progression: level, rank, awards, merits, personal stats, honors.”

Resource loops: energy, nerve, happy, life, cooldowns, timers.

Section titled “Resource loops: energy, nerve, happy, life, cooldowns, timers.”

Crime progression: nerve-driven crimes, crime skill, outcomes, logs.

Section titled “Crime progression: nerve-driven crimes, crime skill, outcomes, logs.”

Combat: attacks, weapons/armor/loadouts, battle stats, hospital/jail consequences.

Section titled “Combat: attacks, weapons/armor/loadouts, battle stats, hospital/jail consequences.”

Training: gym unlocks and battle-stat growth.

Section titled “Training: gym unlocks and battle-stat growth.”

Long-term passives: education, merits, books, faction perks, company specials, property.

Section titled “Long-term passives: education, merits, books, faction perks, company specials, property.”

Economy: cash, items, points, stocks, bank, property, markets, auctions, bazaars.

Section titled “Economy: cash, items, points, stocks, bank, property, markets, auctions, bazaars.”

World map: city services, travel, abroad markets, hunting.

Section titled “World map: city services, travel, abroad markets, hunting.”

Competitive/social play: wars, chains, territory, bounties, forums, chat, rankings.

Section titled “Competitive/social play: wars, chains, territory, bounties, forums, chat, rankings.”

Risk/cooldown systems: hospital, jail, medical/drug/booster cooldowns, travel timers.

Section titled “Risk/cooldown systems: hospital, jail, medical/drug/booster cooldowns, travel timers.”

Minigames/side systems: casino, racing, dump, museum, seasonal events.

Section titled “Minigames/side systems: casino, racing, dump, museum, seasonal events.”

Account operations: settings, notifications, API, security.

Section titled “Account operations: settings, notifications, API, security.”

Because live login was blocked, the following should be considered the most important gaps to verify manually:

  • Exact current sidebar/menu icon names and ordering.
  • Any account-specific unlocked/locked modules.
  • Current Crimes 2.0 categories visible to this account.
  • Current mission list and mission shop tabs.
  • Faction-specific tabs, permissions, armory categories, war/territory state.
  • Company-specific employee/director controls.
  • Property-specific upgrade/staff/vault/airstrip controls.
  • Current seasonal event modules.
  • Exact preferences/API/security tabs.
  • Mobile UI differences.

Once a human completes the Cloudflare challenge, this document can be upgraded from a taxonomy to a verified sitemap with screenshots and exact menu labels.