All Farever Classes Explained | Skills, Stats, and the Best Choice

Farever classes determine your core gameplay identity. You pick one class at the start, but your weapons heavily influence your actual build. There are four core classes available at launch: the Cleric, Mage, Rogue and Warrior. Each class uses a unique resource instead of regular mana. Keep reading to learn about their signature skills, mechanics, and how to use the Arsenal system to make hybrid builds.
What You’ll Read:
How the Farever Class System Works
In Farever, you choose your class right at the start. This choice determines your core gameplay identity and your evolving passives. But your actual build is mostly shaped by the weapons you equip. So if you and I choose the same class, we can have totally different playstyles.
Good (or bad) news is that there is no traditional mana pool in Farever. Instead, every class manages its own unique resource, which is displayed in your action hotbar. The left side shows your innate class skills and the right side is reserved for your active weapon skills.
There is more! You can also find skill masteries out in the open world. These are consumable loot drops that add slight variations to your class skills so you can tweak your build even further.

All Farever Classes
There are four Farever classes. Let’s break them down and see which one you should pick.
Priest
The Priest (or Cleric) is your primary support and healer class who relies on sacred Prayers. These Padres are naturally squishy and struggle to hit multiple mobs early on. Their class ability is Rosary. You activate various Prayers to add secondary effects to your signature skill. Early Prayers include:
1. Smite: inflicts damage.
2. Life: heals.
3. Virtue: grants a shield.
Their signature skill is Judgement, which releases a nova that triggers your ready Prayers. And each Prayer becomes ready under different conditions. The skill heals for exactly 100% health. It only becomes ready after you successfully heal a target with another skill.
You also get access to solid utility and offensive spells. For example, Faithful Winds gives allies a 70% movement speed boost for 3 seconds. Or Radiant Verdict deals 120% magic damage and stuns nearby enemies for 3 seconds.
Cleric Starting Stats
| Stat | Base Value |
| Faith | 22 |
| Vitality | 22 |
| Strength | 15 |
| Dexterity | 15 |
| Intellect | 15 |
Priest Skill Progression
| Level | Skill Name | Effect | Cooldown |
| 1 | Judgement (Special) | Fires an AoE nova to trigger your prepared Prayers. Each Prayer has a specific combat requirement to activate. | 12s |
| 1 | Rosary & Prayers (Passive) | Slot different Prayers to add effects to Judgement. For example, the Life Prayer heals you, Smite deals magic damage, and Virtue adds a shield. | Passive |
| 3 | Faithful Winds | Drops a wind tunnel that gives any ally walking through it a 70% movement speed buff for 3 seconds. | 25s |
| 5 | Radiant Verdict | Blasts nearby targets for 26 magic damage and leaves them stunned for 3 seconds. | 45s |
| 10 | Blessing of Fervor | Buffs every ally within a 100m radius with 10% extra Fervor for 15 seconds. | 120s |
| 15 | Crusader | Gives you a 20-second holy buff. It bumps your critical chance, cooldown speed, damage, healing, and shielding up by 10%. | 120s |
| 20 | Beacon of Hope | Drops a totem that soaks up 10% of your damage and healing. It eventually blows up to heal your team and damage enemies with the stored amount. | 180s |
| 30 | Miracle | Enters a holy state for 15 seconds. It significantly reduces your Judgement cooldown and randomly charges a Prayer every second. | N/A |

Mage
Mages are explosive spellcasters that thrive on momentum. They manage a unique resource called Spark. Their class ability is Sparkmaster. Consuming Spark through weapon skills or combo attacks activates a Conduit. This only happens if your gauge is above the Flow threshold. You can mix Conduits like these:
1. Shard: can deal extra magic damage when two Shards are fired.
2. Power: can stack to increase magic mastery.
Their signature skill is Spark Beam, which casts a beam that deals 200% magic damage over 2 seconds. Each damage tick gives you 12 Spark back.
Mages also bring great party utility. For example, Blink acts as a standard teleport. Or Mystic Empowerment grants a 30% cooldown reduction to all allies within 100m for 15 seconds.
Mage Starting Stats
| Stat | Base Value |
| Intellect | 26 |
| Vitality | 18 |
| Strength | 18 |
| Dexterity | 18 |
| Faith | 18 |
Mage Skill Progression
| Level | Skill Name | Effect | Cooldown |
| 1 | Spark Beam (Special) | Channels a heavy magic beam over 2 seconds. Every tick of damage also generates Spark. | 12s |
| 1 | Sparkmaster & Conduits (Passive) | Using weapon skills or final combo attacks consumes Spark. If your gauge is high enough, it triggers your equipped Conduits like Shard for extra damage or Power for stacking magic buffs. | Passive |
| 3 | Blink | Instantly teleports you a short distance to close gaps or escape danger. | 15s |
| 4 | Infusion | Unlocks a slot so you can equip a third Conduit. | N/A |
| 5 | Spark Shield | Wraps you in a protective barrier that absorbs damage equal to 40% of your max health for a full minute. | 30s |
| 10 | Mystic Empowerment | Drops a massive 30% cooldown reduction buff on all allies within 100 meters for 15 seconds. | 120s |
| 15 | Static Nova | Unleashes a close-range blast that deals 23 magic damage and stuns targets for 4 seconds. | 25s |
| 20 | Chrono Reset | Instantly refills your Spark gauge and completely resets the cooldowns on all your weapon skills. | 180s |
| 30 | Overload | Puts you in an overloaded state, automatically firing off a free random Conduit every second for 9 seconds. | 120s |

Rogue
Rogues are fast and precise fighters. They focus entirely on hitting Combo Points. Their class ability is Combo. You earn one Combo Point whenever you use a final combo attack or a weapon skill that is different from your last action.
The signature skill is Finisher. You spend all your Combo Points to dash forward and knock enemies back. It deals 100% base physical damage, with the damage increasing by 30% for every Combo Point you spend.
Rogues also have strong crowd control. For example, Shadow Step teleports you behind a target and stuns them for 2 seconds. Or Smoke Bomb drops an 8-second cloud that lets allies inside dodge all physical attacks.
Rogue Starting Stats
| Stat | Base Value |
| Dexterity | 26 |
| Vitality | 18 |
| Strength | 18 |
| Intellect | 18 |
| Faith | 18 |
Rogue Skill Progression
| Level | Skill Name | Effect | Cooldown |
|---|---|---|---|
| 1 | Finisher (Special) | Burns all your Combo Points to dash in and deal 100% physical damage with a knockback. Every point spent boosts the damage by an extra 30%. | 8s |
| 1 | Combo Points (Passive) | Gain 1 Combo Point whenever you land a final combo attack or use a weapon skill that is different from your last move. | Passive |
| 3 | Shadowstep | Instantly blink behind an enemy and stun them for 2 seconds. | 15s |
| 4 | Combo Master | Increases your maximum Combo Point cap up to 5. | Passive |
| 5 | Smoke Bomb | Toss down an 8-second smoke cloud. Any ally standing inside will automatically dodge all incoming attacks. | 60s |
| 10 | Death Mark | Paint a target for 30 seconds. You deal 15% more damage to them while the mark is active. | 90s |
| 15 | Knives Tempest | Spin and launch daggers in all directions. It deals 26 physical damage to nearby targets and builds 1 Combo Point. | 30s |
| 20 | Urge To Kill | For 10 seconds, your Finisher has absolutely zero cooldown and you passively generate 1 Combo Point every second. | 120s |
| 30 | Darkness Shadows | Spends your Combo Points to summon shadow clones that automatically attack your target. The number of shadows equals the points spent. | 120s |

Warrior
Warriors are the classic brawlers you see in most games. They use basic attacks and weapon skills to build up Rage.
Their signature skill is Raging Smash. It costs exactly 10 Rage to cast. Raging Smash deals 160% physical damage and knocks back nearby enemies. You can spam this skill back-to-back if you have enough Rage saved up.
They also get excellent defensive options. For example, Charge lets you dash forward to deal 120% physical damage and stun enemies for 1 second. Or Ignore Pain reduces all damage taken by 60% for 12 seconds.
Warrior Starting Stats
| Stat | Value |
| Vitality | 22 |
| Strength | 22 |
| Dexterity | 15 |
| Faith | 15 |
| Intellect | 15 |
Warrior Skill Progression
| Level | Skill Name | Effect | Cooldown |
| 1 | Raging Smash | Strike the ground with your generated Rage. This AoE attack deals 160% physical damage and pushes nearby enemies back. | None |
| 1 | Rage (Passive) | Generate 1 Rage from attacks and weapon skills. This powers your Raging Smash. | Passive |
| 3 | Charge | Charge forward to deal 120% physical damage and stun enemies for 1 second. | 15s |
| 4 | Infinite Rage | You passively generate 1 Rage every 3 seconds while in combat. | Passive |
| 5 | Ignore Pain | Reduce all incoming damage by 40% for 12 seconds. | 60s |
| 10 | Battle Shout | Grant a 20% critical chance to all allies within 100m for 15 seconds. | 120s |
| 15 | Surging Force | Send a shockwave cone forward. This deals 16 physical damage and stuns all enemies for 2 seconds. | 45s |
| 20 | Berserk | Increase all damage dealt by 20%. You also generate 1 extra Rage from your attacks for 15 seconds. | 120s |
| 30 | Burst of Anger | Your next three weapon skills have zero cooldown for the next 20 seconds. | N/A |

Farever Best Class: Which Should You Pick?
The “best” Farever class depends entirely on your playstyle. But here is a quick recommendation based on my community research:
Best for Beginners and Solo Players: The Warrior The Warrior is easily the safest pick in the game. You get massive defense, straightforward combos and excellent survivability. If you plan to play solo, this class lets you brute-force your way through early game without stressing over complex mechanics.
Best for Group Support: The Cleric Every party needs a healer. The Cleric fills that role perfectly. While they struggle a bit in pure solo play unless you build a hybrid Paladin, they dominate in group dungeons. Their buffs and shields are mandatory for tough boss fights.
Best for High DPS: The Rogue If you want to melt single targets, play a Rogue. They are currently the second-best overall class for pure damage output. You get a highly agile build with solid ranged options, but you trade away the Warrior’s heavy defenses to get it.
Best for Versatility: The Mage Mages are tough for beginners to master. You have to juggle the Spark resource and constantly monitor thresholds. However, once you learn the ropes, they become incredibly versatile. They deal massive damage from a safe distance and bring strong party utility.
Farever Builds with the Arsenal System
At level 7, you unlock the Arsenal system that lets you equip a secondary weapon. But you don’t actively swap between weapons during combat. Instead, you pull exactly one skill from your secondary weapon and slot it onto your main hotbar. It is the perfect way to grab an extra passive buff or an AOE attack.
Weapons and gear are technically class-specific, but they do overlap a lot. I recommend using this overlap for hybrid builds. For instance, you can pick the Cleric class but equip Warrior Priest armor to swap magic stats for Strength and Armor Penetration. Use the Arsenal system to carry a sword and shield while keeping your healing skills on the hotbar. This turns your squishy Cleric into a tanky Paladin.

Check out our Best Farever Build guide to learn the best beginner builds to start with.
Farever Talent Trees Progression
Your individual weapons level up just by using them in combat. At level 10, you unlock your class talent tree. You gain one talent point per level until you hit the current cap at level 30. But what do they do?
These talent trees add a fresh dynamic to your character. Take the Rogue as an example. His Talent Tree introduces unique poison mechanics. The initial level 10 unlock gives your basic attacks an automatic chance to trigger poison.
After that, you can spend your remaining points on specific upgrades like dodging and movement speed, focus on pure poison damage, or push for raw attack speed and critical hit chance.

Upcoming Farever Classes: Monk and Druid
Shiro Games has officially confirmed that two more archetypes are joining the lineup during the Early Access period. If the current classes don’t fit your vibe, these upcoming additions might be exactly what you’re looking for.
- Monk: Expect a high-difficulty brawler focused on utility. The Monk is designed for players who want to mix it up in close quarters with fast strikes and unique party support tools.
- Druid: This is the game’s first true shapeshifter. The Druid will offer a medium-difficulty hybrid playstyle, likely allowing you to swap between different forms to handle various combat roles on the fly.
The developers are currently working on these classes as part of the 2026 roadmap, which also includes a level cap increase to 50 and new regions to explore.
That’s everything you needed to know about Farever classes. So which one is your favorite? And Why? Let me know in the comments below.
FAQ
Can I change my class in Farever?
You choose one permanent class at the start of your journey. However, your playstyle can drastically change depending on the specific weapons you equip.
Does Farever use mana?
No, there is no mana management in the game. Every class uses its own custom resource system, like Rage for Warriors or Spark for Mages.
What is the Arsenal system?
You unlock the Arsenal system at level 7. It lets you equip a secondary weapon and slot exactly one of its skills onto your main hotbar.
What are the best Farever classes for solo players?
The Warrior and Priest are the most resilient choices for solo play due to their high defense and innate healing. That said, any class is viable for soloing if you invest in Alchemy for potions and equip a healing weapon in your Arsenal slot.
How do I get a mount in Farever?
Open the Shop menu (Escape > Shop) and claim the free starter bundle. Once you’ve claimed it, go to your Collections tab (Y), select the mount, and hit equip.
Is there swimming in the game?
There is no traditional swimming animation; your character walks along the bottom of the water instead. You have a limited oxygen bar to manage, but you can double-jump much higher while underwater to reach hidden chests.



