Progression 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.
Leveling and Gear
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.
Personalizing Your Character
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. |
Talent Trees
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
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.
Build Synergy
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.
Confirmed Attributes and Stats
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.
Primary Attributes
Each class is built around a primary attribute that scales its main damage or healing. Vitality raises maximum health and matters for everyone. Equipment rolls stats toward the attribute your class uses, so gear and attributes work together.
Attribute | Primary For | What It Does |
|---|---|---|
Strength | Scales physical melee damage. | |
Dexterity | Scales the Rogue's physical attacks and finishers. | |
Intellect | Scales magic and spell damage. | |
Faith | Scales healing and holy damage. | |
Vitality | All classes | Raises maximum health. |
More Combat Stats
Beyond the core attributes, gear and skills interact with a wider set of combat stats. The most common ones are below; you can see which stat a skill uses in its in-game details.
Stat | What It Does |
|---|---|
Armor Penetration | Ignores part of an enemy's Armor, so more of your physical damage gets through. |
Magic Penetration | Ignores part of an enemy's Magic Resistance, so more of your magic damage gets through. |
Physical Mastery | Increases all of your Physical damage. |
Magic Mastery | Increases all of your Magic damage. |
Fervor | A power rating that boosts your combat output; some faction gear rolls it and certain Priest skills grant it. |
Cooldown Reduction | Lowers the cooldown of your skills so you can use them more often. |
Dodge Chance | Your chance to fully dodge an attack, avoiding its damage and effects. |
Block | Reduces the damage you take while blocking. |
Poise | Resistance to being staggered or knocked out of an action. |
Movement Speed | How fast your character moves in and out of combat. |
Level Cap and Skill Unlocks
At launch the level cap is 20. Class signature abilities unlock on a fixed schedule as you level, for example at levels 3, 4, 5, 10, 15, and 20, so each class fills out its kit on the way to the cap. The June 2026 major update raises the cap to 30 and adds a level-30 capstone ability for every class. Shiro Games has said the cap will keep rising over Early Access, with a longer-term target around level 50. The live client is always the authority, since these values change as the game is patched.