WikiSales & facilities
Facilities
Stalls, the trainer and the vet: what each upgrade does and costs.
Facilities are one-off upgrades to your stable, paid in credits: more stalls, a trainer, a vet, a bigger entry office and a stable hand. Facilities have no running costs (horses have a small weekly upkeep only in weeks you use them). Once bought, an upgrade is yours for good.

By the numbers live from the rules
- Stalls you start with
- 6
- Most stalls
- 24
- Every stall up to the maximum
- 97,200 credits
- Trainer, both levels
- 21,000 credits
- Vet, all levels
- 27,000 credits
- Stable hand
- 2,500 credits
Stalls
Every horse in your stable takes a stall: racing horses, youngsters growing up, horses at stud and broodmares. Horses on the Legacy Farm and horses released to the Club don’t. You start with 6 and can build up to 24, one at a time, each a little dearer than the last.
| Stall | Cost | Stall | Cost | Stall | Cost |
|---|---|---|---|---|---|
| Stall 7 | 2,000 | Stall 8 | 2,400 | Stall 9 | 2,800 |
| Stall 10 | 3,200 | Stall 11 | 3,600 | Stall 12 | 4,000 |
| Stall 13 | 4,400 | Stall 14 | 4,800 | Stall 15 | 5,200 |
| Stall 16 | 5,600 | Stall 17 | 6,000 | Stall 18 | 6,400 |
| Stall 19 | 6,800 | Stall 20 | 7,200 | Stall 21 | 7,600 |
| Stall 22 | 8,000 | Stall 23 | 8,400 | Stall 24 | 8,800 |
A full stable never loses a foal: a newborn waits in the nursery overflow and moves into the first stall that frees up. Buying a horse or opening a pack needs a free stall, though. To free one, retire a horse to the Legacy Farm, sell it at the auction house, or release it to the Club.
Trainer
Without a trainer every horse gets 3 training sessions a week. The first trainer level adds a fourth session, and each level makes every workout more effective. See Training.
| Level | Cost | Sessions a week | Gains from each workout |
|---|---|---|---|
| None | – | 3 | Normal |
| Level 1 | 6,000 | 4 | +10% |
| Level 2 | 15,000 | 4 | +20% |
Vet
A vet makes injuries heal faster. Healing always carries on while you’re away. Vet treatments and care during recovery help on top; see Injuries & insurance.
| Level | Cost | Healing speed | A 12-day injury heals in |
|---|---|---|---|
| None | – | Normal | 12 days |
| Level 1 | 3,000 | 25% faster | 9.6 days |
| Level 2 | 8,000 | 50% faster | 8 days |
| Level 3 | 16,000 | 75% faster | 6.9 days |
Entry office
Each tier adds a Live race entry a day and two to your bank, for the days you play more. See Credits & entries.
| Tier | Cost | Entries a day | Bank holds up to |
|---|---|---|---|
| Starting | – | 10 | 20 |
| Tier 1 | 4,000 | 11 | 22 |
| Tier 2 | 7,000 | 12 | 24 |
| Tier 3 | 11,000 | 13 | 26 |
| Tier 4 | 16,000 | 14 | 28 |
| Tier 5 | 22,000 | 15 | 30 |
Stable hand
A stable hand (2,500 credits) adds Care for all to the nursery: every horse cared for in one tap, each with the right feed. Each horse still counts once a day, so it saves taps, not days. See Care & condition.
What to buy first
- Stalls when you are breeding or buying: every foal and every pack needs one, and the first few are the cheapest.
- Trainer level 1 for a stable that races a lot: the fourth weekly session is the biggest single jump.
- Vet once you race often: injured horses are back sooner, which matters most for a horse in its prime.