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    Experience Guide by The5thSeraph

    Version: 1.04 | Updated: 08/08/05 | Search Guide | Bookmark Guide

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          [ Fable (for X-Box) - Experience Guide ]
           [ by SotiCoto ... a.k.a The5thSeraph ]
                       [Version 1.04]
    [0.00] <(( Contents ))>
    See those little numbers surrounded by square brackets?
    Ctrl+F is your friend. This is quite a long guide.
    #~ [1.00] Short Introduction 
    #~ [2.00] Attributes & Spells
    ---- [2.01] Strength
    ------ [2.02] Physique
    ------ [2.03] Health
    ------ [2.04] Toughness
    ---- [2.01] Skill
    ------ [2.02] Speed
    ------ [2.02] Accuracy
    ------ [2.02] Guile
    ---- [2.01] Will
    ------ [2.02] Attack Spells
    -------- [2.02] Enflame
    -------- [2.02] Fireball
    -------- [2.02] Battle Charge
    -------- [2.02] Multi Strike
    -------- [2.02] Lightning
    ------ [2.02] Surround Spells
    -------- [2.02] Force Push
    -------- [2.02] Turncoat
    -------- [2.02] Slow Time
    -------- [2.02] Drain Life
    -------- [2.02] Summon
    ------ [2.02] Physical Spells
    -------- [2.02] Physical Shield
    -------- [2.02] Berserk
    -------- [2.02] Heal Life
    -------- [2.02] Ghost Sword
    -------- [2.02] Multi Arrow
    ------ [2.02] Magic Power
    #~ [3.00] Experience Cost List
    ---- [3.01] Total Mastery Costs (Base / Minimum / Pure Evil / Pure Good)
    ---- [3.02] Strength
    ---- [3.03] Skill
    ---- [3.04] Will
    #~ [4.00] Experience, Age and Appearance
    ---- [4.01] Experience and Age
    ---- [4.02] Age and Alignment to Appearance
    ---- [4.03] Attributes to Appearance
    ---- [4.04] Error 404
    ---- [4.05] Total Appearance Factors
    #~ [5.00] Levelling - Places and Means
    ---- [5.01] General Tactics
    ---- [5.02] Gear
    ---- [5.03] Moneymaking
    ---- [5.04] Glitches and Tricks
    ---- [5.05] Levelling Spots
    ---- [5.06] Theories
    #~ [6.00] All Other Nonsense
    ---- [6.01] Version Stuff
    ---- [6.02] Copyright Stuff
    ---- [6.03] Contact Stuff
    ---- [6.04] Credit Stuff
    ---- [6.05] There is no 6.05
    [1.00] <(( Short Introduction ))>
    Lets keep this curt. This is precisely what it says it is: an experience 
    guide to Fable, on the X-Box. The purpose of this guide is to give you
    as much information relating to the experience system in the game as is
    possible for me... the author. Because I'm generous, the guide also goes
    over several things relating to or affected by experience too, of which 
    there are quite a few. The primary focus of the guide is the list of 
    experience costs found in section 3, and all else besides that is an 
    additional bonus. And why precisely might you want a list of all the 
    experience costs in the game? I'd say the clearest answer is to know
    precisely when you have enough experience to go and level up precisely 
    what you want to level up and how much. This guide does expect that you 
    have at least a basic understanding of the game though, and will not go 
    through controls or any of the like. So without further ado, lets get
    to it.
    [2.00] <(( Attributes and Spells ))>
    This section serves to give you descriptions for the different attributes
    that you can level up during the course of the game, both the official 
    descriptions and my own personal judgement and description on both the
    purpose and general usefulness of the various aspects. Unlike some others
    I won't be giving them particular ratings, as in some cases its purely a 
    matter of style and choice. So... to the descriptions...
    [2.01] -~{ Strength }~-
    Official:- "Use Strength Experience to improve your Strength, Toughness
    and Health. Become a better fighter, wield heavier weapons, and protect
    yourself from damage. With each advance you will become more muscular
    and powerful."
    This is the group of attributes favoured by melee warriors, in case it
    wasn't obvious enough. These attributes collectively determine most of
    your performance in close combat, the other important factors being
    speed and weapon type (spells not included). Later on, they can also 
    play an important part in the aquisition of a weapon called the
    Harbinger... but thats not so important. Stating the obvious a little
    here, but you can raise Strength attributes with either Strength 
    experience or General experience, the former before the latter. You gain 
    Strength experience by hitting living things (melee weapons or fists) 
    and by consuming red meat. Theres also the Ages of Strength potions to 
    consider, though those are rare. Consuming vast amounts of red meat when 
    you have a high combat multiplier is an easy way to get extra Strength 
    experience, though it will make you obese for a while (not that such 
    makes much difference).
    [2.02] [Physique]
    Official:- "Physique dictates the force with which you can swing a
    weapon, and thus the amount of damage you can cause. With greater
    strength also comes the ability to wield heavy weapons."
    Physique is strength in the classic sense. Its the most expensive
    of the 'Strength' attributes to raise and in addition to that the 
    most expensive of all the game's attributes overall, but also the 
    most worthwhile of the 'Strength' attributes as higher levels translate 
    directly into more melee damage with all close combat weapons 
    (including fists). A physique level of 3 is enough to allow you to 
    wield heavy weapons effectively, which sacrifice speed for extra 
    damage and range.
    [2.03] [Health]
    Official:- "The healthier you are, the more damage you can take. Your
    health attribute defines the length of your health bar."
    Health is obvious enough. Its only useful effect is to lengthen your 
    Health bar. Despite being more expensive than Toughness, I don't consider 
    this as worthwhile as you can get the same effect from consuming 'Elixir 
    of Life' potions. The only way to maximise your Health bar is by using 
    both the Elixirs and maximising the Health attribute, though its quite 
    possible for a decent warrior to get through the game without even 
    raising this a single level, albeit a little more difficult. If you get
    hit often, then it might be worth raising early on.
    [2.04] [Toughness]
    Official:- "Toughness is your basic resistance to damage - your 'natural 
    armour'. The tougher you are, the less damage you will take from each 
    True enough, taking levels in Toughness has an equivalent effect to
    wearing heavier armour, at least as I've found. The 'precise' way this
    and armour class in general influences battle isn't entirely certain,
    but it does result somehow in your taking less damage. Its the cheapest
    of the 'Strength' attributes to raise, and I believe its more useful than
    Health as rather than being able to take more, you take less anyway. This
    wouldn't make much of a difference normally, but if you think about Health
    restoration, it becomes a little more obvious that the same amount of
    your Health bar is restored regardless of your physical attributes, thus 
    a higher proportion is restored if you have a lower Health bar (having 
    spent the points on Toughness for instance). Of course, if you're 
    intending  to go through the entire game wearing platemail and a chainmail 
    helm, it won't be so important to have high Toughness. More useful if 
    you're considering the Will-User path though. 
    [2.05] -~{ Skill }~-
    Official:- "Use Skill Experience to improve your Speed, Accuracy and 
    Guile. Become a better archer, a more nimble thief, an agile ranger, or 
    a keen trader. With each advance you become more lithe and agile."
    The 'Skill' attributes are a good general group for anyone and everyone 
    to raise up. Certain aspects of the group are useful in just about all 
    elements of the game. Unfortunately, besides trading in expensive goods
    (which is unlikely to net you much experience unless you find travelling
    NPC traders while you have a high combat multiplier) or consuming many 
    'Ages of Skill' potions (which are understandably rare), the only way to 
    raise Skill experience is via the good old bow and arrows, so as much as
    only two of the attributes might seem useful to a warrior or mage for
    instance, you might want to consider raising Accuracy as well in order
    to raise your Skill experience more efficiently. Of course, if you're
    going pure archer, then you'll be going mainly for Accuracy anyway. And 
    not to forget the obvious factor here, but you can raise Skill attributes 
    with both Skill experience and General experience, so I suppose if you 
    gather enough General experience you might not need to bother with the 
    bow and arrows at all. 
    [2.06] [Speed]
    Official:- "Speed affects your agility in combat, giving you a better 
    rate-of-fire with ranged weapons, and also more dexterity in melee 
    Whatever way you look at it, Speed is an important attribute to raise,
    and its also the cheapest of the 'Skill' group. Having a high Speed
    rating decreases the time taken to perform your attack manevures, be 
    that swinging your sword or drawing back the bowstring, not to mention
    hitting things faster even barehanded (which is useful sometimes, such
    as in the Fist Fighters matches). I'm not certain, but I believe it 
    may allow for faster spellcasting too, so its better to take it to be
    on the safe side. Its also possible that it lets you run faster, but
    this is just theory and I couldn't make out any discernible difference
    in land speed anyway. 
    [2.07] [Accuracy]
    Official:- "Accuracy defines your precision in ranged combat, and hence 
    the amount of damage you can cause with a ranged weapon."
    The basic primary attribute of the archer. Accuracy is for ranged 
    weapons what Physique is for melee weapons, translating into more
    damage per unit time drawn when using a longbow or crossbow. Also,
    when using first-person view with a ranged weapon, having a higher
    Accuracy means less quivering of the crosshair for more precise shots,
    and lets face it, few things in the game are as fun as decapitating
    an unsuspecting foe with an arrow. As previously mentioned though,
    Archery is the key to gaining Skill experience, and a few points in
    Accuracy will even help Melee and Will users to gain those extra levels 
    in the other attributes. A pity maybe that its the most expensive
    attribute of the group.
    [2.08] [Guile]
    Official:- "Guile makes you more cunning, giving you the Skills to barter 
    with Traders for better prices and an increased profit. You will also 
    become more stealthy, making it easier to approach people and creatures 
    without revealing your presence. With later Guile levels you will also 
    learn the arts of the thief."
    Guile is another good attribute for everyone to learn. It has three 
    purposes to it, essentially. Firstly, a higher Guile rating gives you 
    better prices from all traders, both when buying and selling. It'll
    cost you less to buy things, and you'll get more when you sell, so less
    time need be spent aquiring that extra cash by other means. Secondly, a
    higher Guile means people are less automatically aware of you, which is
    not only useful for sneaking about town to steal things from peoples
    houses without them noticing and calling the guards, but also of key 
    importance to snipers and assassins for dispatching foes before they 
    have a chance to get their guard up (there are a few parts of the game 
    to which this is absolutely essential). For the record, your choice of
    costume also has a similar influence on how visable you are. Thirdly, 
    there are two expressions (or skills) which can only be learnt via the
    higher levels of the Guile attribute: Steal and Unlock. As I recall, 
    you gain the Steal expression at level 3, and the Unlock expression at 
    level 6, but I may need to be corrected on that. 'Steal' allows you to
    make a 'five-finger-discount' on objects left out in the open (such as 
    in shops), so long as nobody is watching (performed by holding down the
    relevent button until the bar in the upper right corner fills out). 
    Unlocking is performed the same way, but is used for opening locked doors 
    in order to gain entrance at night for instance. Of course, once inside 
    its important to hold down the left analogue stick to sneak about, 
    otherwise your efforts are wasted. All part of the attribute of Guile. 
    Very handy.
    [2.09] -~{ Will }~-
    Official:- "Use Will Experience to aquire new Spells, and Improve those 
    already in your repertoire. Become a better magic-user, a master of 
    aggressive or defensive magic, defining yourself by the set of Spells 
    you use. With each advance, magical energies will gather around your 
    body, crackling at your finger tips."
    Chances are sooner or later that everyone is going to want to use SOME
    spells, and they can make a truly massive difference in the game. Its
    worth noting a few odd things about the Will group though: Firstly, its
    clearly got the most 'attributes' or spells of any of the group, thus it
    takes substancially more overall experience to max out the lot (if 
    you're that way inclined). Thankfully though, all spells have four levels, 
    and not seven levels like the other attributes, though this only really 
    makes a minimal difference to the cost (as most spells cost considerable 
    amounts per level). Secondly, and as a direct consequence of it having
    so many attributes, I've noticed that if you go overboard raising your
    Will experience and maxing out as many spells as you can, that your class
    (visable in your personality screen) will become 'Will-User' and stay that
    way for the rest of the game, regardless how much smacking stuff with a
    sword you do from then on. If you want to be known as a barbarian (for 
    instance), don't level up too many spells. Back to the point though, you
    gain Will experience by using Spells, eating fish and consuming 'Ages of 
    Will' potions (rare as the other 'ages' potions). Some spells gain 
    experience by being used on enemies (such as Enflame) while others will
    net you some experience just for being used (such as Summon). To the 
    obvious, you can use both Will experience and General experience to level
    up Will attributes (spells and Magic Power). Thankfully, Will experience
    is that easy to get that you needn't spend too much General experience 
    on spells unless you're desperate to max something out quickly. Better to
    save it for essential 'Skill' attributes unless you're an archer.
    [2.10] {Attack Spells}
    Official:- "The branch of magic dealing with offensive battle spells 
    includes: Enflame, Fireball, Battle Charge, Multi Strike, and Lightning." 
    Included here are several spells no self-respecting battlemage should do 
    without. Mostly not so useful for melee combatants or ranger types, though 
    Multi Strike is an effective spell for the warrior characters.
    [2.11] [Enflame]
    Official:- "Blasts the area surrounding the caster with a wave of fire. 
    Higher levels spread fire across a much larger area, causing much more 
    The official description isn't joking. This spell is the most expensive in
    the game for a good reason: Its broken. That is to say anyone with this
    spell in their repertoire and a healthy dose of mana will be practically
    untouchable. It is a moderately close-range spell, causing fairly serious
    damage to all opponents within range in a circle around the caster, 
    knocking them instantly off their feet as well. With higher levels it 
    does considerably more damage and influences a wider area, until at Master
    level it will destroy most enemies in a hit or two and reach all but the 
    furthest archers. Naturally its strongest against those enemies which are
    weak against fire magic. As if that wasn't enough, this spell will only
    damage hostiles, and is 100% safe around commoners and followers (so don't
    be afraid to abuse it when you have someone to protect). For these reasons
    it is ENTIRELY worth the cost. Essential to battlemagi, useful for 
    everyone (though you might want to reconsider if you're a true warrior, as 
    after finding this spell you might never draw your sword again). Enflame 
    gains Will experience by the enemies it hits.
    [2.12] [Fireball]
    Official:- "The Mage's favourite! This creates a ball of fire in the palm 
    of the caster's hand which flies toward the target when released. Higher 
    levels allow the caster to charge up an extremely powerful fireball that 
    deals a devastating explosive force on impact."
    Just for the sake of sarcasm, I'll note its not quite favourite here, and 
    its the fireball which flies toward the target and not the caster's hand. 
    That nonsense aside, I'll admit that this is a very useful spell for a mage, 
    but best not taken by anyone else (as, lets face it, a longbow can be more 
    effective at no mana cost). What isn't immediately obvious about the 
    fireball is the charging mechanism. It isn't so much continuous as with the
    drawing of a bowstring, but dependant on those odd noises it makes as you
    charge it at the higher levels. Level 1 Fireballs can be rapid-fired and
    make decent weak sniping tools to get the attention of an enemy. Higher
    levels of the spell allow you to make the ball more powerful by charging it
    for longer (as expressed by the cute noises). A fully charged level 4 
    Fireball will do more damage than master Enflame to an enemy it hits 
    directly, and will also do a fair amount of splash damage to enemies it 
    doesn't directly hit nearby as well (this includes non-hostile npcs though, 
    so be careful). Be warned though that you cannot combat-roll while charging 
    the fireball, and can only shuffle about, so while you're charging the 
    fireball you are vulnerable. Fireball gains Will experience per successful 
    [2.13] [Battle Charge]
    Official:- "The Battle Charge propels the caster forward at great speed, 
    smashing into any in its path, and blasting all nearby aside. Higher 
    levels are much more powerful."
    A pretty-looking spell, but it isn't good for much. As a meaningless 
    side-note, this seems to be Whisper's favourite spell. Its immediate 
    effects are to send you forward some distance, to knock back any enemies 
    you plow through in the process (not quite 'all nearby' as it says), and 
    do some small measure of damage in the process. Higher levels increase 
    the distance and the damage, perhaps the proximity from which enemies are 
    hit too. I can't think of much more to say about it than that. Don't bother 
    taking it unless you're the brutal sort for whom Assassin's Rush is too 
    harmless. Useful for a quick get-away, I suppose... when you cannot be 
    bothered to fight. Experience gain, uncertain.
    [2.14] [Multi Strike]
    Official:- "This spell imbues the user's blade with the ability to strike 
    twice with a single blow. Combined with other spells, this little trick 
    is devastating."
    Not precisely true, but thats only a matter of detail. This is a melee 
    warrior's spell through and through. Be careful though, as the first thing 
    you should understand about this spell is that it takes a lot of mana to 
    cast for its relatively short duration, and excessive use eats through your 
    mana bar like steroid-pumped termites on a toothpick. Simply put, for each 
    level of this spell, when its used you get an extra strike on your next 
    melee attack. Level 1 will make one strike into two, while mastery will 
    result in a single hit becoming five. Theres a few things about this which 
    make it truly brutal though, and they have little enough to do with most 
    other spells. Firstly, and most importantly, the extra attacks bypass 
    defence, or in other words they will hit the opponent even if the 
    triggering strike is blocked... and theres nothing your helpless foe can 
    do about it. Secondly, whatever effects determine the damage done by your 
    first hit (discounting blocking), stack with every successive hit... 
    meaning it will do the same damage for every strike. If you hit someone 
    with the Sword of Aeons (most powerful weapon in the game), with master 
    Berserk active, with a flurry attack (the B button when it flashes yellow), 
    and you happened to have your weapon set to master Multi Strike... you 
    will do a ridiculous amount of damage not once but five times. Even with 
    a lesser legendary weapon, its usually enough to rain down devastation on 
    most enemies you'll encounter. The last point worth noting is that you'll 
    get the full Strength experience for every single hit granted by the spell: 
    useful for gaining the experience faster, killing enemies before they hit 
    you, pumping up that combat multiplier. You get the point. Oh, and before 
    you get your hopes up too high, this spell only works once. You have to 
    re-cast it after hitting the once with it. If it had a time-limit instead 
    it would be entirely too broken.
    [2.15] [Lightning]
    Official:- "This spell creates an arc of pure energy which leaps from the 
    fingertips of the caster to the target. Higher levels can strike more than 
    one foe at a time."
    Your basic starting spell. Its a standard enough offensive spell, but 
    despite the description its not all that handy against many enemies even 
    at the higher levels. It does weak damage, drains mana constantly while 
    delivering its damage in jolts, and is... in a word... unspectacular. Its 
    a spell best levelled by magi who have mana experience to spare. There are 
    perhaps only two saving graces to this spell: Firstly it can stun enemies, 
    and whats more decapitate them somehow (which is fun, and gets recorded, 
    but is little good besides). Secondly, once you've got it started on one 
    opponent, you can just hold down that button and it will track their 
    movements, only losing them if an obstacle gets right in the way, and even 
    then it'll just switch to the next nearest foe. For this reason, its a 
    slow but reliable means of killing off Nymphs if you aren't a good shot 
    with a bow or fireball (just be careful to have the mana potions handy, 
    as it eats through that blue bar). The spell gains Will experience for 
    every jolt of damage done to a foe.
    [2.16] {Surround Spells}
    Official:- "Surround Spells allow you to manipulate the world around you, 
    and include: Force Push, Turncoat, Slow Time, Drain Life, and Summon."
    A reasonable little selection of general-purpose spells which may be handy 
    to both magi and other classes. Includes two evil spells and one good 
    [2.17] [Force Push]
    Official:- "This spell creates a powerful blast of energy which radiates 
    out from the caster, sending nearby enemies sprawling. Useful when 
    greatly outnumbered. Higher levels of the spell create a more damaging 
    Or as I like to think of it: Enflame's little brother. In many respects 
    its effects are similar to those of enflame, but considerably weaker. Its 
    an area affect spell which influences a circular region around the caster, 
    doing damage to those within the area and knocking them off their feet, 
    though more importantly also knocking them away forcefully. What isn't 
    mentioned in the official description is that higher levels considerably 
    increase its range too (and consequentially the distance that its victims 
    are thrown). Theres certain elements to this spell though which make it 
    uniquely useful. Firstly its instantaneous. It can be rapid-fire-abused 
    even more quickly than Enflame, though the cumulative damage is 
    considerably less. For this reason though it perfectly serves its purpose 
    of getting annoying enemies out of the way so you can hack at them without 
    them ganging you. Secondly its a cheap spell to cast and cheap to buy, 
    meaning that you get that much extra Will experience to spend on other 
    things and using the spell won't do much to your mana bar (so you can keep 
    casting it for every enemy if you like). Thirdly, and this is the vital 
    point... Force Push is THE 'general use' spell for Evil mages, and I say 
    this with good reason. Enflame, as mentioned earlier, only hits hostiles. 
    Force Push on the other hand will smack EVERYONE away from you, and its 
    low damage levels are still enough to kill the average village idiot with 
    a few hits. Absolutely great party trick, and a strangely satisfying way 
    of demonstrating your power on hapless bystanders (0 to 60 in under a 
    second). Charging through Oakvale showing off this trick to your homies 
    won't gain you any friends though. It remains a personal favourite. Force 
    Push gains Will experience according to the number of people it hits. 
    [2.18] [Turncoat]
    Official:- "This insidious spell manipulates the enemy's mind whilst the 
    caster is close enough, gradually turning the target into an unwitting 
    ally. Higher levels allow control of the victim's mind for longer."
    The first of the marked 'evil' spells, its worth noting here and now that 
    how much this spell costs to purchase at every level varies depending on 
    your alignment when you do the buying. If you purchase it while good, it 
    will cost more experience, and if you purchase it while evil, it will 
    cost less. It can also only be mastered if you're fairly evil at least, 
    if you feel inclined to do so. That said, I have never found a use for 
    this spell, and to be honest I'm not sure why its a particularly evil 
    spell either (surely turning an enemy to your cause rather than killing 
    them seems like a good alternative). Since I've never actually made any 
    use of the spell, I couldn't tell you how useful it is or isn't, nor 
    whether it works on some enemies and not others, nor even what happens 
    if you turn an enemy to your cause and then attack the individual in 
    question. Look elsewhere for your answers. Considering the cost though, 
    and the nature of the effect (and you're going to have to kill that 
    enemy eventually anyway), I wouldn't say its worth the bother really, 
    unless you're fighting two White Balverines at the same time and want 
    to turn one against the other (*cough* foreshadowing *cough*). I'd 
    imagine that it gains Will experience per use though, as it does seem 
    to be an 'evil' equivalent of Summon.
    [2.19] [Slow Time]
    Official:- "This Spell affects the very fabric of time itself: slowing 
    everything around you to a crawl while leaving the user or caster 
    immune. Higher levels allow the caster to maintain this state for longer, 
    and bring the world nearly to a standstill."
    Another one of those useful-for-everyone spells, Slow Time is this 
    game's equivalent of the generic speed spell, with some benefits and 
    some drawbacks.Drawbacks mainly focus around the fact that it 'slows time 
    down relative to yourself' rather than 'speeding you up relative to 
    everyone else'. By this I mean it won't get you anywhere any faster in 
    realtime, so if you're lazy like I am (in any game with a generic speed 
    spell, I will cast it just going from place to place), don't bother 
    casting outside of combat except in special circumstances. Another 
    downside is that while it slows down most everything else in the game, 
    it doesn't slow down your combat multiplier, so that counter is going 
    to be running down while you're waiting for that rock troll to hurry up 
    and die. Those out of the way, this spell is quite heinously useful. Its 
    rather expensive on the experience and moderately so on the mana too, but 
    its worth it for that. At the higher levels, everyone will literally slow 
    to a crawl around you, giving you the oppurtunity to run behind them and 
    smack the hell out of them with your weapon, move on to the next enemy 
    and repeat... or simply to run past them and not bother fighting because 
    there is nothing they can do to chase you. Also handy when you're against 
    the clock, as this slows the timer too (and that includes mini-games such 
    as 'card sorting' and 'spot the addition'). Important point to mention 
    here is that Slow Time will automatically cancel whenever you enter a 
    cutscene, so don't bother casting it before entering battle with a boss 
    if theres still a cutscene to get through as you'll only be wasting your 
    mana. Slow Time gains Will experience for each casting.
    [2.20] [Drain Life]
    Official:- "A singularly unpleasant spell, Drain Life allows the caster 
    to heal himself by sapping the life force of his enemies. Higher levels 
    drain more from the victim with each use. Only the evil can master this 
    Random comment: I've kept the capitalisation accurate in the official 
    descriptions, and I wonder why sometimes they give spell a capital 's' 
    and sometimes not. This is the second 'evil' spell in the selection, and 
    somewhat more understandably so than the first. It takes health points 
    from the enemy and gives them to you, the caster. Naturally you may want 
    this spell if you're playing a true Evil mage, but if you already have 
    Heal Life (or a huge supply of food / potions) then I wouldn't suggest 
    bothering. The damage is weak compared to that of most attack spells, 
    and its only really useful if you happen to be particularly damaged and 
    in need of all the extra health you can get. I don't use it enough to 
    understand the intricacies of the spell, so I hope you'll forgive if I 
    don't mention them here. 
    [2.21] [Summon]
    Official:- "Summon wrenches a creature's soul from the netherworld to 
    help the caster. If this creature kills another it is replaced by the 
    soul of the newly fallen victim. Higher levels allow the caster to keep 
    the creature summoned for longer."
    Supposedly this is the first good spell. As with the evil spells but the 
    other way around, this spell will cost more experience to purchase if 
    you're evil at the time of levelling, and on the flipside it will cost 
    less experience if you're good at the time. Precisely why this is good 
    (and Turncoat) is evil isn't something I understand, and had I been 
    making the game I would have put them the other way around (summoning 
    monsters seems fairly evil to me). Now, I haven't ever really made 
    extensive use of this spell for combat, but I know its useful in 
    several abstract ways. The precise way this spell gets more powerful 
    is dependant on what you use it on. As it says, the soul is replaced by 
    the 'newly fallen victim'. What this literally means is that if your 
    summoned creature performs the deathblow on a more powerful monster, 
    it will then become the more powerful monster instead. It doesn't work 
    the other way, allowing the creature to become weaker, so it will always 
    remain as the strongest thing it has killed. Also, it doesn't work on 
    trolls, so don't even bother (though White Balverines are fair game, if 
    your monster can kill them). Thats not so important though as the main 
    element to be concerned with in this Guide: Summon is THE spell for 
    gaining Will experience. If I rightly recall, it gives you 3 Will 
    experience for every time its cast. It takes nearly no mana at all to 
    cast, and happens instantaneously (on a similar timeframe to Force 
    Push). Rapid-firing the cast button will cause your Will experience to 
    shoot up, and if done with a high combat multiplier and an itchy 
    trigger-finger it can be truly broken.
    ~ Update: WARNING ... any enemies your summoned creature kills, you 
    do NOT get General Experience for... so while its a good spell for 
    gaining Mana XP, if you're out to harvest General XP by killing enemies
    you should leave the critter behind.
    [2.22] {Physical Spells}
    Official:- "The field of physical magic includes: Physical Shield, 
    Berserk, Assassin Rush, Heal Life, Ghost Sword, and Multi Arrow."
    A good selection of spells useful to Will-Users and non-magicians 
    alike. Includes two good spells and one evil spell.
    [2.23] [Physical Shield]
    Official:- "Surrounds the caster with a protective sphere of energy 
    that will absorb all damage at the expense of Mana, until the caster 
    has no Mana remaining. The shield will be removed if the spell is cast 
    again. Higher levels allow for absorption of more damage."
    Mislabelled, incidentally. Its a magic shield which protects against 
    everything, there being little physical about it. Its not spherical 
    either. Nit-picking out of the way, this is the 'other' essential
    spell for everyone besides Enflame. This is the defensive to 
    Enflame's offensive, and possibly an even more broken spell besides.
    To describe its function accurately, while the spell is active, it 
    turns the caster's Mana-bar into a secondary Health bar essentially. 
    The main differences are that while protected by the shield, the 
    caster cannot be knocked back, interrupted in the middle of a move, 
    nor have their combat multiplier interrupted. Essentially, nothing 
    can do much of anything to the caster while protected by this. The 
    damage that would be done to the Health bar normally is done to the 
    Mana bar instead, and less-so at higher levels of the spell. The 
    downside of this spell is that the Mana bar will not replenish 
    normally while the shield is active, and can only be restored with 
    Mana potions or a Mana Augmented weapon equipped. Thats alright 
    though, as the spell can be deactivated for no cost at any time by 
    pressing the same button and restoration of the bar will resume as 
    normal. This spell is useful particularly for two things (besides 
    simply staying alive): keeping a high combat multiplier, and winning 
    the 'Not a Scratch' boasts. Unfortunately, this spell counts as 
    armour for the sake of the 'No Protection' boast, and so you'll fail 
    that boast if you activate this spell during the quest (so only take 
    one or the other, depending on whether you choose to use this spell 
    or not). Many players choose not to use this spell as it makes the 
    game masses easier, and that much less of a challenge, but the game 
    is easy enough without anyway. In other news, its a good spell, so 
    you buy it with less experience if you're good and more if you're 
    bad, and can only be mastered by reasonably good characters. If you 
    want an easy game, take the time to be good for a while and master 
    this spell. Physical Shield gains Will experience (5 experience to 
    be exact) every time it is activated. As a subnote, it gives you a 
    blue glow while active that pulses the same relative amount 
    regardless of the camera distance (so when the camera is further 
    away, it seems to cover a lot more space relative to yourself). 
    [2.24] [Berserk]
    Official:- "This spell sends the caster into a hulking frenzy, 
    increasing speed and strength, while conversely decreasing reason 
    and civilised manners. Higher levels allow the caster to become 
    even more powerful, and to maintain this state for longer."
    The inspiration for this spell was obvious, and sufficed to say if 
    it made the character go green rather than red, Marvel would sue. 
    Precisely as the official description goes, this spell allows you to 
    go 'Hulk smash!' on just about anything that might have needlessly 
    irritated you, all while being as red as a bloody beetroot. The 
    downsides to this spell include the relatively short duration, and 
    the comparitively lengthy activation lag (while you roar and become 
    muscley). That and it can be a little bit expensive to cast, and even 
    more expensive to buy (experience-wise). At the higher levels its 
    more than worth it though to any melee character. The increase in 
    damage at mastery level is huge, allowing you to kill most enemies in 
    one hit with a decent weapon, and even those who are a bit tougher are 
    easily felled when coupled with a Multi Strike. An interesting point 
    to make as well is that it lets you wield heavy weapons one-handed for 
    the duration, which quickens the whole process considerably. Being 
    that its an evil spell though, it costs more for good characters to 
    purchase levels in it, and less for evil characters, plus of course 
    only the substancially evil can master it. I believe it gains Will 
    experience for each casting, though honestly I was too busy watching 
    the pyrotechnics to pay attention to experience gain. As mentioned,
    useful for melee chars, but not so handy for mages.
    [2.25] [Assassin Rush]
    Official:- "This spell propels the caster through space in the blink 
    of an eye. If the victim is targeted, the spell enables the caster to 
    move behind this unfortunate instantaneously. Higher levels propel the 
    caster even further."
    Some find this spell incredibly useful, while others find it kinda
    useless. In all aspects it is a very 'slight' spell. It is the cheapest
    spell in the game as regards experience cost to purchase levels and is
    an incredibly cheap spell to cast as regards mana. You get what you pay 
    for though, as the single effect of the spell is to throw you forward a
    short distance. Its like Battle Charge, but faster and without the 
    damage or throwback, and of course admittedly if you're targeting an 
    enemy you'll still be facing them after you've rushed past them (its 
    not teleportation). Still, very handy if you're not using Physical 
    Shield, as a means of avoiding being hit while continuing to assault
    an opponent (though as the video demonstration shows, its easy enough
    for your opponent to turn around and block your next strike anyway).
    Gains about 1 Will experience point per use, minus combat multipliers.
    [2.26] [Heal Life]
    Official:- "This allows the caster to trade in his magical energy for 
    health. Health can also be passed on to non-hostile entities in the 
    vicinity. Higher levels provide more health with each use. Only the 
    virtuous can master this Spell."
    For the record, repeated uses of this spell at the same higher level 
    don't allow greater amounts of health to be restored each time relative 
    to the last. This is the generic healing spell of the game. How it 
    works is the classic way: minus Mana, plus Health. Its very costly in
    Mana though, and thus theres only two real uses for it, especially if
    playing a mage character who needs all the Mana they can get: Its 
    first is obvious, being when the character has no healing potions or 
    food. The latter is the only real reason to buy the spell, and a good
    enough reason at that: to heal followers. NPCs that follow you are 
    always weaker than you are, and usually prone to getting killed. This
    is the ONLY means of restoring their health, and it does so effectively
    at higher levels. If you plan on getting people to follow you a lot, 
    this spell is essential, but otherwise you might want to spend your
    experience elsewhere. It being a good spell, its cheaper for good
    characters and more expensive for evil ones, and is only masterable by
    good-aligned characters. Naturally, you also get 'some' Will 
    experience for casting the spell effectively.
    [2.27] [Ghost Sword]
    Official:- "This spell summons an ethereal blade from the netherworld 
    to do battle on behalf of the caster."
    What that non-descript 'description' means is that the spell, at first 
    level, summons a single ghostly-looking floating sword that will 'fight' 
    for you as an ally (like the Summon spell), and that at higher levels 
    it will allow you to summon multiple such swords on the spot equal to 
    the numerical level of the spell. Notice first of all that this is an 
    expensive spell to purchase as regards experience, and unlike some 
    others its not entirely worth the cost in my opinion. The swords are 
    quite weak comparitively, and only really serve as a distraction in 
    battle (something for your enemies to strike at which isn't you). If 
    you are a fan of quick fighting as I am, then don't bother with this 
    spell as it will tend just to prolong the process of battle, though 
    admittedly it is a slightly funky effect to watch and amusing if you 
    like to have four swords following you about. As far as I'm aware it 
    gains Will experience per casting.
    [2.28] [Multi Arrow]
    Official:- "Once this spell is cast, each arrow fired is magically 
    transformed into a multitude of lethal projectiles, causing much 
    greater damage. Higher levels generate even more arrows."
    In a way, this is like Multi Strike but for archers. You do more damage 
    to a foe which you are shooting down and... pretty self-explanatory. 
    Its not just single-use though, which is useful. Casting the spell 
    manifests in the form of a number of little motes of light that circle 
    around the caster. Each time an arrow is fired it uses up one of these 
    motes of light, and once the last mote of light is used up then the 
    spell is over. The real reason why this isn't entirely as useful as 
    Multi Strike is because as many people know, you can generate more 
    power in a bowshot just by holding down the button (keeping the string 
    back) for longer. So its entirely your choice whether you want to expend 
    Mana for more powerful arrow-shooting or whether you simply want to 
    expend time instead. That said its still a fairly useful spell for 
    archers, and indeed the only archer-focused spell... so if you're 
    playing a ranger or whatever, you might as well get it for the sake of 
    image. I only use the spell because it reminds me of Panzer Dragoon <3.
    [2.29] [Magic Power]
    Official:- "The more Mana you have, the more energy you have for casting 
    spells - magic power defines the length of your Mana energy bar."
    The only Will attribute that isn't a spell. This is for your Mana bar 
    what the Health attribute is for your Health bar, and precisely the 
    same thing applies. Its certainly useful, but the same thing can be 
    achieved by drinking Will Master's Elixirs, meaning it isn't a vital 
    attribute to raise. The Mana bar can only be maxed by doing both though, 
    so if you want a massive Mana pool (i.e. if you're a mage), then you 
    will want to do this. Needless to say its that bit more useful to have 
    more Mana than more Health much of the time. 
    [3.00] <(( Experience Cost List ))>
    This is what I built this entire guide around, and the reason for my
    making the guide in the first place. It can help to be able to plan
    precisely how much experience you're going to need ahead of time,
    and that is precisely what I made this little list for. Most of it
    should be 100% accurate, regardless of what sort of character you
    happen to be playing. There are a few points of syntax to go over
    first though (i.e. how its set out).
    #1. Level - Successive levels of each attribute cost more. This is
    obvious to anyone who has ever played the game for any length of
    time. This indicates the Level of the attribute being purchased, 
    #2. XP Cost - This is the base cost of the attribute to purchase.
    In most cases this is precisely what it shows you on the screen
    when you highlight a particular attribute for purchasing. In the
    case of alignment-modified spells however, this is the base cost 
    for a completely neutral character (modifiers discounted).
    #3. Cumulative - Getting a little more complicated, this is the
    'cost so far' for the attribute. In other words, its the full 
    cost to raise it up to the level shown. For instance, the 
    cumulative cost for an attribute to be raised to level 4 is
    the combined costs of raising it to level 1, 2, 3 and 4 added
    up. Modifiers are not included at this step. 
    #4. Modifier - This only applies to six spells, three evil and
    three good. The symbols shown beforehand show the relative
    difference it makes compared to the order of the alignment bar
    as shown on the personality screen (+/- means more for evil, 
    less for good, therefore good spell. -/+ means less for evil, 
    more for good, therefore evil spell). The number shown is the
    extreme value for the modifier gained from being either 100%
    evil or 100% good. Being partially one or the other will result
    in a lesser number (and I'm not going to try applying all that
    into my calculations). For Modifier spells, the last value for
    level 4 is going to be negative either way because only one
    alignment can master those spells, and its noted which. Finally,
    the numbers in brackets are the cumulative modifier costs, NOT
    the cumulative costs with the modifiers counted in.). 
    So, now we get to the numbers. Before we go to the costs 
    themselves, you should realise that there is a limit cap on
    how much experience you can gather in one go, though it only
    applies to General experience. This maxes out at 999,999. 
    Other experience types can go over a million, and whether
    there is an actual cap on them I'm not sure. 
    Before I go on with the full list, I'll cut straight to the 
    brought spectrum. In other words,the full experience costs of 
    maxing out a character in particularways. This may well be, 
    afterall, what you set out to find here.You might be 
    challenging yourself to spend the absolute minimum amount 
    of experience or something. For the record, I'm not certain
    as to the maximum experience costs yet as I don't know
    the lower alignment requirement for mastering the modifier
    spells. Good and Evil costs imply that modifier spells of 
    the opposite alignment cannot be mastered at all.
    [Total Base Mastery Experience Cost] = 1908000
    [Total Minimum Mastery Experience Cost] = 1836376
    [Pure Evil Mastery Experience Cost] = 1742575
    [Pure Good Mastery Experience Cost] = 1746200
    In the game that I played through to record all the figures 
    that will follow shortly, its worth noting that I achieved 
    the perfect figure for minimum-cost mastery, achieved by not 
    putting any points into modifier spells until one is 
    perfectly aligned to the extreme of the requisite alignment, 
    and then maxing them while there.
    What follows is several hours work noting down numbers (apart
    from the several hours work noting down descriptions). 
    [3.02] -~{ Strength }~-
    Total Cost = 351950
    Level 1 : XP Cost = 500 , Cumulative = 500
    Level 2 : XP Cost = 1200 , Cumulative = 1700
    Level 3 : XP Cost = 3000 , Cumulative = 4700
    Level 4 : XP Cost = 9000 , Cumulative = 13700
    Level 5 : XP Cost = 24000 , Cumulative = 37700
    Level 6 : XP Cost = 45000 , Cumulative = 82700
    Level 7 : XP Cost = 86000 , Cumulative = 168700
    Level 1 : XP Cost = 400 , Cumulative = 400
    Level 2 : XP Cost = 1000 , Cumulative = 1400
    Level 3 : XP Cost = 2500 , Cumulative = 3900
    Level 4 : XP Cost = 6000 , Cumulative = 9900
    Level 5 : XP Cost = 13500 , Cumulative = 23400
    Level 6 : XP Cost = 28000 , Cumulative = 51400
    Level 7 : XP Cost = 58000 , Cumulative = 109400
    Level 1 : XP Cost = 350 , Cumulative = 350
    Level 2 : XP Cost = 900 , Cumulative = 1250
    Level 3 : XP Cost = 1800 , Cumulative = 3050
    Level 4 : XP Cost = 4800 , Cumulative = 7850
    Level 5 : XP Cost = 9000 , Cumulative = 16850
    Level 6 : XP Cost = 19000 , Cumulative = 35850
    Level 7 : XP Cost = 38000 , Cumulative = 73850
    [3.03] -~{ Skill }~-
    Total Cost = 330900
    Level 1 : XP Cost = 350 , Cumulative = 350
    Level 2 : XP Cost = 800 , Cumulative = 1150
    Level 3 : XP Cost = 1800 , Cumulative = 2950
    Level 4 : XP Cost = 4600 , Cumulative = 7550
    Level 5 : XP Cost = 8700 , Cumulative = 16250
    Level 6 : XP Cost = 21400 , Cumulative = 37650
    Level 7 : XP Cost = 42000 , Cumulative = 79650
    Level 1 : XP Cost = 400 , Cumulative = 400
    Level 2 : XP Cost = 1100 , Cumulative = 1500
    Level 3 : XP Cost = 2900 , Cumulative = 4400
    Level 4 : XP Cost = 8000 , Cumulative = 12400
    Level 5 : XP Cost = 20500 , Cumulative = 32900
    Level 6 : XP Cost = 39000 , Cumulative = 71900
    Level 7 : XP Cost = 81000 , Cumulative = 152900
    Level 1 : XP Cost = 350 , Cumulative = 350
    Level 2 : XP Cost = 900 , Cumulative = 1250
    Level 3 : XP Cost = 2200 , Cumulative = 3450
    Level 4 : XP Cost = 5000 , Cumulative = 8450
    Level 5 : XP Cost = 10500 , Cumulative = 18950
    Level 6 : XP Cost = 27400 , Cumulative = 46350
    Level 7 : XP Cost = 52000 , Cumulative = 98350
    [3.04] -~{ Will }~-
    Total Cost = 1225150 
    Min Cost = 1153526
    {Attack Spells}
     Total Cost = 381090
     Level 1 : XP Cost = 3500 , Cumulative = 3500
     Level 2 : XP Cost = 8100 , Cumulative = 11600
     Level 3 : XP Cost = 22000 , Cumulative = 33600
     Level 4 : XP Cost = 58000 , Cumulative = 91600
     Level 1 : XP Cost = 500 , Cumulative = 500
     Level 2 : XP Cost = 4500 , Cumulative = 5000
     Level 3 : XP Cost = 17800 , Cumulative = 22800
     Level 4 : XP Cost = 54000 , Cumulative = 76800
     [Battle Charge]
     Level 1 : XP Cost = 750 , Cumulative = 750
     Level 2 : XP Cost = 5400 , Cumulative = 6150
     Level 3 : XP Cost = 17500 , Cumulative = 23650
     Level 4 : XP Cost = 52000 , Cumulative = 75650
     [Multi Strike]
     Level 1 : XP Cost = 1200 , Cumulative = 1200
     Level 2 : XP Cost = 4680 , Cumulative = 5880
     Level 3 : XP Cost = 15700 , Cumulative = 21580
     Level 4 : XP Cost = 43500 , Cumulative = 65080
     Level 1 : XP Cost = N/A
     Level 2 : XP Cost = 5760 , Cumulative = 5760
     Level 3 : XP Cost = 18200 , Cumulative = 23960
     Level 4 : XP Cost = 48000 , Cumulative = 71960
    {Surround Spells}
     Total Cost = 339710
     [Force Push]
     Level 1 : XP Cost = 600 , Cumulative = 600
     Level 2 : XP Cost = 3600 , Cumulative = 4200
     Level 3 : XP Cost = 12600 , Cumulative = 16800
     Level 4 : XP Cost = 40000 , Cumulative = 56800
     Level 1 : XP Cost = 3200 , Cumulative = 3200 , Modifier = -/+480 (480)
     Level 2 : XP Cost = 6500 , Cumulative = 9700 , Modifier = -/+975 (1455)
     Level 3 : XP Cost = 16000 , Cumulative = 25700 , Modifier = -/+2400 (3855)
     Level 4 : XP Cost = 45000 , Cumulative = 70700 , Modifier = -6750 (10605) Evil
     [Slow Time]
     Level 1 : XP Cost = 2000 , Cumulative = 2000
     Level 2 : XP Cost = 6580 , Cumulative = 8580
     Level 3 : XP Cost = 18800 , Cumulative = 27390
     Level 4 : XP Cost = 47500 , Cumulative = 74880
     [Drain Life]
     Level 1 : XP Cost = 2800 , Cumulative = 2800 , Modifier = -/+560 (560)
     Level 2 : XP Cost = 6800 , Cumulative = 9600 , Modifier = -/+1350 (1910)
     Level 3 : XP Cost = 16500 , Cumulative = 26100 , Modifier = -/+3300 (5210)
     Level 4 : XP Cost = 44000 , Cumulative = 70100 , Modifier = -8800 (14010) Evil
     Level 1 : XP Cost = 1800 , Cumulative = 1800 , Modifier = +/-270 (270)
     Level 2 : XP Cost = 5030 , Cumulative = 6830 , Modifier = +/-754 (1024)
     Level 3 : XP Cost = 14400 , Cumulative = 21230 , Modifier = +/-2160 (3184)
     Level 4 : XP Cost = 46000 , Cumulative = 67230 , Modifier = -6900 (10084) Good
    {Physical Spells}
     Total Cost = 403150
     [Physical Shield]
     Level 1 : XP Cost = 900 , Cumulative = 900 , Modifier = +/-135 (135)
     Level 2 : XP Cost = 5350 , Cumulative = 6250 , Modifier = +/-803 (938)
     Level 3 : XP Cost = 17700 , Cumulative = 23950 , Modifier = +/-2655 (3593)
     Level 4 : XP Cost = 45500 , Cumulative = 69450 , Modifier = -6825 (10418) Good
     Level 1 : XP Cost = 1600 , Cumulative = 1600 , Modifier = -/+240 (240)
     Level 2 : XP Cost = 6210 , Cumulative = 7810 , Modifier = -/+932 (1172)
     Level 3 : XP Cost = 20500 , Cumulative = 28310 , Modifier = -/+3075 (4247)
     Level 4 : XP Cost = 51000 , Cumulative = 79310 , Modifier = -7650 (11897) Evil
     [Assassin Rush]
     Level 1 : XP Cost = 400 , Cumulative = 400
     Level 2 : XP Cost = 2700 , Cumulative = 3100
     Level 3 : XP Cost = 8100 , Cumulative = 11200
     Level 4 : XP Cost = 20000 , Cumulative = 31200
     [Heal Life]
     Level 1 : XP Cost = 2300 , Cumulative = 2300 , Modifier = +/-460 (460)
     Level 2 : XP Cost = 5850 , Cumulative = 8150 , Modifier = +/-1170 (1630)
     Level 3 : XP Cost = 15900 , Cumulative = 24050 , Modifier = +/-3180 (4810)
     Level 4 : XP Cost = 49000 , Cumulative = 73050 , Modifier = -9800 (14610) Good
     [Ghost Sword]
     Level 1 : XP Cost = 2500 , Cumulative = 2500
     Level 2 : XP Cost = 6300 , Cumulative = 8800
     Level 3 : XP Cost = 17200 , Cumulative = 26000
     Level 4 : XP Cost = 51500 , Cumulative = 77500
     [Multi Arrow]
     Level 1 : XP Cost = 1000 , Cumulative = 1000
     Level 2 : XP Cost = 5140 , Cumulative = 6140
     Level 3 : XP Cost = 19500 , Cumulative = 25640
     Level 4 : XP Cost = 47000 , Cumulative = 72640
    [Magic Power]
    Level 1 : XP Cost = 500 , Cumulative = 500
    Level 2 : XP Cost = 1200 , Cumulative = 1700
    Level 3 : XP Cost = 2800 , Cumulative = 4500
    Level 4 : XP Cost = 6200 , Cumulative = 10700
    Level 5 : XP Cost = 11500 , Cumulative = 22200
    Level 6 : XP Cost = 25000 , Cumulative = 47200
    Level 7 : XP Cost = 54000 , Cumulative = 101200
    There you go. I hope my hard work and persistance with the numbers 
    there hasn't gone entirely to waste. I know it should prove an 
    important record for my ownuses, even if not everyone is as entirely 
    obsessed with getting the numbersright as I am.
    [4.00] <(( Experience, Age and Appearance ))>
    This is just one of those things which happens to be purely aesthetic 
    in Fable. Before I get started here I would like to note a few things, 
    in numerical order since thats my style:
    #1. The maximum age of the game is 65. After you reach that grand 
    old number,you never age any more... unless for some reason you 
    become more youthful. More on that later.
    #2. It has already been noted that its purely aesthetic. Your age 
    only makes a difference to the way you look and that little number 
    in your Personality screen. It makes absolutely zero difference to 
    the rest of the game as far as I'm aware.
    #3. You do not die of old age. Not ever. Kinda counters the fact 
    that you can't have children either, supposedly. 
    #4. Nobody else in the game ages, or at least not properly. Other 
    charactersthat are young when you're a child at the start are adults 
    when you're an adult later, but thats the only difference. While you 
    can become a white-haired and wrinkly OAP, they only become 'adult'. 
    You can watch meet kids in Bowerstone South when you're 18, come back 
    when you're 65 and they're still kids. Doesn't make sense, but some 
    things are just like that.
    #5. There are some mild spoilers in this chapter.
    That out of the way, we can get to the purpose of this section of the 
    [4.01] -~{ Experience and Age }~-
    Simply put, your age is, but for one exception (which is a spoiler to
    be noted soon), entirely dependant on your experience and the spending
    thereof. I suspected at first that the appearance-based aspect of age 
    might be dependant upon experience gained, but then I realised that 
    the changes I saw were attributable to something else. What is certain
    though is that your age changes when you spend experience, and that
    your appearance changes very gradually with your age, much to a 
    degree you would expect it to. One calculation I have yet to do (but 
    may do at some point) is to find out precisely how much experience it 
    takes to get to age 65, and to some degree what the ratio is of 
    experience spent to years gained. I'm 100% certain that there is a 
    positive correlation there though.
    It does make some level of sense in some respects. In the classic
    non-game sense, you do gain experience with age (rather perhaps than
    the other way around), and that the older you are the wiser you are
    or something like that. Rest assured, if like me you attempt to
    level up as quickly as possible and gain heavy portions of 
    experience before tackling the various (few) quests of the game,
    you will inevitably find yourself an OAP for the greater portion of 
    its duration. If (like me) you don't much like the look that gives
    you, then you can do something about it about halfway through the 
    [4.02] -~{ Age and Alignment to Appearance }~-
    As already noted, the whole matter of age is aesthetic. It changes
    the way you look, and not a great deal else. Now the precise change
    made by age alone to appearance isn't the easiest thing to explain
    as there is another important factor which changes often at a 
    similar rate throughout the game: alignment. The two basic things
    which change the way you look, direct levelling influences and
    style choices (haircuts, tattoos and clothing) aside, are age and
    alignment. The alignment appearance differences at the extremes
    can be striking, as even people who have only heard of Fable might
    know. There is also a subtle interplay between the two aspects
    Being evil will most obviously gain you horns which start small
    when you're slightly evil, and get pretty large by the time your
    evil scale maxes out. The horns themselves will, unless you choose
    the bald route for sake of being 'attractive', result as well in a
    receding of the hairline relative to their size (the bigger your 
    horns, the further back your hair starts). Don't worry if you go
    evil and plan on going back to neutral or good, as your hair comes 
    back the way it was. Evil characters generally have an unpleasant 
    expression on their faces, an evil grin or frown or whatever. The 
    more evil you become, the more unhealthy your skin will look, 
    going perhaps a bit yellowed at first then becoming more veiny, 
    cracked and eventually covered in 'burnt' patches on your forehead 
    (around the horns), hands and feet. The final aspects of pure evil 
    are red smoke around the feet, flies that circle around you, red 
    glow from the eyes, and what isn't always obvious: black eyes 
    themselves (behind the glow). Note also that the hair of an evil 
    character will generically be black in colour, though this is also 
    the default for pure neutral characters
    Being good doesn't quite have so many glaringly obvious influences 
    upon your appearance, though a few are particularly notable. Your
    skin will become slightly lighter in tone the more good you are, 
    and generally will look healthier though not by much (more apparent
    early on in the game). The expression of a good character is 
    usually a fairly caring or benevolant-looking one, though you might
    just think (as I do) that it makes them look dopey. At the extremes
    of goodness, your character will gain a halo which manifests when
    he stands still, as well as a little collection of ethereal 
    butterflies (which sometimes land on his nose, though he doesn't 
    seem to notice). In darker areas you can also see smaller faint 
    motes of light floating around above the character. The most 
    important aspect of being a good character as regards this chapter
    is the hair colour, since as you become more good, your hair 
    goes from black through shades of brown to a very distinct blonde. 
    Now... a young character, you know what they look like basically
    because they are the default. Its how you start out. The effects
    of age on appearance are as follows: Your hair will get lighter 
    in tone and lower in saturation. That is to say it gets lighter 
    and greyer. Your skin will also lose its colouration and become
    rougher in texture. Tattoos will gradually fade and battle-scars
    will lose their colouration too, becoming more skin-colour. To
    some extent your character looks a little bit more wrinkled, 
    though this has as much to do with other aspects as it does with 
    The interplay here is mostly in the skin effects and hair colour.
    Being older gives you lighter hair, as does being more good,
    while being more evil gives you darker hair. Therefore a young
    evil character would have pure black hair while an old evil 
    character would have dark grey hair. A young good character
    has striking blonde hair while an old good character has hair
    as white as chalk. In general, old good characters end up 
    looking very white in just about all aspects, and if you add in
    the glow of Physical Shield and the effects of the lamp 
    switched on, the character becomes a human glowstick practically.
    On the flipside, few things look quite as unhealthy as an old
    evil character. Combine together the cracking, the veins, the
    roughness, the discolouration, the burnt patches, the old scars
    and you end up looking a bit of a mess. Thats alright if 
    you want to seem particularly inhuman.
    Thats about that really... but theres still more.
    [4.03] -~{ Attributes to Appearance }~-
    Levelling up has another direct effect upon your appearance quite 
    aside from the increase in age. It actually states so in the 
    descriptions for the difference attribute categories. Some aspects 
    of it are more obvious than others though, and theres only really 
    two main things to consider here.
    Strength attributes have the most profound effect upon your character's 
    build. Many people seem curious as to how to get more muscles in the 
    game, though I'm forever wishing not to get them. The answer isn't 
    quite what most are expecting. Physique does play a part, yes, but its 
    not all the part. If you watch the video for the Health attribute, you 
    might be left thinking that was it, but thats not entirely it either.
    What determines the build of your character is dependant on ALL levels 
    gained in Strength attributes cumulatively, that being Physique, Health 
    and Toughness. You start out the game scrawny and with a head too big 
    in proportion to your body when you leave the Hero's Guild for the 
    first time. If you max out all the Strength attributes later on in the 
    game, it leaves you looking like Arnie on steroids (especially in 
    certain outfits). As far as I'm aware, all levels have an equal and not 
    exponential effect upon the musculature of your character. That is to 
    say that 2 levels of Physique, 2 levels of Health and 2 levels of 
    Toughness should have roughly the same effect as 6 levels of Physique 
    alone. There isn't much more to say on that matter.
    It SAYS that gaining levels in Skill attributes makes you sleeker and 
    more lithe. I cannot yet confirm this though, as any difference it does 
    make to appearance is apparently too subtle for me to be able to work 
    out. I suspect it wouldn't say such without good reason though, and if 
    anyone can tell me for sure the effect of raising Skill levels on 
    appearance then e-mail me.
    ~ Update: I could be completely wrong here, but I believe adding points
    to Skill attributes makes your character taller. Characters start off
    comparitively short and when maxed out are taller than almost anyone
    else in the game. Having made a character who has maxed out Skill 
    attributes and not put ANY points into Strength attributes, I've found
    that the character has still gained height. This is purely theoretical
    for the time being though.
    Raising Will attributes (spells and Magic Power) has the other profound 
    effect upon appearance. Everyone will have seen Maze's markings at the 
    start of the game. I'll tell you right off the bat that your own 
    markings will never look as extreme (and high-contrast) as Maze's ones, 
    but they can become considerably more intricate. A non-magical character 
    will have no such markings, and they take quite a lot of levelling to 
    manifest. Before that, you might start to notice that your character's 
    hands start to give off an ethereal blue glow, and his skin colouration 
    will seem a little odd (which can be mistaken for other effects caused 
    by becoming older and / or more good). A bit more Will-experience 
    spending later, and these colouration differences begin to stand out a 
    little more distinctly and the hand glow becomes brighter. If you are 
    looking for a neat set of tattoos that cover the entire body, all you 
    need do is completely max out all your Will attributes. By the end of 
    it you have a distinct set of light-blue body-markings all over, and 
    two brightly glowing hands (block to bring them together and make the 
    glow brighter). Oh, and one more thing: lots of Will levelling makes
    your eyes the same shade of blue too, though not the same flowy, glowy
    way that the red comes when you're particularly evil. It just clouds 
    a blueness over your eyes until eventually the pupils are a little
    difficult to discern. 
    [4.04] -~{ Error 404 }-~
    This has no relevence whatsoever, but shows my twisted sense of humour.
    [4.05] -~{ Total Appearance Factors }~-
    Heres the list of all the things that affect the way you look. Enjoy,
    or don't. Whatever suits.
    #1.  Age		- Hair and skin colour
    #2.  Alignment		- Hair and skin colour, special features
    #3.  Attributes		- Bodysize (build), blue tattoos, hand / eye glow
    #4.  Weight		- Stomach size
    #5.  Clothing		- Bodily decoration
    #6.  Weapons		- Bodily decoration
    #7.  Hairstyle		- Head hair shape, chin hair shape, lip hair shape
    #8.  Tattoos		- Dark (or coloured) skin markings
    #9.  Armour Cover 	- Influences scarring
    #10. Spells		- Blue glow (Physical shield), huge muscles & 
    			  red colouration (Berserk)
    That should be about it. If I've missed anything out, e-mail me.
    [5.00] <(( Levelling Up - Places and Means ))>
    So what good is an experience guide that doesn't tell you how to aquire 
    the aforementioned experience? This isn't supposed to be a walkthrough 
    of the game by any means, and the information in this chapter is based 
    mostly on my personal experiences but with a few loosely intersperced 
    additions of second-hand info that I've picked up during my short time 
    at the Fable GameFAQs boards (I suppose it also includes things that I 
    found out there and tested myself that I might not have found 
    automatically without guidance). What this section IS supposed to tell 
    you, in fairly clear and easy terms, is where you can go to get some
    quick and easy levelling up done, so that you too can be maxed out 
    before you get to Witchwood (and perhaps even before you get to 
    Twinblade). Not to say that I'm going to cut it short at either of 
    those points though. Lets just get on with it.
    [5.01] -~{ General Tactics }~-
    This certainly could have done with being covered earlier, but thats
    not important. In just about any game in which you gain experience
    and 'level up' or somesuch, theres usually a preferred and idealised
    means of doing so which is generally more efficient than just
    randomly going around and killing stuff. Naturally, in Fable there
    are certain things you can do to make the experience gaining process
    easier, and certain things you should know. Naturally, the most
    straightforward ways of gaining various experience sorts are through
    killing things, and the particular cases will be covered here, along 
    with general ending notes.
    -~- Strength Experience
    For hitting an enemy with your melee weapon, you get a base value of
    3 Strength Experience. This is the same regardless of what weapon 
    you choose. Naturally, the higher your combat multiplier, the more
    experience you'll get for each hit, that being 3x your combat
    multiplier. I believe executing a more damaging hit upon an opponent
    results in a higher combat multiplier boost, but effectively if you
    are quick you should get the same total boost regardless of how many
    hits it takes for you to kill the enemy. Not only that, but changing
    the damage of your hit with a melee weapon requires changing the 
    weapon itself. Its safe to say that the more times you hit an enemy,
    the more Strength Experience you're going to get from it, hence if
    you want to take the risk, the best way of getting a lot of Strength
    Experience is to use a weak weapon, such as the Iron Longsword, or
    if you're daring... the Stick. Just remember that unless you have
    the Physical Shield spell active, you're in danger of getting hit
    and losing your combat multiplier the longer you tarry around though.
    Don't forget to combat-roll a lot against evasive opponents like the
    stronger bandits, and its usually much more effective against a 
    group of them if you do NOT use the left trigger button to target
    them (not only that, but if you don't target, you won't hit friendly
    NPCs) but instead direct toward them quickly with the analogue stick.
    Just keep rolling frequently to avoid being hit, and beware those
    few enemies like Balvarines who can catch you in a roll.
    There may be ONE exception to the 3-strength-per-hit rule, and I 
    believe that comes with using your bare fists, though I may be wrong.
    Don't bother either way, as its risky, and I believe it only gives
    one strength per hit.
    -~- Skill Experience
    The base value for hitting an enemy with an arrow or bolt is 6 Skill
    Experience, and this is completely irrespective of how long you hold
    the string back for. So yes, you get the same experience per hit if 
    you just fire a quick arrow as if you hold the string for three 
    minutes and let go. Since bows give you a great deal of control over
    how much damage you can do, theres practically no need to switch
    weapons at any point, or even use a particularly weak weapon. Your
    best bet for getting a lot of Skill Experience is to work yourself up
    a meaty combat multiplier with heavy shots on a few enemies in quick 
    succession, then when you're satisfied with it, lay into them with a 
    barrage of quickfire low-damage shots which will rack up the Skill 
    Experience. Just remember not to let the enemies get too close to you
    as you want to avoid getting hit, and learn to combat roll to avoid
    ranged attacks like bandit arrows or hobbe-lobbers (my name for those
    blue ball things). Get the hang of charging arrows while rolling to
    quickly lay the damage down on the enemy. If you happen to be fighting
    a Troll, either Earth or Rock, you might want to try the old three-
    minute trick to get a whopping combat multiplier... that is before
    approaching the troll, you start charging the arrow and continue 
    holding it on the string for around three minutes, and when you 
    finally release it, the damage done is huge and can kill a Rock Troll
    in one hit. Just remember that while the three-minute shot gets you 
    a massive combat multiplier, its still only the one shot.
    -~- Mana Experience
    The basic way you could do this is by frying a lot of enemies with
    offensive spells like lightning, fireball and enflame, but unless 
    you're talking about the wholesale NPC slaughter near the Boasting 
    platform with Force Push (see section 5.05 #3) its usually much 
    easier to use another method. And that other method involves a high
    combat multiplier, lots of mana potions, and the Summon Spell {3xp 
    per activation} (though activating and deactivating Physical Shield 
    works in a pinch {5xp per activation, none for deactivation}). Rack
    up your combat multiplier through whatever means to an epic level,
    ensure you have a full mana bar, then rapid-fire the Summon spell 
    over and over again until you run out of mana. If your combat 
    multiplier is still high, refill your mana quickly and continue. If
    you have a nicely itchy trigger-thumb (or finger), you should find 
    your mana experience sky-rocketting. Of course, this may seem a bit
    of an unfair method to some people, and not inkeeping with the 
    spirit of the game. In that case I strongly recommend using a high
    level Enflame spell on large groups of enemies in tight spaces where
    possible to crank up that heavy experience quickly. Best use 
    Physical Shield to avoid losing combat multipliers (you might as 
    well if you're going to restore your mana with potions), or else just
    stay rapid with the Enflame so your enemies don't get a chance to 
    recover. Just remember that different spells give you different mana
    experience... I couldn't possibly list them all here.
    -~- General Experience
    This one is easy enough. Those little green balls that the enemies 
    drop when you kill them. You knew that already though. Different 
    enemies drop different amounts of general experience depending on 
    their type. Killing tougher enemies will net you more general 
    experience. This much is also obvious. Besides that, the only thing
    that makes a difference here is the good old combat multiplier. 
    Rack that up high enough, and all the general experience gets 
    multiplied up to higher values. There are tricks to it though. As
    you already know, general experience is the only type that drops in
    the orbs, and thus you don't automatically pick it up when you make 
    the kill. It tends to flocculate (stick together) into larger orbs
    and roll downhill if you leave it alone. Unfortunately, if you leave
    it along long enough without collecting it then it fades away and is
    lost forever. Now the trick to this is to wait to pick up your 
    collection of general experience until you've racked up the very 
    highest combat multiplier that you can get, as then it will apply to
    all the experience orbs you pick up, rather than picking them up 
    early when you have a lower multiplier. Just be careful not to lose
    that multiplier before you pick up the experience or the plan messes
    up entirely. Practice your combat-rolls or use Physical Shield to
    avoid that.
    -+- Other Notes
    A little something I discovered recently has proven itself rather a
    useful indicator, though how I managed to avoid noticing it before 
    I'm not sure. If you go to your Experience screen (Back > Statistics
    > Experience) you can see the brightly coloured bars showing you 
    how high your levels are in each attribute. If you look carefully to
    the right of that you may notice darker faded-colour bars before it
    becomes black completely. These faded bars indicate how high you 
    could potentially raise the attribute in question if you were to
    dedicate all possible experience to it, and can show you simply if
    you have enough experience to level something up. For instance, if
    you have Speed Lvl.3, 3000 General Experience and 2000 Skill
    Experience, then the little faded portion of the Speed bar should
    lie just over the line for level 4. Don't forget though... Just 
    because all faded bars for a group might appear to be maxed out
    does not mean you can necessarily max out all three of them. More 
    likely just one or two if you're lucky.
    [5.02] -~{ Gear }~-
    Lots of this stuff is just general equipment you find through the game 
    and has no particularly special relevance to gaining experience or 
    levelling up, but I might as well mention it as its all an integral
    part of getting the most out of the game as you can (i.e. becoming
    ludicrously powerful well before you're supposed to). I suppose I
    should list the important things in order of relevance to the guide
    from most to least then. Here goes.
    #1. The Murren Greathammer - With the right exploitation of the Hero
    Save trick (noted shortly, for those who don't know), this item can be
    obtained very early on in the game and proves useful right up until the
    point where the character is maxed out. It is, as the name implies, the
    legendary Greathammer-type weapon of the game. Being as its a heavy 
    weapon you need a Physique score of at least 3 to wield it properly.
    It is as far as I know, the 3rd most powerful melee weapon in the game
    behind the Sword of Aeons and the Solus Greatsword, making it an
    effective artifact in its own right. What makes it particularly useful
    here is that it has a built in Experience Augmentation right from the
    start, meaning that when this weapon is equipped, you get more 
    experience, which is precisely what we want. The only other experience
    augmentations in the game are in the Sword of Aeons and for sale at
    Hook Coast respectively, both of which are far too late to be of much
    Location: Inside a 20 Silver Key chest in the Heroes Guild, between 
    the melee training ground and the bridge to the Will training ground.
    #2. Red Meat / Carrots / Fish - Basic food worth stockpiling if for 
    its Health restorative properties if nothing else. Theres something 
    which sets meat, carrots and fish apart from other food though: they 
    give you experience. Eating meat will give you Strength experience, 
    carrots will give you Skill experience, and eating fish will give you 
    Will experience (the white ones more than the orange ones). None give 
    you very much (about 3 each as I recall), but if you consider how 
    cheap and easy to aquire they all are (meat can be found about the 
    place and fish can be aquired by fishing with a rod, and all can be
    bought from produce traders about the place), they can be considered a
    reasonable source of experience. Its best to stockpile them where you 
    can buy them cheaply. The average going price for meat is 14, and for
    fish is 12, but in some places you can get them as low is 4 or 5 gold 
    each, which generally means you should buy the whole stock. Carrots I 
    believe are naturally cheaper than the other two, but I don't remember 
    by how much. Whenever you get a Combat Multiplier of above 15, its 
    worth scoffing a few of whichever. If you get your multiplier above 30, 
    which shouldn't happen too often, then scoff your entire supply in one
    go I recommend. 
    ~ Update: I was wrong about something before. How 'fat' you are as a 
    result of your eating habits DOES make a difference to your appearance, 
    though its only minor. It doesn't change your build any, but the 'fatter' 
    you are, the more your belly protrudes, and by the time you've got to 
    obese you tend to have quite the beer-belly going on. It can be easily 
    worn off by exercise though, and doesn't show through heavy armour. 
    Incidentally, people do seem to make comments occasionally based on 
    your weight.
    Location: Various traders, in barrels, dropped by balverines and other
    creatures, fished up with a rod, etc.
    #3. Ages of Strength / Skill / Will Potions - These are rather rare,
    so when you do get them its worth saving them until you really need
    them. Each potion when drunk gives you a base value of 100 of the 
    relevant experience. They are influenced as with all experience things 
    by combat multipliers though, so the best time to drink them is when 
    you have your multiplier at its highest, and never lower than 20.
    Location: Fished up from rippled water, found in barrels, rarely about
    the place, etc.
    #4. Experience Augmentation - Aquired a bit too late in the game to be
    particularly useful, but if you still have some levelling up to do later
    on then this can get it right out of the way quick as you blink. The
    only one of these in the game not already built into a weapon is at
    Hook Coast, which you only access right near the end of the game. It
    is worth noting however that you first access Hook Coast during a quest,
    and since there is only one of these, you CAN just Hero Save trick to
    buy it over and over and over. Fill up a Master Weapon with these 
    (costs about 135000), and you'll have the perfect weapon for getting
    the last of whatever experience you might possibly need. 
    Location: Purchased from the weapons shop at Hook Coast for about
    45000 gold.
    #5. Skorm's Bow - The most powerful ranged weapon in the game, and 
    you can aquire it as soon as you leave the Heroes Guild (if you fancy
    a bit of a challenge), or at least before you do your first Guild
    quest. Theres practically whole FAQs on how to aquire the bow, but
    I've never had much trouble since I think I know the gist of it. 
    Generally speaking, it helps to start the gaming being good, as the
    more good you are, the more easily you get the bow. Getting as good
    as you feel like getting, make a visit to Bowerstone South first of
    all, then just having activated the Cullis Gate, nip on south to
    Darkwood. Fight your way through to the Darkwood Camp, then take the
    path from there to Skorm's Temple. The trick here is you need to 
    have someone following you. A mercenary (even the psycho from 
    Bowerstone South's tavern) should do fine, or one of the two 
    merchants who start the later quest through Darkwood with you if you
    wait that long. Provided you're good enough, you sacrifice your 
    follower at some time after midnight (supposedly the closer to 6am
    without going over, the better) by talking to the hooded man in the
    temple. For the exceptionally dull-witted, midnight is when the upward 
    arrow points to the middle of the dark region on the timer clock, the
    divider line being horizontal... while 6am is when the divider line 
    is vertical with the dark side on the left and the yellow side on the
    right (i.e. as night is turning into day). If you're good enough
    already (thus have that much more evil to become) and sacrifice at a
    good time then you should get the bow. From that point onward you
    need never change your ranged weapon again (unless you are a mage who
    feels like getting a Master Bow with Mana Augmentations).
    Location : Skorm's Temple
    #6. Silver Keys - Used to open Silver Key Chests, but you probably
    knew that already. You'll need plenty of these, the full 20 will do,
    though you don't have to gain them legitimately. You can easily get
    20 by Hero Saving and repeating either the first Orchard Farm quest
    or the Hobbe Cave quest later on (easier). I won't list all of them,
    but the one in Orchard Farm is fished from the water just beyond the 
    end of the last jetty at the eastmost point beyond the orchard itself, 
    and the first one in the Hobbe Cave quest is dug up in the ring of 
    flowers to the left of the building at Rose Cottage (theres another one 
    in a ring of mushrooms in the deepest room of Hobbe Cave, but wheres 
    the point in going all that way over and over just for the second silver 
    key?). You'll need 20 Silver Keys for the chest in the Heroes Guild
    that contains the Murren Greathammer, and that will suffice for any
    other chests you find about the place too, including the 15-key one
    which contains the Katana Hiryu in Lady Grey's bedroom.
    Location: Various. See above.
    #7. Solus Greatsword - The most powerful heavy weapon in the game, 
    and by far the most powerful weapon overall with the ONE exception of
    the Sword of Aeons, but that one doesn't really count anyway. The
    Solus is a truly funky-looking weapon with a wavey blade, coloured in
    hot tones and rippling with flame. It has a whopping 314 power and
    can cut through most enemies like a knife through butter. With its
    Health Augmentation it also regenerates your Health bar while running
    around, so you can save your food for emergencies. It CAN be aquired
    early on in the game, but doing so is a challenge as you aren't
    'supposed' to be able to get it until after the Arena later on. This
    is of course because its located in Bowerstone North, and costs a
    hefty sum of money to aquire (though supposedly later on, if you
    marry Lady Grey, she can give it to you randomly as a gift). Its not
    so important as to require immediate aquisition early on though 
    provided you have the Murren Greathammer, but its always nice to get.
    If you have the skill with the digging glitch, then I'd suggest as 
    soon as you've completed the wasp Quest early on and met Maze in
    Bowerstone, that you get playing Card Pairs in Bowerstone South 
    tavern to build up your cash to 90000 (takes a little practice and
    a lot of patience), then nip round the back of the tavern and dig 
    your way to Bowerstone North. Save yourself the trouble of doing it
    again by heading to Lychfield Graveyard and back, then buy the sword
    from the shop. You won't regret it.
    Location: Purchased at the general shop in Bowerstone North for 
    approximately 85000 gold, or given as a present by Lady Grey when
    married to her.
    #8. The Katana Hiryu - I'm mentioning this because it is the most 
    powerful katana in the game, and with the exception of the Sword of
    Aeons its also the most powerful light weapon in the game, meaning
    that its exceptionally quick. It has a power rating of 215, a fair
    99 under the Solus Greatsword, but that doesn't make it much less
    useful, especially against quick opponents like White Balverines.
    Plus of course you don't need a Physique of 3 to wield it. Its 
    every bit as difficult as the Solus Greatsword to aquire, though 
    not as much as some might think. If you intend to get it later on
    in the game as you're supposed to, then you HAVE to marry Lady Grey
    in order to get at it (as it resides in her bedroom), but if you
    dig into Bowerstone North before you're supposed to, you can access
    Bowerstone Manor and the bedroom already. You can get this weapon
    at least after the first Orchard Farm quest if you Hero Saved to 
    collect the Silver Keys.
    Location: In a 15 Silver Key chest behind the bed in Lady Grey's 
    Bedroom, within Bowerstone Manor, Bowerstone North. 
    #9. Assassin Suit - The entire thing, if you so wish to aquire it,
    can be gained in Twinblade's camp, and there is no other place 
    before or after where you can get the whole thing. You might have
    aquired boots or gloves before then, and the trousers are in a
    chest in Twinblade's elite camp, but the rest is bought from one of
    the traders in Twinblade's camp. And why might you want this one
    suit in particular? Besides the fact that it looks damnably cool,
    its perhaps the best outfit in the game for sneaking around in. Its
    a bit evil and a bit scary, so don't wear it if you're trying to 
    impress people, but I could not recommend any better clothing for 
    sneaking into peoples houses and robbing them blind. Don't forget
    to have a few points of Guile too though, as this won't do it all
    for you.
    Location: Purchased from leftmost merchant in Twinblade's Camp.
    [5.03] -~{ Moneymaking }~-
    Just a minor section this, hopefully. You'll need money for many 
    things in Fable, so I might as well list a few quick and easy ways 
    of aquiring it. 
    #1. Card Pairs - In the tavern of Bowerstone South, which you can
    get to as soon as you leave the Guild, there is a guy who will 
    play 'Card Pairs' with you. This is essentially the one way I 
    make most of my money for most of the game. You could play other
    tavern minigames throughout Albion, but this always seems the
    easiest to me, as well as the first encountered. The game is
    quite simple, if you haven't encountered it. You have 16 cards
    laid out before you face down, and turning over 2 at a time you
    have to match them up in pairs (8 pairs total) before the time
    runs out. The time limit is 40 second. Now lets consider this...
    The maximum bet is 1000 gold, so thats how much you can get per
    round. My record for Card Pairs is 14.3 seconds, and my average 
    game takes around 20 seconds (plenty of practice). Thats 1000
    gold every 20 seconds. It adds up quickly. Of course, you need
    a reasonable memory, a lot of patience and some sort of a system 
    to be particularly profitable at this minigame, and if you can't 
    manage that then you might have to try some other means of making 
    #2. Rent - You can purchase houses in the game. Theres usually one
    upgradable house in each town which you can buy, and then pay to
    upgrade. You can then rent these houses out for money, deposited
    in front of the sale sign every day (maximum 3 days collection).
    The more upgraded the house, and the better the trophies hung up
    in it on the boards, the more rent you'll get. You can also aquire 
    and rent just about every other house and shop in the game too, but 
    that requires the removal of the existing tennants. First of all, 
    I don't suggest you buy the shops or taverns at all, but that said,
    the houses are useful and needn't be upgraded. There are effectively
    three ways you can remove the tennants: Firstly, if you're 
    charismatic enough (being good / attractive / reknowned helps) you
    can get people to follow you. Just take them outside of the town and 
    tell them to wait. Their house will be waiting for you when you get
    back. Secondly, if you're evil enough and don't care about the
    consequences, you can go on a slaughter rampage through the town,
    openly killing people left, right and center without regard for the
    guards or their stupid fines. Be warned though that the slaughter
    approach will leave everyone who witnesses it (except the guards)
    terrified of you forevermore, which leads to them making stupid
    shrieking noises whenever you come near them... and yes, they 
    remember when they respawn too, poor people. The third and perhaps
    preferred option for an evil character who doesn't want people
    yipping like idiots is subtle assassination. This involves
    eliminating everyone in the town one by one without the guards 
    finding out. Its usually necessary to isolate the victims one by
    one where nobody else can see them and headshot them with a bow. 
    Once the people are evicted, buy the houses, set them to rent and
    wait. Once three days are passed (slept away in a house for 
    instance), just run past every house in the town, collecting the
    rent... rest and repeat. Easy money. Oakvale and Knothole Glade
    are good places to do this. Be warned though. If you take too long
    aquiring the cash to purchase the houses in a town, the people will
    respawn and you'll have to get rid of them all over again (takes
    about 2 or 3 days).
    #3. Trophy Trick - See those upgradable houses I mentioned before?
    It goes like this: Buy house. Go inside. Break the doors. Put up
    your most valuable trophies on any available boards. Go outside.
    Sell the house. Go back inside and retrieve the trophies. Repeat.
    There is a downside to this: Any tennants you have renting the
    house will be temporarily evicted and it takes about 2 days for 
    them to come back. Thats 2 days with no rent. Can make a 
    #4. Quests - How you're 'supposed' to get money. Theres several
    subpoints to make though. Firstly, in a quest area, leave all the
    goodies alone for Hero Save aquisition later, such as the 1500 
    gold you can get through the Hobbe Cave quest, over and over (don't
    forget to cut down the weeds next to the house before you take the
    quest if you're being good though). Secondly, boasting gets you
    extra money if you can live up to it, and Physical Shield will 
    help you live up to the 'Not a Scratch' boast where it shows up.
    Thirdly, the Arena... If you leave after you beat the rock trolls,
    Hero Save and repeat, thats an easy 18000 gold and lots of
    #5. Resale - Some people just love this way of making money. It
    can even net you Skill experience, though unless you have a combat
    multiplier then it won't make a huge difference to your game. If
    you're not sure precisely what I mean, I refer to buying things 
    from one trader and selling them at a profit to another. The thing
    is that it can be unreliable at best. Some things are cheaper from
    certain traders and more profitable to sell to others. Travelling
    traders are always new, so you can sell to them and they won't 
    keep the items in order to reduce your profit next time, but it
    can be a challenge to find just the right travelling trader, as 
    there are quite a lot of them and they're entirely random. If you
    insist on trying it though, the Rubies in Knothole Glade, Diamonds
    in Bowerstone North and Sapphires in Hook Coast are supposedly
    the way to go for the big money (good luck finding the right
    buyers though).
    [5.04] -~{ Glitches and Tricks }~-
    More useful aspects to the game that are used simply as a means of
    getting at what you need, though not necessarily linked directly
    to experience and its aquisition. In some way though, this can
    make a big difference. Theres only really two main things to
    exploit in the game, but there are many ways in which to exploit
    them. Pay attention if you don't already know.
    #1. Hero Saving - Its a simple enough concept to work out, yet is
    entirely exploitable in the most extreme of ways. It goes something
    like this: When you Hero Save, i.e. save during a gold or silver
    quest (when World Save isn't an option), it records your character
    statistics and inventory. What it doesn't record is the state of 
    the world and the changes you've made to it, such as what you've 
    removed from it or added to it, hence when you reload (from the 
    Hero Save), those items are still in the world, even if you took
    them out of it the first time. What does this mean? Well simply
    it means that you can start a quest, aquire all the various loot
    from areas the quest takes you through, and before completing the
    quest you Hero Save and immediately reload from that save. You're
    back at the start of the quest with all the items you gained from
    it and you can go back and get them again. More money, more 
    semirare items, and most importantly more experience. This is
    particularly useful for aquiring Augmentations, Silver Keys and
    certain larger-than-usual stashes of money. Theres one thing it
    doesn't work on though: Legendaries. Hero Saving won't save any
    legendary weapons you might have aquired. 
    #2. The Dig Glitch - First you need a spade. You can get one of
    these at the earliest in Darkwood Camp, so you might as well head 
    there at least as soon as you've done the Wasp quest. Once you have
    the spade, its safe to say you have a very useful tool. Theres a
    few things you should know about digging. Firstly, when you finish
    doing it, you're always facing North as I recall. Secondly, you can
    only do it on bare ground, as opposed to concrete, paving slabs etc.
    Thirdly, and the key factor here, is that when you dig, whichever 
    way your character was facing when he started digging, when he 
    finishes he will be a very short distance back from that point.
    This works much like the old Dreamcast PSO trick that let you get
    through locked doors backward. By facing yourself away from
    anything which directly impedes your progress (by blocking your
    motion), you can (provided you're on bare ground) dig and take a
    tiny step backward through it. Tap your analogue stick very gently
    once on the other side to rotate yourself on the spot to face away
    from the direction you want to go and dig again. Repeat until you
    are through the barrier.
    #3. Respawning NPCs - The spade can do something else useful too.
    Lookout Point is a particularly special place in that it spawns
    random NPC commoners for the purposes of cheering you on when you
    have something to boast about. Provided you have a quest taken 
    that you can boast on, there will always be people at Lookout
    Point (outside the Heroes Guild) when you go there. But theres
    more. If you dig in Lookout Point, anywhere around the boasting 
    pedestal is good, more people will respawn there in addition to
    those already there. You can keep digging over and over to make
    more and more people, and you'll know roughly how many by the 
    little eye thing which shows how many people are aware of you. 
    Don't go over 100 as things get seriously glitchy there. So, the
    point of summoning so many people? Firstly, you can show them 
    your trophies for some major reknown, and since they should 
    mostly be grouped in one place its easy enough. Secondly, this
    is the easiest place in the whole world to perform acts of mass
    slaughter with absolutely no consequences and become horribly
    evil, and as a side-result its also a good experience-gathering
    point for evil characters, as will be noted later. 
    #4. Early Bowerstone North - When you first try to get into
    Bowerstone North, inevitably before you complete the Arena (which
    is when you're given official access), you'll be told by the Guard
    where to stick it, essentially. However, it is possible to get into
    the region immediately after the Wasp quest, assuming you have the 
    spade. There are others who have put serious effort into explaining
    this, so I'll only make this one short. Go behind the tavern by the 
    cellar door and dig-glitch your way backward up the slope toward 
    the wall where the dirt goes a bit over it. Dig-glitch carefully 
    right through the wall, through all three planes of it to the 
    grassy area the other side. From there, sneak (important) over to 
    next wall to your right (the sneaking can be difficult, so move
    the analogue stick around until you get it). Dig backward through
    that wall too (the south-to-north wall) and you'll find yourself 
    in the area leading to Bowerstone North. Walk toward the opening 
    leading back to Bowerstone South and you'll hit the loading screen.
    If you don't hit the loading screen, its probably because you 
    attempted this before the Wasp quest, and it doesn't exist before
    then... sorry. Once you're in Bowerstone North its highly 
    recommended that you head out through the northwest gate and make
    your way through Bowerstone Jail, Windmill Hill, Gibbet Woods,
    Headsman's Hill and to Lychfield Graveyard in order to activate
    the Cullis Gate there. That way you can come back later without
    all that stupid digging. There are undead along the path to and
    from the graveyard even if you're weak, but they shouldn't be too
    tough to kill. If you're a bit stronger you'll get bandits in some
    places instead and they're a bit tougher to beat. The best reasons 
    to get to Bowerstone North so early in the game are the two weapons: 
    the Solus Greatsword and the Katana Hiryu, locations noted earlier.
    #5. Silver Key Quests - This has already been mentioned in the Gear
    section of the chapter, but its worth mentioning again here. The
    two best places to use the Hero Save trick to get Silver Keys are
    in Orchard Farm and Rose Cottage. There are two quests taking place
    at Orchard Farm, though both are on a bit of a timer and you'll 
    not want to get the Silver Key while attempting the quests properly.
    The key is off the end of the jetty in the water in the area over 
    the bridge beyond the orchard to the east. Theres also a Will
    Master's Elixir in the pool of water near the house to fish up while
    you're getting the key, so you might as well get that a few times 
    too. The other key spot is in the Hobbe Cave quest. If you're only
    after the key, you need only take the quest, run into the Rose
    Cottage area, dig it up from the ring of flowers near the house and
    Hero Save... load... repeat. It is however worth getting the chest
    of 500 gold further back near the house at least, if not going into
    Hobbe Cave itself to get another 1000 gold, a Flame Augmentation and
    beat up a load of Hobbes for easy experience. Be warned, beating
    up Hobbes is good, so if you're evil you might have to compensate.
    #6. Twinblade's Camp Empty Quest - This is a bit of a dodgy one. 
    Firstly, you need access to Oakvale. Whether you've spoken to Maze
    there or not isn't so important, but just make sure you don't go
    and take the Blind Seeress quest card from the Guild yet. Having
    got that far, go through the cave on the beach to get to the path 
    beyond where you'll make your way uneventfully through to a pair
    of unpassable gates, or at least thats what they think. Dig-glitch
    back through the gates to be able to go to the next area. You'll
    find yourself along a so-called Abandoned Road (I believe), and it
    really is abandoned at the moment. Of importance here, moreso than
    running blindly from one end to the next, are the chests along the
    way that contain the pieces of the bandit costume, the only one in
    the game. Keep all of those and make your way to the next area.
    This is Twinblade's camp. Most importantly though, this is where
    there is a Cullis Gate, and you just activated it. You can dig
    through to the camp itself if you like and purchase the assassin
    gear if you so wish, but you'll be back here soon anyway. Now...
    Teleport back to the guild and pick up that quest card. The Blind
    Seeress quest is now yours. I recommend boasting for it, and I
    don't know if the usual ones make any difference at all, such as
    doing it naked etc. Boast all you like really, in order to make
    the most money. Now teleport STRAIGHT BACK to Twinblade's Camp. 
    If you recall inside the gates, all the better, but if you arrive
    outside the gates you'll have to talk to the guy beside them with
    the bandit gear on. Blah blah blah. The rest of the quest until 
    its end is like it would normally be, and I won't spoil it for 
    you. Do what you need to get to Twinblade's Tent and defeat him
    as usual, and when you're done (either killing him or walking out)
    you'll have completed the quest... which is odd, since you never
    got the screen for starting it. You'll notice here that it counts
    all the experience you've aquired in the game thus far, as well
    as the gold and reknown, as 'quest' stuff. Well since you've
    finished the quest... you might as well start it. This is where
    you go back to Oakvale, enter that cave again to get back to
    the path... and you'll get the start of the Blind Seeress quest
    with the bandits you have to sneak past etc... and the quest
    screen will be blank. From now on you can just continue with the
    game as normal, but only being able to Hero Save. The point is
    that this counts as a Hero Save trick for the entire world. You
    can go through the game, Hero Save and load at any time to repeat
    from just after the Twinblade quest along with all you aquired
    in the meanwhile. This is important in certain locations. 
    Supposedly you can even do it complete the entire game, get the
    Sword of Aeons then go back and use this sword throughout the
    game again, but I've never bothered to try that.
    ~ Update: WARNING. I've been informed that once you start the
    empty quest (i.e. go to Clifftop Path and are told you have to
    sneak past the bandits), that if you do actually sneak past them
    and continue to the Abandoned Road, that you may get a black 
    screen from which you cannot escape. It is thus advised that 
    you DO NOT attempt to access the Abandoned Road while in the
    empty quest for ANY REASON (this includes the Lost Trader quest
    later on in the game). Confirmation of this would be helpful.
    #7. Infinite Mana Augmentations - This requires that you've done
    glitchy tricks numbers 4, 5 and 6 first. You'll need a spade
    and at least 15 Silver Keys for this. You will also need to 
    either open up the empty quest at Twinblade's Camp or be on the
    first Find the Archaeologist quest to work this, as well as
    having gained access to Bowerstone North (or more specifically
    Headsman's Hill), so having activated the Cullis Gate at 
    Lychfield Graveyard helps. So lets start.
    Outside of any quests now, head to Headsman's Hill via whatever
    route you wish. At the point where there is no fence at the top
    of the cliff (where Thunder should later knock you over), turn 
    your back to it and dig-glitch off the edge of the cliff (easy 
    since you're headed South, and digging leaves you facing North).
    When you're a short distance down, just force-sneak (sneaking 
    and wiggling the analogue stick if you get stuck to the right 
    direction) down the cliff-face right to the bottom. Head into
    Headsman's Cave. You can see the chest right before you, but
    do NOT open it yet. It may be worth saving here in case you get
    something wrong. Teleport to Oakvale and immediately save and 
    reload from the quest there. The reason you save and reload is to
    keep Headsman's cave available easily as the recall point for 
    when you teleport. From Oakvale, either head into the entrance
    on the beach to start the empty quest (activated in #6) or 
    start the 'Find the Archaeologist' quest if you have that card
    as I believe that works just as well. Once you've started the 
    quest, immediately Recall back to Headsman's Cave. Open that
    chest and get the Mana Augmentation. Hero Save and Reload it.
    You should find yourself back in Oakvale with Headsman's Cave
    as the Recall point. Repeat the quest start, Recall and chest
    system until you've got as many augmentations as you like. 
    VERY nice in Master Weapons if you choose to be a Mage and 
    want constantly recharging Mana. Not so nice to sell, since
    only one place buys them (Hook Coast weapon shop). 
    ~ Update: If you're doing this via the 'Find the Archaeologist'
    quest, its important to be careful of your teleporting. Make 
    sure that when you teleport from Headsman's Cave to the next 
    area (it needn't be Oakvale for this case) that its an area with
    a Cullis Gate. Save and reload from the savegame, then STEP INTO
    THE CULLIS GATE to go to Witchwood and start the quest. If you
    teleport with your Guild Seal to Witchwood, then your current
    location will be saved as the recall point, and you won't be 
    able to recall to Headsman's Cave.
    #8. Restoring Youth - Theres a good reason why in passing I said
    earlier that you might want to get all your attributes maxed
    before you go to Witchwood. The reason for this is that if by
    this point in the game you've spent all the experience you're
    going to spend, then you won't age any, so its the perfect time
    to reverse the aging process if you want to look young forever.
    Its simple enough. Both the temples of Skorm and Avo can reduce
    your age ONCE each by a small few years, but it can be Hero
    Save tweaked during the 'Find the Archaeologist' quest, the 
    first quest which takes you to Witchwood (and the Temple of Avo).
    You will need quite a bit of cash for this trickery (40000 
    or more), and if you want to get the Sentinus at some point then 
    being evil helps too, but its NOT NECESSARY for reversing the 
    aging process. Take your money and start the quest to Find the
    Archaeologist. You start in Witchwood so hack through the thorns.
    Run past the Rock Troll when it spawns, unless you still need to 
    finish up your experience gathering. You may or may not want to
    grab the Ages of Will potion on the other side of the Troll too.
    Run to Witchwood Stones, through the area and onward to the 
    Temple of Avo. Once there run straight to the altar and Hero
    Save if you didn't save immediately before starting the quest.
    Now the tricky part. Click the altar once and it brings you to
    the donate screen. Press UP on the analogue stick until all 
    your money is selected for donating, then press A again. The guy
    on the right should say: "Avo is pleased with your donation. 
    Very pleased". When he is done, get ready... then repeatedly tap
    the A button as quickly as you can and stop once the other guy
    tells you in a similar scene that you need to donate to receive
    Avo's blessings. You may or may not get the Sentinus after you
    leave this screen, though you won't if the first guy says "Your
    donation is very generous" instead the first time. You should
    still have all your money though, as well as a nice dose of
    good points. Now go to the donate screen again by clicking on
    the altar... donate 1gp (one gold piece) normally, press A and
    accept. One of the guys will then speak to you to say: "A rare
    miracle has occurred. Avo grants you the gift of youth!". 
    When that happens, you can Hero Save and load, and you'll be
    back where you started but younger, and unless you still have
    to spend more experience you'll not be getting much older 
    again. Repeat to your heart's content (though be warned, you'll
    be VERY good by the end of this).
    As a sidenote... realise that the 'Find the Archaeologist'
    quest is the only quest in the game (besides the empty quest)
    that counts ALL areas of the game as quest areas, thus 
    technically allowing you to go anywhere you can access, nab
    the goodies and hero save to get more.
    [5.05] -~{ Levelling Spots }~-
    This is what this chapter has essentially been leading up to.
    You should have aquired at least some of the necessary gear
    for all of this, and having the Murren Greathammer will make its
    small difference to all the experience gathering you do, which
    is exactly what we want it for. Now technically you can level 
    just about anywhere in the game where theres things to kill, but
    some are obviously better than others. Since this guide concerns
    itself especially with experience (it being an Experience Guide),
    I will be good enough to make note of any specific alignment 
    tendencies in the various spots and which attributes are best
    levelled there where specific. 
    #1. Greatwood Entrance / Lake
    Alignment Tendency : None
    Attributes: All (good for Skill)
    This is essentially the first levelling spot in the early game for
    most characters. While its lost its usefulness quickly a bit later
    on, its probably going to be the most visited area early on. 
    Plenty of enemies spawn in Greatwood Entrance, first wasps then
    bandits and eventually nymphs (damn them all), and since its a wide
    open space its excellent for ranged attacks and sniping practice
    (headshot decapitations galore). Greatwood Lake also has wasps and
    bandits, and a bit later on spawns Earth Trolls too, which are ok.
    Though killing bandits is essentially good, you also get traders
    going through both areas and guards in Greatwood Lake too, and if
    you're feeling evil you can kill them as well as the monsters for
    extra evil points. 
    #2. Lookout Point (Guards)
    Alignment Tendency: Evil
    Attributes: All 
    I wouldn't suggest you try this until you're reasonably tough, or
    at least tough enough not to be bothered by the attacks of town
    guards. There are two guards in the Lookout Point area that respawn
    and both are initially located (whenever you enter the area) down
    by the entrance to Bowerstone. You'll only want to do this if 
    you're intending to go evil, so you might as well kill the commoners
    on the way to the guards as well. When you head down the hill 
    toward Bowerstone, you should see one guard crossing the bridge
    away from you and the other by the gates themselves. Kill both the
    guards and the fun can begin. The same two guards will respawn after
    a short set amount of time in the nearest of any of the respawn
    points outside of your range of view. They love respawning behind 
    you, so be ready for this, and they'll all be red dots on the map
    from now on, so you'll know where they are easily enough. For easy
    harvesting, you'll want to hang out near the statue in the centre
    of the area, as three of the respawn points are there, at the 
    entrance to each of the paths. The other two respawn points are
    one down by the entrance to Bowerstone, and one right outside the
    Heroes Guild. These guards will keep respawning forever, so you
    can keep killing them forever if you like, but they take time
    enough to do it that you'll probably never get your combat 
    multiplier above 22. I've also noticed that if you're attacking 
    them from range, they have a tendency to run off to a number of 
    spots in the area for no apparent reason than just to get away 
    from you. The worst for this is the path to Greatwood and the 
    picnic area if you're on the statue side, as the guard will run
    off round the corner and you'll have to follow him. If he spawns
    in that same spot and you're on the path side, he'll run into that 
    indentation where the path to get the silver key is, and shoot at 
    you from there. If he spawns in the path nearest the guild, he'll
    run toward the guild and hide behind the rockface near the boasting
    pedestal. Thats about all you need know about this tactic.
    #3. Lookout Point (Villagers)
    Alignment Tendency: Evil
    Attributes: Mana
    Remember number 3 in the glitches section? The respawning NPCs at 
    Lookout Point? This is it. Also remember number 7 (the infinite 
    Mana Augmentations) as that helps here too. Now if you want to 
    casually gather Strength or Skill experience, or even General
    experience here, its easy enough and risk-free, though its a VERY 
    slow process on its own. Throw in the following trick though and
    you have yourself a MAJOR experience well. The difference between
    an experience pool and an experience well is that the wells don't
    dry up, and in Fable (thanks to the combat multipliers), its hard
    to convince yourself to drop the oppurtunity to max things out 
    and just leave the area (to climb out of the well). Explanation:
    First you need the spell Force Push, the higher level the better,
    though nothing is stopping you doing this trick multiple times as
    its much easier with higher levels of the spell. Simply put, you
    position yourself on the slope between the path and the boasting
    pedestal, and with your spade hotkeyed (I have it set to Down),
    you start digging. Make sure first of all that you have a quest
    card that allows you to boast though, as otherwise you'll be 
    wasting your time. As already outlined, more and more NPCs will 
    spawn, just outside the camera range, but you'll know they're 
    watching you. They may try to walk up past you to leave the 
    little area, but an intermediary Force Push assault will send
    them sprawling and stop them escaping. Now once you have around
    40 or more people there (the more you have, the more it'll slow
    down the game), turn and walk toward them, and start using Force
    Push. The little gimps will be knocked flying like rag dolls in
    all directions, so follow them and keep hammering that spell.
    If you have a weapon (e.g. master longbow, so you can keep the 
    Marren Greathammer equipped too) with three Mana Augmentations
    in with you, have it equipped at this point so you don't have to
    use Mana potions. Walk around hammering Force Push even if you 
    don't see people, as you'll notice your combat multiplier just
    rockets up. When it slows down, go back to the same spot and
    repeat the process. Respawn people and when theres enough, lay 
    into them with a repetitive Force Push assault. It may take a
    short while, but each bout of this can take up the Combat 
    Multiplier by huge amounts. I got it from 0 to 60 in one round
    before. Naturally, once you've got it up around the 160 to 200 
    mark you may want to slow down. You should already have 
    shedloads of Mana experience from using Force Push, but with
    a multiplier like that, this is the BEST time to use any
    Ages of Strength / Skill potions you might have too, as well
    as eating meat. Or of course you could spawn more NPCs and
    beat them up with the Murren Greathammer for huge Strength
    experience, or shoot them with arrows for huge Skill 
    experience, and don't forget, each one drops what is normally
    1 General experience, which has by this point become around
    160 to 200 General experience for each person killed. 
    Cosmic. Very VERY evil though.
    ~ Update: Seems the number of people that spawn may be dependant
    on reknown, though this is just a guess. What isn't a guess is
    that you get +10 reknown for each peon you kill, so you need
    not get your trophies out here to make yourself well known.
    #4. Hobbe Cave
    Alignment Tendency: Good
    Attributes: Strength & Mana
    Hobbe Cave, during the Hobbe Cave quest, is a great place to 
    kill two birds with one stone, so to speak, or even many birds.
    Its full of Hobbes, obviously, for easy experience (though the
    close quarters makes it difficult to fire off arrows well). The
    quest also is a Hero Save point for silver keys, and into the
    bargain you can get 1500 gold per try at LEAST from the chests.
    Add to that a Will Master's Elixir and a Flame Augmentation that 
    you can sell for extra cash if you wish and its practically 
    perfect. Combat multiplier can get as high as 30 in some parts 
    of the caves, which would be convenient if only you could get it 
    outside to that demon door which needs 15 or higher to open, but 
    it won't happen inside the quest as the Earth Trolls only spawn 
    outside after you've done with the quest (which I never do). 
    A good systematic way of handling it is to go into the cave 
    first, head to the door on the left which goes to the Silver Key 
    chest room, killing all the hobbes on the way. This chest has
    the Will Master's Elixir in it, and around there is usually some
    meat and a health potion too. From there head back (killing 
    hobbes) to the room where the bandit is kept, kill the hobbes
    and bring the bandit with you back out of the room. More hobbes
    have respawned outside by now, so you can kill the lot of them
    and go down the stairs at the end to the next chamber. Kill the
    hobbes in the room with two chests, and when you're done, 
    immediately kill the bandit as well for a few extra good points
    (everyone knows backstabbing your partner is good, right?)
    and a dose of combat multiplier. Eat any meat you may have 
    found in the cave on the spot, as quickly as you can, and 
    use a spell like Summon rapidly to up your Mana experience
    before the combat multiplier runs out. When you're done, pick 
    up the loot dropped by the hobbes, raid the two chests for
    1000 gold and a Flame Augmentation, Hero Save and repeat.
    #5. Ancient Cullis Gate
    Alignment Tendency: Good
    Attributes: Strength & Skill
    This one was a rather recent surprise addition to my knowledge.
    Having been informed about it by the delightfully helpful folks
    at GameFAQs, I had to try it out for myself. The Ancient Cullis
    Gate is located in Darkwood, between the Darkwood Camp and 
    Darkwood Weir. This is a decent enough levelling spot if you
    happen to go there outside the Trader Escort quest (and if you
    are anything like me, you may not have ever tried... Darkwood 
    isn't the friendliest-looking of places) and for just the one
    area and reason. Around the cullis gate circle area itself you
    will either find hobbes or bandits if you're particularly low
    levelled (not much experience gained)... or if you're a bit 
    higher you get an Earth Troll instead. Once you have killed 
    what is there (usually the Earth Troll), if you run to the 
    bridge by the circle (you don't even have to touch it, just 
    run in front of it) it will trigger the Troll (or whatever) to
    respawn again. Kill, trigger, kill, trigger, etc. Each Earth
    Troll as I recall nets you +2 good points, +90 reknown points,
    and will net you 120 base General Experience. Repeating the
    process quickly enough will raise your combat multiplier up to
    around the 20 level, though it can get as high as 25. Not only
    that but Earth Trolls drop either a Ruby or a Health Potion 
    when they die... and it just so happens that the traders that
    will buy Rubies from you for the most wander right through 
    that area... so this is also a reasonable means of making easy
    money too (and a LOT of Skill Experience if you sell a whole
    load of Rubies while you have a high combat multiplier). 
    #6. Oakvale
    Alignment Tendency: Evil
    Attributes: All
    Most people probably wouldn't consider this a levelling spot, 
    but if you're as sick-minded as I sometimes can be, feel like
    'reinacting' the raid on your hometown personally, and don't
    mind putting up with the consequences (screaming villagers)
    foreverafter, then Oakvale is a really good place for wanton
    villager slaughter. Its not the villagers that are the real
    key to experience here though, but the guards. That fine will
    rocket up to loan-from-Bill-Gates levels soon enough, and you
    may notice that after a short time of killing blue guards, you
    will get red guards, and after killing those a while you'll get 
    black guards, each successive type tougher than the last. 
    Theres some nice experience to be had here if you're tough 
    enough to withstand the attacks of the black guards, and I can
    tell you, they take a few hits with the Solus Greatsword to 
    kill. They'll keep respawning on and on, albeit a bit slowly,
    but I've heard that if you kill enough of them (over a thousand
    and some), that you'll eventually get White Balverines instead.
    I don't know whether this is true or not, but if you want to 
    be killing that many guards in Oakvale then feel free to try.
    #7. The Arena
    Alignment Tendency: Good
    Attributes: All
    The classic levelling spot, though a 'little' bit late for my
    liking. More importantly though it gets you easy money as well.
    Theres two ways you can do this: the pure experience way or the
    money way. The money way involves fighting through the arena 
    until just after you've beaten the two Rock Trolls, then leaving
    the arena itself to get the money, Hero Save and reload. The
    pure experience way involves fighting the Skorpion King as well,
    then Hero Save immediately after collecting the experience, 
    to reload. Not much to say here except to be careful. The 
    enemies come at you from all around, and they can all see you
    from the outside. You don't get much chance to breathe between
    waves of enemies, so make sure you're equipped for it all with
    decent weapons for the different monster types. Don't forget:
    Whisper is a good distraction. The Sentinus kills Balverines
    nicely if you have it from the Temple of Avo, and also does a
    real number on Undead. The Murren Greathammer is the weapon of
    choice for raising experience, and especially against the Trolls.
    If you choose to go up against the Scorpion King, use a weapon
    with Sharpening and / or Piercing Augmentation. Solus Greatsword
    is a solid choice, as is the Murren Greathammer. The Harbinger,
    if your 'Strength' attributes are maxed out and you managed to 
    get it, is a good quick sword for hacking away at that scorpion
    hide as it has both Sharpening and Piercing Augmentations.
    #8. Cliffside Path
    Alignment Tendency: Good
    Attributes: Strength and Mana
    Most famous levelling spot in the game, though also the latest,
    so not worth your while if you've been following my advice with
    the others thus far. Its the second major experience well in 
    the game, addictive enough not to want to step out of, and 
    responsible eventually for massive combat multipliers (if you
    have the patience). AFTER escaping from Bargate Prison and 
    helping the 'other character' out of the area is when you go
    back to Cliffside Path (back through the room with the pool,
    through the next three-pathed area, and its the area after that)
    and encounter the infinite undead. Technically its only two
    undead, but they respawn forever, every time you kill them, and
    they respawn INSTANTLY near you, so you can keep hacking and 
    hacking and they'll always be there, or you could boom away
    with Enflame instead for easy Mana experience. Its the 'near
    you' factor that makes shooting them with arrows a little bit
    difficult, and if you try to back too far away from you, they
    will vanish in the distance and respawn right beside you, just
    to be annoying. They're slow enough though to make it possible
    at least, but I'd suggest getting a high Combat Multiplier in
    melee or magic combat first. 
    So thats just about it for the levelling spots of the game, and
    if you haven't found a way to get completely maxed out early on
    in the game yet, then I haven't really helped you at all, have
    [5.06] -~{ Theories }~-
    A somewhat later addition to the guide, this section is intended
    simply to be a part where I can stick over a little leftover
    guesswork that I can't be sure of, but suspect of being true.
    A confusing description I guess, but I'm sure you'll understand
    if you check the rest of this little subsection.
    #1. Armour and Scars - I've heard from various people at the
    GameFAQs message boards, though not too frequently, that if
    you wear heavier armour that you're less likely to get scarred.
    I cannot confirm for certain whether this is true or not, but I
    believe there may possibly be an element of truth behind it. I
    have played through the game with various character themes, two
    of which were a naked warrior and a full platemail warrior
    respectively. Naturally this was difficult in the latter case as
    I had to fight a few battles before I was able to get full
    platemail armour, and sustained some wounds in the process, 
    especially to the face. It did seem though by the end of the
    game that my naked warrior had more body scars than the fully
    armoured character had. I've also noticed that my Mage 
    characters have a tendency to end up with a fair portion of 
    scars as well, implying that Physical Shield doesn't help 
    protect against wounding. Further testing is needed.
    #2. Armour and Speed - Now this is something which I consider
    much more vital to the gameplay than the matter of Scars. 
    Having played through the game with the two warrior characters,
    the naked 'barbarian' one and the fully platemailed one, there
    was something that caught my attention. I'd had absolutely no
    trouble with the naked character attacking enemies while using
    heavy weapons, and I seemed usually able to break their combos.
    When playing through as the fully armoured character, when I
    got to fighting the tougher bandits a bit into the game, I 
    found that they could continuously combo me without my being 
    able to stop them while wielding a heavy weapon, and I could
    only stop it by switching to a light weapon or using the Force
    Push spell to smash them away. Both characters had maxed out
    their Speed attribute, so thats not the issue here. I suspect
    that wearing heavier armour counters the effect of having a 
    high Speed attribute. Its difficult to prove though.
    #3. Heavy Weapons and Speed - I know what you're thinking:
    "Duh! How is this a theory?!" ... but what I mean isn't to do
    with the swing-speed of Heavy Weapons, so much as their effect
    on everything that doesn't involve their use. This is much the
    same as theory number 2, except it regards a heavy weapon
    being equipped rather than full armour. This is just a hunch
    I have, and I cannot be sure of it, but I suspect that having
    a Greatsword (for instance) equipped might result in slower 
    rate of fire with a bow than if a Katana (for instance) is
    equipped as a melee weapon. Its for this reason primarily that
    I don't give heavy weapons to pure Archer or Mage characters
    if I can help it.
    #4. Melee Range - Theres much more evidence for this than for
    the other theories, but there are still many elements to it 
    which I don't understand. It all revolves around one little
    idea: Why should I use a Longsword if I can use a Katana? And
    my answer is this: because a longsword has a longer blade 
    than a katana. The only time I've actually taken close 
    measures to check this is when comparing the Harbinger to the
    Katana Hiryu... and found that the Harbinger's blade is in
    fact longer by a significant proportion. What I'm not so
    certain about, and possibly cannot be certain about, is 
    whether this actually makes any difference as regards hitting
    range in combat. I haven't compared all the different weapons
    against one another yet as regards length (obviously), but I
    have a sneaking suspicion that it may sometimes be beneficial
    to wield a weaker weapon that could have a longer reach. The
    Solus Greatsword I believe is shorter than the Murren 
    Greathammer, and shorter than the Murren Greataxe too. And I
    know for a fact that the Sword of Aeons is truly massive for
    a Longsword, and genuinely does reach further than most.
    Hence the theory to all this is that weaker weapons may in
    general have greater reach (with the exception of the Sword
    of Aeons).
    #5. Weapon Speed - This one I just snatched out of the air,
    but it occurred to me while I was wondering what possible
    benefit there could be in wielding a weaker weapon type 
    (besides the possibility of range difference). I figured 
    that it could be possible that certain weapons within a 
    weight category could swing faster than others in order
    to compensate for the loss in power. It would make things
    a little more fair... but this is pure theory at this stage.
    Just remember though, Crossbows take longer to fire than
    Longbows, so its not an illogical theory.
    #6. Fishing Difficulty - I'm fairly sure of this one, though
    its not like its drastically important for the most part. 
    Its just a simple little difficulty curve. The more things
    that you fish up out of the water, the more difficult the
    fishing becomes. It does this by making each time you press
    the A button when the fish is tugging on the line more 
    costly, and thus it requires less accidental A-button 
    presses each time in order for the line to snap. If you like
    to fish just for ordinary fish, it quickly gets to the point
    where just one click out of place will snap the line.
    Advice: fish for essentials only, and save unimportant 
    things for later.
    [6.00] <(( All Other Nonsense ))>
    So... erm.. this is where stuff goes that isn't really part of 
    the guide, but relates to the guide itself, the making of it, 
    the creator of it, and all that stuff that goes on the end of
    an FAQ or Guide that nobody really wants to read anyway unless
    they're just into that stuff. This little bit here is 
    essentially just a mini-rant. It serves about as much purpose
    as section 4.04 of the guide.
    [6.01] -~{ Version Stuff }~-
    Initial Version: 1.00
    Updates: None. Its initial. Duh.
    Version: 1.01
    Updates: Master Physique XP-cost corrected & 1050 added onto
    all connected values as a result, Minor point related to
    reknown added to the respawn levelling strategy at Lookout
    Point, Carrots added to food that gives experience.
    Version: 1.02
    Updates: Corrections made to numerical data (error in cost of
    Multi Arrow spell at mastery level of precisely 1000 points... 
    hence a 50 point error still suspected somewhere in the results), 
    Minor clarifications made to certain guiding paragraphs following 
    a sequence of e-mails, Additional section added for theories,
    Extra updated added to appearance section concerning the possible
    effect of Skill attributes on height, and finally... warning 
    added to description for Summon spell.
    Version: 1.03
    Updates: Ancient Cullis Gate added to levelling spots section. 
    Version: 1.04
    Updates: Correction made to matter of 'weight' affecting 
    appearance where it features in the text, General Tactics
    section added to part 5 of the guide.
    [6.02] -~{ Copyright Stuff }~-
    All this Guide crap is copyright © 2005 SotiCoto. Thats not my
    real life name (which is Robbie Brunton), and nor is it the name 
    I use on the GameFAQs message boards (which is the5thSeraph), 
    but its the name I call myself, and other people call me, and 
    it is unique to me, so thats what I use (until I get it legally
    changed to that, then it'll be 100% legal). 
    Point being, this guide is my creation. If you claim credit for
    it then you're a very naughty person and you'll go to hell for
    it, though if you don't believe in hell you'll probably get away
    with it too because I sure as hell aren't likely to find out.
    Even if I did find out, I'd probably never meet you in order to
    extract your spleen with a rusty spoon, and pressing legal 
    charges over some XP Guide to a game would be more effort than
    I'd bother to put in to anything. So just don't bother...
    ... Please. Its not yours, and let it stay that way.
    Besides that though, and so long as its acknowledged as being
    my hard work, you can do whatever the heck you like with it.
    It was meant to be stuck on GameFAQs to help nice people, but
    if you want to stick it on your website, go ahead (tell me 
    first to make me happy). If you want to memorise it and chant
    it out word for word like a mantra then sure, go on. If you want
    to print it out, roll it up and stick it in your most intimate
    body cavities then... erm.. sure, be my guest. 
    Whatever you do though, DO NOT claim that I don't have a sense
    of humour (as opposed to many folks who write game guides).
    So yeah... whatever.
    Ask me if you wanna quote me too. I like to be quoted.
    Oh, and nearly forgot...
    Fable © Lionhead Studios Limited
    The Hulk © Marvel
    Panzer Dragoon © Sega
    (These guys DO press legal charges).
    [6.03] -~{ Contact Stuff }~-
    I don't know why you'd want to contact me. Maybe if you're an 
    amateur psychiatrist you might be interested in my weirdness.
    You might just want Fable Help, but theres enough folks on
    the GameFAQs boards who know more than me to help you (and they
    could do it without ranting on for hours, as I'm VERY wordy).
    But if you insist.
    Webname		: SotiCoto  (check it on Google. Its all me.)
    GameFAQs	: The5thSeraph  (when I'm around.)
    E-mail		: SotiCoto @ gmail.com  (remove spaces.)
    Website		: insolenz.echoing.org  (no Fable content.)
    DeadJournal	: www.DeadJournal.com/users/SotiCoto
    LiveJournal	: www.LiveJournal.com/users/SotiCoto
    Random Link	: www.mycathatesyou.com  (<3 that site)
    [6.04] -~{ Credit Stuff }~-
    Thanks to the folks at the Fable board at GameFAQs for informing
    me of certain things.
    Particularly to Shadow Stevie and johnblk73 for helping me with
    the empty quest and infinite Mana Augmentations stuff.
    Thanks to the folks who write other guides at GameFAQs for 
    helping me through the game, and allowing me to find other things
    out for myself... or just improve on them in many cases.
    Thanks to the folks at Lionhead for making the game, even if so
    many people complain about it (like they could do better). 
    Double thanks to whoever put in the line: "Thats not big, and its
    not clever!", which left me laughing for over 10 minutes.
    Triple thanks to whoever implemented the Pelvic Thrust expression,
    which is legendary.
    Thanks to everyone else in the world for reasons undisclosed.
    [6.05] -~{ I Lied }~-
    The End.

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