XP Tickets are a prestige reward in Far Far West that instantly add three levels to whichever progression track you apply them to. They are not found in the world, dropped by enemies, or bought from a vendor. The only way to obtain them is to spend prestige points after a hero or weapon hits the level cap.
Quick answer: Each XP Ticket grants +3 levels to a single target (your character or any single weapon) when consumed. Earn them by reaching level 100 on the hero or a weapon, prestiging, then spending 1 prestige point per ticket in the prestige menu.
What an XP Ticket does in Far Far West
An XP Ticket is a single-use consumable that instantly raises the level of one progression track by three. You choose where it is applied at the moment of use, so the same ticket can go on the hero, a primary weapon, or a secondary weapon. It does not award raw experience points that overflow into the next level. It simply adds three full levels to the chosen track.
Every level in the game requires 1,000 XP to clear, regardless of the current level. That rule applies to the hero, every weapon, and every spell. One XP Ticket therefore replaces 3,000 XP of grind on the chosen track.
How to get XP Tickets through prestige
XP Tickets are tied directly to the prestige system. Both the hero and individual weapons cap at level 100. Once a track reaches that cap, a prestige button becomes available on its progression screen. Prestiging resets the visible level number for that track but keeps stats, unlocks, jokers, and skins intact.
Each prestige grants 5 prestige points to spend in the prestige shop. The shop offers a fixed set of buffs at the costs listed below.
| Prestige reward | Cost (prestige points) |
|---|---|
| Joker Slot | 5 |
| Upgrade Slot | 2 |
| XP Ticket | 1 |
| 500 Gold | 1 |
| 1000 Souls | 1 |
Because a ticket costs only 1 point, a single prestige can produce up to 5 XP Tickets if you skip every other reward. In practice, most players mix the buffs. A common split is one Upgrade Slot for 2 points and three XP Tickets for the remaining 3 points, since Joker Slots cost the full 5-point allotment and lock you out of everything else that cycle.

Joker Slots and Upgrade Slots are also capped per prestige cycle. You can claim only one Joker Slot and up to two Upgrade Slots per prestige, so any extra points naturally feed into XP Tickets, gold, or souls.
Where XP Tickets give you the most value
Hero levels are the slowest track in Far Far West, so XP Tickets pay off most when applied to the character. Hero XP only counts when you complete side objectives and successfully extract from a mission. A wipe cuts mission XP in half, and dying with no objectives done leaves a run worth almost nothing. Three free hero levels skip roughly two to three full clean runs depending on difficulty and side objective count.
Weapon and spell tracks level much faster because they scale with damage dealt rather than mission completion. Primary weapons earn 0.4 XP per damage point, secondaries earn 0.6 XP per damage point, and the first kill of a session adds a flat 200 XP bonus to the equipped weapon. Spending a ticket on a weapon you are already using regularly tends to be the weakest payoff, since that weapon would have leveled on its own through normal play.
The exception is a weapon you rarely equip but want to push to its next perk threshold. A ticket can vault it past the slow early levels without forcing you to run an awkward loadout for several missions.

How to spend an XP Ticket
Step 1: Open the customize hero menu in the saloon, or open the upgrade screen for the specific weapon you want to push. The XP Ticket option appears on the same panel where you spend gold and souls on stat upgrades.
Step 2: Select the XP Ticket prompt and confirm. The level number increases by three immediately, and any associated upgrade points or perk unlocks tied to those levels become available right away.
Step 3: Spend any newly granted upgrade points before leaving the screen. Hero levels grant points for ammo bag, health, spell cooldown reduction, movement speed, or jump height. Weapon levels feed into weapon-specific perks and joker slots on that gun.
Prestige planning around XP Tickets
The first hero prestige is usually the most efficient time to stockpile tickets. The first prestige unlocks an extra Joker Slot that crosses a key breakpoint at 15 total slots, allowing three legendary or unique jokers to coexist on the build. After that single 5-point investment, later hero prestiges have nothing comparable to spend a full allotment on, and tickets become the default sink alongside the occasional Upgrade Slot.

For weapons, each gun has its own prestige track. Weapons used as primary damage dealers tend to hit level 100 faster than the hero, so they cycle prestige rewards at a quicker pace. Channeling those weapon-prestige tickets back into the hero is the standard way to keep character level moving while weapons effectively pay for themselves.
XP Tickets are not a shortcut to endgame power, but they smooth the slowest part of progression and keep prestige points from sitting idle. Treat them as a steady tax on prestige rather than a headline reward, and use them on whichever track is currently dragging the rest of the loadout behind.