
Arsenal Rule
Use Arsenal to borrow the tool your main kit is missing. A Warrior with a ranged answer or a Mage with a panic defensive option feels much safer.
Weapons
Do not judge a drop only by its number. In Farever, the skill bar decides whether your build has a heal, pull, stun, escape, ranged poke, or boss punish window.
An upgraded active you press every fight beats a pretty stat stick that does not solve your current dungeon or boss problem. v0.1.5 fixed several weapon effects and final combo issues, so re-test old favorites.
| Need | Weapon/Skill Job | When to Pick It |
|---|---|---|
| Survival | Heal, shield, escape, or defensive cooldown | First character, solo runs, unfamiliar bosses. |
| Control | Stun, pull, slow, interrupt, or pack setup | Dungeons with messy rooms or dangerous casters. |
| Uptime | Ranged poke, dash attack, or short cooldown punish | Bosses that move often or punish long melee greed. |
| Burst | Big hit after a tell or HP break | Once you know the safe windows. |

Use Arsenal to borrow the tool your main kit is missing. A Warrior with a ranged answer or a Mage with a panic defensive option feels much safer.

Use runes from your inventory instead of hoarding them forever. Early value comes from smoothing the content you are actually clearing.

v0.1.5 fixed issues on Flame of Argol, Clawdius, Cheese Moon, Judgement, Lady Bee's Ceremonial Stinger, Wingsabers, Ipheion, Thornlace, Amon Ram, and Radiance.