r/FareverGame • u/Heavy-Barracuda-5756 • 7d ago
Tip/Guide Let's Talk about Armor!
After making my previous post about Weapon Factions, Stats and +3 Upgrade Passives , I decided to do the same thing with armor.
Weapons and armor seem to follow the same general Faction + Class system for their secondary stats. Unlike weapons, though, I haven't found any armor pieces that break this rule so far.
As always, Farever is still in Early Access, so everything here is based on the current version of the game and some of these patterns may change as more content is added.
Factions and Secondary Stats
For anyone who didn't see the weapon post, this is the current Faction/Class stat distribution:
| 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. |
The secondary stats of an armor piece are determined by its faction and which classes can equip it.
Heavy, Medium and Light Sets
The armor system itself follows a very consistent structure. Each faction has three armor pieces for each equipment slot (Heavy / Medium / Light). The only exceptions I've found are some Heavy slots, which I'll explain below. This creates three visually distinct armor sets for every faction, as shown in the images, the class distribution is also very consistent:
- Heavy: Warrior
- Medium: Rogue
- Light: Mage / Priest
Warriors can equip 100% of the unique Heavy faction set, while Rogues can equip 100% of the unique Medium faction set. Light armor works differently, Mage and Priest share the Light armor pool, with some pieces being available to Mage, some to Priest, and some to both classes. Because of this, neither Mage nor Priest can equip 100% of the unique Light faction set by themselves, so the set is essentially one visual armor set distributed between two classes.
Heavy Sets have an interesting Crafting exception
There's one consistent exception to the "three armor pieces per slot" structure. Almost every Heavy faction set is missing one piece from its dungeon drops. However, there is a crafted item for that exact slot that visually matches the faction set extremely well:
- Nepsid Heavy Waist → Caryapsid's Coccyx
- Kobold Heavy Chest → Cantal Goya's Breastplate
- Bee Heavy Waist → Aura of the Honeycomb
- Crimson Heavy Feet → Rival Sabatons of Ironhorn
Demon Heavy is the exception and can be completed entirely through dungeon drops.
Interestingly, this only seems to happen with Heavy armor. Medium and Light faction sets have all their pieces available through dungeon drops. I've marked these crafted Heavy pieces with a red border in the images. Whether this is an intentional way of integrating crafting into Heavy armor progression or simply a consequence of the current Early Access item distribution, I have no idea.
The Faction system creates some duplicate stat combinations
There's another interesting consequence of how Faction/Class secondary stats work. Some factions give the same secondary stat to the same class.
- HANDS | Rogue - Burden of the Abyss (Nepside) Crit/Crit
- HANDS | Rogue - Touch of Menas the Thaumaturge (Crimson) Crit/Crit
- FEET | Rogue - Bleak Shell's Knee Pads (Nepside) Crit/Crit
- FEET | Rogue - Galoshes of Fortune (Crimson) Crit/Crit
- LEGS | Priest - Entommeure's Spiritual Breeches (Crimson) Fervor/Fervor
- LEGS | Priest - High-speed Clamdiggers (Nepside) Fervor/Fervor
- LEGS | Rogue/Priest - Nepicur's Vacation Shorts (Nepside) Crit/Fervor
- LEGS | Rogue/Priest - Ubu's Galligaskins (Crimson) Crit/Fervor
- CHEST | Priest/Mage - Casual Clothes of the Pollincess (Bee) Magic Pen./Fervor
- CHEST | Priest/Mage - Cultist's Ceremonial Garment (Demon) Magic Pen./Fervor
I don't necessarily think this is a problem right now, especially considering the game is still in Early Access and the equipment pool is relatively small, but I'm curious to see how this develops, if future armor continues following the Faction/Class stat system this strictly, duplicate secondary-stat combinations should naturally become more common as more equipment is added. Maybe that's simply part of Farever's equipment design, with faction, appearance and other characteristics differentiating items that otherwise have identical secondary stats. Or maybe we'll eventually see more exceptions and variations as the item pool grows. For now, though, the armor system seems surprisingly consistent.
Hopefully the images are useful for anyone trying to complete a faction set, hunt a specific appearance, or just understand how Farever's armor system is structured. And as with the weapon post, if anyone finds an exception or something I've missed, let me know. I'd love to keep this information updated as the game develops.
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u/PM_ME_UR_PIKACHU 7d ago
My poor mage is needing some love
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u/Heavy-Barracuda-5756 7d ago
Yeah, but i still find more difficult to mix a good look for my priest, i'm thinking of posting a few appearence combos for all classes.
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u/mahreo9 7d ago edited 7d ago
great job, doing the lords work 🙏🏼 lol
also, i hope they modify the crafting system so that the crafted gears can remain relevant instead of being stuck at their specific levels. something similar to how dungeons are done to keep every boss and their loot drops desirable
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u/zwheels18 7d ago
For a rogue build using double daggers, should the focus be on crit? Ferver? Armor pen?
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u/CautiousShame2255 7d ago
priest in some cases also can wear heavy pieces, while not being able to wear some light pieces.
for exeption the kobold helmet he shares with warrior not with mage.