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Farever Dungeon Guide: Floor Depth and the Support Edge

Reviewing
Farever
Shiro Games · Shiro Games
Farever dungeon guide: the dungeons are the main event. The open world in Siagarta is the setup; dungeon runs are where the game's class system either pays off or falls apart. Most groups discover the Support class's value the hard way, when a run without one stalls out and things stop going well without an obvious explanation. This guide cuts to it directly.
TL;DR: Bringing a Priest (Support) generally lets a group handle harder dungeon content than the same group without one, because its healing and cooldown management let Damage classes play more aggressively instead of retreating to recover. An earlier version of this guide cited a specific "floors 3-4 without Support, floors 5-6 with Support" split attributed to community testing; we could not independently confirm that figure against Shiro Games' patch notes or any verifiable player report, so it has been removed. For 4 players, run 2 Damage (crit + elemental) + 1 Support + 1 Tank. For 2, run Damage + Support. Solo, use Warrior or Rogue. Crafting jobs are assigned separately from combat class; sort them out before your first run.
Farever dungeon guide: what is the Support advantage? (quick answer)
The Support advantage is survivability, not a fixed number of extra floors. Groups without a Priest burn through their resource and health margin faster as a dungeon run progresses, because enemy health and density both increase the deeper you go. Groups with a Priest can sustain longer because the Priest covers the downside of aggressive play, letting Damage classes commit harder rather than play conservatively.
That's the mechanical relationship, and it's a reasonable read of how Farever's class system is built. What we're not asserting: a specific "extends depth by exactly N floors" figure. That number appeared in earlier drafts of this guide, sourced only to an unlinked "community testing" claim. We searched Shiro Games' official patch notes and r/FareverGame directly and found no report that corroborates a specific ratio, so we removed it rather than repeat an unverified number.
Key takeaways
- Without a Priest, groups generally burn through their survival margin faster as a run progresses
- With a Priest, Damage classes can play more aggressively instead of retreating to recover
- A specific "floors 3-4 vs floors 5-6" figure circulated in earlier guides but isn't confirmed by Shiro Games or by any verifiable community report; it's been removed here
- 4-player optimal composition: 2 Damage (crit + elemental) + 1 Support + 1 Tank
- 2-player optimal: Damage + Support outperforms Damage + Tank
- Solo best picks: Warrior (safest) or Rogue (faster)
- Crafting jobs are separate from combat class; assign them before the first dungeon
- Harder dungeon content generally drops better crafting materials; the exact floor-range breakdown for Rare vs Exotic tiers isn't independently verified
How dungeon difficulty scales in Farever
Farever dungeon runs scale difficulty on two axes simultaneously: enemy health pools and enemy density. As a run progresses, each individual enemy survives longer (higher health) and more enemies engage simultaneously (higher density). Both factors extend the time and resource investment required to clear each stretch of a run.
This dual scaling is why the support advantage is structural rather than situational. Early in a run, the difficulty is low enough that the group's Damage output handles threats comfortably without a dedicated support function. As fights get longer and packs get denser, the group's ability to sustain gets tested. Without Support managing healing cooldowns and keeping Damage classes in the fight, the group plays conservatively: waiting for openings, backing off more often, burning through personal resources faster.
Conservative play means slower clears. Slower clears mean more resource drain before a stretch is cleared. That compounding effect, not any single spike in difficulty, is what typically stalls a group without a Priest.
With Support, Damage classes can front-load aggression because the Support covers the downside. Threats get cleared faster and resource drain drops. Whether that translates to a precise, repeatable number of "extra floors" per session isn't something we could confirm; treat it as a real qualitative advantage rather than a fixed quantity.
Loot quality generally improves the deeper and harder the content a group can reliably clear, which tracks with standard tiering: common materials from easier content, rarer materials from harder content, and low-rate high-tier materials gated behind the hardest content a group can sustain. An earlier version of this guide published a specific floor-range table (which floor numbers drop Common vs Rare vs Exotic materials); we could not verify that breakdown against official patch notes or a credible community source, so it has been removed rather than repeated as fact.
Party composition determines how far a group can comfortably push into harder dungeon content; a Priest in the group generally extends that margin by covering the downside of aggressive play.
GODEEPER: Full class breakdown with gear paths and passive trees for each role. Farever Class Guide: All 4 Classes and How to Pick →
Party composition by group size
How much harder content a group can reliably clear depends on composition. Here's what works and why at each group size.
4-player composition: 2 Damage (one crit build, one elemental build) + 1 Support + 1 Tank
The two Damage classes cover different fight types: crit builds close out elite encounters quickly; elemental builds sustain output across long boss phases. Tank anchors chokepoints and manages threat without splitting attention from damage output. Support keeps everyone in the fight. This is the composition most consistently able to sustain longer, harder runs.
Running two of the same Damage type loses coverage. A dual-crit group burns through elite encounters but labors on sustained boss fights. A dual-elemental group handles bosses smoothly but can struggle to finish elites quickly enough before the mob pack presses in.
3-player composition: 2 Damage + 1 Support (preferred over 2 Damage + 1 Tank)
A Tank in a 3-player group contributes one layer: damage mitigation and threat management. A Priest in the same slot covers survivability AND enables the Damage classes to push harder, which is why Support generally edges out Tank in the third slot. This is a design-logic read rather than a tested statistic; we couldn't independently confirm the "community testing" claim some earlier guides attributed this to.
2-player composition: Damage + Support
Damage + Support is the pairing that actually works for 2-player dungeon runs. The Support keeps the Damage class viable through content that would otherwise force a retreat. Damage class choice depends on what you're running into: crit for elite-heavy encounters, elemental for boss-heavy content.
Damage + Tank at 2 players is viable for easier content but stalls at the same wall as 3-player Tank compositions, just sooner.
Solo: Warrior or Rogue
Warrior is the safest solo class. The gear path builds mitigation and you survive encounters that would end a Damage-class solo run. Progress is slower. Rogue is faster once you understand enemy patterns well enough to close and burst without taking unnecessary hits, but it has a higher failure rate in early sessions.
Priest doesn't work solo. Its whole value is scaling what other players can do. With nobody else, there's nothing to scale.
Gear progression in Farever dungeons
Class choice gates which gear bonuses are available. A Damage class accessing mid-tier dungeon drops unlocks crit multipliers and elemental damage passives from equipment that a Tank player can't access from the same items. This creates build identity that carries across all gear tier upgrades.
The gear tiers referenced across this site's Farever guides:
Early-tier (surface zones and easier content): Build your passive foundation here. For Damage, this is where you commit to crit or elemental. For Tank, this is where you choose between raw mitigation and block chance. For Support, this is where you lock in which healing and cooldown passives you're stacking. Changing direction later is possible but costly.
Mid-tier (moderate dungeon content): Item modifiers start appearing that interact with your passive stack. The best mid-tier items aren't necessarily the highest base stats; they're the ones with modifiers that compound with what you already built. A slightly lower base weapon with a crit-amplifying modifier beats a higher base weapon with a flat damage modifier if you're running crit.
Late-tier (the hardest content a group can sustain): The gap between a well-built and randomly assembled kit becomes visible in how far a group can push. Exotic materials at this tier enable late-tier crafting, but the drop rate is low enough that mid-tier materials will accumulate faster. Craft mid-tier gear as soon as it's available rather than holding out for Exotics.
Note on precision here: we're describing tier names and general drop-rate behavior, not tying them to specific floor numbers. Earlier drafts of this guide mapped exact floor ranges to each tier; that mapping wasn't independently verifiable, so it's been removed.
Between dungeon runs, the town hub is where crafted gear pays off; the visual difference between early-tier and mid-tier gear on your character is visible from the hub view.
GODEEPER: Party setup step-by-step and crafting job assignments for every group size. Farever Co-op Guide: Roles, Group Builds, and Dungeon Runs →
Crafting jobs and the dungeon prep mistake most groups make
Crafting jobs in Farever are separate from combat classes. You choose a crafting specialization independently of whether you're playing Warrior, Priest, Mage, or Rogue. A Damage player can be the group's primary crafter for Support or Tank gear.
Groups that don't discuss crafting job assignments before their first run typically end up with three players producing the same gear type and one player under-equipped. If three Damage players all choose crafting paths for Damage gear, the Tank and Support never get optimal items.
The solution is simple but requires one conversation before the session starts: decide which player specializes in crafting for each class role. One player crafts Damage gear; one crafts Tank gear; one crafts Support gear. The fourth player (if you have four) takes the fourth specialization or doubles up on whichever is most needed.
For current bug notes: as of v0.1.3, disconnecting during a dungeon floor returns the whole group to the floor entrance. If any player needs to drop connection, retreat to the floor entrance first. The earlier bug that caused data rollback on disconnects was fixed in v0.1.3 along with the party invite issues.
Related Reading
- Farever Class Guide: All 4 Classes and How to Pick: Gear paths, passive trees, and which class fits your playstyle for dungeon runs.
- Farever Co-op Guide: Roles, Group Builds, and Dungeon Runs: Step-by-step party setup and crafting job assignments for 2- and 4-player groups.
- Farever Builds Guide: Best Class and Team Comp 2026: Build theory per class with passive priority orders and gear modifier stacking.
- Farever Tips for Beginners: First Hours in Siagarta: First session fundamentals before you attempt dungeon content.
- Farever Review 2026: Good Bones, Rough Early Access: Full assessment of where the EA build stands and what's still rough.
Frequently Asked Questions
How many floors are in Farever dungeons? Farever's dungeons are separate named encounters rather than a single numbered floor ladder, and official patch notes don't document a floor-by-floor count. Difficulty scales with enemy health and density as a group pushes further into a run.
What is the Support advantage in Farever? A Priest's healing and cooldown management let Damage classes play more aggressively instead of retreating to recover, which generally means a group clears harder content faster. A specific "adds 2 floors" figure circulated in earlier guides but wasn't verifiable, so it's been removed.
What is the best party for Farever dungeons? For 4 players: 2 Damage (crit + elemental) + 1 Support + 1 Tank. For 2 players: Damage + Support. Solo: Warrior or Rogue.
Does loot improve the further you push into a dungeon? Yes, harder content generally drops better crafting materials, following standard tiering. The specific floor-range breakdown some earlier guides cited for Rare vs Exotic materials wasn't independently verifiable and has been removed.
Should I run Priest or Warrior in a 3-player group? Priest. It generally provides more consistent value than Tank in a 3-player group because it covers survivability while also letting Damage players commit harder. That's design logic, not a tested statistic.
How does dungeon difficulty scale? Enemy health pools and enemy density both increase as a run progresses. The compound effect slows clears and drains resources faster, which is why Support changes what a group can sustain rather than just providing incidental healing.
What happens if someone disconnects mid-dungeon? As of v0.1.3: the group returns to the dungeon entrance. Retreat there before any player drops to avoid replaying content.
References
- Farever on Steam: official store page, patch notes, and EA details from Shiro Games
- Shiro Games on Steam: developer page for Wartales and Northgard studio context
- r/FareverGame: official community subreddit, checked directly for floor-depth reports (none found corroborating a specific Support/depth ratio as of this update)
- Farever Complete Guide Hub: all Farever guides organized by topic
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About the author

Senior Critic & Analyst
Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.
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