unown [2166500] —
Original article
How do you become a reviver, how much money can you earn, and who should you apply to once you're qualified? Unown explores what it takes to become one of Torn City's hardworking hero healers.
With faction war and nuclear attacks now enabled in Torn, the financial landscape of our great city is about to change markedly. Some businesses will thrive, others will fail. Some people will prosper, others will fall into disrepute. For in times of conflict, it is those who provide the most necessary and urgent services who stand to benefit from the outbreak of war. None more so than that blessed group of health-minded helpers, the revivers.

Pictured: My favorite nurse...
Each and every one of Torn's revivers has worked their way through the seven starter positions of the Medical profession, beginning as a Medical Student and ending as a Brain Surgeon. This final role gives players the ability to revive other citizens for 75 energy even after you leave the job. Such a useful attribute can make you both useful and wealthy in times of war, but first, you'll have to hit the books.
A job as a Brain Surgeon requires minimum job stats of 10,000 intelligence, 4,000 endurance and 2,600 manual. The quickest route to this position for someone with zero job stats today would be to take a job at a 10* Private Security (PS) firm that has a Trainer on staff. Here, an employee can gain 621 intelligence per day in the Chief Strategist role - this would require 11 trains per day, which is why the PS needs to have a Trainer on staff. Following this optimal and highly optimistic schedule would give you 10,000 intelligence within 17 days, during which you would also gain 285 endurance per day to meet that requirement too.
Next, you'll need to gain 610 manual points per day by taking the Team Leader position at the PS. The company director will need to stack their trains to the maximum of 20 and train you after your three day cool down. This should ensure you meet the minimum manual requirements within 25 days, on top of which you'll need to spend 30 days pushing through the seven levels of the Medical starter career.
Note: Experienced Director Tarelli contacted the Times to inform us of the following:
"A zero worker at player would gain 0 stats from the job role itself, only from the trains from the director. In theory this would mean working in a firework stand would have the same effect but the employee would gain stats from the position more quickly thus speeding up their progress."
"As their stats improved they could move through to higher companies to increase gains but (without checking tbh) by the time the private security was efficient they would already have the required stats to be in medical. Also you should take in to account the amount of medical points required to reach the position and the stats gained through that. Pretty much me and you would want to be in medical before you hit the required stats."
A 30 days training period can be purchased directly from company directors if you desire, but many newcomers may not have this kind of cash available. Alternatively, you may wish to seek sponsorship. The idea of paying a 10* PS firm to hire a poorly statted player may seem ludicrous at first, but if your faction is short on revivers, this method may end up saving you a great deal of money in the long term. For a short-term hit to your profits, you could train up several new players and gain cheap revives on tap when war comes to Torn.

Pictured: Revivers in training. You know a surgeon is ready to go when they appear in sharp focus.
If there are any company directors out there who are looking to hire new players with the intention of training them up, either for a fee or for free, please contact Sugarvalves today, and we will ensure your services are advertised in our next article.
A revive commonly sells for $1 million or a Xanax. However, the price can fluctuate higher or lower depending on demand and the situation. $1 million can seem cheap when you're in the middle of a chain or a wall defend. Overseas revives can cost even more, with prices of $3-10 million common, and a $5 million additional charge made if a Business Class Ticket is needed for an urgent revive. Some revivers often require this ticket be given to the player to fly out.

Pictured: An in-depth infographic for those who hate reading.
These prices are often negotiated down in bulk orders, with many factions entering into contracts alongside others to buy revives in truly massive numbers. There is some serious money to be made now that DBs and Raiding are enabled in Torn, but lone revivers who are just starting out are advised to join a reviving faction rather than going solo.
A revive will cost you 75 energy if you are outside a revive faction. At this cost, losses offer a better energy to price ratio. If you join a faction with the Fortitude Branch and Reviving Specials unlocked, you could reduce this down to as little as 25 energy per revive. However, you must choose your potential future employer carefully, as some revive factions charge a monthly fee to be a part of their faction.
If you are interested in reviving within the confines of a faction, here is a list of all the reviving factions in Torn, along with some pertinent details about their state and the perks they offer. While we have attempted to keep this list up to date this information changes daily, but it was accurate when last we checked.
Note: This list does not indicate the availability of any potential vacancies.
Hela
Affiliated with SA/FTW/OP. Highest Respect Revive Focused Faction in Torn 25e per revive
Torn Medical
25e per revive
Emergency Room
Has crime upgrades. 25e per revive.
Nuclear Clinic
Revive focused. 25e per revive
Paradox'
New revive Faction with high respect. 25e per revive
Emergency Medical Service
Expect to chain and chain often. 60e per revive
39th Street Healers
Also a Training Faction. 25e per revive
PT-Iron Hearts
Mainly War's/Chains with a few revivers added on. 25e per revive
Lifeline
Startup Reviving Faction. Expect to chain often as well. 45e per revive
Lawless
Startup Revive focused Faction. 35e per revive
Unrelenting Medical
Revive focused like Hela. 25e per revive.
Dead or Alive
25e per revive. A training faction for those who are just entering DA.
DEHT 2.0
25e per revive. A training faction for those who are entering Desert Heat.
Each of these factions has their own specific requirements and benefits, so it may not necessarily be the case that those offering 25e revive status represent your best choice. You must also consider the alliances and allegiances some of these reviving factions are involved in. As a reviver, you will be targeted by your faction family's enemies if you are under contract. In this instance, expect to cherish your medical cooldown.
A revive contract is the bread and butter of a reviving faction. Warring factions will employ reviving outfits on a contractual basis, with pay based on the number of revives they are expected to perform - a figure which can range from 100 to 10,000 within a given period of time. Your contract determines how much you will be paid per revive, with the reviving faction charging the warring faction a fee, percentage or flat hourly rate on top of the revive costs.
Depending on the Faction, these contracts can provide excellent pay for their members when demand is high. However, revivers must be aware their profits are at the mercy of OD rates, faction wars and other random occurrences, so slow periods in the reviving business should be expected and planned for. One of the biggest burdens on the reviving economy is the presence of free revivers. These charitable do-gooders give out revives pro-bono either to gain a merit, as a favour or because they just have some spare energy lying around.

Pictured: The Devil
The provision of free revives kills the revive market, since these modern-day Mother Theresa's will generally go to the top of the list in the hospital and revive down from there, or they'll advertise their services in trade chat, where paid revivers offer their services too. This obviously reduces the supply of customers, destroying demand and increasing competition among paid revivers.
If you are a free reviver looking for the merit, head to the last page of the hospital where many patients have just seconds remaining and revive them instead. Be careful though, as if someone is hospitalised after getting a nasty surprise in the post, or suffering an acutehaemolytic transfusion reaction, this means they've likely self-hosped using a parcel bomb or blood bag. These people want to be in the hospital, and while they should've turned their revives off, they'll likely make you pay for their own mistake if they haven't.
Being a reviver is a double-edged sword. One one side, you can profit from your energy while networking and working in a non-combat role. On the other side, you are spending massive amounts of energy that could otherwise be used to train, mug, farm merits, hunt or other activities. Being part of a reviver faction can mean meeting minimum revive quotas per week and mandatory participation in revive contracts. Reviving is not for everyone, but if you think it's for you then get to work. Class is now in session.

Pictured: My favorite nurse...
Each and every one of Torn's revivers has worked their way through the seven starter positions of the Medical profession, beginning as a Medical Student and ending as a Brain Surgeon. This final role gives players the ability to revive other citizens for 75 energy even after you leave the job. Such a useful attribute can make you both useful and wealthy in times of war, but first, you'll have to hit the books.
A job as a Brain Surgeon requires minimum job stats of 10,000 intelligence, 4,000 endurance and 2,600 manual. The quickest route to this position for someone with zero job stats today would be to take a job at a 10* Private Security (PS) firm that has a Trainer on staff. Here, an employee can gain 621 intelligence per day in the Chief Strategist role - this would require 11 trains per day, which is why the PS needs to have a Trainer on staff. Following this optimal and highly optimistic schedule would give you 10,000 intelligence within 17 days, during which you would also gain 285 endurance per day to meet that requirement too.
Next, you'll need to gain 610 manual points per day by taking the Team Leader position at the PS. The company director will need to stack their trains to the maximum of 20 and train you after your three day cool down. This should ensure you meet the minimum manual requirements within 25 days, on top of which you'll need to spend 30 days pushing through the seven levels of the Medical starter career.
Note: Experienced Director Tarelli contacted the Times to inform us of the following:
"A zero worker at player would gain 0 stats from the job role itself, only from the trains from the director. In theory this would mean working in a firework stand would have the same effect but the employee would gain stats from the position more quickly thus speeding up their progress."
"As their stats improved they could move through to higher companies to increase gains but (without checking tbh) by the time the private security was efficient they would already have the required stats to be in medical. Also you should take in to account the amount of medical points required to reach the position and the stats gained through that. Pretty much me and you would want to be in medical before you hit the required stats."
A 30 days training period can be purchased directly from company directors if you desire, but many newcomers may not have this kind of cash available. Alternatively, you may wish to seek sponsorship. The idea of paying a 10* PS firm to hire a poorly statted player may seem ludicrous at first, but if your faction is short on revivers, this method may end up saving you a great deal of money in the long term. For a short-term hit to your profits, you could train up several new players and gain cheap revives on tap when war comes to Torn.

Pictured: Revivers in training. You know a surgeon is ready to go when they appear in sharp focus.
If there are any company directors out there who are looking to hire new players with the intention of training them up, either for a fee or for free, please contact Sugarvalves today, and we will ensure your services are advertised in our next article.
A revive commonly sells for $1 million or a Xanax. However, the price can fluctuate higher or lower depending on demand and the situation. $1 million can seem cheap when you're in the middle of a chain or a wall defend. Overseas revives can cost even more, with prices of $3-10 million common, and a $5 million additional charge made if a Business Class Ticket is needed for an urgent revive. Some revivers often require this ticket be given to the player to fly out.

Pictured: An in-depth infographic for those who hate reading.
These prices are often negotiated down in bulk orders, with many factions entering into contracts alongside others to buy revives in truly massive numbers. There is some serious money to be made now that DBs and Raiding are enabled in Torn, but lone revivers who are just starting out are advised to join a reviving faction rather than going solo.
A revive will cost you 75 energy if you are outside a revive faction. At this cost, losses offer a better energy to price ratio. If you join a faction with the Fortitude Branch and Reviving Specials unlocked, you could reduce this down to as little as 25 energy per revive. However, you must choose your potential future employer carefully, as some revive factions charge a monthly fee to be a part of their faction.
If you are interested in reviving within the confines of a faction, here is a list of all the reviving factions in Torn, along with some pertinent details about their state and the perks they offer. While we have attempted to keep this list up to date this information changes daily, but it was accurate when last we checked.
Note: This list does not indicate the availability of any potential vacancies.
Hela
Affiliated with SA/FTW/OP. Highest Respect Revive Focused Faction in Torn 25e per revive
Torn Medical
25e per revive
Emergency Room
Has crime upgrades. 25e per revive.
Nuclear Clinic
Revive focused. 25e per revive
Paradox'
New revive Faction with high respect. 25e per revive
Emergency Medical Service
Expect to chain and chain often. 60e per revive
39th Street Healers
Also a Training Faction. 25e per revive
PT-Iron Hearts
Mainly War's/Chains with a few revivers added on. 25e per revive
Lifeline
Startup Reviving Faction. Expect to chain often as well. 45e per revive
Lawless
Startup Revive focused Faction. 35e per revive
Unrelenting Medical
Revive focused like Hela. 25e per revive.
Dead or Alive
25e per revive. A training faction for those who are just entering DA.
DEHT 2.0
25e per revive. A training faction for those who are entering Desert Heat.
Each of these factions has their own specific requirements and benefits, so it may not necessarily be the case that those offering 25e revive status represent your best choice. You must also consider the alliances and allegiances some of these reviving factions are involved in. As a reviver, you will be targeted by your faction family's enemies if you are under contract. In this instance, expect to cherish your medical cooldown.
A revive contract is the bread and butter of a reviving faction. Warring factions will employ reviving outfits on a contractual basis, with pay based on the number of revives they are expected to perform - a figure which can range from 100 to 10,000 within a given period of time. Your contract determines how much you will be paid per revive, with the reviving faction charging the warring faction a fee, percentage or flat hourly rate on top of the revive costs.
Depending on the Faction, these contracts can provide excellent pay for their members when demand is high. However, revivers must be aware their profits are at the mercy of OD rates, faction wars and other random occurrences, so slow periods in the reviving business should be expected and planned for. One of the biggest burdens on the reviving economy is the presence of free revivers. These charitable do-gooders give out revives pro-bono either to gain a merit, as a favour or because they just have some spare energy lying around.

Pictured: The Devil
The provision of free revives kills the revive market, since these modern-day Mother Theresa's will generally go to the top of the list in the hospital and revive down from there, or they'll advertise their services in trade chat, where paid revivers offer their services too. This obviously reduces the supply of customers, destroying demand and increasing competition among paid revivers.
If you are a free reviver looking for the merit, head to the last page of the hospital where many patients have just seconds remaining and revive them instead. Be careful though, as if someone is hospitalised after getting a nasty surprise in the post, or suffering an acutehaemolytic transfusion reaction, this means they've likely self-hosped using a parcel bomb or blood bag. These people want to be in the hospital, and while they should've turned their revives off, they'll likely make you pay for their own mistake if they haven't.
Being a reviver is a double-edged sword. One one side, you can profit from your energy while networking and working in a non-combat role. On the other side, you are spending massive amounts of energy that could otherwise be used to train, mug, farm merits, hunt or other activities. Being part of a reviver faction can mean meeting minimum revive quotas per week and mandatory participation in revive contracts. Reviving is not for everyone, but if you think it's for you then get to work. Class is now in session.
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