Farever Guide

Farever Weapons Guide

How weapons work in Farever, known weapon types from launch-week testing, how to acquire them, and which weapons pair best with each class through the Arsenal system.

Official SteamPatch-SensitiveLast reviewed: May 8, 2026

Weapon system mechanics from Steam store page. Weapon categories and Arsenal interactions from community testing. Weapon list request confirmed as common need.

Guide Content

Based on Early Access gameplay. Data sources are marked where applicable.

Official SteamEarly Access Judgment
Official Facts Used

Steam store information, official release details, and confirmed high-level systems.

Community Layer

Player reports are included only where the page topic requires them and should be treated as patch-sensitive.

Review Status

Last reviewed during Farever Early Access launch week. Re-check after balance or co-op patches.

Quick Answer

Farever has multiple weapon types, each with a unique moveset and 4 unlockable skills. Weapons are not locked to any class — all classes can equip all weapons. Your weapon choice defines how your character fights, while your class defines your resource system and passives.

At level 7, the Arsenal system lets you equip a secondary weapon and borrow one skill or passive from it, creating hybrid builds.

Status: Early Access (launched May 6, 2026). Weapon balance and skill details may change with patches.

How Weapons Work

Every weapon in Farever is more than a stat stick:

  • You gain its unique basic attack moveset (light and heavy attacks)
  • You unlock up to 4 skills as you level the weapon through use
  • The weapon's skill kit shapes your combat role more than raw damage numbers
  • Weapons level up by being equipped in your main slot during combat

A weapon with slightly lower stats but a better skill kit can outperform a higher-level weapon with skills that don't fit your playstyle.

Community tip: Prioritize weapons based on their full kit (all 4 skills) rather than just raw damage stats. Leveled-up weapon skills remain relevant, making older specialized weapons valuable for specific builds. — Source: Community testing, Reddit discussions

Weapon Categories

Based on community research during launch week, Farever weapons fall into these categories:

CategoryRangePlaystyleBest For
SwordsMeleeBalanced offense and defenseGeneral purpose, beginners
Sword & ShieldMeleeDefensive, tank-orientedSurvivability, front-line
Great WeaponsMeleeSlow, high damage per hitBurst windows, stagger
DaggersMeleeFast, combo-basedRogue synergy, speed
BowsRangedSustained ranged damageKiting, safe positioning
StavesRangedMagic-oriented, AoEMage synergy, crowd control
Maces / HammersMeleeStagger, controlCrowd control, disruption
Holy WeaponsMid-rangeSupport-orientedCleric synergy, healing

This list reflects community observations during Early Access week 1. Categories and names may be refined as more data becomes available.

How to Get Weapons

SourceFrequencyQuality Range
Enemy dropsCommonLow to mid
Dungeon boss dropsUncommonMid to high
Crafting (Blacksmithing)CraftedDepends on profession level
Quest / story rewardsFixedVaries
World explorationRareCan include unique items

Key insight: Don't frequently swap weapons just for higher item level. A weapon whose full skill kit fits your playstyle is more effective than a higher-level weapon with skills you never use. — Source: Experienced player consensus on Reddit and Steam

Weapons and the Arsenal System

The Arsenal system (unlocked at level 7) lets you equip a secondary weapon:

  • Your main weapon provides your full moveset and all 4 skills
  • Your Arsenal weapon lets you borrow 1 skill or 1 passive to your hotbar
  • Arsenal weapons do not need to match your class

This creates powerful hybrid possibilities:

Your Main RoleArsenal StrategyExample
Melee DPSBorrow ranged control or escapeRogue main + Staff Arsenal for a slow or root
Ranged DPSBorrow defensive or mobilityMage main + Sword & Shield Arsenal for block
TankBorrow offensive burst for soloWarrior main + Dagger Arsenal for a finisher
SupportBorrow survivability for soloCleric main + Sword & Shield Arsenal for durability

Key principle: Use your Arsenal to cover a weakness, not only to double down on a strength. — Source: Arsenal System guide

Weapon Leveling

  • Weapons gain XP when equipped in your main slot during combat
  • Higher weapon level unlocks more of the weapon's 4 skills
  • Investing in a weapon whose skill package fits your build is more effective than constantly swapping
  • Leveled skills on older weapons stay relevant — don't discard a weapon just because you found a higher-level one

Best Weapons by Class

Since all classes can use all weapons, the real question is: which weapon skills complement your class resource?

ClassResourceRecommended Weapon StylesReasoning
WarriorRage (builds during combat)Sword & Shield, Great WeaponsRage rewards staying in melee and trading hits
RogueCombo Points (build via attacks)Daggers, SwordsFast attacks build Combo Points efficiently
MageSpark (magic resource)Staves, BowsRanged weapons complement safe positioning
ClericPrayers (support resource)Holy Weapons, MacesSupport skills synergize with mid-range utility

These are starting recommendations. The Arsenal system means unconventional combinations can work with the right build logic.

Common Weapon Mistakes

Mistake 1: Only Comparing Damage Numbers

A weapon's value comes from moveset + skills + Arsenal utility, not just the damage stat.

Mistake 2: Never Experimenting

Different content (solo exploration, co-op dungeons, boss fights) benefits from different weapon loadouts.

Mistake 3: Ignoring Weapon Skills

Skills unlock as you level a weapon. Always read what skills actually do before discarding a weapon type.

Mistake 4: Hoarding Every Weapon

Inventory space matters. Keep weapons you're actively leveling or plan to use for Arsenal. Salvage the rest for crafting materials.

FAQ

Can I use any weapon with any class? Yes. Weapons are not class-locked. Your class determines your resource system (Rage, Combo Points, Spark, Prayers), but weapons determine your combat moveset.

How many skills does each weapon have? Each weapon has 4 skills that unlock progressively as you level the weapon through use.

Do weapons drop with random stats? Weapons can have varying stats and attributes. The exact randomization system is still being documented.

Can I craft weapons? Yes, through the Blacksmithing profession. Crafted weapons require specific materials and sufficient profession level.

Is there a complete weapon database? Community databases like FareverDB are being built. This guide focuses on system logic rather than raw data that changes with patches.