Attack spells
* Enflame: A wave of flame that ignites foes while knocking them off their feet. Incredibly effective against undead enemies
* Fireball: A fiery attack that can be charged to increase damage. A sound will play when each level of charge is reached. It is a powerful spell, but at higher charges has splash damage that may harm non-player characters.
* Battle Charge: Thrusts the hero at enemies at high speeds and knocks nearby enemies to the ground. Damage depends on the spell's level and how far the enemies are thrown.
* Multi Strike: Imbues a weapon with the ability to strike targets multiple times. If the user is quick enough, you can change your target during the attack. Higher levels increase the amount of strikes.
* Lightning: Creates a stream of lightning which attacks a target. With higher levels, chain lightning occurs, attacking multiple enemies. However, this reduces the amount of damage done to the target. It can be used to gain large amounts of Will and General Experience.
(In Fable: The Lost Chapters only):
* Divine Fury: Possibly the most powerful spell. Causes a huge blue ring to form around the Hero, and enemies inside the ring are thrown into the air by blue shafts of light, and their health is drained. This spell increases the Combat Multiplier of the Hero at a very high rate.
* Infernal Wrath: This spell is the same as Divine Fury, but the ring and shafts of light are blood-red, and would probably be used by the more evil character.
Surround spells
* Force Push: A wave of energy that knocks enemies and friendly units back. Spell's level determines how far enemies will be thrown and how much Damage will they suffer. This can sometimes can make friendly units (especially guards) become adversaries, since the energy wave causes damage to them.
* Turncoat: Slowly turns the enemy into an unwitting ally for a certain period of time. Higher levels allow the enemy to be taken over quicker and controlled for longer.
* Slow Time: Enhances the speed of the hero by slowing down time around him. Can be used to cheat in certain timed card playing mini games when collecting the dolls for the teacher in Bowerstone.
* Drain Life: An evil spell that absorbs life energy from a target and transfers it to the player. However, it does not work on certain enemies.
* Summon: Yanks a creature's soul from the netherworld to do battle for the caster. The spell initially summons a wasp, but as the summon kills stronger enemies they will then be used instead, for example, if a summoned wasp kills a bandit, the spell will then summon a bandit. The summoned creature will not change to become a weaker creature, however. Certain monsters, such as trolls, cannot be used as a summon.
Physical spells
* Physical Shield: A barrier that trades physical damage for mana. Higher levels use less mana when hit. This spell is useful for heroes who aim to increase their combat multiplier, as while it is active damage will not decrease the multiplier.
* Berserk: An evil spell that pushes the hero into a hulking frenzy while reducing civilized manners and common sense. Although it increases the hero's physical strength his defense is also lowered considerably. it also knocks down enemies that are near the player once used.
* Assassin Rush: A quick burst of speed that puts the hero behind the enemy as long as he is locked on. It costs little mana and a good mana regeneration rate can cancel it out, making it a good way to move around and also put some distance between the hero and the enemy.
* Heal Life: A spell that trades mana for health. It also heals friendly units nearby. It is especially useful during escort missions, where it is the only way to heal the hero's convoy.
* Ghost Sword: Summons a spectral sword that battles enemies for the caster. Higher levels summon more swords. Although not incredibly powerful, they are useful for distracting the hero's enemies and can be used to great advantage.
* Multi Arrow: 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. This spell is ineffective in close quarters, as the arrows will splay out initially then hone in on enemies, and are stopped by walls and other obstacles. This spell can also damage friendly characters.
Light Weapons
* Pickhammer: A weapon commonly used by miners, the weakest weapon type.
* Mace: Often wielded by bandits, this weapon is not very powerful.
* Axe: A one bladed axe with less attack power than the great axe.
* Cleaver: Melee weapon styled after a butcher's blade.
* Longsword: A light and powerful melee weapon.
* Katana: A dangerously sharp melee weapon from distant lands.
Heavy Weapons
* Greataxe: A double bladed axe much more powerful than it's smaller counterpart which has only one blade.
* Greatmace: Being heavier than the standard mace, this weapon is still not very powerful.
* Greathammer: A massive hammer that pulverizes enemies.
* Greatsword: Two-handed blade, slower than a standard sword but with more attack power. The strongest weapon type in the game.
Melée Weapon Hierarchy
* Iron: The most common and cheapest of weapons.
* Steel: Stronger and slightly more expensive than Iron.
* Obsidian: Much more powerful than Steel weapons. They are blackened and dark. While many of the descriptions associate these weapons with evil, they have no effect on alignment.
* Master: These weapons are rare, expensive and immensely powerful. They are golden and are the best weapons a Hero can buy, apart from Legendary Weapons
Ranged Weapons
* Longbow: Fairly powerful ranged weapons with quick reload times.
* Crossbow: Slightly more powerful ranged attacks with slow reload times.
Ranged Weapon Hierarchy
* Yew: The weakest and most cheap ranged weapon type.
* Oak: Slighty stronger and more expensive than Yew.
* Ebony: Quite a bit more powerful than Oak. Much darker in colour.
* Master: As with their Melée counter-parts, Master Longbows and Crossbows are expensive and powerful. They are golden in colour and are the best purchasable ranged weapon.
"Legendary weapons"
* Frying Pan: Gained by following the treasure clues. The less treasure clues the hero has when gained, the less power it has. With all 6, it has 100 power and 6 augmentation slots. (Note: Only 4 augment slots show on the weapon, but 6 augments can be equipped). The final 3 must be all be added at once.
* Wellow's Pickhammer: Found behind the Demon Door at Greatwood Gorge. An act of great evil must be comitted in front of the door, or the hero must be evil.
* The Dollmaster's Mace: Found behind the Demon Door at the Abandoned Road. The hero must show the demon door different full sets of clothing. These are, Bright Plate Armor, Dark Will Robes, and Bandit Outfit.
* Orkon's Club: Only in Fable: The Lost Chapters. Found in Chest in Northern Foothills
* The Cutlass Bluetane: Found behind the Demon Door at the Greatwood Caves. The hero must alk to the demon door when his combat multiplier has reached 14 or higher.
* Ronok The Axe: Found behind the Demon Door at Grey House. The hero must marry Lady Grey in order to get past the demon door.
* The Avenger: Only in Fable: The Lost Chapters. Found in Silver Key Chest in Lost Bay. This chest needs 30 silver keys, the highest amount in the game.
* The Harbinger: Stuck in the stone at the Temple of Avo. To get it out the hero needs to have 5 more Physique, 2 more Health, and 3 more Toughness than the first time he tried to remove it.
* The Katana Hiryu: Found in the Silver Key Chest in Lady Grey's bedroom.
* Arken's Crossbow: Found inside the Silver Key Chest at Darkwood Lake.
* Sword of Aeons: (Fable: The Lost Chapters version). Available to the hero if he kills his sister after fighting Jack of Blades. This version has only 230 damage and only the Experience, Health and Mana augmentations.
* Avo's Tear: Only in Fable: The Lost Chapters. This is identical to the Sword of Aeons. Gained by casting the Sword of Aeons into the vortex, a quest will pop up allowing the hero to obtain this sword that rivals the power of the Sword of Aeons. Due to the circumstances required to obtain this weapon, the hero cannot have both this weapon and the Sword of Aeons.
* The Murren Greataxe: Found in the Silver Chest at the top of the Lighthouse at Hook Coast.
* The Sentinus: Gained by donating enough gold to the Temple of Avo in one setting so that the player gains at least 1000 good points, about $50,000 if the hero is completely evil, or $300,000 when neutral.
* Skorm's Bow: Gained by Sacrificing people until the hero gains 1000 evil points at the Chapel of Skorm. Also, when the player's alignment is good, sacrificing one person exacly at midnight can allow access to this weapon. It is the most powerful ranged weapon in the game.
* The Murren Greathammer: Found in the Silver Chest in the Hero's Guild.
* The Bereaver: Found in the Demon Door in Necropolis. The hero must give this Demon Door ALL his silver keys for him to pass. It has a Health Augmentation attached and 2 more slots. (Note: In the P.C. version, there is a Flame Augmentation instead of a Health Augmentation.)
* Solus Greatsword: Purchased in the shop at Bowerstone North. The strongest sword in Lost Chapters. It has a Health Augmentation in the original Fable, but an empty augmentation slot in The Lost Chapters.
* Sword of Aeons: (Original game version). Available at the end of the game if the hero decides to kill his sister. This has 550 damage and a Sharpening Augmentation as well as the Experience, Health and Mana augmentations available in the Lost Chapters expansion.
