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How combat works
Fable's combat system is called "style weaving." You can switch between melee, ranged, and magic attacks mid-combo with no transition delays. Hit someone with a sword, hurl a fireball, dodge, and fire an arrow, all in one continuous flow.
Ralph Fulton described the goal: "You should be able to strike with a sword and then hurl a fireball in a smooth movement." The system is built so players develop their own fighting identity by mixing the three styles however they want.
The three pillars
Fable has always used three combat pillars, and this game keeps them:

Item | Description |
|---|---|
Strength (melee) | Light and heavy combos, blocking, parrying, dodging, counterattacks, stagger, and finishing moves. |
Skill (ranged) | Bows and crossbows. Precision attacks from a distance. |
Will (magic) | Spells range from big damage spells like fireballs to tactical crowd-control. A chicken transformation spell was shown in gameplay footage. "Will" is the franchise's word for magic. |
There are no rigid classes. You can go all-in on magic, or melee only, or any mix.
Confirmed weapons
Specific weapon types shown or confirmed:
Melee: swords, greatswords, hammers, rapier, parrying dagger
Ranged: bows, crossbows
A pitchfork appeared during a blacksmithing sequence, though it is unclear if it is a usable weapon or just a crafted tool.
Magic
Fireball is the most-shown spell. Associate Game Director Craig Littler referenced it during Developer Direct footage. The developers described the magic system as ranging from "big damage spells" to "tactical crowd control spells." Beyond fireballs and the chicken transformation spell, specific spell names have not been confirmed.

Melee details
Melee combat includes light attacks, heavy attacks, blocking, parrying, dodge-rolling, counterattacks, stagger, and finishing moves. You can chain melee combos into ranged or magic attacks at any point.
Humor in combat
Playground Games said they kept asking themselves: "If humor is important to Fable, how does it manifest in combat, an inherently serious pursuit?"

Enemies can accidentally hit each other. During the Developer Direct demo, a Hobbe killed its own ally by mistake. Playground Games kept the moment in because it felt right for Fable. There is also the chicken spell that transforms enemies into poultry, and the Cockatrice is a fire-breathing chicken boss.
Enemy weak points
Enemies have unique behaviors and weak points. Hitting a weak point triggers specific reactions. Different enemy types require different approaches. The reputation system extends into combat too: fighting in front of NPCs affects what they think of you.
Progression
Character progression is based on the Strength, Skill, and Will pillars. There is no level cap. Specific skill trees and ability unlocks have not been detailed publicly, but Playground Games confirmed that progression is non-linear with optional challenges and secrets.
Design influences
Pawel Kapala, a gameplay designer from CD Projekt Red who worked on The Witcher 3, joined Playground Games and spent over a year designing and implementing combat for Fable. The Witcher 3 influence is a direct one, coming through a hired developer rather than just general inspiration. Skyrim has also been cited as an influence on the game's open-world RPG design.