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Professions and Crafting
May 28, 2026 at 10:33 AM
Initial version (2026-05-28)
Jobs are Farever's crafting system, and they sit at the heart of how you equip yourself and support your group in Siagarta. Each job lets you craft gear and consumables for both yourself and your teammates, and the items you make through them are meant to outclass what you stumble across in the open world. If you are still finding your feet, the Getting Started page covers the basics before you commit gold to a trade.
Learning a job costs gold and a measure of dedication. The important part is that you are not locked into a single profession. You can pick up every job, level them at your own pace, and master all of them if you put in the time. Mastery is tracked per profession, so progress in one trade does not come at the expense of another.
Every profession grants access to exclusive items that you will not find anywhere else in the world. That is the real draw of committing to a trade: the gear and consumables it unlocks are unique to it. And if you ever find yourself over-prepared, crafted items can be sold for a good amount of gold.
The following crafting jobs are the named professions available so far. A sixth job rounds out the launch line-up, but it has not been officially named, so it is left off the table below.
Job | What They Make |
|---|---|
Blacksmith | Heavy armor and reliable metal tools, forged from ores, ingots, and other metal parts. The go-to trade for frontline fighters. |
Alchemist | Potions and vials bottled from magical ingredients, used to boost combat prowess, healing effects, and other properties. |
Outfitter | Cloth garments and footwear tailored from gathered materials, suited to lighter builds. |
Jeweler | Rings, necklaces, and socketed gems cut and polished to bolster your abilities. |
Cook | Health-restoring food and stat-boosting banquets prepared from ingredients gathered across the land. |
Each trade lines up with a slice of your loadout, so spreading your effort across several jobs lets you cover more of your own gear. For the full picture of what those items do once equipped, see Gear, Items and Economy.
Experience and practice alone will only take your craft so far. To truly excel you need to discover new recipes scattered throughout the world. These recipes, and the items they produce, are far superior to the equipment you typically find while exploring, which makes seeking them out one of the more rewarding parts of leveling a profession.
Crafting needs raw materials, and those come from the world around you. As you travel you can gather resources both from defeated mobs and from the open world, and those materials feed directly into your professions. Keeping your bank stocked with the right inputs is part of staying ready to craft on the move.
Some crafting is tied to dedicated stations. The Alchemist Cauldron is a craftable alchemy station, with at least a Minor tier confirmed, that supports the Alchemist's brewing work.
Two more gathering trades are on the roadmap rather than in the current build. Fishing and Archaeology are both planned as future gathering professions, expected to arrive later in the Early Access period. They are not available yet, so treat them as upcoming additions rather than something you can train today. For more on what is coming, see Early Access and Roadmap.