Prima Games eGuides Fable Anniversary eGuide

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Fable Anniversary eGuide Enemies: A Field Guide for the Fearless and Foolhardy

Creatures

Insects

Insects come in a variety of shapes and sizes but are easily the weakest enemies you’ll encounter in Albion. Wasps, for instance, can only withstand a few swishes of your blade and Lightning magic can dispatch an entire swarm in seconds. Stag Beetles and Scorpions, meanwhile, prove a little tougher, thanks to their hard outer shells—but, even then, they pose no threat to a Hero with a half-decent blade. If there’s one thing to be wary of, though, it’s the Scorpion and its sting, capable of dealing a decent amount of damage. Luckily, Scorpions are slow-moving creatures, so don’t expect too much of a challenge.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against
1. Green Wasp 20 5 2 Sting (10 DMG) - - -
2. Black Wasp 30 8 3 Sting (10 DMG) - - -
3. Red Wasp 50 12 4 Sting (10 DMG) - - -
4. Scorpion 100 12 5 Sting (70 DMG) - - -
5. Black Beetle 10 1 1 Bite(10 DMG) - - -
6. Red Beetle 200 10 3 Bite (30 DMG) - - -

Bandits

Bloodthirsty Bandits roam the length and breadth of Albion but, unsurprisingly, are most commonly found at Twinblade’s Bandit Camp. They’re persistent sorts, always angling for a scrap, but pose little threat in their basic Melee form. Bandit Archers, however, can be a real nuisance, hanging back and raining down hell as you fight your way through a scrum. Needless to say, it’s always wise to deal with Archers first, preferably from a safe distance with a Ranged attack.

Deadlier still are Bandit Lieutenants, their heavy armour and fearsome blades making them formidable opponents—but nothing comes close to the power of an Assassin. These silent warriors are excellent blockers and can do real damage with their Master Katanas. Luckily, like all Bandit types, Assassins are susceptible to long-range attacks and grisly decapitation. You can achieve the latter with a perfect Ranged headshot, or by stunning your opponents with a Lightning Spell and letting rip with a Flourish. They won’t know what hit ‘em.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Bandit (Melee)

200 12 6 Steel Melee Weapon (20-30 DMG) - - -

2. Bandit (Archer)

150 6 11 - - Bandit Crossbow(20 DMG) -

3. Bandit (Fire Archer)

200 6 11 - - Bandit Fire Crossbow (80 DMG) -

4. Bandit Lieutenant

400 42 20 Steel Katana (48 DMG) - - -

5. Twinblade Bandit (Melee)

700 24 10 Obsidian Melee Weapon (75-90 DMG) - - -

6. Twinblade Bandit (Archer)

300 18 10 - - Large Bandit Crossbow (100 DMG) -

7. Twinblade Bandit (Fire Archer)

350 18 12 - - Bandit Fire Crossbow (80 DMG) -

8. Twinblade Bandit Lieutenant

1,000 58 28 Bandit Lieutenant Longsword (100 DMG) - - -

9. Assassin

1,500 36 14 Master Katana (90-146 DMG) - - -

Guards

As a rule, you won’t come up against Guards too often—unless you’re an Evil sort who simply insists on breaking the rules in town. However, Bargate Prison—a key location in Fable’s main quest—is packed full of the blighters so even Good characters should know what they’re up against. Like Bandits, Guards are human opponents (and, therefore, can be decapitated), but they’re tougher and meaner all round—particularly as they carry Crossbows and aren’t afraid to use them. Thankfully, though, Guards are lousy shots and are weak against Ranged attacks. As such, your best approach to any Guard-rife situation is to hang back and deal with them from afar.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Standard Guard

400 16 10 Iron Longsword (30 DMG) - Guard Crossbow (50 DMG) -

2. Elite Guard

700 32 15 Obsidian Longsword (90 DMG) - Large Guard Crossbow (100 DMG) -

3. Guard Lieutenant

1,000 42 20 Master Longsword (135 DMG) - Large Guard Crossbow (100 DMG) -

4. Snowspire Guard

1,200 48 20 Master Longsword (135 DMG) - Large Guard Crossbow (100 DMG) -

5. Sheriff

1,000 25 19 Obsidian Longsword (90 DMG) - - -

6. Executioner

1,500 15 15 Executioner Axe (15 DMG) - - -

Hobbes

Hobbes are a real headache for any Hero. Individually, they’re not particularly challenging—but that’s little comfort, given their tendency to attack in large, devastating packs. Fortunately, their group mentality makes them particularly susceptible to area-of-effect-style Spells, such as Enflame and Force Push. Better still, Hobbes are weak to both Fire and Lightning; attacking them with appropriate Spells or Fire- and Lightning-augmented weaponry always yields spectacularly messy results.

Hobbes come in a number of different forms and it pays to prioritise your attacks. Always deal with Spellcaster Hobbes first; their devastating long-range magic can be hard to avoid when you’re surrounded. Next, begin working your way through the ranks. Start with armour-less Hobbes then move on to those equipped with helmets and basic clothing. Finally, focus your attention on the powerful, muscular, red and black Hobbe variants. With them out of the way, you’re golden.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Hobbe Grunt

600 18 10 Hobbe Axe (60-70 DMG) - - -

2. Hobbe Lieutenant

900 26 14 Hobbe Hammer (90 DMG) - - -

3. Hobbe Spellcaster

300 22 12 Hobbe Staff (80 DMG) - Hobbe Staff (80 DMG) -

Balverines

Balverines are ferocious, lightning-fast beasts, capable of doing some real damage with their razor-sharp claws if you let your guard down. Balverines have two main attacks, either leaping upward and landing in close to take a vicious swipe or pouncing forward with devastating efficiency. Thankfully, though, you can minimise your chances of premature death by hanging back and using Ranged weapons. Keeping your distance also affords extra time to dodge to safety, should a Balverine decide to charge.

Although Balverines are resistant to most forms of magic, they’re weak against Silver Augmented weapons—White Balverines, especially so. Speaking of which, in a busy fight, always focus your attacks on White Balverines first—they can prove extremely troublesome otherwise. As an additional precaution, use Slow Time and the Physical Shield Spell to limit a Balverine’s capacity for destruction.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Balverine

500 20 12 Claws (50 DMG) - -

2. Frost Balverine

1,000 20 12 Claws (140 DMG) - -

3. White Balverine

3,000 120 100 Claws (100 DMG) - -

Undead

Albion’s Undead warriors might look formidable but they’re actually pushovers in their basic form. For starters, it’s easy to escape their slow gait—and, better yet, they’re weak against Ranged attacks and Fire Spells such as Fireball and Enflame. Melee users, meanwhile, should equip a Fire- or Silver-augmented weapon and unleash a barrage of quick, guard-breaking Flourishes. Do be wary of Undead Generals (and their icy Northern Wastes counterparts, Wraiths), however. They’re extremely tough opponents, equipped with some serious weaponry. Thankfully, though, your battle strategies remain the same.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Undead Minion

400 10 10 Undead Sword / Axe (80 DMG) Undead Sword / Axe (80 DMG) -

2. Undead Chieftain

1,000 14 14 Undead Chieftain Sword / Axe (100 DMG) Undead Chieftain Sword / Axe (90 DMG) -

3. Undead General

2,000 38 36 Undead General Sword (150 DMG) Undead General Axe (140 DMG) -

4. Wraith

4,000 38 36 Wraith’s Mace (150 DMG) - -

Nymphs

Nymphs might look innocent, with their fairy-like forms, but they’re easily among the most annoying, challenging enemies in Fable. Nymphs, you see, always launch airborne attacks, never flying low enough for Melee users to deal damage. Worse still, they’re able to summon lesser creatures, like Hobbes and Scorpions, to do their bidding—meaning you’ve got powerful Ranged attacks and myriad allies to deal with at any one time. Want more bad news? Nymphs are nimble little blighters, able to zip around the battlefield with ease, making them particularly hard to pick out in a scrum. You’ll learn to loathe Nymphs, quickly.

Thankfully, Nymphs aren’t all that common in Albion, but, with Melee combat out of the question, your fighting strategies are limited. Ranged fighters should prep their most powerful bows and Will users should attack with Lightning- or Fire-based Spells. Next, stand well back to avoid grief from smaller enemies, then lock on and wait for the Nymph to emerge from its protective orb form. When it does, unleash your full fury, then, as it dematerialises, refocus your attention on thinning out the lesser hordes. Repeat until hard-earned victory is yours.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Wood Nymph

250 30 18 - - Wood Nymph Thorn Trap (50 DMG) -

2. Water Nymph

500 40 26 - - Water Nymph Ice Trap (80 DMG) -

3. Succubus Nymph

500 50 34 - - Succubus Nymph Trap (120 DMG) -

4. Succubus Queen

1,500 50 34 - - Succubus Queen Trap (200 DMG) -

Trolls

Trolls are easily the most powerful enemies in Fable. They’re high in health points and capable of some serious destruction. Trolls primarily attack by tossing huge projectiles—rocks, earth, and ice blocks—at Heroes, and these are best avoided by deploying Slow Time. Look out for occasional breaks between strikes as Ranged and Magic fighters can use them to fire off a couple of arrows and offensive Spells. It’ll be slow going, though.

Indeed, Melee combatants are best equipped to deal with Trolls and have a number of strategies available to them in battle. Firstly, it’s possible to fling a Troll’s projectiles back with a well-timed Melee swipe, dealing serious damage in the process. Slow Time is practically a must here, though, given the speed at which Trolls attack. Alternatively, Melee users can charge in close to do some direct damage with a high-powered weapon—although it’s vital to be ready for the inevitable Ground Pound attack.

This move can be devastating in tight confines so learn to recognise each Troll type’s giveaway “tell” and prepare to dodge clear as soon as you sense an imminent strike. Get your timing right and it’s entirely possible to win a battle without taking damage yourself—particularly if you equip a Sharpening-augmented weapon and cast the Physical Shield Spell first.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Earth Troll

2,000 120 90 Ground Pound (200 DMG) - Earth Chunks (100 DMG)

2. Rock Troll

5,000 160 113 Ground Pound (400 DMG) - Rocks (150 DMG)

3. Ice Troll

5,000 160 113 Ground Pound (400 DMG) - Ice Chunks (150 DMG)

Minions

Minions are fearsome warriors, able to block pretty much any direct attacks that come their way. Melee combatants, then, have little choice but to stay nimble, dodging around their targets to strike at the side or rear. Use the Slow Time Spell to counter a Minion’s fast-paced fighting style, and exploit their extreme vulnerability to fire by equipping a Flame-augmented weapon.

Ranged and Magic users have it a little easier—long-distance Multi Arrow, Enflame, and Fireball Spells prove particularly effective in battle. However, stay vigilant; Minions are able to teleport with ease, often materialising in close to land an unexpected strike. Be ready to dodge out of harm’s way if you’re attempting to tackle a Minion from afar. Additionally, always deal with blue Dreadwing Minions first. Their powerful, long-range, magical attacks can do some real damage if you’re caught up in a scrum.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Minion Dreadwing

2,000 90 50 Minion Dreadwing Staff (100 DMG) - Minion Dreadwing Staff (100 DMG)

2. Minion Wardog

1,800 80 40 Minion Duel Sword (120 DMG) - -

Summoners

Summoners are an imposing lot—tough and able to deal powerful, long-range, magical damage. Worse still, they always strike with Minions in tow. While high-level Ranged weapons are reasonably effective against Summoners, Melee fighters are in for an easier ride. Simply cast Slow Time (and, if you have it, the Berserk Spell) to deal as much Melee damage as possible. Be careful, though; strike a Summoner while it’s charging a Spell and you’ll lose health. What’s more, when a Summoner finally falls, it releases a shockwave that can prove deadly if you’re caught in its wake. In other words, don’t hang about to admire your handiwork.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Summoner (Red)

6,000 80 40 Summoner Sword (220 DMG) Summoner Lightning Slice (180 DMG) Summoner Lightning Orb (500 DMG)

2. Summoner (Green)

6,000 80 40 Summoner Sword (220 DMG) Summoner Lightning Slice (180 DMG) Summoner Lightning Orb (500 DMG)

Screamers

Screamers, strange otherworldly entities that roam the darker corners of Albion, are virtually immune to physical attacks. Fortunately, though, they’re incredibly vulnerable to high-level magic and all forms of Augmented weaponry—and so pose little threat to suitably equipped Heroes. Be wary of a Screamer’s health-sapping Drain Life attacks, however; if you don’t want to be a shrivelled, Heroic husk, it pays to deal with your targets quickly.

NameHealthExperienceRenownPrimary Melee AttackSecondary Melee AttackRanged AttackStrong AgainstWeak Against

1. Screamer

400 80 32 - - Drain Life Spell