Classes

Rogue Fable 2
In Rogue Fable 2, your choice of class grants you a few things: it determines your character model, your base health, your starting Weapon, how your four starting skill points are allocated, and which set of Talents you have access to at the start of the game, though Books can be found in the game that grant access to other Talents.

Every class begins the game with 1 Meat, 20 Darts, and a weapon.

Warrior
The Warrior begins the game with 32 base health, a Sword, 4 points in Fortitude, and the Power Strike Talent.

The Warrior's Talents allow them to survive longer and deal bonus damage. They are Power Strike, Toughness, Charge, Shroomology, Weapon Shield, and Stone Wall.

Barbarian
The Barbarian begins the game with 25 base health, a Handaxe, 4 points in Melee, and the Rage Talent.

The Barbarian's Talents allow them to deal more damage the longer they are in combat. They are Rage, Power Strike, Charge, Adrenaline, Berserk, and Bloodlust.

Rogue
The Warrior begins the game with 25 base health, a Spear, 4 points in Stealth, and the Sleeping Dart Talent.

The Rogue's Talents allow them to find treasure, evade enemies, and deal massive damage to unaware monsters. They are Sleeping Dart, Sneak Attack, Sneak, Dungeon Sense, Evade, and Keen Hearing.

Ranger
The Ranger begins the game with 25 base health, a Spear, 4 points in Ranged, and the Power Shot Talent.

The Ranger's Talents allow them to deal bonus damage with and conserve ammo, as well as increase the range and effectiveness of ranged weapons. They are Power Shot, Summon Darts, Tunnel Shot, Ammo Conservation, Dead Eye, and Strong Arm.

Fire Mage
The Fire Mage begins the game with 20 base health, a Staff of Fire, 2 points in Focus, 2 points in Fire Magic, and the Fire Ball Talent.

The Fire Mage's Talents allow them to deal massive area damage and use Talents for longer. They are Fire Ball, Fire Attunement, Summon Oil, Mental Fortitude, Orb of Fire, and Energy Conservation.

Storm Mage
The Storm Mage begins the game with 20 base health, a Staff of Storms, 2 points in Focus, 2 points in Electric Magic, and the Lightning Bolt Talent.

The Storm Mage's Talents allow them to deal massive damage around them and use Talents for longer. They are Lightning Bolt, Storm Attunement, Thunder Clap, Mental Fortitude, Static Discharge, and Energy Conservation.

Necromancer
The Necromancer begins the game with 20 base health, a Staff of Acid, 2 points in Focus, 2 points in Necromancy, and the Life Spike Talent.

The Necromancer's Talents allow them to heal themselves, deal damage over time, and use Talents for longer. They are Life Spike, Toxic Attunement, Cannibalise, Mental Fortitude, Poison Cloud, and Energy Conservation.