Guide Content
Based on Early Access gameplay. Data sources are marked where applicable.
Steam store information, official release details, and confirmed high-level systems.
Player reports are included only where the page topic requires them and should be treated as patch-sensitive.
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:
| Category | Range | Playstyle | Best For |
|---|---|---|---|
| Swords | Melee | Balanced offense and defense | General purpose, beginners |
| Sword & Shield | Melee | Defensive, tank-oriented | Survivability, front-line |
| Great Weapons | Melee | Slow, high damage per hit | Burst windows, stagger |
| Daggers | Melee | Fast, combo-based | Rogue synergy, speed |
| Bows | Ranged | Sustained ranged damage | Kiting, safe positioning |
| Staves | Ranged | Magic-oriented, AoE | Mage synergy, crowd control |
| Maces / Hammers | Melee | Stagger, control | Crowd control, disruption |
| Holy Weapons | Mid-range | Support-oriented | Cleric 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
| Source | Frequency | Quality Range |
|---|---|---|
| Enemy drops | Common | Low to mid |
| Dungeon boss drops | Uncommon | Mid to high |
| Crafting (Blacksmithing) | Crafted | Depends on profession level |
| Quest / story rewards | Fixed | Varies |
| World exploration | Rare | Can 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 Role | Arsenal Strategy | Example |
|---|---|---|
| Melee DPS | Borrow ranged control or escape | Rogue main + Staff Arsenal for a slow or root |
| Ranged DPS | Borrow defensive or mobility | Mage main + Sword & Shield Arsenal for block |
| Tank | Borrow offensive burst for solo | Warrior main + Dagger Arsenal for a finisher |
| Support | Borrow survivability for solo | Cleric 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?
| Class | Resource | Recommended Weapon Styles | Reasoning |
|---|---|---|---|
| Warrior | Rage (builds during combat) | Sword & Shield, Great Weapons | Rage rewards staying in melee and trading hits |
| Rogue | Combo Points (build via attacks) | Daggers, Swords | Fast attacks build Combo Points efficiently |
| Mage | Spark (magic resource) | Staves, Bows | Ranged weapons complement safe positioning |
| Cleric | Prayers (support resource) | Holy Weapons, Maces | Support 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.
What to Read Next
- Arsenal System Explained — how to use secondary weapons for hybrid builds
- Best Class in Farever — which class fits your weapon preferences
- Beginner Guide — weapon basics in context of early priorities