Archives · Chapter II
Confirmed weapon types and their known items, with skills transcribed from the Farever Wiki. Each weapon item carries its own combo, active, and passive package.
One-handed blade. Each sword carries its own combo, active, and passive package.
Twin blades — fast strikes laced with magic finishers.
One-handed boomerang axe — throw, return, and bleed.
Twin axes built around stacking critical strikes and tide bursts.
Crowd-control two-hander built around Rampage charge slams.
Two-handed crusher built around Buzzing stacks and bee summons.
Polearm reach with wildly different elemental builds per item.
Pure Rogue dual blades — bleed, shiv, and shadow play.
Two-handed ranged weapon — aim, ricochet, and reset.
Priest's identity weapon — flavor of the scepter dictates the spell school.
Off-hand tome shaping a Mage's elemental specialty.
The most diverse type — every Rare shield carries its own elemental kit.
Bare-knuckle gauntlets rewarding tight, alternating combos.
Thrown petals and seeds — the Rogue's nature-magic mid-range option.
Floating shell-rings that orbit the wielder, channeling tides.
Curved Apix glaive woven with thorn poison and bloom heals.
One-handed bludgeon — empower your strikes with stacking blessings.
Twin maces built around stacking Zeal and resetting your hardest hitter.
Two-handed Warrior blade — long reach, towering damage swings.
Weapons Primer
Weapons in Farever are not just stat sticks — each one carries its own skill set, and your class only ever uses skills from the weapons it has equipped. That means picking a weapon is closer to picking a sub-spec than picking an axe vs a sword. A Warrior with a two-handed axe plays nothing like a Warrior with sword-and-shield, even though the gear-tier numbers look identical.
Every character has a primary weapon (set at character creation, restricted by class) and unlocks Arsenal slots as they level — the second at level 8, the third around 20. Arsenal weapons add a curated subset of their skill list to your bar. That's the system Farever uses for build variety: a Mage with a staff primary and a bow in Arsenal slot 2 plays like a hybrid caster-marksman, with real opportunity-cost decisions about which skills make the bar.
Each weapon entry lists every confirmed skill, the classes that can wield it, and the in-game items currently associated with the weapon type. The four color bars (red, green, blue, purple) are class affinity — they show at a glance whether a weapon is mainline for a class or an unusual pick. "Any"-marked weapons fit every class but specialise into none.
The single most-asked question on the board is "what should I put in my second Arsenal slot?" Three honest rules:
Every skill listed has been confirmed in-game. We cross-check against the Farever community wiki and against direct sightings before publishing. If you find a skill with the wrong description, or a weapon that should be here and isn't, send word via the contact page and we'll get it scribed.
For class-by-class weapon recommendations see the class compendium. For picking up tradeable weapon items off the player market, the median ask and bid prices show on every item entry. The trading guide explains how the price-history chart works.