Farever features four playable classes in early access: Warrior, Rogue, Mage, and Priest. Developed by Shiro Games, the action RPG divides your character loadout between class-specific identity abilities on the right side of the hotbar and weapon-based skills on the left side. While every class begins with a designated starter weapon, characters can equip overlapping gear types, customize abilities with runes, and slot secondary skills through the Arsenal system unlocked at level 7.
| Class | Primary Resource / Mechanic | Combat Roles | Signature Skill | Starter Weapon |
|---|---|---|---|---|
| Warrior | Rage (Generated by attacking, spent on skills) | Frontline Tank, Melee DPS | Raging Smash | Sword and Shield |
| Rogue | Combo Points (Generated by non-repeated actions) | Melee / Ranged Burst DPS, DoT | Finisher | Daggers |
| Mage | Spark & Conduits (Cooldown-driven flow meter) | Ranged Burst DPS, AoE, Off-Healer | Spark Beam | Apprentice's Grimoire |
| Priest | Rosary & Prayers (Primed via rotations) | Healer, Buffer, Paladin / Tank Hybrid | Judgment | Scepter |
Warrior: Frontline Bruiser and Aggro Control
The Warrior is a direct frontline combatant designed around building and spending Rage. Basic attacks and weapon skills generate Rage points, which you expend to trigger heavy crowd-control and burst abilities.
Core Mechanics and Signature Skills
- Rage & Raging Smash: The Warrior's class identity passive converts hits into Rage. Spending Rage activates Raging Smash, an AoE ground slam that deals heavy physical damage and knocks back nearby targets.
- Charge: Propels you forward, dealing physical damage to all enemies in your trajectory while inflicting a 1-second stun. Runes can add a second charge for high battlefield mobility.
- Ignore Pain: Provides 40% damage reduction across a 12-second window. Defensive runes can upgrade this skill to trigger an immediate self-heal for 35% of maximum health.
- Surging Force: Emits a frontal shockwave dealing physical damage and stunning targets for 2 seconds.
- High-Level Cooldowns: Level 10 unlocks Battle Shout (+20% critical chance to nearby allies), level 20 unlocks Berserk (+20% damage and +1 Rage generation per skill), and level 30 adds Burst of Anger, allowing your next three weapon skills to bypass cooldowns entirely.
Playstyle and Loadouts
Warriors start with a basic Sword and Shield setup featuring Cleave for AoE knockbacks and Shield Bash for single-target stuns. Later builds often branch into the Hemorrhage talent tree, pairing critical strikes with bleed stacks. Popular weapon pairings include Cheese Moon for passive self-healing on critical hits or Judgment for high-impact stuns.
Rogue: Fast Mobility and Condition Stacking
The Rogue relies on agile positioning, stealth defensive utility, and high burst damage. Rather than trading blows directly, the class uses hit-and-run tactics, bleed application, and poison debuffs to wear enemies down.
Core Mechanics and Signature Skills
- Combo Points & Finisher: Rogues gain Combo Points whenever they land a weapon combo finisher or cast a weapon skill different from their previous action. Their signature Finisher consumes all accumulated Combo Points to dash through targets, with damage scaling by up to 30% to 45% per point expended.
- Shadow Step: Instantly teleports you behind a targeted enemy and applies a 2-second stun without dealing direct damage.
- Smoke Bomb: Deploys an 8-second cloud at your feet, causing allies standing within the smoke to automatically dodge all incoming physical attacks. Runes can add magic damage reduction or movement speed.
- Death Mark: Targets a single enemy to increase all damage dealt to them by 15% to 30% for up to 30 seconds.
- Tempest Knives & Darkness Shadows: Tempest Knives spins outward to deal AoE damage and generate Combo Points, while high-level skills like Urge to Kill grant unlimited Finishers and passive point generation for 10 seconds.
Playstyle and Loadouts
Starting with dual Daggers (Shiv and Shadow Jump), the Rogue excels at immediate burst. However, because the class has minimal native armor, many players pivot to ranged bow setups such as Credence. Bow builds exploit bouncing projectiles to trigger rapid Combo Point resets safely from a distance, or invest in the Lethal Poison talent branch to spread DoTs across mob packs.
Mage: Elemental Burst and Conduit Management
The Mage operates without a standard mana pool. Spells are gated purely by cooldowns and the Spark Master resource gauge, which dictates bonus procs and elemental conduits.
Core Mechanics and Spark Master
- Spark Flow Threshold: The Mage's Spark meter holds 100 points, marked with a threshold notch at 50%. Using weapon skills or combo finishers while above this 50% line consumes Spark to activate your slotted Conduits:
- Conduit Shard: Automatically launches magic missiles at your target for bonus magic damage.
- Conduit Power: Grants a stacking Magic Mastery buff (+0.5% per stack, up to 20 stacks) lasting 15 seconds.
- Conduit Lifebolt: Unlocked via talents; launches a projectile that heals the lowest-health ally.
- Conduit Spark Explosion: Unlocked via talents; triggers close-range AoE magic bursts.
- Spark Beam: The core builder channel. Channels for 2 seconds to deal continuous magic damage while restoring 12 Spark per damage tick.
- Utility & Burst Cooldowns: Level 3 grants Blink for short-range repositioning; level 7 grants Spark Shield (absorbing damage equal to 40% of max HP for 60 seconds); level 10 grants Mystic Empowerment (+30% cooldown reduction for the party); level 15 adds Static Nova for an AoE root; and level 20 unlocks Chrono Reset to instantly refill Spark and wipe weapon cooldowns.
Playstyle and Loadouts
Beginning with the Apprentice's Grimoire (Fireball and Fire Blast), Mages quickly access specialized weapons like Radiance (a fire staff utilizing Blazing Beam to stack exploding Flame Bombs) or Ghost Claws of Lowtide (a water setup spawning Tidal Totems for passive healing and AoE eruptions). At level 10, the Chaincast talent tree allows every fourth skill to reset the subsequent weapon ability, enabling devastating double-cast rotations.
Priest: Divine Support and Holy Paladin Hybrids
The Priest is Farever's premier support and sustain class, though its weapon flexibility allows it to operate as a near-immortal front-line tank or radiant damage dealer.
Core Mechanics and the Rosary System
- Prayers & Judgment: Priests equip up to three Prayers under their Rosary passive, each requiring specific combat actions to become ready:
- Prayer of Life: Heals the party; primed by casting a main weapon skill.
- Prayer of Smite: Deals holy magic damage; primed by executing a weapon combo finisher.
- Prayer of Virtue: Grants a damage absorption barrier; primed by casting an Arsenal skill. Once primed, casting Judgment releases a radiant nova that detonates all active prayers simultaneously.
- Sunlight Mechanic: Deep talent investment into the Sunlight tree empowers basic attack finishers whenever the Priest operates inside ability fields like Faithful Winds, granting bonus magic scaling and passive life recovery via Soothing Rays.
- Party Utility: Faithful Winds lays down a wide movement speed corridor (+70% speed), Radiant Verdict stuns nearby packs for 3 seconds, Blessing of Fervor grants 10% Fervor to the group, and Crusader temporarily amplifies damage, healing, and cooldown reduction.
Playstyle and Loadouts
Starting with a Scepter for holy ranged damage, Priests can pivot into heavy armor, swords, and shields. Using weapons like Ammon Ram (Smite scaling with Strength and Faith) and Crabgantua's Kneecap (Depth Shield bubbles), Priests frequently run solo boss encounters by weaving basic attack combos between free instant casts, maintaining permanent shields while passively regenerating health.
Shared Progression: Arsenal, Runes, and Talents
Regardless of class choice, every character progresses through three universal build-crafting systems:
- The Arsenal System (Level 7): Unlocks a secondary weapon equipment slot. You gain 40% of the secondary weapon's baseline attributes and can equip one of its active skills or weapon passives onto your primary action bar.
- Class Skill Runes: Dropped from sparkling elite creatures, world bosses, and dungeons, runes modify class skills with traits such as extra charges, reduced cooldowns, or added healing. Active skills hold up to three rune variants, though only one can be toggled on at a time.
- Talent Trees (Level 10): Beginning at level 10, characters earn 1 talent point per level to spend in specialized class branches (such as the Mage's Chaincast tree, Warrior's Hemorrhage/Defense trees, Rogue's Poison tree, or Priest's Sunlight tree).
Frequently Asked Questions
Can classes in Farever share weapons?
Yes. Weapons are tied to specific classes, but many weapon types overlap across two archetypes. For example, specific swords and shields can be equipped by both Warriors and Priests, while certain spears, bows, or fist weapons overlap between Rogues, Warriors, or Mages.
What is the level cap in Farever?
During early access testing, characters progress through the initial zones (such as Skover Island and the Valley of Eternal Autumn) up to level 20, which unlocks Hard Mode dungeon tiers. Developer roadmaps plan to increase the level cap up to level 50 across future content updates.
Are there dedicated healing and tank roles?
Roles in Farever are flexible. While Priests naturally feature healing mechanics and Warriors feature aggro/damage mitigation tools, both classes can be built as pure damage dealers. Similarly, Mages can slot water totems and healing conduits for off-support, and Rogues can build for ranged survivability using bows.












