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Walkthrough · Part 2 of 5·All guides

Walkthrough · Part 2

Parts, Skills, Vehicles and Levels Explained

The six part families, roll ladders, skill tiers, blueprints and currencies.

Updated

In-game Index showing the Engines category and its odds
The Index is your collection record — each category has its own ladder.

The six part families

Everything you roll belongs to one of six categories, and the in-game Index tracks each separately: Engines, Fuels, Wheels, Blocks, Supports, and Weapons.

That split matters because the station's SELECT CATEGORY picker lets you choose which family a roll comes from — so the question is never just "what did I get" but "which family do I need next".

FamilyWhat it feedsWhere you see it
EnginesThe car's powerCAR PARTS station, Index
FuelsRun length (fuel capacity)CAR PARTS station, Index
WheelsMovementCAR PARTS station, Index
BlocksBody and chassis piecesCAR PARTS station, Index
SupportsWeapons and defence mountsSUPPORTS station, Index
WeaponsOffensive piecesIndex (Weapons tab)

How rolls and odds work

Each category hides a fixed ladder of ten odds bands — the Engines family runs 1 in 3, 1 in 6, 1 in 14, 1 in 40, 1 in 90, 1 in 150, 1 in 375, 1 in 750, 1 in 10,000, and 1 in 12,500. The Index shows every band; locked ones display as silhouttes until you pull them.

Your odds are not fixed in place: luck passes (2x and 4x) and skill nodes like Luck II / Luck III multiply your effective rate, and the roll stations themselves carry an "In N Rolls" counter that ticks toward something as you play a category.

The skill tree: where levels live

There is no character level in this game — progression lives in the skill tree's node tiers. Lines upgrade in Roman-numeral steps: Luck I → Luck II (+20%) → Luck III (+25%), and More Support I → More Support II, each tier costing more than the last.

Skills are permanent and bought with cash: the cheap luck nodes (250 and 625) compound into every future roll, while the Gold Roll line (Unlock → Gold Roll I at 1.20K) guarantees a quality floor.

Vehicles are blueprints, not purchases

In Car Builds you will not find price tags — you find Required Parts lists. Each vehicle (Fast Furious, Blue Monster and more) is a collecting challenge: finish the list, press Spawn, get the car.

When a set is one or two pieces short, the Missing Parts screen offers a coin top-up (159 coins completed one observed set), which is the difference between waiting a session and driving now.

Every currency in your wallet

The bottom-left corner shows two numbers, and the game adds a third during live events. Knowing what each one buys prevents the classic new-player mistake of hoarding the wrong one.

CurrencyEarned fromSpent on
CashDistance + kills, codesRolls' shop purchases, skill nodes, Missing Parts gaps
Coins (round, green)Session rewardsCompleting missing-part sets
Hacker TokensHACKER and 1x1x1x1 codes, event playHacker Event rewards

FAQ

Parts, Skills, Vehicles and Levels Explained FAQ

Is there a level system?

Not a character level. Progression shows up as skill-tree tiers (Luck I→III, More Support I→II) and as your Index collections filling up.

What are the best odds in the game?

The most common band we have read is 1 in 3 (the Small Engine on the Engines ladder); the rarest confirmed is 1 in 12,500 at the top of that same ladder.

How do I choose which category to roll?

Use the SELECT CATEGORY picker at the station. Target the family your current blueprint is missing — random rolling spreads progress across six collections.