Space Marine 2 Mastery Points: How to Earn and Spend Them

Space Marine 2 YouTube thumbnail: Space Marine 2: How To Get Mastery Points // Fast & EASY - Complete Guide On Weapon Levelling

Mastery Points in Space Marine 2 are the weapon-specific points you spend to unlock perks in each weapon's perk tree. You earn them by levelling a weapon's variants in Operations, where every kill and every mission you bring the weapon on adds weapon XP, and each fully levelled variant gives a point. Higher perk tiers stay locked until you upgrade the weapon to that rarity with Armoury Data. Below is how the system works as of November 2026, where the points come from, how the perk tree is laid out, and how to earn them faster.

For this guide we used Shacknews' and Gfinity's Mastery Point guides, Dexerto's breakdown, the Fandom wiki's Bolt Rifle and In-Game Currencies pages, and Saber's own patch notes up to Hotfix 15.2, all reviewed in November 2026.

What Mastery Points Actually Are

Space Marine 2 has two separate perk systems, and mixing them up is the most common source of confusion. Class perks belong to a class such as the Heavy or Sniper and unlock as that class levels up to 25. Weapon perks belong to an individual weapon, such as the Bolt Rifle or the Plasma Pistol, and those are what Mastery Points pay for.

Shacknews' guide sums up the key rule: Mastery Points are weapon-specific. Experience you earn with a Plasma Pistol only counts toward the Plasma Pistol, and the points it produces can only be spent in the Plasma Pistol's tree. Gfinity adds that points cannot be transferred between weapons and that each weapon has a limited number of them, so you can never unlock every perk in a tree at once. You choose a set that fits your build.

The good news is that choices are not permanent. According to Gfinity, you can reset a weapon's perks and reassign the Mastery Points if your playstyle changes. That makes experimenting cheap: spend your first points, test the weapon on a mission, then reset if it feels wrong.

How to Earn Mastery Points

Mastery XP comes from Operations, the PvE co-op missions. The process, as Shacknews describes it, works like this:

  1. Equip the weapon you want to level in your loadout before a mission.
  2. Use it to kill enemies. Weapons in your loadout gain some passive XP, but actively using one earns more, which is why a secondary you rarely fire levels more slowly than your primary or melee weapon.
  3. Check the end-of-mission screen. Every weapon you used shows its own XP bar there, separate from the weapon's main rarity bar.
  4. When a variant's XP target is reached, it is fully levelled and you receive one Mastery Point.
  5. Switch to another variant of the same weapon in the same tier and level that one to earn the next point.

Shacknews puts the short version as "you earn one Mastery Point for each version of a weapon you use." That means the number of points a weapon can give you is tied to how many variants it has, which is why a weapon with more versions unlocked offers more perk choices. Dexerto adds that once a variant's level is reached, you can either keep playing with the weapon or spend weapon data to move forward, so Armoury Data acts as a shortcut around part of the grind.

The Weapon Perk Tree and Its Rarity Tiers

Each weapon's perk tree is split into columns that match the weapon's rarity tiers. On the wiki's Bolt Rifle page, the tree runs from one Standard column to two Master-Crafted columns, three Artificer columns, three Relic columns and a final Heroic column.

The tiers matter because perks in a higher tier stay out of reach until the weapon itself reaches that rarity. Gfinity and Dexerto both explain that you must first upgrade the weapon with Armoury Data to open the next tier of the tree, and Shacknews notes that the tree you can access is tied to the overall rarity tier you are using. In practice, your Mastery Points can sit unspent until you have the Armoury Data to push a weapon from Master-Crafted to Artificer or from Artificer to Relic.

The Heroic column belongs to Heroic weapon variants, which are bought with Accolades rather than reached by upgrading. Saber has added Heroic weapons in batches: three in Patch 13, six in Patch 14, three in Patch 15, and the Patch 16 test server shows six more. On the Bolt Rifle, for example, the Heroic column holds the combi-weapon perk tied to its Heroic version.

Requisition, Armoury Data and Variants

Mastery Points never work alone. Unlocking extra variants within a tier costs Requisition, and Shacknews warns that unlocking every variant takes a lot of it. The wiki's currency page lists how much Requisition each activity pays:

  • Operations: 35 on Minimal, 55 on Average, 95 on Substantial, 165 on Ruthless, 220 on Lethal and 260 on Absolute, only for missions completed without failing.
  • Siege Mode: from 60 for one sector on Normal up to 900 for five or more sectors on Hard.
  • Stratagems: 95 on Normal and 260 on Hard.
  • Eternal War PvP: 20 for most modes or 10 for Capture and Control, plus 8 for a win and up to 21 for score.

The same page notes that Requisition is capped at 2,000, so spend it on variants before you hit the ceiling. Spare Armoury Data can also be exchanged for Requisition: 40 for Master-Crafted, 60 for Artificer and 90 for Relic data. Because Armoury Data also gates higher perk tiers, convert only what you will not need. Where that data comes from, and the best missions to farm it, is covered in our Armoury Data farming guide.

Earning Mastery Points Faster

A few habits make the grind noticeably shorter without any shortcuts outside the game:

  • Use the weapon you are levelling as your main tool. Since active use earns more XP than carrying it, put the target weapon in the slot you fire most.
  • Level variants inside one tier back to back. Each finished variant is a new point, and moving to the next one in the same tier keeps your perks unlocking steadily.
  • Play at a difficulty you can finish. Requisition only pays out for successful runs, and failing on Lethal costs you more than winning on Ruthless.
  • Plan perks around your class build. A Heavy running a Heavy Bolter wants ammo and sustained fire perks, while a Sniper on the Bolt Sniper Rifle wants headshot and reload perks, so spend points where your class perks already point.
  • Test before you commit. The Battle Simulator added in Patch 13 lets you try weapons and loadouts against chosen enemies, and Patch 13 also lets you switch perk loadouts alongside weapon loadouts mid-session.

Class levels move faster in parallel. Our guide on how to level up classes fast covers the XP side, and prestige ranks add 10 percent XP gain each according to the Patch 7.0 notes. New weapons added in later patches, such as the One-Handed Thunder Hammer that our Assault build guide covers, start with their own empty trees, so every patch adds more Mastery to earn. The same goes for new classes: the Techmarine's Omnissian Axe is exclusive to that class and needs levelling from scratch.

Common Mastery Point Mistakes

Most frustration with the system comes from a handful of avoidable errors:

  • Spreading XP across too many weapons. Because points cannot move between weapons, levelling five guns a little gives you five half-finished trees. Pick the one or two weapons your main class actually uses and finish their variants first.
  • Forgetting about rarity gates. Players often bank points and wonder why the perks they want stay greyed out. Those perks usually sit in the Artificer or Relic columns, which open only after you upgrade the weapon itself with Armoury Data.
  • Converting Armoury Data too early. Trading data for Requisition is useful when you are short on Requisition, but every piece you convert is one less upgrade toward the higher perk tiers.
  • Letting Requisition sit at the cap. With a 2,000 ceiling, any Requisition earned while you are full is wasted, so unlock the next variant you plan to level before you hit it.
  • Treating perk choices as permanent. Since resets refund your points, there is no reason to avoid a perk you are curious about; try it, and reset if it does not fit.
  • Ignoring the secondary slot. Sidearms earn less passive XP than weapons you fire constantly, so a Heavy Bolt Pistol or Plasma Pistol can lag far behind. Swap to it on easier missions to catch it up.

If You Would Rather Skip the Weapon Grind

Mastering every variant of every weapon across seven classes adds up to a very long grind. The store's Space Marine 2 unlock-all service lists all weapon versions and their perks unlocked, including Siege mode weapons, along with all class perks upgraded and an option to reset and customize perks to your preference. Its page says it is applied to your PC, PlayStation or Xbox account without account sharing, and you verify a screenshot of the result in game before confirming.

The page states coverage up to the May 2026 update, so weapons added in Patches 14 and 15 may need checking with support. Other services are listed on the Space Marine 2 hub.

Frequently Asked Questions

Are Mastery Points shared between weapons in Space Marine 2?

No. Mastery Points are weapon-specific, so points earned on one weapon can only be spent in that weapon's perk tree.

Can I reset weapon perks and get my Mastery Points back?

Yes. Guides agree you can reset a weapon's perks and reassign the refunded Mastery Points when your build changes.

Why can't I spend my Mastery Points?

Usually because the perks you want sit in a higher rarity tier. Upgrade the weapon with Armoury Data to open that part of the tree.

Do you earn Mastery Points in PvP?

Weapon mastery is earned in Operations according to the guides we checked. In PvP, Patch 14 made all weapons and equipment available from level 1, and matches pay Requisition instead.

How many Mastery Points does a weapon have?

It depends on how many variants it has, since you earn one point per fully levelled variant. It is never enough to unlock every perk at once.

What is the Requisition cap in Space Marine 2?

2,000 Requisition Points, according to the wiki's currency page, which notes the cap was raised from 990 in Patch 6.0.

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