Fenfire is a free action RPG in the spirit of Diablo 2 that runs in your browser — no install, no download. This is its Codex: Mage, Wizard, Musketeer, Witch, Berserker and more — roles, skill paths and gear.
The Mage commands the four raw elements — fire, earth, air and water — and the spirits that live inside them.
Each element is a full path: bolts and storms to open with, a matching ward to survive on, and at the end a choice — Force, which makes the element strike harder, or Bond, which makes it linger, hold and protect. Push one element to the end for a specialist, or spread across two for coverage.
Alone among the casters, the Mage summons: an elemental of each element, and an elemental mastery that binds them together.
The Wizard is the trained scholar to the Mage's raw talent — cold, lightning, fire and astral force, shaped precisely and thrown a long way.
No summons, no pets, no minions between you and what you are killing. The trade is reach and raw damage: the Wizard's arcane paths hit harder at range than anything the Mage can call up.
Wards and the astral path cover the fragility that comes with it — badly, if you neglect them.
The Musketeer works three trades at once: the blade up close, the gun at distance, and a bag of grenades for everything in between.
Blade skills reward footwork — roll out, guard, feint with a mirror double and come back in. Gunpowder rewards positioning and load discipline. Grenades reward reading a pack before it reaches you.
Requires swords, pistols or muskets, and rarely stands still.
The Guardian draws on sun, moon and cosmos — a holy warrior whose spells are also weapons.
The sun path burns and blinds; the moon path shields, heals and turns aside blows; the cosmos path bends the field itself. Javelin skills carry the physical half of the kit.
Built to hold ground that nobody else can, and to make the ground itself hostile.
The Witch trades in death, blood and creeping nature — curses, familiars, and things dragged back up on their feet.
Death raises and commands the dead; blood spends your own life for power and takes it back out of theirs; nature poisons, entangles and heals.
A Witch at full strength is rarely fighting alone, and rarely fighting fair.
The Alchemyst wins fights before they start: flasks thrown ahead, traps laid on the approach, weapons charged with something corrosive.
Poison and acid dissolve what armour will not stop; the silver and gold paths transmute — buffing your gear, your allies, and your take.
The most preparation-rewarding class in the game, and the least forgiving of walking in blind.
The Berserker closes the distance and does not open it again. Fury, carnage and feral instinct — three paths, all of them forward.
Fury builds and spends rage; carnage turns each kill into the next one's momentum; feral trades defence away for reach and speed you should not have.
Fights with an axe in each hand. Blocking is not really the plan.