
XVIII
XIX
T
For Good, or for Evil?
Your actions as a Hero, good or evil, or somewhere in the middle,
determine your alignment, and in turn, your physical appearance.
Generally speaking, when you kill Guards, Traders, or villagers,
you might begin to grow horns, or even attract insects. If you
choose to save Traders and villagers from the evil beasts that
roam the woods, you may have lighter-colored eyes and a
butterfl y-friendly demeanour. Good or Evil alignment also
affects the way the people of Albion respond to you.
Gaining Experience
As you go about a Quest, you will gain General Experience, as
well as specifi c Experience in Strength, Skill, and Will, depending
on the means used to succeed. The approach used to defeat
enemies has a direct bearing on this.
Using melee weapons gains you Experience in Strength. Using the
bow gains you Experience in Skill, and using magical weapons
gives you Experience in the Will. Whichever ability you use to
defeat enemies, when vanquished they leave glowing Experience
Orbs. Walk through them or use your powers of the Will
r
to
draw them to you, and thereby gain General Experience.
When you gain Experience, notifi cations show you how much and
what kind of Experience you have gained. Now you can use this
Experience to enhance your abilities at the Experience Spending
Platform at the Guild.
he Way of a Hero
Only after graduating from the Guild may you
call yourself a Hero, but this is just the fi rst step.
Becoming a Hero of greatness requires you to
increase both your Renown and your Experience.
To this end, young Heroes must accept increasingly
challenging quests that the citizenry of Albion drop
off at the Guild. These are tasks deemed impossible
for ordinary citizens, and many are thought not
possible even for the mightiest of Heroes. Use the
Quest Card’s description to decide whether or not
a particular Quest suits you according to your
Experience and abilities. As we’ve stated before, it
takes time to become a great Hero, and the path to
greatness is yours for the choosing.
Accepting Quests
To help you decide between the various Quest Cards
available to you, it is important to keep in mind that
gold Quest Cards are those you must complete before
progressing; silver Quest Cards are optional. To accept
a Quest, press
A
to interact with the map in the
Guild Map Room.
As stated, the Guild makes no morality judgments
with respect to good or evil Quests, and you are free
to pursue your own path. You can kill and steal, or be
noble and help the villagers, defeating villains and
monsters as needed.
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