Torn City Guides

NEWBIE EDUCATION CHRONICLE


Submitted by DrVoid [2608187] on 06/11/20 04:24 PM - Last edited on 28/03/23 03:05 PM
NEWBIE EDUCATION CHRONICLE


At first, Some people miss starting education. Some people start whatever sounded/looked good. Some people start a course after comparing the working stat gains. Some people ask their faction mates or in new player chatroom, and start. Some people forget. And, Some people just don't care.

But Education here is as important as the real world education. The interesting thing is, if you stick with Torn for long, you are bound to complete all the education courses (roughly 4 years) along with 16 merits.

GOAL of this GUIDE:

  • To let newbies know the available approaches in the game
  • To help prepare newbies do calculated decisions.
  • To enumerate the options available in early as well as late game, so that one can have a good grasp on Torn's education system.

 

THANK YOU FOR READING.


Caution:

1) Having high addiction (6-7%) will kick you out of the education course you are presently doing. If you overdosed while you were in an addiction, there is a chance of increase in addiction percentage (up to 5%).
That means, there is every possibility to get kicked out of your present education course, If your addiction percentage crosses 3-4% and you are actively consuming drugs.
Regularly do rehabilitation in Switzerland (never rehab fully, leave one). Or Refrain from doing 'happy jumps' (chances of OD are high with ecstasy) when you are below level 15, where you can not fly.

2) Always mind your goals before starting a course as each bachelors can take up to 6-7 months to be finished. Your goals, priorities and even the game play itself can change in that time.

3) Always try to use every means possible to reduce education time.


Ways to reduce Education time
 (In order of usual feasibility):

1) Spending Merits on 'Education Length'. The merit upgrade removes 2% of the education time per upgrade, up to a maximum of 20% shorter education time with 10 upgrades.

Found at Awards > Use your Merits > Education Length

2) Promoting to the top rank of the starter job Education (Principal), you will gain a passive 10% reduction in education time. You will keep this passive even if you leave the starter job later.

You would need 1300 Manual labour, 4800 Intelligence, and 1300 Endurance to fast track this job. So I would suggest not to immediately jump into this city job when you start anew.

Found at News Paper > Job Listing > Jobs > Education - Go to interview

3) Having a West Side University (WSU) Stock Benefit Block of 1,000,000 shares will reduce education time by 10%. For this you have to first buy a 'Stock Ticker', at the 'Points Building', in the 'City'. This allows you to buy, sell, receive, send, or trade stocks. It roughly costs 88 mil atm.
You need to wait for 7 days to start getting the benefit. You may want to have it forever or buy for a week before your new course is started. I would suggest the first option, ALWAYS.

4) By joining in a PLAYER COMPANY ( 1* Fitness Center-Healthy mind OR 7* Hair Saloon-Cutting corners ), you can earn job points and buy 'time reduction of 30 min for 1 job point'. I am not much of a fan for this option. Usually better used if your ongoing course is going to end shortly when you will not be available to restart another course immediately.

5) Using "Book of Carols" lowers current education time by 6 hours. This item spawns in Christmas Town.

Ultimately the bonuses work one upon another, not as additives.

So the total time reduction for having full education merits + principal + WSU bb will not be 40% but 35%.


Structure of the courses

Courses are divided in three tiers. Completion of previous tier courses of same degree is a necessity for starting the next tier. Each group will have one Tier 1 (T1) course and one Tier 3 (T3) course. Tier 2 (T2) Courses vary in number throughout different groups/subjects.

To study a T2 course, you just need to complete only the corresponding T1 course in the group (which is 7 days).

To study a T3 course (bachelors), you need to complete all the T2 courses in the group (vary in time and usually highest duration in the course group).


First/Definite courses


Throughout the game these courses are undoubtedly regarded as the first courses to be finished.

BIO1340 : (T1) Introduction to Biology ( 7 days )

BIO2127 : (T2) Intravenous Therapy (21 days)

This course is For every one to reduce their spending on medical bills. After the 'Newbie Protection' period of first 14 days into the game there will be a need for having equipped with our own blood packets.

Blood bags will heal more amount of life and hospital time while giving less medical cooldown compared to other kinds of healing items.
These can be acquired either by buying in item market or by filling up of empty blood bags (Which are preferably bought at item market. Pharmacy is their place of origin but you would need 'Bachelors in Biology' to access it. They are also available at mission credit market in 'Missions' tab. But 'Mission Credits' are precious don’t waste them on empty blood bags).


Why do we need to worry about medical supplies?


Being attacked is natural in this game. This is a crime based one. What do you expect?


Now we are going to discuss about the steps which can be taken from this point onwards.

You can choose like most of the players, the 'popular approach'. Or the 'alternate approaches'. The key here is knowing 'WHAT YOU WANT TO DO WITH THIS GAME?' This can only be answered by 'YOU'.


The Popular approach is,

Battle stats are the core of the game, You gain respect with that. All the money will go into training them. The real growth of your account is usually measured by these numbers.

Completing subject 'Sports Science'.
Which has 10 courses and you need to spend 29 weeks for completion.

Gains: 2% Gym stat gains for all the battle stats and 2% Passive stat bonus for all the battle stats. You unlock Sports Shop.

E.g: You had 100 battle stats each = it becomes 102 effective battle stats each (from 2% passive stat bonus). Then train for 100 more stats... Total effective stats would be 204.

You have gained 100 battle stats by training before = Now you gain 102 battle stats. (from 2% gym stat gains bonus). If you had 100 stats... Total now would only be 202.

If you had 100 battle stats each and trained for another hundred = 100 + 102 = 202 + 2% = 206.04 total stats

I hope you understood!

As the gym gains started to increase exponentially for eternity. This should be your first bachelors, if you have any regards about 'being strong' or 'being useful for you faction in ranked wars or territory wars' kind of attitude.

ALTERNATE APPROACHES

Money, Crimes and Merit hunting are three most sought alternatives by players as an approach rather than battle stat centric approach.

A. MONEY-CENTRIC approach:

These people are mostly concerned with money. In reality, this is the most important stat than battle stats because it can boost your training efficiency in leaps.

For this, newbies have very few viable options (some of these are time gated, may not be viable for newbies but the reason for mentioning here is that you can get an idea, so that you can plan ahead)
- Flying, Selling losses, Crimes, Trading, Company direction, Casino (in the order of ease)

Now coming to the various education courses that will be helpful for earning money

1. Crimes like FBI hacking can earn you good amount of daily income. But you will need to have 35-40 natural nerve (not possible for a newbie in short term). You need to finish a course to unlock this ability.

CMT1520: Introduction to Computing (1 week)
CMT2540: Networking (2 weeks)


2. Company direction: The high tier companies can earn 100s of millions a week. But running them is a hard task as the competition is going hard and it is getting hard to acquire loyal employees. So you need to enter with conviction and full set of education

BUSINESS MANAGEMENT Bachelors (37 weeks)
MTH1220: Introduction to Mathematics (1 week)
MTH2280: Probability (3 weeks)
LAW1880: Introduction to Law (1 week)
LAW2100: Media Law (3 weeks)


3. Trading: The basics of trading is appeasing the larger mule community of fliers. Getting rid of their plushies and flowers can give you good mileage and can rope in recurring customers. How does education help this? After acquiring all those stuffed animals and exotic flowers you would need a place to exchange them to get points out of the sets is MUSEUM. You need to unlock it by education only.

HISTORY Bachelors (25 weeks)


B. CRIME-CENTRIC approach:

As crimes are done through separate stat (nerve) and it is mainly depending upon an invisible stat (Crime Experience - CE), this approach can be said as an additional approach rather than an alternative approach. Education helps little in this aspect but important.

1. Hacking: As said above. It is a CE draining crime that can be done after achieving 35 NNB (natural nerve bar) but lucrative.

CMT1520: Introduction to Computing (1 week)
CMT2540: Networking (2 weeks)


2. Grand Theft Auto (GTA) crimes: To be able to do them you need to first finish these courses. These courses are also useful for unlocking the staple crime for positive CE - Arsons (warehouse)

GEN1112: Introduction to General studies (1 week)
GEN2113: Driving license (2 weeks)

3. Crime success rate: 10% increase in crime success rate will be seen after finishing this course

PSYCHOLOGY Bachelors (24 weeks)
CMT1520: Introduction to Computing (1 week)
CMT2610: Computer Science and Defense (
10% increase in hacking crime success rate) (4 weeks)



C. MERIT-CENTRIC approach:

These players want to earn or plan their progress according to maximize the capacity to earn as much as possible number of merits. They tend to splurge a large amount of money on it sometimes and may hamper their battle stat growth.

Finishing all the education courses itself can provide a good 16 merits. But some courses are so much helpful for gaining early start on many 'long-burn merits'.

1. Busting: It is severely time gated to earn merits in busting as you may be able to only bust 2-3 people a day in the beginning at max. While busting others can cost 2-5 nerve depending upon the faction specials. Self bust can cost more than half of your nnb.

LAW1880: Introduction to Law (1 week)
LAW2890: Public Law (
Reduced chance of being caught when trying to escape from jail) (2 weeks)

LAW2920: Criminal Law (
5% bonus to your skill in busting) (2 weeks)

LAW2970: Social and Economic Law (
10% bonus to your skill in busting) (3 weeks)

LAW2990: International Human rights (
Use less nerve when trying to escape from jail) (3 weeks)

LAW3102: Bachelor of Law (
Busting is 50% easier and bailing is 50% cheaper) (6 weeks)


 


2. Bailing: You use money to bail yourself or others out of jail. It can be quite costly.

LAW1880: Introduction to Law (1 week)
LAW2900: Common Law (
Gain the ability to buy yourself and others out of jail while you are in jail yourself) (3 weeks)

LAW2930: Administrative Law (
5% discount when buying people out of jail) (2 weeks)

LAW2980: Use of Force in an international law (
10% discount when buying people out of jail) (3 weeks)

LAW3102: Bachelor of Law (Busting is 50% easier and bailing is 50% cheaper) (6 weeks)

3. Weapon experience: A nightmarish merit is achieving 25 weapons' experience to 100%, which would take at least 2000 hits with each weapon. But to start acquiring weapon experience, you need to finish this course. Weapon experience also useful in battles as a weapon will get a bonus damage and accuracy when you reach 100% experience with it.

COMBAT TRAINING bachelors (26 weeks)


4. Virus coding: You can code various viruses using a personal computer or a laptop. You need to unlock each virus coding ability by education. You need to code 250 viruses to get the merit. It takes long time to code a virus. The below said courses will help

CMT1520: Introduction to Computing (1 week)
CMT2600: Natural language engineering (
+ 10% decrease in virus coding times)
(3 weeks)

D. BATTLE-CENTRIC approach:

While for this the best starting point would be 'Sports science' bachelors, some people try to cover other areas first.

1. Passive stats: Xanax usage is associated with -35% of all stats while under drug cool down. This will be seriously hampering in getting good respect on opponents in chains or wars. To counter it you can spend merits on passive stats but as new players do not enjoy a freedom of having numerous merits to spare, you can grab passive stats using education also.

The total number of passive stats that can be gained from education would be,
Strength = +5% (9 weeks, including introductions)
Speed = +14% (27 weeks, including introductions)
Defense = +11% (21 weeks, including introductions)
Dexterity = +19% (22 weeks, including introductions)
(Total - 66 weeks)

SPT1430: Introduction to Sports science (1 week)
SPT2490: Nutritional Science - Gain a 2% passive bonus to speed and strength (3 weeks)
SPT2500: Analysis and Performance - Gain a 2% passive bonus to defense and dexterity (3 weeks)
HAF1103: Introduction to Health & Fitness (1 week)
HAF2104: Aerobics - Gain a 1% passive bonus to dexterity (2 weeks)
HAF2105: Acrobatics - Gain a 1% passive bonus to speed (2 weeks)
HAF2106: Power Lifting - Gain a 1% passive bonus to strength (2 weeks)
HAF2107: Yoga - Gain a 2% passive bonus to strength (2 weeks)
HAF2108: Swimming - Gain a 1% passive bonus to dexterity (2 weeks)
HAF2109: Marathon Training - Gain a 3% passive bonus to speed (4 weeks)
MTH1220: Introduction to Mathematics (1 week)
MTH2240: Essential Foundation Mathematics - Gain a 1% passive bonus to speed (3 weeks)
MTH2250: Intermediate Mathematics - Gain a 1% passive bonus to speed (3 weeks)
MTH2260: Geometry - Gain a 1% passive bonus to defense (3 weeks)
MTH2320: Geometry 2 - Gain a 2% passive bonus to defense (3 weeks)
PSY1630: Introduction to Psychiatry (1 week)
PSY2640: Memory and Decision - Gain a 1% passive bonus to dexterity (2 weeks)
PSY2650: Brain and Behaviour - Gain a 2% passive bonus to dexterity (3 weeks)
PSY2660: Quantitative Methods in Psychology - Gain a 4% passive bonus to dexterity (3 weeks)
PSY2670: Applied Decision Methods - Gain a 8% passive bonus to dexterity (4 weeks)
DEF1700: Introduction to Self Defense (1 week)
DEF2710: Judo - Gain a 1% passive bonus to defense (3 weeks)
DEF2730: Krav Maga - Gain a 2% passive bonus to defense (4 weeks)
DEF2740: Jujitsu - Gain a 3% passive bonus to defense (2 weeks)
DEF2750: Tae Kwon Do - Gain a 2% passive bonus to speed (2 weeks)
DEF2760: Muay Thai - Gain a 3% passive bonus to speed (3 weeks)
CBT1780: Introduction to Combat Training (1 week)
CBT2790: Military Psychology - Gain a 1% passive bonus to speed (2 weeks)


2. Misc: There are wide range of educations that help directly and indirectly in battles, apart from gym stat gains and passive stats. The list of courses will not include introductions, as you should work on them in the late phase rather than early.

BIO2350: Evolution (Gain a 1% damage bonus to all weapons) (2 weeks)
BIO2360: Intermediate Biochemistry (Gain a bonus of 10% to medical item effectiveness) (4 weeks)
BIO2370: Advanced Biochemistry (Gain a bonus of 10% to medical item effectiveness) (4 weeks)
BIO2380: Fundamentals of neurobiology (Gain a 10% damage increase when hitting an opponent's neck) (3 weeks)
BIO2400: Forensic science (
Decrease an opponent's stealthiness) (4 weeks)
BIO2410: Anatomy (Gain a 3% chance increase of achieving a critical hit) (3 weeks)
BIO3420: Bachelor of Biology (Ability to equip life and stat boosters in your temporary slot) (5 weeks)

CBT2820: Study of Machine Guns (
+ 5% increase in accuracy with Machine Guns) (2 weeks)
CBT2830: Study of Sub-machine guns (+ 5% increase in accuracy with Sub-Machine Guns) (2 weeks)
CBT2840: Study of Pistols (+ 5% increase in accuracy with Pistols) (2 weeks)
CBT2850: Study of Rifles (+ 5% increase in accuracy with Rifles) (2 weeks)
CBT2860: Study of Heavy artillary (+ 5% increase in accuracy with Heavy artilleries) (2 weeks)
CBT2125: Study of Shot guns (+ 5% increase in accuracy with Shot guns) (2 weeks)

 

GEN2116: General Mechanics (+ 5% hit increase with all temporary weapons) (2 weeks)
GEN2119: General Science (+ 5% damage increase with all temporary weapons) (3 weeks)

HAF3111: Bachelors of Health & Fitness (+ 25% increase in speed during an opponent's escape attempt) (5 weeks)

HIS2160: Ancient Japanese History (10% damage increase with Japanese blade weapons) (3 weeks)
HIS2170: Medieval History (
2% bonus to all melee damage) (4 weeks)

MTH2310: Discrete Mathematics (5% bonus to ammo conservation) (4 weeks)
MTH3330: Bachelors in Mathematics (20% bonus to ammo conservation) (6 weeks)

DEF2720: Kick Boxing (Unlock kick attack when in a battle) (2 weeks)
DEF3770: Bachelors of Self Defense (100% increase in damage dealt when using fists alone) (5 weeks)

SPT2480: Sports Medicine (Gain a 10% increase in steroid effectiveness) (4 weeks)






FINAL WORDS of Advice

1) 'Popular approach' is popular. As the gym gains are compounding endlessly, The extra gym gains can be massive if grabbed early.

2) You need to finish all courses at some point, but always put your next goal before choosing each course.

3) MONEY IS THE ULTIMATE STAT IN THIS GAME.

THANK YOU AGAIN FOR READING THIS LONG POST. READ MUCH BEFORE COMMITING TO ANY APPROACH.
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