Will Guide
INTRODUCTION
This guide will endeavor to provide useful information, tips, and suggestions for the “primary” or “pure” will user in Fable II. We will also look at will abilities and their application to the archer/gunner/melee character.
We will look at a will ability list, with pros/cons and suggestions.
We will then look at an overall suggestion/strategy for the will-primary character with tactics and a build progression.
We will then look at some tips and hints for other types of characters, such as the archer/gunner/melee characters.
Shock
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 450 | 2700 | 16200 | 64800 | 194000 |
| Targeted DMG/DUR: | 25/1s | 450/1.5s | 900/2s | 1800/3s | 3600/4s |
| Area DMG/DUR: | 17/1s | 300/1.5s | 600/2s | 1200/3s | 2400/4s |
| Max Targets: | 3 | 4 | 5 | 6 | 8 |
Pros
The most powerful will ability by pure damage to an area of monsters, and likely the best against a single enemy too (see Blades below). This might be mistaken when first starting, as Inferno level 1 is more damaging than Shock level 1; however, at level 2 and thereafter Shock is more potent.
Stun effect. The DUR stat above indicates the length of the stun. This has a knockdown effect as well, which allows your dog to attack him once he’s a high enough fighter. Inferno lacks this entirely.
Once you hit level 3 or 4, and especially 5, the number of targets no longer matters. However, a primarily will combatant may get frustrated until then.
Cons
Shock will only hit a certain number of targets, whereas inferno hits everything in its range.
Hobbes on stilts are immune if you use the area effect.
All hollow men are weak against fire, so inferno works better against them.
Suggestion
Train Inferno up to level three first in order to get something that works well in your initial quests against hollow men. It still does a load of damage and you don’t have to worry about having more than 3-4 targets that you need to deal with. Then work on training Shock until it’s maxed, intermixing with various other will abilities.
Inferno
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 350 | 2100 | 12600 | 50400 | 151200 |
| Targeted DMG: | 120 | 360 | 720 | 1440 | 2880 |
| Area DMG: | 78 | 240 | 480 | 960 | 1920 |
Pros
The second-most powerful will ability by pure damage, second only to Shock. At skill levels of one, inferno does more damage than Shock.
No limit to number of targets, as with Shock.
All hollow men are weak against fire.
Burninating everything is just plain cool.
Hobbes on stilts are not immune.
Cons
No stun effect. Yeah. You explode an inferno of fire against a bandit, and he doesn’t so much as flinch. No knockdown from the concussive force, no stun from being burned alive. Nothing. Probably a balance thing, since it has no max targets. With some Time Control combos it’s not that big of a deal to not have stuns, especially against hollow men. Especially if you had some Vortex and/or Raise Dead additions to your combos, for crowd control.
Suggestion
Train Inferno up to level three before getting Shock. It works well in your initial quests against hollow men. It still does a load of damage and you don’t have to worry about having more than 3-4 targets that you need to deal with. Then work on training Shock until it’s maxed, intermixing with various other will abilities for your combos, in particular Time Control so you have more time to charge your will abilities.
Time Control
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 600 | 3600 | 21600 | 86400 | 259200 |
| DMG Multiplier: | 1.2x | 1.25x | 1.3x | 1.4x | 1.5x |
| DMG Multiplier DUR: | 2s | 4s | 6s | 8s | 10s |
| Knockdown: | 0 | 0 | 1 | 1 | 2 |
| Targeted Stun DUR: | 0s | 0s | 1s | 1s | 2s |
| Area Effect DUR: | 4s | 6s | 9s | 12s | 15s |
Pros
One of the most helpful spells for the pure will user. Level 1 targeted AWAY from enemies can help you move away from combat. Level 1 and above can slow time down so you can spend time charging while your enemies attempt to reach you.
Area effect has a range of WORLD. Time slows down for everybody. This makes it better than Chaos or just using crowd control (Raise Dead, Vortex) on its own.
In short, the will user needs this. This melee/ranged character can use this to full advantage in getting many more strikes in, including flourishes or shooting down many more enemies from afar. Not to mention the damage multiplier.
Cons
None, really.
Suggestion
Since this is probably an ability everybody can profit from, let’s look at each character type.
The will user should choose this spell fairly early on. Once you have one or two points in Inferno, get at least level one Time Control. You can use level one to slow time, teleport away, slow time again. Get this to at least level 2 soon after you reach an attack spell at level 3. This will allow you to use level 2 to slow time, level 1 to teleport a few feet away, and then charge your attack spell. The only thing that works better than this requires higher skills.
The melee user can benefit from this greatly. First, the targeted attack gets you behind your enemy where they won’t be blocking. Second, it slows time so you get many more strikes in on them. Third, there is a damage multiplier for all of those strikes. Enough said.
The ranged user can also benefit from Time Control. Slowing time down before you make those distanced headshots means you can make several more headshots than otherwise. Even if you’re close, you can teleport away and then slow time such that you’re never truly standing in melee with your ranged weapon.
Of course, a balanced character can benefit in all of these ways.
Blades
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 450 | 2700 | 16200 | 64800 | 194400 |
| Targeted DMG: | 120 | 360 | 720 | 2160 | 4320 |
| Area DMG: | 40 | 90 | 144 | 360 | 540 |
Pros
Highest damage output against a single target.
Looks pretty?
Cons
Maybe 2-4 times will you ever have one target you are fighting. Most mini-bosses and bosses have others surrounding them.
Area damage sucks a lot.
No, it won’t act as a shield if you hold the swords there to look like Garth, etc.
Suggestion
All in all, probably the least useful ability. It has zero effectiveness against an area of enemies, which will be 99.9% of your combat. There are no stun effects or anything else. Style-wise it looks nice, but you can’t use these for a shield like some NPC’s in the game. Shock: 3600 damage and 5s stun is better than 4320 damage and Shock also has a good area of effect power to it. Skip this unless you want it for style (the game isn’t really hard) and will be using Time Control along with it so you can charge up those shots. Get it last, or never.
Vortex
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 400 | 2400 | 14400 | 57600 | 172800 |
| Targeted DMG: | 60 | 180 | 360 | 1080 | 2160 |
| Targeted Stun DUR: | 2s | 3s | 4s | 5s | 6s |
| Area DMG: | 40 | 120 | 240 | 720 | 1440 |
| Area Stun DUR: | 1s | 2s | 3s | 4s | 5s |
| Max Targets: | 2 | 2 | 3 | 4 | 5 |
Pros
Good crowd control. Take a few targets out of the fight for a while (less damage to you).
Moderate damage.
Cons
Not suited for your high-damage spell. Slow Time may be enough for you to charge up, but a good bit of crowd control can help a lot. That may or may not be your style, though.
Suggestion
A great spell to have around level 3 once you can fill all five slots with spells. This just adds to your ability to control the crowd and obliterate from afar. It also has the side effect of doing a decent bit of damage. Even with the target limit, taking 3-5 enemies out of combat for a while is useful. Force Push stuns longer at higher levels, but you’re going to want your level 5 spell be a heavy hitter – Inferno or Shock. At level 3, they stun for the same and Vortex causes greater damage. However, Force Push has no target maximum as does Vortex. Perhaps simply a choice of style.
Chaos
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 600 | 3600 | 21600 | 86400 | 259200 |
| Targeted DUR: | 5s | 10s | 15s | 20s | 25s |
| Area DUR: | 3s | 6s | 9s | 12s | 15s |
Pros
Occasionally funny.
Cons
Crowd control isn’t all that great… no maximum targets are listed, but the targets affected are very random, making the spell unreliable.
Suggestion
One of the last spells to bother with, unless you like it for style / humor effect. Combat effectiveness would be crowd control use… but as noted about it is not reliable in that regard.
Force Push
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 300 | 1800 | 10800 | 43200 | 129600 |
| Targeted DMG: | 48 | 150 | 300 | 900 | 1800 |
| Targeted Stun DUR: | 0s | 3s | 6s | 9s | 12s |
| Targeted Collateral DMG: | 18 | 45 | 90 | 180 | 360 |
| Area DMG: | 32 | 100 | 200 | 600 | 1200 |
| Area Stun DUR: | 0s | 1s | 3s | 5s | 7s |
| Area Collateral DMG: | 12 | 30 | 60 | 120 | 240 |
Pros
Good crowd control. Take targets out of the fight for a while (less damage to you).
Moderate damage.
Cons
Not suited for your high-damage spell as a primary will user. Slow Time may be enough for you to charge up, but a good bit of crowd control can help a lot. That may or may not be your style, though.
Suggestion
A great spell to have around level 3 once you can fill all five slots with spells. This just adds to your ability to control the crowd and obliterate from afar. It also has the side effect of doing a decent bit of damage. In comparison with Vortex, a bit less damage but no max targets. Force Push stuns longer at higher levels than Vortex, but you’re going to want your level 5 spell be a heavy hitter – Inferno or Shock. At level 3, they stun for the same and Vortex causes greater damage but possibly to less targets. Perhaps simply a choice of style.
Raise Dead
| Level: | 1 | 2 | 3 | 4 | 5 |
| XP Needed: | 500 | 3000 | 18000 | 72000 | 216000 |
| Duration: | 8s | 12s | 18s | 25s | 35s |
| Summoned: | 2 | 3 | 4 | 4 | 5 |
| Invulnerability: | N | N | N | Y | Y |
| Flourish Invulnerability: | Y | Y | Y | Y | Y |
Pros
Fantastic crowd control. Sucks enemy aggro very well.
Cons
These are not pets – they couldn’t kill a fly if they tried. They do some damage, but very very little. This is crowd control. Souls summoned are weaker if they are not summoned from dead / fresh corpses (but they can still be summoned) – however, as they are not truly meant for causing damage, this is not really an issue.
You need level 4 or 5 for this to be truly effective crowd control, as the souls you summon need to be invulnerable to last anywhere close to their full length. Also, you need a good 20-30 seconds for this to truly be valuable. At Level 4, however, it is extremely valuable, as you gain Invulnerability and 4 souls that last 25 seconds; plenty time for you to obliterate everything, especially with Time Control.
Suggestion
At some point train this to Level 4 and use it in your combos.
Will-Primary Suggested Build / Strategy / Tactics
- Inferno Level 1
- Inferno Level 2
- Time Control Level 1 (Slots: TC1/I2)
- Inferno Level 3
- Time Control Level 2 (Slots: TC1/TC2/I3)
- Force Push Level 1
- Shock Level 1
- Force Push Level 2
- Shock Level 2
- Force Push Level 3
- Shock Level 3
- Shock Level 4 (Slots: TC1/TC2/FP3/S4)
- Shock Level 5 (Slots: TC1/TC2/FP3/S4/S5)
- Raise Dead Level 1
- Raise Dead Level 2
- Raise Dead Level 3
- Raise Dead Level 4 (Slots: TC1/TC2/FP3/RD4/S5)
Strategy
The above build matches the suggestions from the ability list in this guide. This lets you reach the final build most quickly. The basic idea is to win your fights without getting hit once and totally destroy the enemy.
Tactics: Slow ‘Em Down
The first thing you want to do in a fight is slow the enemy’s approach so you can charge some spells. If the enemies are already far away, you can use TC2 Area for a slow of time. If they are close, you will want to use TC1 Area and then TC1 targetted AWAY from the enemy to teleport yourself out of melee range. Then use TC2 Area to slow time. Rinse and repeat until you are a safe range away (but too far away yet) AND the enemy have a fresh TC2 Area going against their approach.
Tactics: Crowd Control
Once the enemies get close, go ahead and use a good FP3 Area to knock back and stun. Slow down time again and teleport a little bit away. Now, use RD4 to summon four invulnerable souls that will take all the aggression of your enemies for 25 seconds.
Tactics: Obliterate
Feel free to manipulate time again, but this time charge up your S5 Area powerhouse and unleash on them all! Do it again, while they are preoccupied!
Tactics: Clean-up
If anything is left standing, use some more Time Control. If anything ever actually gets somewhat close stop at level 3 and unleash some more FP3 Area for stuns; bring back some summoned souls; and go at it again. For a boss, after minions are down, simply target with Shock instead of an area blast. For hollow men, train Inferno up to level 5 so you can switch out Shock for Inferno. For a boss, if you have the extra Will XP, feel free to train Blade up to L5 and use that once minions are gone.
Will Ability Strategies for Other Characters
Whether using melee or ranged, Time Control and Force Push are going to likely be your best bet and quite useful. A directed Time Control against an individual gets you behind them and sets a damage multiplier. Time Control Area will get you extra time to lay down multiple strikes. Force Push gets folks away from you if you’re dealing with a large mob, especially for the ranged weapon user. For the ranged weapon user, Time Control Area can allow you to take multiple (head) shots from afar.
Last updated on Oct 28, 04:58 PM