Mastery in Into The Hive is tracked separately for each weapon or other piece of equipment. Use the same item during missions to build its Mastery XP, upgrade it at base, and work toward the weapon milestone that matters most early: Mastery Level 4, which unlocks a second Augment Slot for that weapon. Mastery is therefore a reason to keep improving a useful starter item, not a reason to replace it after every small upgrade.
Mastery records and milestones
The table below separates permanent equipment choices from progression actions. A weapon’s Mastery belongs to that weapon, so changing to a new weapon does not transfer the old item’s XP or Level 4 progress.
| Record | Role | What it changes | Requirement or acquisition |
|---|---|---|---|
| AR 01 | Starter weapon | Provides an early weapon to upgrade and use for Mastery XP | Granted at the start; no purchase requirement |
| AR 02 | Weapon | Offers a limited replacement step over the starter weapon | Purchase for 5,000 Cash |
| Weapon Upgrade | Progression action | Improves the current weapon while letting you keep earning XP on it | Select Upgrade in the equipment panel; spend Cash, with exact costs varying by upgrade |
| Mastery XP | Progression resource | Advances the Mastery level of the specific item being used | Use that weapon or equipment during missions |
| Mastery Level 4 | Weapon milestone | Unlocks the weapon’s second Augment Slot | Reach Level 4 on that individual weapon |
| Mastery Booster | Optional boost | Claims to double weapon and equipment Mastery XP and halve Cash and ore upgrade costs | Purchase the game pass |
These records are not one shared account-wide level. If you earn Mastery XP with AR 01 and later equip another weapon, the second weapon starts with its own Mastery record. Plan around the item you actually want to strengthen rather than assuming an early weapon’s XP will become a general resource.
What to do with AR 01 and AR 02
For a new player, the most efficient early route is to keep AR 01, open the equipment panel, and use Upgrade before spending Cash on AR 02. The available guide evidence describes AR 02 as a 5,000-Cash weapon whose practical difference from the starter weapon is small. That makes it a poor early purchase when the same Cash can improve the item you are already using and help you reach its Mastery milestone.
Compare AR 02 before spending Cash
This gameplay moment supports the section's comparison of the 5,000-Cash AR 02 with upgrading the available equipment first.
Use AR 02 only after checking the current equipment panel and your own available resources. The important decision is not whether a 5,000-Cash item exists; it is whether replacing AR 01 gives you a meaningful improvement after accounting for the upgrades, Augments, and Armor you would delay. Current in-game values should take priority if the panel changes, because the supplied references do not provide a complete weapon-by-weapon stat and cost sheet.
Higher-tier weapons are a more useful later decision. The supplied records identify common prices of 12,000 or 20,000 Cash, but they do not establish a complete list of every weapon, its exact stats, or a universal best choice. Treat those prices as reference points rather than a promise that every weapon follows the same progression. First build a reliable starter loadout, then compare a higher-tier weapon with your current upgrades and the role you want it to fill.
A simple Cash decision rule
Before buying any weapon, check three questions in order:
- Does the purchase replace a real weakness? A higher price alone does not show that a weapon is a better fit for your current mission or role.
- Will it delay the Level 4 milestone? Cash spent on a marginal replacement may postpone the second Augment Slot on the weapon you already know how to use.
- Can the rest of the loadout support it? Augments, Armor, Grenades, and Turrets also compete for preparation resources, so a weapon upgrade should be judged as part of the whole build.
This rule explains why the early recommendation is conservative without making AR 02 permanently useless. A 5,000-Cash purchase can become reasonable when the current panel shows a meaningful benefit, you have already made the important AR 01 upgrades, and the purchase does not leave the rest of the loadout unfinished. The same comparison applies to the 12,000- and 20,000-Cash tiers: compare the current item’s slots and upgrades with the new item’s starting state before treating the price as an automatic upgrade.
Reaching Mastery Level 4
Follow this order when building early weapon Mastery:
- Keep AR 01 equipped instead of buying AR 02 for a small replacement upgrade.
- Select Upgrade in the equipment interface whenever you have the Cash for a useful improvement.
- Use that same weapon during missions so its own Mastery XP continues to advance.
- Use Spin to obtain an Augment and fill the weapon’s first slot; a Common Augment is sufficient for early progression.
- Continue using and improving the weapon until it reaches Mastery Level 4.
- Add a second Augment when the new slot unlocks, then reconsider whether a higher-tier weapon is worth the cost.
Build Mastery and unlock the second Augment Slot
These guide moments support the early progression loop: upgrade the starter weapon, obtain an Augment with Spin, and reach Mastery Level 4 for the second slot.
The Level 4 reward belongs to the weapon that reaches the milestone. It does not unlock a second slot for every weapon in the loadout. If you change weapons before reaching Level 4, the new weapon must build its own Mastery. This is why concentrating early missions and upgrades on one dependable weapon is more predictable than dividing Cash and play time between several low-level options.
The mission loop also makes this concentration practical. Enter a mission with the weapon whose Mastery you want to advance, use it through the available combat, and return to the equipment screen before deciding what to buy next. Cash earned or saved during progression can then be assigned to the same weapon’s Upgrade action. If you switch items for a particular role, treat that as a deliberate new investment: the new item may be useful, but its Mastery bar is separate and should not be expected to inherit the old one.
Augments and equipment choices
Every weapon’s first Augment Slot gives you a way to improve the starter loadout before you can afford a major weapon replacement. Do not hold all progress for a higher rarity: the supplied guidance considers a Common Augment enough to support early play. Once the weapon reaches Mastery Level 4, use the second slot to add another effect or reinforce the role you want that weapon to perform.
Augments are not permanently trapped on the starter weapon. You can remove an Augment and move it to a stronger weapon later, provided the destination has an available slot. That makes AR 01 a safe place to begin: an early Common Augment still contributes now, and a better Augment can later be moved rather than discarded. The same planning principle applies to the rest of the loadout. After the weapon has reached its key milestone, spend remaining resources on Armor, Grenades, and Turrets instead of treating weapon Mastery as the only progression system.
There are two separate decisions here: getting an Augment and unlocking room for it. Spin supplies an Augment, while Mastery Level 4 supplies the second weapon slot. A Spin result does not replace the need to level the weapon, and reaching Level 4 does not itself award an Augment. Keeping those steps separate helps avoid spending for a new weapon simply because the current weapon has only one slot. Equip a useful Common Augment now, continue the weapon’s Mastery, and use the newly available slot when the milestone is reached.
Mastery is also relevant to equipment outside weapons. The available records describe Mastery XP as an item-specific progression resource and state that the Mastery Booster applies to weapons and equipment. A separate equipment example records extra Blast Grenade slots at Mastery 4 and Mastery 8. Those grenade milestones show that equipment can have its own Mastery outcomes, but they should not be read as a complete weapon level table or as proof that every item uses the same milestone rewards.
Mastery Booster and XP boundaries
The Mastery Booster is an optional game pass, not a replacement for mission play. Its listed claim is double Mastery XP for weapons and equipment, together with half the Cash and ore needed for equipment upgrades. The discount affects upgrade costs; it does not directly add Cash to your balance. If you do not own the pass, the normal route remains using the relevant equipment during missions and paying the current upgrade cost shown in the equipment interface.
Do not confuse Mastery XP with Rank XP. The local equipment reference distinguishes the Mastery Booster from VIP’s reported +25% Rank XP benefit. Mastery advances the individual weapon or equipment item, while Rank XP is a different progression value. A bonus to one should not be used to calculate the other.
Limits when comparing weapons
The available mastery references support the Level 4 second-slot milestone, the 5,000-Cash AR 02 comparison, and the common 12,000- and 20,000-Cash higher-tier price points. They do not provide complete Mastery XP amounts, every level cap, the exact cost of each upgrade, or a full stat table for every weapon. Use the current in-game equipment panel for those mutable values.
The practical decision is therefore straightforward: upgrade and use AR 01 long enough to establish a build and reach Mastery Level 4, avoid treating AR 02 as an automatic purchase, and move to a higher-tier weapon when its current panel shows a meaningful improvement for the Cash you have available. Compare the purchase path with the broader weapons guide before committing your reserve. Recheck the weapon’s slots and installed Augments after every change so you do not mistake a new weapon’s empty Mastery record for a loss of the old one.

