The boss staggers. Your HUD flashes weapon slots and you realize the rig you thought would carry the run is already lagging behind. I spent hours in Farever’s early access to map what actually works so you can stop guessing mid-fight.
All weapon types in Farever
At a friend’s couch session, someone swapped to a random sword and won the encounter — a tiny, revelatory moment.
Farever’s early access build gives you 15 distinct weapon types, each with a unique special attack and a passive. You can mix and match freely across classes, but understanding who pairs best with what saves runs and nerves. I cross-checked hands-on tests with Steam community posts, Farever’s Discord, Reddit threads, and a few Twitch streamers to separate flash from reliable performance.

What are all weapon types in Farever?
- Axe (Great Axe)
- Bow
- Book
- Crescent
- Daggers
- Dual Swords
- Halos
- Fists
- Great Mace
- Great Sword
- Scepter
- Shield
- Spear
- Stafff
- Thrown
Each type gives you a toolkit of active spells and a passive that nudges playstyle — some favor range, others reward spacing or burst timing. Think of a weapon as more than damage numbers: it changes the rhythm of an encounter, and the faster you learn that rhythm, the fewer runs end in frustration.
Best weapons for every class in Farever
At local tournaments you hear the same debates: “Which setup wins consistently?” That argument mirrors what I saw across farms and boss fights.
Every weapon can shine if you play to its strengths, but some combinations produce repeatable, reliable wins. Your class abilities must read the weapon’s signals like a traffic light — align green to go, or you’ll stall. Below I list recommended options for each class and why they work in a practical, in-combat way.

Which weapons are best for every class in Farever?
I tested each recommendation against common boss patterns and popular builds discussed across Steam and community guides. Here’s what I favor when I want efficiency over flair.
| Class | Weapon choices |
|---|---|
| Mage | Staff: Feels like the most usable weapon type, and aids the abilities of the spells. Book: Allows you to use different types of abilities that still rely on the class’s strengths. |
| Priest | Book: Works well with the ranged abilities. |
| Rogue | Daggers: Excellent choice if you’re going for a damage-focused build. Bow: Allows for an alternative build that utilizes range. |
| Warrior | Sword: The Great Sword is great at dealing massive waves of physical damage. Axe: Works pretty similarly to the Sword but feels quicker to use. |
Want a short heuristic? If you play Mage, prefer Staff or Book for consistent spell synergy. Priests lean Book for ranged support. Rogues perform best with Daggers or Bow depending on whether you prioritize raw DPS or safer spacing. Warriors are happiest with Sword or Axe for heavy physical output. In testing, a flexible loadout often beats a single-minded one — treat your second weapon like a Swiss Army knife and change it when the fight demands it.
I’ve cross-checked these picks with community leaders on Discord, sample builds on Steam forums, and coverage from outlets like Moyens I/O and the official Shiro Games notes; if you want to see setups in action, search Farever streams on Twitch for live examples. Which weapon have you tried that surprised you and why?