Attributes and Progression
How characters grow in Farever through levels and gear, then personalize via passives, skill choices, talent trees, and masteries, including the confirmed combat stats.
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Created by Thunderpeak
1 revisionsProgression in Farever has two main stages. You first grow your character through leveling and gear, then you personalize that character through a set of customization systems: passives, skill choices, talents, and masteries. Together these let two players of the same class develop in very different directions. This page covers how progression works and the stats that drive it; for the moment-to-moment use of skills, see the Combat System, and for how weapons feed into your build, see Weapons and the Arsenal.
As you play you gain levels and collect gear. Gear enhances your stats and can grant unique abilities, often linked to your weapon of choice, so equipment is a core part of getting stronger rather than just a cosmetic layer. Higher-difficulty content tends to reward better gear, which ties progression to the challenges covered under Dungeons and Instances.
On top of raw levels and gear, Farever gives you several systems to shape how your character actually plays.
System | What It Does |
|---|---|
Passives | Passive abilities you gain as you level, reinforcing your chosen approach. |
Skill choices | Decisions about which skills to slot and lean into for your loadout. |
Talent Tree | A per-class specialization tree; each class has its own, centered on how that class is played. |
Masteries | Modifiers that change your class skills to better match your preferred playstyle. |
Each class has its own talent tree, built around how that class is meant to be played. Talents let you shape your gameplay by evolving your character around new abilities that grow alongside your weapons and class skills. Talent points are not entirely locked in: the patch notes indicate that talent points can be changed or reassigned, so you have room to adjust your build as you learn the game. The exact rules for a full respec are best checked in-game.
Masteries are a separate refinement layer that modify your class skills. Where talents broadly shape your specialization, masteries let you tune individual class skills so they fit the way you want to fight. Used together, talents and masteries give each class meaningful depth beyond its base kit.
The promise of Farever's progression is synergy. Your build comes from combining class abilities, weapon skills, passives, attributes, and the Arsenal system, and the interplay between these layers is where powerful combinations come from. Because the same class can wield different weapons and bench different Arsenal options, the number of viable builds is large even within a single class.
Skills scale off named character attributes, and each skill displays the attribute it scales with in its details so you can build toward the right stats. While the complete attribute list is best confirmed in-game, several stats are confirmed by name in official patch notes.
Stat | Role |
|---|---|
Armour | Defensive stat reducing physical damage taken. |
Magic Resistance | Defensive stat reducing magic damage taken. |
Critical Strike Chance | Determines how often your hits land as critical strikes. |
Critical Damage | Determines how much extra damage your critical strikes deal. |
The full named attribute list and the current Early Access level cap are best verified in the live client, since they may change as the game is patched. Shiro Games has said the level cap will be raised over the course of Early Access, with a planned increase toward level 50 later on. Until then, treat the in-game values as the authority. For more on what is currently in the build versus what is planned, see Early Access and Roadmap.