Guide · 9 min read

Beginner's Guide to Farever

The first hour in order — mount, Codeex, obelisks, weapon skills and the Spark Recycler — without the condescending tutorial energy.

Farever is a Shiro Games co-op action RPG set in Siagarta. Early Access launched May 2026 with a level cap of 20, four classes, ten professions and well over a hundred weapons. The tutorial points you at the obvious bits (attack, dodge, the map) and then walks off — but map completion, the Codeex, obelisks, weapon-skill upgrades and the Spark Recycler are where the actual progression lives. This is the cheat sheet.

1. Your first hour, in order

Do not just run forward and grind mobs. There is a route the game expects you to follow, and it is much faster than freelancing:

  1. Pick a class you can learn comfortably (more on this below).
  2. Open Options → Hotkeys and confirm attack, block, dodge, jump, glider, mount, consumable and autorun are bound to something you can reach.
  3. Press Esc → Shop and claim the free mount and any launch items.
  4. Press Y to open Collections and equip the mount. Claiming and equipping are two different actions — if your mount key does nothing, this is why.
  5. Open the map and follow the gray question marks. They are the real quest log.
  6. Press L to open the Codeex whenever you enter a new pocket of the map. The Monsters tab tracks kill counters with milestones at 4, 8 and 20 — clean those up before moving on.
  7. Interact with every obelisk you see. They reveal the surrounding zone, set a respawn point and unlock automatic travel back to that spot.
  8. When a green plus appears on a weapon skill, spend the upgrade before pushing into harder fights.

2. Picking a class

Four launch classes — Warrior, Rogue, Mage and Cleric/Priest. None of them are wrong, but the early experience is very different:

  • Cleric / Priest — the safest first character. Self-healing lets you recover from missed blocks and messy Codeex pulls; pairs naturally with sword-and-shield for solo.
  • Warrior — most direct melee pressure. Gets noticeably more interesting once heavier weapon skills like Berserk Attack and Smash Attack come online.
  • Rogue — fast movement, dodge-canceling, teleport-style tools and bows later. Squishy until you find a healing Arsenal slot or stack Alchemist potions.
  • Mage — ranged magic that lives or dies by your scepter choice. A fire scepter is a different character than a healing scepter, even on the same Mage.

Whatever you pick, do not judge the class from its starter weapon. Read the full breakdowns on the class compendium before you commit.

3. Combat habits that actually matter

Farever is action combat. Three habits separate players who clear smoothly from players who keep dying to the same boar:

  • Do not hold block forever. Block drains stamina — use it to survive a single mistake, then dodge or counter.
  • Dodge before you panic-heal. Most "I can't kill this elite" problems are positional, not gear problems.
  • Re-check your skill bar after every weapon swap. Weapons rewrite part of your active kit; the green plus tells you when an upgrade is sitting unspent.

Underwater works differently: there is no swimming animation — you walk along the seabed instead. A blue breath bar drains while you're under, and when it empties you start losing HP. Plan your route before you drop in.

4. Stop discarding gear — meet the Spark Recycler

Your bag fills fast. The single most important early rule: do not vendor or discard old gear once you reach the first village hub. Take it to the Spark Recycler and break it down into crafting and upgrade materials instead. Same goes for runes — keep them until you know which skill they slot into.

  • Buy small pouches from the guild merchant. Each adds 6 inventory slots and pays for itself in an hour.
  • Right-click lost packages to convert them to completed packages, then hand them to the guild merchant for 100 gold each.
  • Stockpile ores, herbs and reagents instead of vendoring. Crafters on the trade market will buy them in bulk.

5. Professions: pick one, not all of them

Professions are learned from the NPC "Job Well Done" near the second obelisk. Each additional job costs more than the last, and crafting points are shared across every craft you've learned — so commit. Two solid starter picks:

  • Alchemist first — vials are 30g from the guild merchant and a minor healing potion restores around 100 HP, which is a lot when your early pool is in the low hundreds.
  • Outfitter for early bag space, or a gathering trade (Mining, Herbalism, Fishing) to feed a future crafter.

Full list, tools and pairings on the jobs page.

6. The trade economy, briefly

Once you start seeing gear and materials worth real gold, two rules apply:

  • Don't buy gear under level 15. Quest rewards and Codeex drops out-scale anything you can afford.
  • Check the trade market before you list or buy. Every item page has a 30-day price history so you can tell a fair offer from a rip. In-game mail listings from strangers are where most scam attempts live — the Hub has a hard anti-RMT policy (see the trading guide).

Where to go next

Once you're past the first village, the next thing to read is the leveling-zones walkthrough — it takes you region-by-region from Meridion all the way to the level-20 cap. After that, the trading guide covers how watchlists, listings and the mutual-confirm trade flow work on the Hub.

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