Each weapon has its own mastery level from 0 to 200. Levels are bought with mastery XP, generated by burning Abyssal Contract tokens while killing mobs. Maxing one weapon costs roughly 1.18 billion XP total — but per-level cost grows steeply: L0→1 ≈ 590k, L199→200 ≈ 19.3M.
Mastery bonuses are global — they apply across every build that uses that weapon. So most players want every weapon high. The real question is how to spend your weekly tokens to get there fastest.
You don't have to burn the week you generate — tokens stack in inventory. Best practice: queue 20–40k tokens, light your full buff stack (food = 30 min duration), and burn one session in a single window.
Default behavior: burned tokens apply XP directly to your main-hand equipped weapon. No choice involved — that's just what happens. To level a specific weapon, you have to equip it before burning.
Divinci's Courage — a paid character buff — changes this. While active, burned XP routes to a dedicated Mastery Pool inside the Mastery tab instead of the equipped weapon. The pool is its own UI space (not inventory clutter), and you spend it on any weapon you choose.
Why it matters: without Divinci's Courage, you can only farm with the weapon you're leveling — your strongest weapon and your leveling target have to be the same. With Divinci's Courage active, farm with your main, store the XP, then allocate.
Watch out: burning tokens with a maxed L200 weapon equipped and no Divinci's Courage active = wasted XP. Either swap to a leveling target first, or wait until you have Divinci's Courage running.
XP per token is identical either way. Divinci's Courage doesn't change the rate — only the routing. This tool's math works regardless of which path you're on.
Two separate multipliers compound:
Mastery % increases the XP each kill generates. Sources: Amitoi panel, Mastery Report, Guild Blessing, Food, Black Anvil weapon.
Efficiency % decreases how many tokens each kill consumes — same XP per kill, more kills per token. Sources: Amitoi, Food.
All mastery sources add linearly, then multiply against total efficiency. A full stack vs Amitoi-only ≈ 2.6× XP per token.
Base XP per token = 638.7 measured on Mutant Slaughterers (31,935 XP from 50 base tokens, source video). Different zones may pay slightly different bases — override on the Session tab if you measure something different.
1. Buffs tab — type in your current Amitoi values (read them straight off the in-game panel), toggle the buffs you'll actually run.
2. Weapons tab — set your current and target levels per weapon. See weekly progress at your buff stack.
3. Session tab — punch in tokens you plan to burn this session, see exactly how many levels you'll gain and compare against other buff scenarios.
4. Curve / Table — reference the full per-level cost curve.
5. Math tab — sources, formulas, model accuracy, derivation.
Amitoi Effects: the in-game Amitoi panel shows rolled-up bonuses from collected Amitoi. Two columns appear there ("Amount Effects" and "Pal Synergy") — those are quest progression milestones. The right column is the cap you reach when both quests are complete. Read the final rolled-up mastery / efficiency numbers off the panel and type them into the card above.
Mastery Report: consumed when you use a token; gives a flat +30% Mastery for 30 minutes. Limited event item — save them for full-stack burns.
Guild Blessing Lv.3: 24-hour +10% Mastery buff. Costs Sollant + Rock to craft, requires Lv.3 guild facility.
Golden Apple Pie: 30 min food, the strongest single buff at +50% Mastery / +10% Efficiency. Always eat one before a burn session.
Black Anvil Weapon: passive +50% Mastery while wielding the Black Anvil variant. Doesn't stack across multiple Black Anvil weapons in your loadout.
Empirical average across active players. Token sources:
• Abyssal Contract daily login — flat per-day stipend
• Daily quests + co-op dungeons — burst rewards
• Open-world activities — bonus tokens from world events / chests
• Weekly cap rollover — unspent tokens carry forward
Hardcore players push higher (120k+) by hitting every daily and farming weekend events. Casual rotations land closer to 40–60k. Adjust the field above to your actual generation rate.
Per typical burn session: 20–40k tokens consumed in ~30 minutes. With food (30 min duration), you usually fit one full buffed burn before re-eating. Mastery Report tokens get consumed inside the session — limit factor for stacking that buff.
Looking at a 20,000-token session at Amitoi default (5.1 / 7.0):
• Bare = 718 XP/token, ~14.4M total
• + Golden Apple Pie = 1,159 XP/token, ~23.2M total — +61% over bare
• + Black Anvil = 1,533 XP/token, ~30.7M total — +113%
• + Mastery Report = 1,757 XP/token, ~35.1M total — +145%
• Full stack (incl. Guild Blessing) = 1,892 XP/token, ~37.8M total — +163%
Each buff adds less marginal value than the one before it (diminishing returns from linear stacking). Food alone is by far the biggest single contributor — never burn without it.
• L0 → L200 total cost: 1,186,206,907 XP
• Cost at L0: 590,292 XP (extrapolated — no in-game data below L50)
• Cost at L200: 19,253,922 XP
• Base XP per base token: 638.7 (Mutant Slaughterer measurement: 31,935 XP / 50 tokens)
• Levels per week at 80k tokens, full stack: ~150M XP/week → varies wildly by current level (L50 = 60+ levels/week, L180 = ~10 levels/week, L195+ = < 8)
23 in-game screenshots of weapon mastery XP costs were taken at:
• L50–L54 on Greatsword
• L80–L84 on Greatsword
• L100–L103 on Daggers
• L130–L134 on Longbow
• L150–L155 on Longbow (spot-test confirmation)
• L170–L174 on Spear
Longbow and Spear at L130 returned identical per-level costs — confirming the curve is weapon-type independent. Spot tests verified the fit holds across the range.
L0–L49 has no measured data; the model extrapolates. Predicted L0 = 590,292 XP. Anyone with a fresh weapon can verify by reading the cost off the in-game UI.
Second differences of per-level costs grow with level rather than staying constant — ruling out a quadratic model.
A cubic fit produced a systematic ~2% underestimate at mid-levels (L80, L130) — implying a higher-degree term.
Quartic (degree 4) brings max residual to ±0.077% — well inside typical UI rounding. Higher degrees overfit without measurable accuracy gain on the anchor data.
Anyone wanting to verify can pull a weapon's cost from the in-game UI at any unfitted level and compare. Discrepancies welcome — submit an issue and the coefficients will be re-fit.
• XP cost data: in-game screenshots, 2026-05-27 patch
• Base XP per token: Mutant Slaughterer YouTube experiment (31,935 XP / 50 tokens)
• Buff values: in-game tooltips + Amitoi panel screenshots
• Source code: github.com/stoopkid713/tl-mastery-planner — fork, edit, submit issues