Skip to main content

GuideFarever

Farever Dungeon Guide: Depth, Classes, and Support (2026)

10 min readBy Marcus VasquezUpdated 22 days ago

Farever dungeon guide advice is easiest to follow when it starts with the facts the game actually documents. Farever has four current classes: Warrior, Rogue, Mage, and Priest. It has named dungeons and changing difficulty modes, but there is no reliable official table that says every dungeon always contains the same numbered sequence of floors.

Farever aerial view of Siagarta world with floating green islands, waterfalls, and player characters descending from the sky

Sponsored

Eneba: save on games and game cards
Advertisement

About the game

Farever

Shiro Games · Shiro Games

That distinction matters because an earlier version of this guide repeated a precise “floors 3-4 without Support, floors 5-6 with Support” claim. No Shiro Games patch note or verifiable player report supported that number, so it is not used here. Priest can make a group safer through healing and survivability, but that is a qualitative party advantage, not a guaranteed extra-floor multiplier.

Updated 2026-10-01: Call to Glory Major Update #2 renamed Hard mode to Veteran Mode and added Heroic Difficulty with new Epic Gear and Infusions, but it does not publish a universal floor-by-floor loot table.

TL;DR: Check the current dungeon entrance and difficulty label instead of trusting a fixed floor chart. Build around the real four-class roster: Warrior, Rogue, Mage, and Priest. Priest is a strong support choice because it improves recovery, but any class can contribute when its player understands the encounter. Before entering, confirm the level requirement, bring the right weapon skills, and leave room for a retreat if the group is spending more health and resources than the run is returning.

BESTPRICE: Want Farever? These stores list it: Buy on Eneba → Buy on Kinguin →

Farever dungeon guide: what does depth mean? (quick answer)

In the current Early Access build, “depth” is best understood as how far your group can progress through the selected dungeon or difficulty mode, not as a single universal floor ladder shared by every instance. The official Steam page describes dangerous dungeons as part of the open-world loop, while the official update feed names individual instances, level adjustments, and new difficulty work without publishing one fixed floor-by-floor loot table.

Use the dungeon entrance and the live UI as the source of truth for the run in front of you. If a guide gives exact floor numbers but does not identify the specific dungeon, patch, or screenshot that produced them, treat those numbers as unverified.

Sponsored

Eneba: save on games and game cards

Current status: September 2026

Farever remains in Early Access on Steam. The official store snapshot checked for this audit listed the game at $19.99, with English reviews at 74% Mostly Positive from 5,104 reviews and recent reviews at 73% Mostly Positive from 223 reviews. The same page says the Early Access version includes the core mechanics and is fully playable while noting that non-blocking bugs and future changes remain possible.

The official update feed currently includes level and dungeon changes after the launch version. The July 29 patch raised the playable level cap to 25 and said the old hard mode for dungeons had been adjusted to that level. Call to Glory Major Update #2 now renames that difficulty Veteran Mode and makes Heroic Difficulty live; its announcement says first-region instances are available and more bosses arrive weekly through October. Re-check the entrance label whenever a new patch lands.

Key takeaways

  • The current named classes are Warrior, Rogue, Mage, and Priest.
  • Priest improves recovery, but no source confirms a fixed number of extra floors.
  • “Damage,” “Tank,” and “Support” are useful party descriptions, not the current class roster.
  • Do not apply a single floor-count chart to every named dungeon.
  • The official notes changed dungeon rewards and fixed a bug that could prevent a boss from dropping at least one weapon and one gear item.
  • Heroic Difficulty adds new Epic Gear and Infusions, but the announcement does not publish a universal Heroic drop table.
  • Level 25 is the current official reference for the old hard-mode adjustment, now labeled Veteran Mode.
  • A short retreat is better than burning the party's entire health and consumable margin to protect a bad pull.

The four current Farever classes

Advertisement

Warrior is the most direct frontline choice. It suits a player who wants clear melee pressure and a forgiving first read of a dungeon. Put the Warrior where it can keep attention on nearby threats, then let the rest of the group attack from the space it creates. This does not mean Warrior is a mandatory tank: Farever's weapons and skill choices let classes cover more than one combat job.

Rogue is the mobile pressure option. It rewards players who read enemy attacks, move out of danger, and return for short burst windows. In a group, a Rogue should avoid pulling a second pack just because it can move faster than the party. Mobility is most valuable when it keeps the player alive and lets the group finish one target before starting the next.

Mage brings ranged magic and skill timing. Mage is useful when the group needs damage from a safer distance, but it still needs a clear route through the room. Do not stand so far away that the party cannot help when a mechanic changes the fight. Call out which target you are focusing and keep an escape path open.

Priest is the support-oriented option. Shiro Games has described Priest as a master of survivability in official patch discussion, and the class's healing role explains why it often feels valuable in a long dungeon. The useful conclusion is not “Priest adds two floors.” It is that the class can turn mistakes that would force a retreat into recoverable damage, provided the player manages healing and positioning rather than waiting until everyone is nearly down.

For a class-by-class breakdown, compare the Farever Class Guide: All 4 Classes before choosing a weapon path. The Farever Builds Guide is useful when your preferred class needs a more specific passive and gear plan.

Step-by-Step: how to prepare and clear a Farever dungeon

Step 1: Read the entrance before forming the party. Check the name, level recommendation, difficulty label, and any warning shown by the entrance. A named dungeon is not interchangeable with another named dungeon, and a Veteran Mode adjustment can change the safe level for the same route.

Step 2: Confirm the four class roles in plain language. Ask who is playing Warrior, Rogue, Mage, or Priest. Then describe the job each player will do in this run: hold close pressure, move for burst, provide ranged damage, or stabilize health. This avoids the old and misleading assumption that a separate “Tank” or “Damage” class must be selected.

Step 3: Inspect weapons and skills before entering. Farever combines class skills with weapon skills and attributes. Pick a weapon whose range matches the room you are about to enter. A ranged player needs sight lines, a melee player needs room to retreat, and a Priest needs a position from which healing can reach the group without standing inside every attack.

Step 4: Set a focus target. Choose the most dangerous enemy in the first pack and make the group finish it together. Splitting damage across every target increases the time that multiple attack patterns remain active. If the room has a special enemy, mark it and explain whether the group is burning it first or controlling it while clearing smaller threats.

Step 5: Treat healing and consumables as a budget. A Priest can extend a run, but healing is not permission to ignore damage. After each encounter, check health, cooldowns, and the route ahead. If the group must spend every recovery tool to survive a normal pack, stop and adjust the pull instead of assuming the next room will be easier.

Step 6: Reposition before the next encounter. Use the pause between rooms to spread out enough to avoid one area attack catching everyone, while staying close enough to help a player who is targeted. Mage and Rogue should not outrun the group, and Warrior should not drag a new pack through the Priest's recovery window.

Step 7: Decide whether to continue or retreat. There is no prize for protecting an unverified floor number. Continue when the party still has health, weapon skills, and a clear route. Retreat when the next pull would leave no recovery margin. That decision is the real support advantage: a Priest gives more room for mistakes, but the group still has to spend that room intelligently.

Farever party of three approaching a glowing dungeon entrance in a golden forest, with a large boss creature waiting beyond the portal Read the current entrance and difficulty label before committing to a dungeon run.

How Priest support changes a run

Priest's value is easiest to see in the transition between rooms. A group without reliable recovery has to end each encounter with enough health to absorb the next mistake. A Priest can restore part of that margin, which lets Warrior, Rogue, and Mage take reasonable risks without turning one missed dodge into an automatic wipe.

That advantage is conditional. Healing does not replace target priority, and it does not make a bad pull efficient. A Priest who spends every tool on small damage will have nothing ready for the boss. Agree on a simple rule before entering: ordinary chip damage is managed by movement and food or other available resources, while the Priest saves the strongest recovery for a real mistake, a boss phase, or a player who cannot safely disengage.

The Farever Co-op Guide covers the communication side of this plan. If the group is new, use short calls such as “focus left,” “hold,” and “retreat” instead of trying to explain a complete build while enemies are active.

Loot, difficulty, and what the patch notes confirm

The official update feed is more useful than an old floor table for tracking Farever dungeon rewards. The July 17 notes fixed a bug that allowed uncommon weapons to drop after a dungeon boss when the base rarity should be rare. The same note says the fix ensures players receive at least one weapon and one gear item from a dungeon. That is a confirmed reward rule worth planning around.

Call to Glory Major Update #2 adds Heroic Difficulty on top of the Veteran baseline, with new Epic Gear that can be infused. The announcement describes new mechanics, patterns, dangers, and additional boss phases, but it does not publish Heroic drop odds or a floor-to-material table. The Farever Call to Glory Update #2 patch notes list the full reward and weapon changes.

The notes do not provide a universal table mapping “floor 1” or “floor 6” to Rare materials or Heroic Epic Gear. If you need a particular material, use the current dungeon entrance, the in-game Codex, and the Farever Gear and Items Guide. Do not spend a run chasing a number copied from an earlier build.

The level curve is also live. The July 29 notes mention level 25 and a hard-mode adjustment, now called Veteran Mode, while Call to Glory adds Heroic Difficulty and a weekly boss rollout. Those changes show why an exact old depth chart decays quickly. Re-check the official Farever announcements before a high-stakes run.

Crafting and dungeon preparation

Advertisement

Combat class and crafting job are separate decisions. The Steam store describes jobs as a way to gather rare items, craft equipment, or support allies, so choose a job that fills a real gap rather than assuming Priest must also craft every support item. The group should decide who is collecting materials, who is improving gear, and which drops are being saved for the next dungeon.

Bring only the equipment that supports the current route. A Mage who needs a particular weapon skill should confirm the skill before entering. A Rogue who is still learning enemy patterns benefits more from a reliable defensive option than from a damage number that requires perfect timing. A Warrior can stabilize a room, but it still needs enough damage to finish enemies before the group runs out of recovery. Priest should check that its support tools are available rather than entering with every slot dedicated to offense.

The Farever Tips Guide covers the early resource loop, and the Farever Early Access launch guide gives the broader progression context. For current content changes, including the Nightling Invasion event, compare the Farever Complete Guide Hub with the official notes instead of relying on launch-era assumptions.

Farever town hub area with multiple player characters showing distinct class gear and equipment levels, Guild Merchant NPC visible in the background Use the town hub to repair the party's equipment and settle the next class and crafting plan before re-entering a dungeon.

Practical party starting points

These are starting points, not mandatory meta compositions:

  • Warrior + Priest: a forgiving pair for learning a new dungeon. Warrior handles close pressure while Priest preserves recovery.
  • Rogue + Priest: mobile damage with a safety net. Keep the Rogue focused on the marked target instead of splitting the room.
  • Mage + Warrior: ranged and close pressure cover different angles, but the Mage must keep a route open when the Warrior moves.
  • Four-player mixed group: one player on each current class is a sensible first experiment because it gives the party access to frontline pressure, mobility, ranged magic, and recovery.

The best group is the one that can execute the route without exhausting its resources. A familiar two-player team is better than a four-player composition whose members do not coordinate targets or retreat calls.

Frequently Asked Questions

How many floors are in Farever dungeons? There is no single current official floor count that applies to every named dungeon. Check the live entrance and difficulty label.

What are Farever's classes? Warrior, Rogue, Mage, and Priest are the current class names. “Support” describes Priest's party function; it is not a fifth class.

Does Priest add a fixed number of floors? No verified source supports a fixed number. Priest's confirmed value is healing and survivability, which can help a group preserve its run margin.

What is a safe four-player starting group? One Warrior, one Rogue, one Mage, and one Priest is a reasonable learning composition. Adjust it after seeing which class skills and weapons your group actually uses well.

Does harder content give better loot? The official notes confirm new Epic Gear and Infusions for Heroic Difficulty, but they do not publish Heroic drop odds or a universal floor-to-material table. Use the current Codex and entrance information.

What level is Veteran Mode? The July 29 official notes refer to a level 25 adjustment for the old hard dungeons. Call to Glory renamed that difficulty Veteran Mode. Check the current entrance because Early Access values can change.

References

Was this guide helpful?

Enjoyed this?

Share it with other players.

About the author

Marcus Vasquez

Systems & Economy Desk

GameBrief's byline for roguelikes, strategy and simulation. Reads patch notes, wiki tables and Steam stats and puts the numbers on the page.

  • Roguelikes, strategy and simulation
  • Builds, progression and economy
  • Sources listed per article
Advertisement

Get the weekly gaming digest

Join thousands of indie gaming fans. Reviews, guides, and patch notes delivered free — no spam, unsubscribe anytime.

  • Weekly gaming digest: releases, reviews, and patch notes
  • Editor picks and long reads you can finish in one sitting
  • No spam. Unsubscribe anytime

Disclaimer

This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.

Comments

Loading comments…

Leave a comment

Comments are reviewed before appearing publicly.