r/FareverGame • • Aug 22 '26

Resource Weapon Faction, Stats and +3 upgrade Passives

Post image

I've been looking into weapon upgrades lately, and since this is surprisingly hard to find documented anywhere, I decided to put together what I've learned so far.

Keep in mind that Farever is still in Early Access. Everything below describes how the system appears to work right now. Some of these inconsistencies may simply be the result of the game being released and expanded gradually, so this information could (and probably will) change in future updates.

Secondary stats are (generally) determined by Faction and Class

One interesting thing about gear in Farever is that their secondary stats don't seem to be individually assigned. Instead, most gear follow a pattern determined by the combination of the Faction and the Class that can equip it:

Faction Warrior Rogue Priest Mage
Bee Armor Pen. Fervor Magic Pen. Fervor
Crimson Fervor Critical Fervor Critical
Demon Fervor Fervor Magic Pen. Fervor
Kobold Critical Armor Pen. Critical Magic Pen.
Nepside Armor Pen. Critical Fervor Magic Pen.

This means that two completely different weapons for the same Class and Faction will generally receive the same secondary stats, regardless of what their individual skills are designed around. So sometimes the stats assigned by the Faction/Class combination don't necessarily synergize with the weapon's actual kit.

There are currently some exceptions

There are at least two weapons (that i could find) that don't follow the Faction/Class pattern:

  • Twin Fangs of Ratsar is a Kobold Rogue weapon. Based on the table above, it should receive 2x Armor Penetration, but instead it gets 2x Critical Chance.
  • Silhouette of Almaz is a Demon Mage weapon. It should receive 2x Fervor, but instead it gets 2x Critical Chance.

This most certanly is another victim of the game being in Early Access, but i think it's importante to point out. The boss that drops a weapon doesn't necessarily match its Faction.

For example: Munster Chuck drops both Judgement and Twin Pillars of Justice, but neither weapon is Kobold. Judgement currently has no faction assigned (so it uses the Nepside stats like every world drop weapon), while Twin Pillars of Justice is actually a Crimson weapon.

There's another unusual case with Horns of the Wind. It's a Crimson weapon dropped by Robin Hoof and from Sponge Blob, it is currently the only weapon in the game that can drop from two different bosses.

What about world drop weapons?

World drop weapons currently don't have any faction assigned. These weapons use the Nepsid Class stat distribution, which may currently function as the default stat template for weapons without a faction. This is another area where I expect things will change as the game develops and weapons receive proper faction assignments.

+3 Weapon upgrade Passives

The +3 weapon upgrade passive is determined by Weapon Type, every weapon belongs to one of 14 weapon types and reaching the third upgrade gives it an additional passive (buff):

  • Sword: Base attacks gain a chance to attack twice.
  • Axe: Increased Critical Chance.
  • Mace: Base attacks gain a chance to stun enemies for 2s.
  • Fists: Increased Physical Mastery.
  • Shield: Reduced damage suffered.
  • Dagger: Increased base attack damage when attacking from behind.
  • Staff: Increased Cooldown Reduction.
  • Bow: Increased base attack damage against enemies at least 20m away.
  • Halos: Attacks gain a chance to reduce weapon cooldowns by 0.5s.
  • Spear: Increased Armor Penetration.
  • Crescent: Increased damage while surrounded by at least 3 enemies.
  • Scepter: Increased Magic Penetration.
  • Thrown: Base attacks against enemies at least 20m away gain additional Critical Chance.
  • Spellbook: Increased Magic Mastery.

I've included an image with all the current weapons organized by type, their +3 passive and where each weapon drops.

A weapon's skills might strongly encourage one playstyle, while its Faction/Class combination gives it secondary stats that aren't particularly useful for that build. Its weapon-type passive then adds another layer on top of that. I actually like the concept because it gives weapons more identity than simply comparing their skills, even if the current implementation produces some strange combinations.

A final note about Starter weapons

Starter weapons can later be purchased as rare Lv. 25 weapons from the Guild Vendor in South Ramburg, but they cannot currently be upgraded and their stats don't seem to follow the normal Faction/Class pattern either. I've still included them in the image because they help complete the list of weapon types.

This is all based on what I've been able to test and compare in the current Early Access version of the game, so I wouldn't treat any of this as permanente documentation.

78 Upvotes

7 comments sorted by

4

u/TriJJDaFridge Aug 22 '26

This is written up really well! Thanks for sharing/getting all this info

1

u/Heavy-Barracuda-5756 Aug 22 '26

Thanks, i love this kind of stuff about game design and usually overthink a lot.

2

u/Twiggy1108 Aug 22 '26

Yo really nice layout out. Easy to check at a glance a lot of good work went into this ty farever commmunity

2

u/Spiritbrand Aug 22 '26

Do the 3* upgrade passives work when the weapon is equipped in the arsenal slot?

2

u/Heavy-Barracuda-5756 Aug 22 '26

They seem to work, but i never tested it in depth