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Arboris

Race: Elf
Gender: Male
Type: Earth
Personality: Neutral
Starting Class: Thief
Class Change: Priest
Role: Support, Damage

Portraits

Skills

Unique Skill (Inheritable)

Major earth type physical attack on 1 enemy. Bypasses Defense Power and increases Action Speed of user and allies in front or behind of 3 turns. Efficacy, Defense Power bypass rate, and Action Speed effect turns are reduced if learned by someone other than Arboris. Efficacy increase and Action Speed increase effect turns incrementally increased based on skill level.

Unique Skill (Not Inheritable)

Increases Evasion and Action Speed for user and all adjacent evil and neutral allies.

Discipline Skill

Continuously increases each stat, Accuracy and Stun Tolerance increased further. Accuracy and Stun Tolerance increased further based on skill level.

Adventurer Reviews

TheAxolotl's Analysis

Arboris is our very first limited legendary thief and he is, in my opinion, situationally useful at best.

Astral Break is a major attack skill, which is great. It hits hard and provides a solid damage option for thieves. It's very costly SP-wise, at 20 SP for level 1, and being an elf, he already has a smaller SP pool than Debra, who is going to be his most common competitor. This skill is effectively an attack that simultaneously casts PORTO on himself and the adventurer in front of or behind him. At a glance, this seems pretty strong, but there are a few considerations. First, PORTO in itself is a conditional buff since it causes no impact on the turn it is used. When you're killing things fast, the PORTO portion of Astral Break will go to waste. For more extended fights, there's definitely value in it, but it's possible you could mess up your own turn order by getting PORTO simultaneously on one of the fastest adventurers in your party as well as presumably a slower one. Second, the fact that this buffs in a column means you have to pay extra close attention to your formation, as you'll want to position Arboris in front of someone that could gain value from the PORTO buff and have it actually impact the flow of a fight. Third, the PORTO portion is a buff, which makes it subject to the three buff limit, so if you use him, you'll want to keep that in mind.

Lord of the Deep Forest's Leadership at a glance seems like solid evil and neutral support, however it also has some issues. First and foremost is that for the two skills being buffed, it is very hard to evaluate the effectiveness of the buffs. It is a Synergy that behaves similar to Rinne's Surety boost, always applying to him and extending to others that meet the criteria. Since it is a Synergy, that means we are unable to see the exact amount being modified, so it's a bit of a guess to know if it's even providing value. Initial testing currently seems to point to it being bugged and not doing anything, but we can't say for sure at this time. I'll update again when we know more. Assuming it is working, there are a few main scenarios I can think of where the action speed boost from Lord of the Deep Forest's may or may not be relevant.

  • You are perfectly speed-tuned to go ahead of most enemies you face and your buffers/debuffers always go before your damage dealers
    • In this scenario, gaining some passive action speed won't do much for you since it won't change your turn order and it won't make you outspeed enemies more than you're already outspeeding them
  • You have not spent much if any effort on speed tuning your party but you have made it so your party always goes before most enemies
    • In this scenario, the action speed could be nice, but you probably won't notice much of an impact since you aren't too worried about your party's turn order in general
  • You have speed tuned your party to go in the order you want but some of your party is still being outsped by enemies
    • In this scenario, you might see some benefit, as the action speed gains could be enough to finish getting your party going before the enemy, however it'll be variable based on the enemies you face. For example, vampires seem to have somewhere around 115 speed, and this synergy is very unlikely to be able to help you reach that.

One potential consideration is that you could cut down on some of your ASPD blessings on certain adventurers because you know that they'd be getting the action speed from Lord of the Deep Forest's however that isn't something I'd really advise since we don't know the magnitude of the buff.

I'm generally not a big fan of Discipline skills to begin with, so this will be short - in general, King's Disposition is absolute garbage as far as Discipline goes.

Overall, having a conditional passive speed adjustment for a row and having access to a two-person PORTO could be situationally useful, but for most players, if you want to really mess with speed turning during a battle, using BATILGREF and PORTO will likely be both sufficient and a bit more consistent.

Frobro's Analysis

I feel like people see something that I just don’t with this one. Let’s start with the good. Astral break is a Major tier damage skill that doesn’t require setup like Sneak Attack, and since thieves are unimpressive in fights, this seems like a way to alleviate that. The cost of 20SP is way too high and the ASPD buff is generally unimpactful and cumbersome when trying to maintain more relevant buffs against the 3 buff limit. As an inherit to others, they’re better off using other damaging skills. It being earth element is lame too.

Evil wins again with his passive Evasion and ASPD buff. I thought Wizardy “evil” was supposed to mean more self-centered! On the flipside, this discipline focus is a joke! Accuracy and Stun Tolerance…what?

In closing, he’s a thief alright. A skill he can only use a handful of times, anti-synergy between his race/class, one of the worst disciplines in the game and limited availability. There are better general adventurers than this. Mid.

Karkarov's Analysis

How to sum up this character.... I think I know. If I took the Drake Sword from Dark Souls 1 and turned it into a Wizardry Variants Daphne character it's name would be ""Arboris"".

This character looks great at low level and in early game content thanks to his ridiculously expensive Astral Break skill that has a great damage floor, but garbage damage ceiling. His earth element makes him seem top tier in the water paradise of abyss two. Then you get to the lots of earth enemies abyss three, the SP cost of Astral Break combined with Thief drop off in damage potential makes you realize he isn't that good at doing damage over a long dungeon trip, the increase in enemy surety resistance, accuracy, spell use, blah blah blah. Then you realize his value is falling so fast it might as well be a rock tossed off a cliff.

Just like the Drake Sword he is a newb trap. Something that is really strong in early game, but long term stops scaling and getting better, and gets surpassed by just about anything if you know what you are doing and how to invest in a character.

To make matters worse he has a terrible discipline (accuracy and stun tolerance boosted), his formation passive rules out good characters and is a very minor stat buff anyway (some I know have tested and suggested it is single digit numbers maybe even as little as 4 or 5 aspd/evasion), and he just got his alt class and it is Priest.

Priest does basically nothing to enhance Thief beyond Priest Weapon Mastery which is +20% of your Piety to attack power. Too bad Elves have low Piety, and Thief is competing for lowest Piety growth in the game. Expect like 5-6 whole more Attack Power for this epic skill. Even better all Thief does for Priest is a slight buff to Action Speed and Evasion. There is just no synergy between these two classes, and with this second class Arboris is doomed to the role of just a support character.

Good luck outsupporting Mage/Priest Alice, Adam, or Yekatarina, or tanking Diva's Savia and El Dorado. How about Madam with a Light Element character in front, or Mage Milana with Gerulf, or Elise with anyone nuetral, or..... you get it.

Adventurer Pull Plans

TheAxolotl's Pull Plan

Arboris was a pass for me. I personally felt the columnar PORTO was too situational for me to get a lot of value out of. I still managed to get a copy with a free bone, though. I don't know what I'll do with it, but he'll likely get inherited to someone in the future.

Lynd's Pull Plan

I pulled to get a single copy for collection reasons. If I didn't get him, I wouldn't have cared.

Karkarov's Pull Plan

This is a very simple Pull Plan. Don't. Arboris is whale bait. Full stop.

The best use for him is feeding copies to get the Main Character level 3 or more Astral Break. Which while an ""ok"" skill, costs way more SP than it should for what it does, and loses when compared SP spend to SP spend to basically all other skills the Main Character and others can learn from a damage perspective. Meanwhile if you want to manipulate turn order try Delay Attack, Chronostasis, and the Porto buff. None of those require spending gems on a banner to learn and are way easier to level.

Unless you look at this guy and start going weak in the knees then swoon you should save your resources. If you just love his look pull one copy for dispatch and call it a day.

Duplicate Usage

  • Increase the efficacy of his Astral Break
  • Discipline to get very minor stat boosts

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