Merits and Awards
How merits work, one default spend ladder, playstyle deltas, easy awards to farm, and an appendix catalog of upgrades.
By Weav3r
Overview
A merit is currency from awards (medals and honors). Spend it on permanent upgrades: education speed, bank interest, life, nerve, battle-stat passives, weapon masteries, and more (Merit). Track progress live on Merits & awards.
Earn and spend
- Awards - each medal or honor generally grants 1 merit.
- Buy with points - Points Building, 300 points each. Cap: 1 purchase per 2 levels (max 50 at level 100).
- Merits are not tradeable. Fixing bad spends means a reset, which costs points.
- Every track goes 1 → 10. Cost: 1+2+…+10 = 55 to max one upgrade. 27 tracks exist; you cannot max everything.
- 7/10 costs 28; 10/10 costs 55. Two tracks at 7/10 ≈ one track at 10/10.
- Paid reset - 500 points first, then +250 each time, capped at 5000. Free resets (book / Christmas) do not raise the paid price.
Plan pips on one track
Spent so far
0
Total at target
28
Merits needed
28
Points if buying
8,400
×300 each
Pip costs 1+2+…+n (wiki Merit). 7/10 = 28, 10/10 = 55. Points Building buys at 300 points each (1 per 2 levels).
Follow the default ladder
One default path when you have not specialized yet (shaped by Romarocky / Shakirion):
- Education Length → 10/10 - first max for almost everyone. Speeds every future course (2% per pip → 20%). Applies to the next course you start. Often reset off after key courses finish so those 55 merits move elsewhere.
- Bank Interest → 7/10, then 10/10 once cash is actually invested - +5% APR per pip on your next investment. Scale with deposit size toward the $2b cap.
- Life Points and Critical Hit Rate toward 5-7, then higher later - life is the “5th combat stat”; crit is +0.5% per pip (wiki base crit ≈ 12%).
- Crime Progression toward 5-7 - +1% XP and skill per pip. Helps CE for OC 2.0. Usually better than early Nerve.
- Battle-stat passives on the stats you train (often main DEF or DEX, then STR/SPD; leave the unused fourth) - +3% combat effect per pip, not shown on profile.
- One weapon mastery once loadout is stable - rifles are the usual war default; muggers often want piercing. +1% damage / +0.2 accuracy per pip.
- Skip early: Awareness (city finds stay sparse even at 10/10) and Addiction Mitigation (does not cut addiction gain or rehab count).
- Employee Effectiveness - only if directors ask; useless as company director.
- Hospitalizing / Stealth / Masterful Looting / Nerve - playstyle picks, not the default first 100 merits.
Adjust by build
Start from the default ladder, then apply these deltas (~200 merits early, ~400 later). Full templates: Romarocky.
| Focus | Delta from default |
|---|---|
| War | Push Life toward 10 earlier; rifle mastery mid→10; main defensive stat first; Hosp when you hit real targets; leave the 4th combat passive behind. |
| Trading | Slow Bank until liquid + $2b is real; DEX-heavy passives; little weapon mastery; room for Crime / EE / Nerve later. |
| Mugging | Max Masterful Looting; piercing (or your Plunder melee) mastery; some STR/SPD / crit / stealth; DEX + Life high for survival. |
| Crime | Crime Progression to 10; Bank funded; Nerve ~7→10; light Life / EE; one weapon mastery for defense. |
Farm awards
Use Merits & awards for the full catalog. Filter Adobi 200-day path to follow Adobi’s spreadsheet. Chevon - Easy Merits is a shorter “do these now” list.
- Church donations - Pious / related tiers ($100k / $1m).
- Pocket Money - any city bank investment.
- Clotted - self-hosp (Ipecac; wrong blood bag after Intravenous Therapy).
- Landlord - rent out a cheap property.
- Historian - open a newspaper chronicle and stay long enough.
- Going Postal / Friendly Fire - defeat a coworker / factionmate (ask first).
- Double Dragon - assist on a kill (or loot-ranger NPC assists).
- Faction chain honors: chaining - call them in chat.
Catalog: fighting stats
Passive +3% per pip in combat. Does not change the number on your profile. Max 10 (+30%).
| Merit | Effect per pip |
|---|---|
| Brawn | +3% Strength (passive) |
| Sharpness | +3% Speed (passive) |
| Evasion | +3% Dexterity (passive) |
| Protection | +3% Defense (passive) |
Catalog: weapon mastery
+1% damage and +0.2 accuracy per pip for that class. Max 10. Pick the class you actually fight with.
| Merit | Example weapons |
|---|---|
| Heavy Artillery Mastery | Flamethrower, RPG Launcher, Type 98 Anti Tank |
| Machine Gun Mastery | M249 SAW, Rheinmetall MG 3, Minigun |
| Rifle Mastery | AK-47, Enfield SA-80, ArmaLite M-15A4 |
| SMG Mastery | P90, MP5 Navy, 9mm Uzi |
| Shotgun Mastery | Jackhammer, Mag 7, Ithaca 37 |
| Pistol Mastery | Glock 17, Desert Eagle, Flare Gun |
| Club Mastery | Baseball Bat, Frying Pan, Axe |
| Piercing Mastery | Pen Knife, Dagger (stabbing melee) |
| Slashing Mastery | Samurai Sword, Scimitar |
| Mechanical Mastery | Chainsaw, Taser |
| Temporary Mastery | Damaging temps only - not flash / pepper / needles |
Catalog: miscellaneous
| Merit | Per pip | At 10/10 | Notes |
|---|---|---|---|
| Nerve Bar | +1 max nerve | +10 | Secondary for crime builds. |
| Critical Hit Rate | +0.5% crit | +5% | Wiki base ≈ 12%; soft-cap mid then finish later. |
| Life Points | +5% max life | +50% | High priority for war/trade survival. |
| Crime Progression | +1% XP and skill | +10% | API still says “Crime XP”; Crimes 2.0 value is +1%. |
| Education Length | −2% course time | −20% | First max; often reset after key courses. |
| Awareness | +20% city finds | +200% | Community consensus: skip. |
| Bank Interest | +5% bank APR | +50% | Scale with deposit; next investment only. |
| Masterful Looting | +5% mug cash | +50% | Mug builds only. |
| Stealth | +0.2 stealth | +2.0 | Secondary for muggers. |
| Hospitalizing | +5% hosp time | +50% | War / control. |
| Addiction Mitigation | −2% addiction penalties | −20% | Does not cut addiction gain or rehab count. Usually skipped. |
| Employee Effectiveness | +1 EE | +10 | No effect as director. |
Do this
- Open Awards → Merits and sync TornW3B Merits.
- Max Education Length first; stack Bank only as deposits grow.
- Follow the default ladder to ~Life/Crit/Crime 5-7 before specializing.
- Apply your build delta (war / trade / mug / crime).
- Farm Adobi / Chevon easy awards; call chain honors in faction chat.
- Prefer free resets over paid; plan Education Length reset after key courses.
Sources
Related guides
Education · Medical · Points
Education Courses and Paths
How Torn education works, how to cut course time, a safe early path (Intravenous Therapy then Sports Science), playstyle branches, and degree lookups.
Gym · Leveling · Education
Gym Training and Battle Stats
Vladar gym gains, happy drain, happy vs energy eras, whoring ratios, Xanax baselines, and interactive calculators - without treating the old 50m soft cap as current.
Stocks
Stock Market Basics
Order of operations for passive wealth (bank → high-ROI blocks → Max PI), how to use TornW3B Stocks, trading rules, and the benefit table.
Points · Trading · Travel
Points Market and Museum Sets
Unlock the museum with History, build plushie and flower sets for points, compare selling items vs exchanging, and spend points on trader unlocks.
Crimes
Crimes 2.0 Basics
How Crimes 2.0 works: nerve, skill, crime experience, NNB, jail burns, early/mid crime families, and Emforus Primer links for deep routes.
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Drugs, Addiction, and Rehab
One drug table with combat and energy effects, Xanax / Vicodin / Ecstasy playbooks, addiction cues, and when to rehab in Switzerland.
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Decision tree for where to park cash: ghost trades, banks, vaults, stocks, and points, plus the after-sale stash ritual.
Money · Travel · Trading
Making Money in Torn
Stage-by-stage income: pre-15 scrapes, travel after 15, then five midgame methods, bank, and stocks.
Gym · Leveling · Faction
Attacking and Battle Stats
How the four battle stats resolve fights, Leave/Mug/Hosp/Arrest outcomes, wiki matchup curves, approximate damage math, and how Fair Fight ties into chaining.