Torn Company Jobs Guide: Best Player Companies by Game Stage
This guide focuses on player company jobs rather than city jobs. In almost every case you should join a player company, because the perks are objectively stronger than what city jobs offer. City jobs are mainly useful for a handful of specific merits.
The aim here is to give newer players a quick, scannable overview of companies, each tagged by what it is good for so you can find the right fit fast.
Companies are grouped into early, mid, and late game — primarily by the work-stat required to get hired, and secondarily by playstyle. Some companies straddle stages: a Candle Shop, for example, works well into mid game, and a Pub is a strong all-rounder at any stage but sits at a mid-level work-stat with a very crowded market.
Sorting by work-stat also stops newer players from applying to late-game companies they cannot get into — nobody is going to hire a 1k work-stat player for their Fitness Center, let alone an Oil Rig.
How to read the tags
Each company is labelled with one or more tags. Any perk that is not highlighted in a company's table is usually either inconsequential or outclassed by a stronger perk in the same company.
Training
Strong perks for training battle stats.
Premium
Great perks for paying users, or anyone able to spend enough to fully and consistently use them — they require high ongoing expense to pay off.
Income
Perks that help you make money, or a company that pays a decent daily wage.
Warring & attacking
Useful for veterans (roughly 1b+ stats) looking for a combat edge. Newer players can ignore these — at low stats you will be outmatched regardless.
Crime
Perks that help train your nerve and crime experience.
Energy
Perks that grant more energy, either through more consumables or direct conversion from job points. More energy means more training, chaining, and attacking, which makes it extremely valuable.
Education
Perks that help you finish education courses sooner.
Niche
One or two perks that are exceptionally valuable for a specific playstyle and largely irrelevant for everyone else.
Early game
This stage is when each of your battle stats is below about 1m (so happy jump effectiveness is high) and your work-stat is low (roughly 0–10k in a single work-stat). A brand-new account can usually only get into a 7-star company from the list below; a 10-star generally needs around 10k+ single work-stat. Most of these companies pay little or no wage because the perks are your payment — and some higher-star companies will even tax low work-stat employees, usually because they run at a loss to keep their star rating rather than out of director greed.
Adult Novelty
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Blackmail | 1 | Money |
| 3 | Voyeur | 20 | Erotic DVD |
| 5 | Party Supplies | 500 | Pack of Trojans |
| 7 | Bondage | Passive | 25% enemy speed reduction |
| 10 | Indecent | Passive | 100% bonus to Erotic DVDs |
If you can afford continuous, consistent happy jumps in volume, a 10-star Adult Novelty is hands-down the best place to do them thanks to the doubled Erotic DVD happiness. If you only jump occasionally, there are better-value options.
A word of caution for free-to-play and casual players: only happy jump when you can genuinely afford it. Otherwise stick to the reliable daily routine of 3 Xanax, 1 refill, and natural energy — skimping on that to save for jumps will leave you progressing slower than players who do it consistently.
One way to earn income in a 10-star Adult Novelty is to sell leftover happiness to other players running happy jumps after you have finished yours.
Sweet Shop
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Sweet Tooth | 1 | 50 happiness |
| 3 | Sugar Rush | 2 | Bag of candy |
| 5 | Gluttony | 10 | 1,000 happiness |
| 7 | Energy Rush | 15 | Can of energy drink |
| 10 | Voracious | 30 | 4,500 happiness |
More money-focused and less training-focused than Adult Novelty — you give up income (cans) to run a good happy jump. It suits players who jump infrequently, and you can reach a large happy jump much earlier here than in an Adult Novelty. Pick it if you want visible up-front money, even if it is lower than the alternatives.
Candle Shop
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Warming Therapy | 1 | 50 happiness |
| 3 | Illumination | Passive | 50% awareness |
| 5 | Calming Therapy | 1 | 2 nerve |
| 7 | Reinvigorating Therapy | 1 | 5 energy |
| 10 | Meditation | 250 | View true level of level-holding players |
A very popular all-rounder, from free-to-play restarts to veterans stacking job points for attacking events. The headline perk is 1 job point for 5 energy at 7-star (capped at 100 job points converted per day). The standard play is to bank 100 job points and time a happy jump for an extra 500 energy — nearly half a jump's worth of extra gains.
That stored energy is also handy during attacking events such as Valentine, Eliminations, Dog Tag, and Halloween, and the awareness passive helps with the dream of finding a Stat Enhancer early.
Hair Salon
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Debate | 1 | Experience |
| 3 | Gossip | 10 | View someone's money on hand |
| 5 | Rumors | Passive | Reduced enemy stealth |
| 7 | Cutting Corners | 1 | 30 minute education time reduction |
| 10 | Sweeney's Revenge | Passive | 20% slashing weapon damage |
An alternative route for players who want to finish education quickly. The two valuable perks are the 7-star (30 minutes of education reduction per job point) for general use, and the 5-star, which makes you a good retaliation bait in a chaining and warring faction.
Toy Shop
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Memory Lane | 1 | 50 happiness |
| 3 | Jumble Sale | 3 | Special plushie |
| 5 | Gamer | Passive | 100% console happiness |
| 7 | Over Capacity | Passive | Bring back +5 plushies from abroad |
| 10 | Toy Importer | 10 | View plushie stock analysis in all countries |
For dedicated plushie runners. Often preferred over Flower Shop because plushies restock faster.
You do not have to buy only one item type to trigger the capacity passive. If only 5 plushies are left but there are plenty of other items, buy the other items first to fill your base capacity, then add the 5 plushies on top — this matters more now that abroad has many extra collectable items (meteorite, fossil, arrowhead).
Flower Shop
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Rare Import | 3 | Special flower |
| 3 | Cultivation | Passive | 25% illegal production success & skill (temporarily unavailable) |
| 5 | Herbal Cleansing | 1 | Drug addiction reduction |
| 7 | Over Capacity | Passive | Buy 5 additional special flowers abroad |
| 10 | Floral Contacts | 10 | View flower stock analysis in all countries |
For dedicated flower runners. Its drug addiction reduction perk is significantly better than Toy Shop's offering, with the trade-off that flowers frequently go out of stock and are a pain to run.
The addiction reduction perk is genuinely strong. Rehab becomes less effective the more you do it, so reducing how often you need it is a solid long-term strategy — especially if you run the standard 3 Xanax + 1 refill daily routine.
See the Toy Shop note about ordering your purchases to maximise capacity.
Property Broker
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Commission | 1 | Money |
| 3 | Job Satisfaction | 1 | 50 happiness |
| 5 | Vendor | Passive | No fee for anonymous item market listings |
| 7 | Insider Trading | 150 | Random property |
| 10 | Interior Connections | Passive | 10% property upgrade cost reduction |
Almost every perk points toward money. A trader-centric company, with the 5-star for general trading and the 10-star for property upgrade services. Most players spend their points on the 7-star perk, exchanging 150 job points for a random property (up to Castle) — in a 10-star, that is roughly a property lottery every 15 days, averaging around 200k per day.
Clothing Store
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Fashion Show | 1 | Experience |
| 3 | Nine to Five | 10 | 100 endurance |
| 5 | Activewear | Passive | +25% passive dexterity |
| 7 | Secret Pockets | Passive | +75% mug protection |
| 10 | Tailoring | Passive | +20% armor bonus |
A strong warring and attacking company that turns a defence build into a tank and a dexterity build into a slippery target. The 7-star mug protection is exceptional for traders and high-stakes casino players. The job-point-to-work-stat conversion is nice but rarely the main draw.
Mid game
This stage covers battle stats roughly in the 1m–50m range, with a single work-stat around 10k–50k. The companies here demand more to get into but offer stronger, more specialised perks.
Grocery Store
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Bagged Down | 2 | Bag of candy |
| 3 | Fast Metabolism | Passive | 10% consumable cooldown reduction |
| 5 | Bottled Up | 5 | Bottle of alcohol |
| 7 | Absorption | Passive | 10% consumable boost |
| 10 | Canned In | 12 | Can of energy drink |
A direct upgrade to the Sweet Shop, aimed more at paying users. No happy-jump perk, but you can obtain and consume more energy cans at better efficiency — the more affordable alternative to the Restaurant for energy-can users.
Restaurant
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Free Meals | 1 | 3 energy |
| 3 | Butcher | Passive | 10% melee weapon damage |
| 5 | Flambéed | 50 | Flame thrower |
| 7 | Healthy Diet | Passive | 2% life regeneration per tick |
| 10 | Professional Metabolism | Passive | 25% consumable cooldown reduction |
The preferred job for the highest-spending players. If you can afford to drink 10–16 energy cans daily, a 10-star Restaurant gives you the most energy on top of the standard 3 Xanax + refill + natural energy. Join a faction with maxed energy-drink effectiveness first.
Instead of a normal cap of 12 cans a day, you can drink 16 here, plus 3 energy per job point. That can add up to hundreds of extra energy per day — a large part of how some players reach very high stats quickly.
Music Store
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Ambience | 1 | 50 happiness |
| 3 | Well Tuned | Passive | 30% increased gym experience |
| 5 | High-fidelity | Passive | Reduced enemy stealth (more retaliation) |
| 7 | Deafened | 10 | Maximum stealth |
| 10 | The Score | Passive | 15% passive all stats |
Two use cases: free-to-play players who want a cheap training route via the 3-star perk (unlock better gyms 30% sooner), and chaining or late-game warring at high stars. In a chaining and warring faction the mid-star perks also make you good retaliation bait. Generally a better choice than the Theatre.
Cruise Line Agency
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Bursar | 1 | 25 casino tokens |
| 3 | Portage | Passive | 2 extra travel items |
| 5 | R&R | 1 | Drug addiction reduction |
| 7 | Destination Report | 10 | View item stock analysis at a country |
| 10 | Freight | Passive | 3 extra travel items |
For Xanax runners, general flyers, and casino players. The drug addiction reduction is the better-value perk. At 10-star it is a direct upgrade over both Toy Shop and Flower Shop for item running.
Pub
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Pub Lunch | 1 | 3 energy |
| 3 | Drunken Master | Passive | 10% melee weapon damage |
| 5 | Liquid Courage | 25 | Refill nerve bar |
| 7 | Lightweight | Passive | 50% bottle of alcohol boost |
| 10 | Buzzed | Passive | 15 maximum nerve |
For players training crime properly. Several perks combine to push crime-experience gains very high. At a 10-star Pub, refill your nerve bar when it is around 90+ (with the faction perk). A 10-star Pub is hard to get into even at 50k single work-stat because competition is fierce, but the 7-star perk is enough for many to stick around in the hope it reaches 10-star.
Law Firm
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Bail Bondsman | Passive | 50% decreased bail costs |
| 3 | Background Check | 10 | View someone's stats |
| 5 | Closing Argument | Passive | Easier to bust more people at once |
| 7 | Loophole | Passive | 20% organised crime skill |
| 10 | Educated Decisions | Passive | View success chance of potential busts |
Two main use cases: fast-tracking the busting and bail merits (or working a busting book), and joining a high-level organised crime team in your faction for money and crime experience.
Busting is time-gated: each successful bust lowers the success chance of the next, decaying over hours to days, which is why the 5-star perk speeds up your progress significantly. Background checks are also a sellable service, though demand has softened as battle-stat estimation tools have improved.
Gun Shop
| Star | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Sales Discount | Passive | 20% discount on standard ammo |
| 3 | Surplus | 15 | Random special ammunition for equipped weapon |
| 5 | Skilled Analysis | Passive | Target equipment and ammo always visible |
| 7 | Bandoleer | Passive | 1 extra clip for guns in combat |
| 10 | Firearms Expert | Passive | 10% primary & secondary weapon damage |
Early on, useful for special-ammo merits, and the 7-star helps with the Peppered merit. The standout is the 5-star, which lets you see anyone's loadout before battle — immensely powerful in a war, both for you and your whole faction.
Torn Intel is a community fan resource and is not affiliated with Torn.com. Company perks, costs, and game mechanics change over time, so always verify current details in-game before choosing a company.