Fenfire Codex — Playing Together

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: parties, shared experience, monster strength and loot per player count, rushing rules, PvP, trade and the shared stash.

Play Fenfire free in your browser · About the game · Changelog

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Playing Together

Every game is shared: same monsters, same chests, same loot on the ground. More players make monsters tougher and drops richer, so a group clears faster and nobody loses loot.

Games & parties

  • At most 8 players per game, and 4 characters of one account.
  • Join from the list, by name and password, or by invite link. Pick your region in the lobby.
  • The frames at the bottom left show every player's level, life and zone (green: party, red: hostile). Hover one to invite them.
  • A party shares experience. Monster strength and drops count everyone in the zone, partied or not.

Monsters & loot

Only the living players in the monster's zone count; a friend in town changes nothing. Numbers update when someone enters or leaves, and a wounded monster keeps its share of life.

Players Monster life Monster damage Drop rolls Loot per player Kill speed
1×1×1×1×1×1
2×1.5×1.05×1.5×1×1.33
3×2×1.1×2×1×1.5
4×2.5×1.15×2.5×1×1.6
6×3.5×1.25×3.5×1×1.71
8×4.5×1.35×4.5×1×1.78
  • Each extra player: +50% life, +5% damage, +50% drop rolls (chests and barrels too). Loot per player stays the same.
  • A fraction is a chance: ×1.5 on one drop = one drop, 50% chance of a second.
  • Ground loot and gold go to whoever picks them up first.

Experience

  • The killer gets the kill's experience (a minion's or mercenary's kill counts as its master's).
  • Every party member within one screen gets the same full amount, not a split, adjusted for their own level. Non-party players get nothing.

Several characters of one account

Each extra character of the same account counts in full for monster strength, half for drop rolls, and gets half the experience of a party member's kill. Its own kills pay in full.

Bosses, acts & maps

  • A boss's quest completes only for players within one screen when it dies.
  • Entering an act needs your own win over the previous act's final boss.
  • Entering another player's map: same rule as opening it (campaign done, map level reached).

Hostility & the pit

  • Outside towns, declare a player hostile from their frame: active after 10 s, only you can end it, and it breaks your party. Towns are always safe.
  • Players deal 20% damage to other players.
  • At the Inn, everyone inside the ring is fair game. 15-minute rounds, kills / deaths board.

Trade, stash & chat

  • Trade in town: click a player. Any change unchecks both accepts.
  • Shared stash: 3 pages for all your characters, in town.
  • Chat: /w name whispers, /ignore name silences. The Tavern is the lobby room.
  • Spectating: ask to watch a game; your options choose ask, always or never.

Examples

Two friends

Partied, one zone. 1000 life → 1500, 2 drops → 3. A 200 XP kill: 200 each.

Not partied

Same zone, no party: still 1500 life, 3 drops. XP: killer 200, other 0.

One in town

You clear alone: 1000 life. Your friend walks in: 1500, and a monster at 40% stays at 40%.

Four players, a chest

1 item alone → 2.5: 2 items, 50% chance of a third. Monsters ×2.5 life, +15% damage.

One account, four characters

Monsters ×2.5 life. Drops count 1 + 3 × ½ = 2.5 players: ×1.75. A 200 XP kill: killer 200, each alt 100.

Two accounts, two each

Drops count 1 + ½ + 1 + ½ = 3: ×2. A's kill: A's alt half, B full, B's alt half.

The rush

A level 40 kills the act 1 boss while you wait off screen: no quest, act 2 stays closed. Be in the room when it dies.
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