
Offense:
Lance: A
standard and sturdy weapon for any Knight, but in Arthur's hands a
lifesaving
necessity...at least, until something better shows up.
~Special Tactics~
Feat of Strength: Jousting
thrust--Arthur
becomes one with the lance as he charges the enemy head-on.
Feat of Wonder: Lightning Conduit

Throwing
Axe:
With
a slow but determined toss, the axe can slice through a beast and
continue
to spin.
~Special Tactics~
Feat of Strength: Loyal Axe--and
axe that returns, potentially dealing double damage.
Feat of Wonder:

Greek Fire:
A
devastating fire that continues to burn, causing irreparable harm to
all
things great and small, especially when augmented by Magics.
~Special Tactics~
Feat of Strength: Chain
Reaction--a
series of vertical-bound explosions.
Feat of Wonder: Plasma Storm

Dagger: Fast,
of moderate strength but inaccurate.
~Special Tactics~
Feat of Strength: Dagger Array--
Arthur fires three daggers at once in several directions.
Feat of Wonder:

Sword: Yielding
a slow, methodic yet precise and damning slash, it is the most risky
weapon
as it requires one to dispatch the enemy at melee range.
~Special Tactics~
Feat of Strength: Cypher Slash--a
lightning fast, medium-range and heavy-damage slash.
Feat of Wonder: Magic
Armour--Arthur
can survive-for a very limited time-crash damage.

Discus: An
exhumed relic of a recently-extinct culture, it was used in events of
spectacle
to measure strength...the discus can travel at a steady speed along
surfaces.
~Special Tactics~
Feat of Strength: Bounding Shot--a
strong windup allows the discus to hit multiple targets.
Feat of Wonder:

Bracelet:
Originally
intended for use as jewelry, this item of reknown has been found to be
a bane to previous incarnations of the Ghoul Realm.
~Special Tactics~
Feat of Strength:
Feat of Wonder:

~2nd Quest~
Sceptre:
The ultimate manifestation of Arthur's martial as well as magic ability.
~Special Tactics~
Feat of Strength:
Feat of Wonder:
....................