Grow your Garage
Mastery Tree
Choose performance, economy, or convenience upgrades to help your car progress.
How to buy levels
You earn Mastery in races, by choosing it as a Plincar reward, or while away after unlocking Offline Mastery. Spend your balance manually in the tree. Select a node to check its effect and next-level cost. Branches have prerequisites: unlock the preceding node before moving on.
Useful paths to start with
| Goal | Tree path |
|---|---|
| More crate storage | CREDIT → MASTERY → DEPOT |
| Higher crate chance | DEPOT → CRATES → FINDS |
| Automatic opening | DEPOT → AUTOMATION → CONVEYOR |
| More room for parts | MASTERY → INVENTORY → BAG → WAREHOUSE |
| AUTO-REPAIR | MASTERY → REPAIR → INSPECTION → AUTO-REPAIR → READINESS |
| Offline Credit | CREDIT → INCOME → OFFLINE CREDIT |
| Offline Mastery | CREDIT → MASTERY → LEARNING → OFFLINE MASTERY |
The paths show the sequence. Each node requires at least the level shown in-game for its predecessor; you don't need all five levels of every node to move on.
Offline rewards
Offline Credit and Offline Mastery unlock earnings while you're away. Each branch has an earning-rate node and a time-limit node. One level in the preceding node unlocks the next.
See hourly rates, limits, costs and how to receive your rewards in the Offline rewards guide.
The two automations
| UPGRADE | Unlock | Further upgrades |
|---|---|---|
| AUTOMATION | 520 Mastery; opens 1 crate every 7 eligible races. | Conveyor has 4 levels and reduces the interval to 3 races. |
| AUTO-REPAIR | 700 Mastery; checks Condition against a 25% threshold. | Readiness has 5 levels and raises the threshold to 50%. |
Auto-repair needs enough Credit to cover the full cost. Without the funds, it won't run. Automatic opening needs a crate and a free Inventory slot.
Browse the upgrades
| UPGRADE | Effect | Initial Mastery costs | Further progression |
|---|---|---|---|
| BASIC ENGINEBASIC ENGINE | Each level: +1 Speed. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| ENGINEENGINE | Each level: +1 Speed. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| STRAIGHTSTRAIGHT | Each level: +1% straight efficiency. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| PRO ENGINEPRO ENGINE | Each level: +1% Engine part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| STRAIGHT RHYTHMSTRAIGHT RHYTHM | Each level: +1% straight efficiency. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| POWERPOWER | Each level: +1 Speed. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| SUPREME ENGINESUPREME ENGINE | Each level: +1 Speed. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| BASIC THRUSTBASIC THRUST | Each level: +1 Acceleration. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| THRUSTTHRUST | Each level: +1 Acceleration. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| STARTSTART | Each level: +1% start efficiency. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| GEARBOXGEARBOX | Each level: +1% Transmission part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| REACTIONREACTION | Each level: +1% start efficiency. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| LAUNCHLAUNCH | Each level: +1 Acceleration. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| SUPREME THRUSTSUPREME THRUST | Each level: +1 Acceleration. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| BASIC BRAKEBASIC BRAKE | Each level: +1 Braking. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| BRAKEBRAKE | Each level: +1 Braking. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| CURVECURVE | Each level: +1% curve efficiency. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| TIRESTIRES | Each level: +1% Tire part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| RACING LINERACING LINE | Each level: +1% curve efficiency. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| PADSPADS | Each level: +1 Braking. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| SUPREME BRAKESUPREME BRAKE | Each level: +1 Braking. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| BASIC BALANCEBASIC BALANCE | Each level: +1 Stability. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| BALANCEBALANCE | Each level: +1 Stability. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| FINALFINAL | Each level: +1% late-race efficiency. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| SUSPENSIONSUSPENSION | Each level: +1% Suspension part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| CONSISTENCYCONSISTENCY | Each level: +1% late-race efficiency. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| CHASSISCHASSIS | Each level: +1 Stability. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| SUPREME CONTROLSUPREME CONTROL | Each level: +1 Stability. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| BASIC FLOWBASIC FLOW | Each level: +1 Aerodynamics. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| FLOWFLOW | Each level: +1 Aerodynamics. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| MOMENTUMMOMENTUM | Each level: +1% pursuit efficiency. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| AERO PARTSAERO PARTS | Each level: +1% Aerodynamics part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| PURSUITPURSUIT | Each level: +1% pursuit efficiency. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| WINGWING | Each level: +1 Aerodynamics. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| SUPREME FLOWSUPREME FLOW | Each level: +1 Aerodynamics. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| BASIC REINFORCEMENTBASIC REINFORCEMENT | Each level: +1 Durability. | 30 / 50 / 70 / 90 / 110 | 5 levels |
| REINFORCEMENTREINFORCEMENT | Each level: +1 Durability. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| WEARWEAR | Each level: -1% Condition wear per race. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| ELECTRONICSELECTRONICS | Each level: +1% Electronics part attribute bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| PREVENTIONPREVENTION | Each level: -1% relative breakdown chance. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| RESISTANCERESISTANCE | Each level: +1 Durability. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| ARMORARMOR | Each level: +1 Durability. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| CREDITCREDIT | Each level: +1% credit earned from races. | 30 / 70 / 110 / 140 / 180 | 5 levels |
| MASTERYMASTERY | Each level: +1% Mastery received. | 90 / 120 / 160 / 215 / 290 | 5 levels |
| INCOMEINCOME | Each level: +1% credit earned from races. | 200 / 270 / 360 / 480 / 640 | 5 levels |
| SPONSORSHIPSPONSORSHIP | Each level: +1% credit earned from races. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| LEARNINGLEARNING | Each level: +1% Mastery received. | 320 / 430 / 575 / 770 / 1,025 | 5 levels |
| UPGRADEUPGRADE | Each level: -1% upgrade cost. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| WORKSHOPWORKSHOP | Each level: -1% upgrade cost. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| OPTIMIZATIONOPTIMIZATION | Each level: raises the stat gain per part upgrade from +5% to +5.05%, +5.10%, up to +5.25%. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| INVENTORYINVENTORY | Each level: +1 Inventory slot. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| BAGBAG | Each level: +1 Inventory slot. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| WAREHOUSEWAREHOUSE | Each level: +1 Inventory slot. From level 6 onward, progression is unlimited and the cost increases linearly with each level. | 1,700 / 2,295 / 3,060 / 4,080 / 5,440 | From level 6: cost increases by 1,100 each level. |
| COLLECTIONCOLLECTION | Each level: +1% Collection bonus. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| LEGACYLEGACY | Each level: +1% Collection bonuses. | 525 / 710 / 945 / 1,260 / 1,680 | 5 levels |
| DEPOTDEPOT | Each level: +1 crate in the Depot. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| CRATESCRATES | Each level: +1% crate chance. | 380 / 510 / 680 / 910 / 1,215 | 5 levels |
| FINDSFINDS | Each level: +1% crate chance. | 700 / 945 / 1,260 / 1,680 / 2,240 | 5 levels |
| AUTOMATIONAUTOMATION | Automatically opens 1 crate every 7 races. | 520 | 1 level |
| CONVEYORCONVEYOR | Each level: -1 race between auto-opens. | 710 / 945 / 1,260 / 1,680 | 4 levels |
| REPAIRREPAIR | Each level: -1% manual and automatic repair cost. | 160 / 215 / 290 / 385 / 510 | 5 levels |
| INSPECTIONINSPECTION | Each level: -1% manual and automatic repair cost. | 290 / 390 / 520 / 695 / 930 | 5 levels |
| AUTO-REPAIRAUTO-REPAIR | Unlocks auto-repair: +25% Condition threshold. | 700 | 1 level |
| READINESSREADINESS | Each level: +5% auto-repair threshold. | 945 / 1,275 / 1,700 / 2,270 / 3,025 | 5 levels |
| OFFLINE CREDITOFFLINE CREDIT | Earn 100 Credit per offline hour, for up to 4 h. | 200 | 1 level |
| OFFLINE INCOMEOFFLINE INCOME | Each level: +10 Credit per offline hour. | 380 / 510 / 680 / 910 / 1,215 | 5 levels |
| OFFLINE CREDIT TIME LIMITOFFLINE CREDIT TIME LIMIT | Each level: +30 minutes to the offline limit. | 525 / 710 / 945 / 1,260 | 4 levels |
| OFFLINE MASTERYOFFLINE MASTERY | Earn 25 Mastery per offline hour, for up to 4 h. | 320 | 1 level |
| OFFLINE LEARNINGOFFLINE LEARNING | Each level: +5 Mastery per offline hour. | 520 / 700 / 945 / 1,260 / 1,680 | 5 levels |
| OFFLINE MASTERY TIME LIMITOFFLINE MASTERY TIME LIMIT | Each level: +30 minutes to the offline limit. | 700 / 945 / 1,260 / 1,680 | 4 levels |
When do upgrade effects apply?
Economic effects apply once the purchase is confirmed. Car effects apply to the next loadout formed for a race. Profile → Benefits shows your economic totals, including offline rates and limits. Offline upgrades apply to your next absence, not the payment for the one that just ended.
Some terminal nodes continue beyond the first five levels, with additional costs at each level. Other nodes are finite, such as Depot capacity and automatic-opening interval reductions. Check each description.
