“ | Princess, I swear that I, Arthur, will come to your rescue! | „ |
~ Sir Arthur |
Summary[]
Sir Arthur is the main protagonist of the Ghosts 'n Goblins video game franchise. He is a valiant knight who saved the kingdom many times, vanquishing the forces of the Demon Realm which recurrently invade the land and kidnap Arthur's beloved, Princess Prin Prin. He is known for the many types of weapons and spells in his arsenal, as well as the comical boxers he is left in when his shining armors break down. Still, no matter what the evil monsters that stand on his path or the accursed places he has to venture in, Arthur will always face them head-first and accomplish his mission.
Statistics[]
Tier: At least 9-A, possibly High 6-A. Likely higher with his strongest armors and Goddess' Bracelet
Name: Arthur, Sir Arthur, Sir Michael (in a promotional flyer), Gallant Knight
Origin: Ghosts 'n Goblins
Gender: Male
Age: About 28
Classification: Human, Knight
Powers and Abilities:
Superhuman Physical Characteristics, Weapon Mastery, Chivalry, Ranged Weapon Proficiency, Double Jump and Acrobatics (Cleared many mazes and locations, parkouring on both still and moving platforms and pillars, and across different floors and lanes, all while dodging assaults from multiple enemies and replying with his own attacks. Can jump twice and throw his weapons upward and downward while airborne. Can maintain his equilibrium and keep moving and attacking normally while walking on icy floor or slippery slime. Slid off of a falling building onto the back of a flying dragon and battled it in the sky), Magic (Can occasionally cast spells without having to don special armors. Infused his weapons with magic before the events of Ghouls 'n Ghosts), Preparation (Foreshadowed Lucifer's arrival and prepared his weapons accordingly), Non-Physical Interaction (Can hurt and kill ghosts, living flames and beings made of dust), possibly Hammerspace, Infinite Supply and Weapon Creation (Can throw his weapons an infinite amount of times and out of nowhere), Vehicular Mastery (Can drive makeshift rafts during a storm, passing through whirlpools and tidal waves, fighting enemies and dodging obtascles in the meanwhile. Knows how to ride a horse), possibly Underwater Breathing (Type 2; Can swim underwater indefinitely), Statistics Amplification (Can increase his stats via various armors and items), Resistance to Soul Manipulation (As seen in the opening of Ghouls 'n Ghosts)
Fire Manipulation (With Torch), Holy Manipulation (With the Shield/Cross, which is the only weapon capable of damaging Astaroth)
Fire Manipulation (With Napalm and Fireball Magic), Holy Manipulation, Electricity Manipulation, Energy Projection and Blessed (With the Psycho Cannon), Electricity Manipulation (Via Thunder Magic, Thunder Dragon Magic and the Psycho Cannon), Explosion Manipulation (Via Exploding Magic), Duplication, Illusion Creation and Astral Projection (Via Double Magic), Mirror Creation (Via Mirror Magic), Rolling Inducement (Via Discus), Dragon Summoning (Via Thunder Dragon Magic), Fireball Projection (Via Fireball Magic), Shield Construction (Can summon a shield with Golden Armor)
Fire Manipulation, Energy Projection (Via Shield and Beam Magic), Homing Attack (With Magic Crossbow), Electricity Manipulation, Air Manipulation, Enhanced Senses, Extrasensory Perception and Information Analysis (Via Seek Magic), Trajectory Curving (Via Tri-Blade), Holy Manipulation and Energy Projection (With the Goddess' Bracelet)
Fire Manipulation (With Torch), Holy Manipulation and Energy Projection (With the Goddess' Bracelet)
Magic, Fire Manipulation and Fire Stream Projection (Via Inferno and Flare Magic), Electricity Manipulation (Via Electric Whip and Crossbow), Explosion Manipulation (With Bombs), Homing Attack (With Swallow Blade), Statistics Amplification and Power Modification (With several armors, Steed Soul, Magic Pendant, POW pickups and via Power Up Magic), Flight (With Spirit Magic, Angelic Armor and Dragon Shield), Energy Manipulation (With Demon and Infinity Shields), Healing (Can absorb attacks to heal himself via Demon Shield), Invulnerability (With the Infinity Shield), Limited Teleportation (With Warp Staff), Damage Reduction (With Knight Soul), Limited Power Nullification (With the Light Rings), Forcefield Creation (Via Invincible Magic), Sealing Negation (Via Unseal Magic), Information Analysis (Via Discovery Magic), Petrification and Earth Manipulation (Via Gorgon Magic), Necromancy and Flight (Via Spirit Magic), Time Manipulation and Stop (Via Time Magic), Energy Projection and Air Manipulation (Via Wave Magic), Cloth Manipulation (Can equip the Angelic Armor via Angel Feather), Vine Manipulation (Via Vine Whip), Darkness Manipulation (Via Dark Armor), Resurrection (Via Resurrection Magic)
Enhanced Magic, Fire Manipulation, Air Manipulation (With the Hammer), Holy Manipulation (With the Holy Water and via Thunderstorm), Invulnerability, (With the Cast Armor), Power Modification (With the Golden Armor), Statistics Amplification (With the Cast and Golden Armors, and via Quickening and Quick Cast spells), Electricity Manipulation, Weather Manipulation and Danmaku (Via Thunderstorm), Earth Manipulation (Via Emboulden), Duplication, Illusion Creation and Astral Projection (Via Doppelgänger), Transmutation (Via Transmogrifrog), Petrification (Via Medusa), Light Manipulation and Information Analysis (Via Treasure Eye), Thread Manipulation (Via Umbral Net), Metal/ClothArmor Manipulation (Via Armormend), Transformation (Via Red Arremer), Damage Boost (Via Boxer Boxers), Limited Durability Negation against demons (Via Dead Arremer), Resurrection (Via Resurrection spell)
The Three Wise Guys possess: Intangibility (Cannot be harmed directly), Immortality (Types 4 and 7), Flight, Energy Projection (Can shoot energy projectiles to attack enemies), Forcefield Creation (Barry only), Platform Creation (Archie only), Resurrection (They can resurrect themselves), Damage Transferal (When Arthur takes damage, the Three Wise Guys are also hurt)Attack Potency: At least Small Building level+ (Can destroy large blocks of rock with just two hits of any of his weapons. Able to fight against demons such as the Shielder, which can demolish a bridge with a single attack. Can break statues and topple stone pillars with ease. Killed the Ghost Tower, a living castle in Makaimura for WonderSwan), possibly Multi-Continent level (Defeated powerful demons such as Astaroth, Lucifer and Hades, who are superior to the Red Arremers like Firebrand, who fought against Phalanx, who could set all of Makai on fire and reduce it to ashes, which Firebrand is also capable of doing). Likely Higher with his strongest armors and Goddess' Bracelet (His armors increase his strength. The Goddess' Bracelet was the only weapon that could defeat Sardius and Azazel, who are much stronger than Astaroth and Lucifer)
Speed: At least Subsonic+ (Can dodge cannonballs and keep up with the Red Arremers, which are quick enough to avoid his crossbow bolts from close distance), possibly Massively Hypersonic (Should be superior to Red Arremers, who were able to avoid lightning from the sky in the intro of Ultimate Ghosts 'n Goblins. Can dodge lightning strikes from Lucifer in Resurrection) to Sub-Relativistic (Can keep up with Red Arremers like Firebrand, who can fly across continents at these speeds and travelled from the Demon Realm to the Human Realm, which are not that distant from each other)
Lifting Strength: At least Class K, possibly Class M (Can hurl large weapons with a single hand and such strength to shatter huge rocks. Can break free from being tied up by giant spider web. His grip is so strong to allow him to not be dragged away by avalanches)
Striking Strength: At least Small Building Class+, possibly Multi-Continent Class
Durability: At least Small Building level+, possibly Multi-Continent level (Can survive being tackled by Satan even without donning his armor and seemingly taking only little damage. His armors can withstand multiple hits before breaking down, as seen in Ultimate Ghosts 'n Goblins and Resurrection)
Stamina: Superhuman (Journeyed across lands, seas, mazes and all kinds of harsh environments on his own, dealing with hordes of monsters and deadly hazards, while also hasting to save Princess Prin-Prin. Endured the brutal cold of snowy mountains and the scorching heat of several locations filled with fire and lava, either donning a metallic armor or just his underwear. Can fight without being hindered by high altitude, which would cause oxygen deprivation)
Range: Standard melee range normally. Extended melee range to several, likely tens to meters with weapons/spells
- Knight Armor: Arthur's standard armor, which offers decent protection and has no special properties. If broken, Arthus is left only in his underwear and much more exposed to damage.
- Lance: A polearm that Arthur tosses in a straight line.
- Torch: A fireball that generates a large flame upon touching the ground.
- Dagger: Small knives that deal less damage than other weapons but can be thrown at a rapid fire.
- Axe: A single-handed weapon thrown in a 45 degree angle. It deals higher damage than usual in exchange for a shorter range.
- Shield/Cross: A magical and holy artifact that was required in order to bypass Astaroth's defenses. Its range is lower than other weapons, but deal high damage and blocks enemy projectiles.
- Knight Armor: Arthur's standard metallic armor.
- Golden Armor: The strongest of all armors, which grants Arthur the ability to unleash powerful magicks, each related to a specific weapon. There's no limit to the amount of spells he can cast, but they need to be charged for a couple of seconds before being activated.
- Lance: The classic long, thin poleweapon that flies straight forward and deals good damage.
- Napalm: A bomb-like item that unleashes a trail of blue flames.
- Dagger: Throwing knives that fly straight forward and are faster than other weapons, but deal less damage.
- Axe: A large, golden axe that Arthur tosses in an angle.
- Sword: A golden greatsword used for melee attacks, resulting in higher damage at the cost of a shorter range.
- Discus: A shield-like weapon with four spikes on its sides. It moves horizontally along the ground when it touches the floor.
- Psycho Cannon: Blasts of electrified holy magic able to destroy even the foulest demon. This power was bestowed upon Arthur by the Goddess of Battle in order to vanquish Lucifer.
- Lance: Arthur's trusted spear, whcih travels forward and deals normal damage.
- Torch: Engulfed in blue fire, this version of the Torch raises several short pillar of flames when touching the ground.
- Dagger: Small throwing knives, fast but weaker than other weapons.
- Axe: A one-handed hatched that loops forward when thrown.
- Crossbow: A ranged weapon that shoots two arrows in an upward-diagonal direction.
- Scythe: A short, one-handed scythe that flies forward while spinning.
- Tri-Blade: A sword with three edges that flies around before returning to Arthur.
- Goddess' Bracelet: A sacred weapon previously owned by Princess Prin Princ. It allows Arthur to fire blasts of magic energy that bypass the unholy defenses of the demon lords.
- Moon Shield: A shield that comes along the Golden Armor. It speeds up the charging time of Arthur's spells and protects him from some attacks before breaking down.
- Sun Shield: An upgrade to the previous shield with better performances.
- Lance: Arthur's trusted spear that flies in a straight line. The Blue POW increases its speed and the Red POW its strength.
- Grand Lance: A stronger version of the standard Lance. The Blue POW increases its speed and the Red POW its strength.
- Dagger: The classic throwing knives employed for rapid fire. The Blue POW increases its speed and the Red POW its strength.
- Swallow Blade: An anchor-like blade that homes in on any target. The Blue POW increases its speed and the Red POW its strength.
- Boomerang Scythe: A one-handed scythe that returns after being thrown and picks up items on its path. The Blue POW increases its speed and the Red POW its strength.
- Fire Bottle: A large vial containing a mysterious liquid that ignites into blue flames upon touching the ground. The Blue POW increases its range and the Red POW its strength.
- Bomb: A spheric explosive weapon. The Blue POW increases its range and the Red POW its strength.
- Vine Whip: A green, spiky whip which can be used to attack as well as grab distant objects. The Blue POW increases its range and the Red POW its strength.
- Electric Whip: A stronger whip infused with lightning magic. The Blue POW increases its range and the Red POW its strength.
- Fire Crossbow: Shoots arrows coated in blue fire. The Blue POW increases its range and the Red POW its strength.
- Scatter Crossbow: Shoots three arrows at different angles. The Blue POW and Red POW increase the amount of shots it fires.
- Elec Crossbow: Shoots electrified arrows. The Blue POW increases its speed and the Red POW its strength.
- Cursed Armor LT: Infused with benevolent energy, this armor boosts Arthur's speed, halves the cost of his magicks and gives him access to mid-level spells.
- Cursed Armor DK: Negative energy runs through this armor, making it highly durable but lowering Arthur's speed and doubling the cost of his spells.
- EX Magic Pendant: Halves the cost of Arthur's spells and gives him the ability to cast maximul level spells even without donning the Emperor Armor.
A variety of magical attacks, whose power and effect vary depending on which armor Arthur is donning and how much magic power he has stored.
- Flare Magic: A fiery explosion with Arthur as its epicenter. Its power and reach increase with each level.
- Inferno Magic: Arthur releases a stream of fire from his hands. The size of the flames increase with each level.
- Invincible Magic: Two to three orbs float around Arthur, protecting him from several hits or a really strong one, while also dealing damage to the enemies they touch, then vanishing after doing one of these things.
- Time Magic: Slows down time around Arthur, and completely stops it when powered up to the maximum level.
- Unseal Magic: Nullifies magical locks on doors.
- Spirit Magic: Arthur summons a swirl of poltergeists around himself, obtaining the ability to fly until his magic is depleted or he stops the spells. Such spirits can also damage enemies and protect Arthur from their attacks and environmental hazards, although doing this deplenes his magical energy faster than normal.
- Gorgon Magic: Arthur shoots a gray projectile that petrifies anything it touches while also shattering what's already made of stone.
- Power Up Magic: Grants Arthur's weapons both Blue and Red POWs.
- Discovery Magic: Detects and displays hidden treasure chests near Arthur.
- Wave Magic: A large sphere of electrified, magical energy that travels forward. It sucks in surroundings and flings them, and also deflects enemy attacks. As its level raises up, so does the strength and size of the projectile.
- Lance: Arthur's good old spear, flies forward and deals normal damage.
- Dagger: Small knives excellent for rapid fire. When Arthur dons the Golden Armor, they become stronger and faster.
- Holy Water: A bottle of holy water that explodes in blue fire upon touching the ground or an enemy. When Arthur dons the Golden Armor, the flames increase in size.
- Crossbow: Shoots two flaming arrows in diagonal directions. When Arthur dons the Golden Armor, it shoots four arrows.
- Discus: A frisbee-like weapon with six spikes on its sides. It spins through the air or along the ground. When Arthur dons the Golden Armor, it becomes stronger.
- Spiked Ball: A big and spiky sphere that rolls along the ground and bowls over anything on its path. When Arthur dons the Golden Armor, it becomes stronger.
- Hammer: A large mallet that deals massive damage and releases air waves if swung in mid-air. When Arthur dons the Golden Armor, it becomes stronger and fires more powerful waves, even upwards.
- Shield: Brimming with mystical energy, this weapon flies forward, blocks enemy attacks and deals good damage. When Arthur dons the Golden Armor, it becomes stronger.
- Thunderstorm: A lightning bolt strikes down from the heavens, then spreads omnidirectionally into several bolts with Arthur as its epicenter. At max power, a storm of holy water is summoned along.
- Firewall: Arthur summons two large blue flames from his left and right, which keep hovering as he moves and damage everything they come in contact with.
- Emboulden: Arthur encases himself in a large boulder, which can be used to roll over his enemies as well as blocking their attacks.
- Doppelgänger: Arthur creates up to three copies of himself, which temporarily aid him in battle and can even use different weapons.
- Transmogrifrog: Temporarily turns Arthur's enemies into defenseless frogs.
- Medusa: Turns all enemies into stone statues for a limited time.
- Quickening: Increases Arthur's movement speed temporarily.
- Treasure Eye: Reveals the position of treasure chests.
- Umbral Net: Casts a large net that catches small fairies and such.
- Armormend: Restores Arthur's Knight Armor or turns it into the Golden Armor if he's already donning it.
- Red Arremer: Temporarily transforms Arthur into a Red Arremer, giving him access to their abilities as well.
The three ancestral guardian spirits of Arthur, and each of them helps him in his own, unique way.
- Barry: Summons a protective magic barrier that damages enemies who touch it and defends Arthur from their attacks. It dissipates too much contact with enemies and projectiles, or if Arthur strays too far from it. He can also fire blasts of energy from his hands.
- Kerry: Picks up Arthur and carries him around through the air. He also picks up items and brings them to Arthur. He attacks by tossing an energy projectile in an arch.
- Archie: Erects a magic platform for Arthur to traverse, which also deals damage to the enemies that touch it. It dissipates after a set amount of time. He also shoots three energy bullets in different directions.
Intelligence: Gifted (Single-handedly vanquished the armies of the Demon Realm on six different occasions, foiling their plans, saving the kindgom and slaying several demon lords with little to no help. Is an excellent acrobat and proficiently utilizes dozens of weapons, shields, spells, tools and related variations in a unique way and with high accuracy and pace. Prepared for Lucifer's invasion by improving his weapons by infusing magic power into them. Over the course of his many adventures, he fought and slayed all kind of dangerous monsters, including undeads, dire animals, dragons, demons, giants and much more, often having to fight many of them at the same time, figure out their weaknesses and deal with other adversities in the meanwhile. Likewise, he successfully traversed a large number of different locations and harsh environments, such as forests, mountains, volcanoes, seas, deserts, caves, dungeons, urban areas, etc., all filled with hazards, traps and the afore-mentioned creatures. Able to sail stormy seas while driving a makeshift raft and fighting sea monsters coming at him. Already before his second adventure, he foreshadowed Lucifer's arrival and the restoration of the Demon Realm by his hands, and prepared himself accordingly)
Weaknesses: His armor can be destroyed with enough damage (up to four hits in game mechanics), leaving him in his underwear. Sometimes needs specific armors in order to cast some spells.
Note: As revealed by the ending of Ghouls 'n Ghosts, Arthur has always access to his weapons, meaning that him finding them randomly during his adventures and him using only one of them at once is purely a matter of Game Mechanics. The Armory Armor from Ghosts 'n Goblins Resurrection is considered a game mechanic as well, since the information given by the lore take precedence.