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Augmentation/Weapon Creation Guide

by Sathka

 -Fable
  Fable: The Lost Chapters
  Augmentation and Weapon Creation Guide
  Version 1.3
  S. Keating (Sathka)
  Copyright 2007

-------------------------------------------------------------------------------

 Version History

 -v1.0 [June 09, 2007]
  This verson was first published on the Fable: TLC message board.

 -v1.1 [June 09, 2007]
  Guide format.
  Fixed factual errors:
    -Lightning Augmentation deals extra damage to Earth Trolls,
     not to Rock Trolls.
    -As such, Skorm's Longbow deals extra damage to Earth Trolls,
     not to Rock Trolls.
    -Legendary weapons with Piercing have been updated to include
     Minions.

 -v1.2 [June 12, 2007]
  Added some new content:
    -Ice Trolls: harmed x1.25 by both Flame and Piercing augmentations;
     Thanks to MORTYR for this info.  See Thanks section for more.
    -Nymphs: harmed x1.1 by Flame augmentation.
    -Alternate Bow strategy for tackling Trolls and Minions.
    -Listed Augmentations on Legendary weapons instead of only
     their damage.

 -v1.3 [June 21, 2007]
  Fixed very important error:
    -The base power of the Master Crossbow is actually 200, not 150 like
     I had previously listed.
    -Thanks to Mogbert Moogle for pointing this out to me.

-------------------------------------------------------------------------------

 Contents

 Introduction   -An introduction
 Augmentations and their Effects
                -The five damaging augmentations
 Fable Legendary Weapons
                -The legendary weapons of Fable
 Fable: The Lost Chapters Legendary Weapons
                -The legendary weapons of Fable: TLC
 Weapon Comparison
                -Why some weapons are better than others
 Custom Weapon Creation
                -What you need to build your own weapons
 Thanks         -Thanks!
 Contact and Additional Information
                -Where to find me

-------------------------------------------------------------------------------

 Introduction

     The purpose of this guide is to inform the player about the vast
 possibilities that augmentations provide.  It really is amazing the scope of
 power that can be manipulated, simply by augmenting your weapons.  This guide
 will inform the player of that power, and how to put it to use.

 Note that this guide is liable to contain spoilers.

 Weapons, especially at the Master level, can be very expensive, not to
 mention rare augmentations.  For this reason, it is recommended that you find
 a way to raise money quickly and easily.  Personally, I got very good at
 Card Pairs in the Bowerstone tavern.  Betting 1000 gold each game, listening
 to music to pass the time, it wasn't so bad.  But others might not have that
 kind of patience.  See the various money-making strategies on the GameFAQs
 messageboards.

 Sometimes, to put these weapons to their greatest use, one may need to get
 things that... shouldn't be available.  Get yourself familiar with the
 Spade trick if you don't mind a bit of mild cheating.  I know I liked having
 my Solus Greatsword right after the Wasp Queen quest.  Other items made
 available by use of this trick include the Katana Hiryu, a Mana augmentation,
 twenty (20!) Silver Keys, and most of the chests those keys unlock.  Note the
 Spade trick was removed from the Lost Chapters.

 All research for this guide was performed on Fable, not the Lost Chapters.
 However, most of the information contained still pertains to TLC.

 This version does not include information regarding Wasps, Beetles, Scorpions,
 or bosses, and only limited information regarding Nymphs.  Expect detailed
 information in a future version.  For now, see the Thanks section to
 see what others have to say on the subject.

-------------------------------------------------------------------------------

 Augmentations and their Effects

     The five damaging Augmentations are listed below.  The effect each has on
 each type of creature is given, by multiplication of base damage.

 Within each type of creature ("Hobbe") there are many different creatures.
 It seems that all of these creatures take damage in the same way; that is,
 they share the same defense and the same weaknesses.  The only thing that
 makes one creature "stronger" or "more durable" than another is its health.

 Augmentations of the same type can be "stacked" to provide a greater effect.
 For example, placing two Silver augmentations on a weapon yields power
 x2.25 (that's 1.5 * 1.5) greater than normal against Balverines.  This is an
 essential strategy for building powerful weapons.

 Consult Jaxx4059's great Weapon FAQ for locations for all these
 augmentations, and more.

 -Flame Augmentation
  v. Nymph x1.1
  v. Hobbe x1.25
  v. Ice Troll x1.25

 -Lightning Augmentation
  v. Earth Troll x1.1
  v. Hobbe x1.25

 -Silver Augmentation
  v. Undead x1.25
  v. Balverine x1.5

 -Piercing Augmentation
  v. Earth Troll x1.1
  v. Rock Troll x1.25
  v. Ice Troll x1.25
  v. Minion x1.25

 -Sharpening Augmentation
  Damage increase x1.1

-------------------------------------------------------------------------------

 Fable Legendary Weapons

     Legendary weapons tend to have base power much higher than their non-
 legendary counterparts.  But why should you use Ronok the Axe (base power 165)
 when you could use the Katana Hiryu (base power 215)?  The answer is simple:
 Legendary weapons come with their own augmentations built right in.

 The problem is knowing when to use which weapons.  They all (well, most...)
 have their strengths.  Using weapons to their strengths is the key to making
 this game that much easier.  Don't be afraid to change weapons frequently.

 Anyway, the answer to that question?  Use Ronok when fighting Balverines.
 Ronok's power becomes 272 against Balverines, when Hiryu's stays at 237
 against almost every foe.

 Here is a list of the Legendary weapons available in Fable.  The weapons in
 the Lost Chapters are listed in the next section, along with those that
 underwent significant changes in the transfer.

 The weapon's base power is given in brackets [ ] beside its name. Beside
 each creature type, how the weapon "behaves" is given in brackets, i.e. what
 power a weapon would need to do similar damage, without the augmentation.

 Sharpening augmentations provide a standard x1.1 increase to damage; the
 base value of sharpened weapons can essentially be ignored.  Non-damaging
 augmentations are also listed, as they may help make up your mind about
 which to use.

 The Frying Pan is listed later, with the rest of the un-augmented ("Iron,"
 "Steel," etc.) weapons.

 Those weapons listed again in the TLC section are noted with an asterisk (*).

 -The Harbinger [198]: Sharpening, Piercing.
  Sharpened [218]
  v. Earth Troll [240]
  v. Rock Troll [272]
  v. Ice Troll [272]
  v. Minion [272]

 -The Katana Hiryu [215]: Sharpening, Flame.
  Sharpened [237]
  v. Nymph [261]
  v. Hobbe [296]
  v. Ice Troll [296]

 -The Cutlass Bluetane [165]: Lightning.
  v. Hobbe [206]
  v. Earth Troll [181]

 -Ronok The Axe [165]: Sharpening, Silver.
  Sharpened [182]
  v. Undead [227]
  v. Balverine [272]

 -Dollmasters Mace [135]: Mana.
  Mana

 -Wellow's Pickhammer [120]: Piercing x2.
  v. Earth Troll [145]
  v. Rock Troll [188]
  v. Ice Troll [188]
  v. Minion [188]

 -Murren Greathammer [270]*: Experience, Piercing.
  Experience
  v. Earth Troll [297]
  v. Rock Troll [338]
  v. Ice Troll [338]
  v. Minion [338]

 -Murren Greataxe [240]*: Piercing.
  v. Earth Troll [264]
  v. Rock Troll [300]
  v. Ice Troll [300]
  v. Minion [300]

 -Solus Greatsword [314]*: Sharpening, Health, Flame.
  Sharpened [346]
  Health
  v. Nymph [381]
  v. Hobbe [432]
  v. Ice Troll [432]

 -The Sentinus [255]: Piercing, Silver.
  v. Earth Troll [281]
  v. Rock Troll [319]
  v. Ice Troll [319]
  v. Minion [319]
  v. Undead [319]
  v. Balverine [383]

 -Skorm's Longbow [264]: Sharpening, Lightning.
  Sharpened [290]
  v. Earth Troll [319]
  v. Hobbe [363]

 -Arken's Crossbow [220]: Piercing, Flame, Silver.
  v. Nymph [242]
  v. Earth Troll [242]
  v. Rock Troll [275]
  v. Ice Troll [275]
  v. Minion [275]
  v. Hobbe [275]
  v. Undead [275]
  v. Balvarine [330]

 -Sword of Aeons [550]*: Sharpening, Health, Mana, Experience.
  Sharpened [605]
  Health
  Mana
  Experience

-------------------------------------------------------------------------------

 Fable: The Lost Chapters Legendary Weapons

     Thanks to Bad_Shroom for his TLC Legendary Weapons Guide.

 -Murren Greathammer TLC [270]: Piercing.
  v. Earth Troll [297]
  v. Rock Troll [338]
  v. Ice Troll [338]
  v. Minion [338]

 -Murren Greataxe TLC [240]: Sharpening.
  Sharpened [264]

 -Solus Greatsword TLC [314]: Sharpening, Flame, Empty Slot.
  Sharpened [346]
  v. Nymph [381]
  v. Hobbe [432]

 -Sword of Aeons TLC [230]: Health, Mana, Experience.
  Health
  Mana
  Experience

 -Avo's Tear TLC [230]: Health, Mana, Experience.
  Health
  Mana
  Experience

 -The Avenger TLC [180]: Lightning, Flame.
  v. Nymph [198]
  v. Hobbe [281]

 -Orkon's Club TLC [140]

 -The Bereaver TLC [285]: Health, Empty Slot x2.
  Health

-------------------------------------------------------------------------------

 Weapon Comparison

     As stated above, it is important to pay close attention to the power each
 weapon has against each type of enemy.  Let's look at another example, the
 Solus Greatsword and the Sentinus.  I've left only the relevant information.

 -Solus Greatsword [314]
  Sharpened [346]
  Health

 -The Sentinus [255]
  v. Undead [319]
  v. Balverine [383]

 Obviously, the base power of the Solus is greater.  However, the Sentinus
 comes with a Silver augmentation.  Does this mean you should use it against
 Balverines and the Undead?  Not necessarily.  Look closely.

 The Sentinus' power against Undead is still lower than the Sharpened power
 of the Solus.  But its power against Balverines is nearly 40 more!  So
 use the Sentinus against Balverines, but not the Undead.

 Note also the non-damaging augmentations, Health, Mana and Experience.
 Health and Mana augmentations restore health and mana over time.  This can
 mean never needing to heal, and a Mana bar that fills up, even with Physical
 Shield activated.  Certainly not a bad thing.  You're not likely to encounter
 an Experience augmentation early in the game, but it can help those long
 Cliffside Path grinds if you put it on your inactive weapon.

-------------------------------------------------------------------------------

 Custom Weapon Creation

     The main purpose of this guide is to show you how to make your own very
 powerful weapons, so let's get down to it.  I highly recommend building many
 weapons for different situations.  This way, you don't sacrifice immense
 power for ease-of-use.

 I recommend a weapon to deal with the majority of creatures (Bandits, Hobbes,
 etc.), a weapon to deal with Balverines and the Undead, and a weapon to deal
 with Trolls and Minions.  Let's call these your Power Weapon, your Silver
 Weapon, and your Piercing Weapon.

 Your Power Weapon will likely be a Legendary, since their base (or Sharpened)
 power tends to be much higher than anything you could buy in a store.  For
 melee (warriors, rogues) you're probably going to use the Bluetane early on
 since it's so easy to get, and the Hiryu or the Solus for their superior
 power.  Archers are going to want Skorm's Longbow, naturally.

 The best way to get a good Silver and Piercing weapon is to stack those two
 augmentations on two different weapons.  This way, you will get even more
 power than putting as many Sharpening augmentations as you can find on the
 same weapon.  Trust me, it's not worth it.

 The best candidates for the Silver and Piercing weapons are of the Master
 type.  Some can be found right there in the Heroes' Guild or Bowerstone
 South.  You may need to wait for others, however, until Knothole Glade or
 even Hook Coast.

 Until you build your creature-specific weapons, it may be a good idea to use
 your Sharpening augmentations to build up normal weapons, until you get your
 hands on some Legendaries.

 But enough talk, let's get to some numbers.  This chart may be complicated, so
 pay attention.

 Listed is each weapon of the Master type and all of its stacking potentials.
 The four columns represent:
    -The weapon's base power
    -The weapon's maximum power against certain creatures when stacked with a
     x1.1 augmentation
    -The weapon's maximum power against certain creatures when stacked with a
     x1.25 augmentation
    -The weapon's maximum power against certain creatures when stacked with a
     x1.5 augmentation

                      base   x1.1   x1.25  x1.5
 -Master Longsword     [135]  [180]  [264]  [456]
 -Master Katana        [147]  [196]  [287]  [496]
 -Master Cleaver       [124]  [165]  [242]  [419]
 -Master Axe           [113]  [150]  [221]  [381]
 -Master Mace          [68]   [90]   [133]  [230]
 -Master Pickhammer    [90]   [120]  [176]  [304]

 -Master Greathammer   [203]  [270]  [396]  [685]
 -Master Greataxe      [180]  [240]  [352]  [608]
 -Master Greatsword    [214]  [285]  [418]  [722]
 -Master Greatmace     [192]  [256]  [375]  [648]

 -Master Longbow       [180]  [240]  [352]  [608]
 -Master Crossbow      [200]  [266]  [391]  [675]

 -Frying Pan           [100]  [161]  [305]  [759]

 Told you it was complicated.  Here's an attempt at clarity:

 Suppose you choose your Master Longsword [135] to become your Silver weapon.
 Not a bad choice.  That means you're stacking three Silver augmentations.
 Against Undead (a x1.25 multiplier from Silver), you'll get a new base power
 of [264].  That's a pretty hefty increase.  But against Balverines (a x1.5
 multiplier) you're getting a power of [456].  That's even better.  Much more
 powerful than the Hiryu, which only has a power of [237] against Balverines.

 An example set of weapons for Light-melee is as follows, simplified:

 -The Katana Hiryu [237]
  v. Hobbe [296]
 -Master Longsword [135] [180] [264] [456]
  Silver x3
  v. Undead [264]
  v. Balverine [456]
 -Master Katana [147] [196] [287] [496]
  Piercing x3
  v. Earth Troll [196]
  v. Rock Troll [287]
  v. Minion [287]
 -Master Longbow [180] [240] [352] [608]
  Health
  Health
  Experience

 This provides a good Power weapon for Bandits and Hobbes and everything else,
 a Silver Longsword for Undead and Balverines, and a Piercing Katana for those
 pesky Trolls and Minions.

 The strategy for Archers is somewhat different.  I personally hate using
 crossbows, especially against fast enemies like Minions.  However, Mogbert
 Moogle (see Thanks) pointed out the Master Crossbow is actually much more
 powerful than I first thought. 

 Here's an example set I might use.

 -Skorm's Longbow [290]
  v. Earth Troll [319]
  v. Hobbe [363]
 -Master Longbow [180] [240] [352] [608]
  Silver x3
  v. Undead [352]
  v. Balverine [608]
 -Master Crossbow [200] [266] [391] [675]
  Piercing x3
  v. Earth Troll [266]
  v. Rock Troll [391]
  v. Ice Troll [391]
  v. Minion [391]

 As you can see, the Crossbow has less base power against Earth Trolls [266]
 than Skorm's Longbow [319], but against a Rock Troll, it is much more
 powerful.  It is definitely worth using a Crossbow if you don't mind the
 slow weapon speed.

 An alternate strategy might be something like this:

 -Skorm's Longbow [290]
  v. Earth Troll [319]
  v. Hobbe [363]
 -Master Longbow [180] [240] [352] [608]
  Piercing x3
  v. Earth Troll [240]
  v. Rock Troll [352]
  v. Ice Troll [352]
  v. Minion [352]
 -Master Crossbow [200] [266] [391] [675]
  Silver x3
  v. Undead [391]
  v. Balverine [675]

 This yields a greater power against Balverines and the Undead, but less power
 against Trolls and Minions.  It does, however, give you the comfort of a
 Longbow against Minions, which may be worth the power loss.

 Naturally, the choice is yours.  I just hope these numbers can help you
 design some kick-ass weaponry, far more powerful than those pitiful things
 they call "Legendaries."

-------------------------------------------------------------------------------

 Thanks

 -DRAKULIAN, from the TLC message board, provided this information:
    "The Piercing Augmentation does the greatest amount of damage to Minions
     and the Final Boss; also refer back to the previous link. �             ".

 -MrPwnzer also provided this general information:
    "Flame, Lighting= those nymphs
     piercing=minions and final boss
     sharpening=lots of damage
     silver=balverines and undead
     mana, health, and exp.=regain mana and health/ gives you more exp.      ".

 -Saul89 pointed me to this information in his TLC Pure Archer FAQ:
    "Creatures and their weaknesses~suppiled by DRAKULIAN

     Balverines - Sharpening, Silver
     Bandits - Sharpening
     Beetles - Piercing, Sharpening
     Hobbes - Fire, Lightning, Sharpening
     Minions - Piercing, Sharpening
     Nymphs - Fire, Lightning, Sharpening
     Scorpions - Piercing, Sharpening
     Screamers - All augmentations
     Trolls - Piercing, Sharpening
     Undeads (including Wraiths ) - Sharpening, Silver
     Wasps - Lightning, Sharpening                                           ".

 -Jaxx4059 wrote a great Fable Weapon FAQ, which I consulted many times.

 -Bad_Shroom's TLC Legendary Weapons Guide provided some great information.

 -MORTYR, lord_of_spoons, and kenryoku1 all promised to find me information
  about Ice Trolls, but MORTYR was the one to finally come through.  Thanks
  anyway, guys!

 -Mogbert Moogle revealed to me a stunning oversight regarding the power
  of Crossbows:
    "You have your Master Crossbow listed as having a base of 150
     (referenced also in your math).

     However, it has a base of 200.

     This can be seen else where as each crossbow is slower then the
     longbow, but has a 20 point damage advantage.

     Perhaps you got it confused with the Ebony Crossbow that has a 150 
     damage?

     This makes some major changes to your math, especially in this area:
     ===========================================
      -Skorm's Longbow [290]
       v. Earth Troll [319]
       v. Hobbe [363]
      -Master Longbow [180] [240] [352] [608]
       Silver x3
       v. Undead [352]
       v. Balverine [608]
      -Master Crossbow [150] [200] [293] [506]
       Piercing x3
       v. Earth Troll [200]
       v. Rock Troll [293]

     As you can see, the Crossbow has less base power against Earth Trolls 
     [200] than Skorm's Longbow [319], and against a Rock Troll, it is only
     marginally better.  It may be worth it just to stick with Skorm's
     Longbow.

     ============================================

     A Master Crossbow with three piercing augments does about 267 damage
     to Earth Trolls and 390 to Rock Trolls,  making it pretty much better
     then Skorm's Longbow.                                                   ".
  A great catch, and a big mistake on my part for not personally checking the
  power of each weapon in-game.

 -Ounslaught confirmed my analysis of Sharpening Augmentations, in that they
  provide a 10% bonus to damage, and that Legendary weapons with Sharpening
  should be treated as more powerful than their in-game descriptions say.

-------------------------------------------------------------------------------

 Contact and Additional Information

     This guide is Copyright 2007 by S. Keating.  It may not be reproduced in
 any public manner.  Permission is given solely to GameFAQs.com to display.

 If you wish to contact me for whatever reason, I can be reached through
 the following means:

 -Email:
  squallshaper [at] yahoo [dot] com
 -AIM:
  squallshaper
 -YIM:
  squallshaper

 If you wish to host my guide, please ask me first.

 Questions, comments, criticism is encouraged.  Also send your weapon ideas!