Range: 550 | Move Speed: 300
Primary: INT
Str: 18 + 1.9 | Agi: 17 + 1.8 | Int: 25 + 2.6
Damage: 63 - 65 | HP: 442 | Mana: 325
HP Regen: 0.80 | Mana Regen: 1.03
Attack Speed: 1.37 | Armor: 2
Coming from the homes of western Thazzar where the druids practice their herbalism and natural powers. Arbard did not seem to fit in as a druidic being. Somewhere deep in the ancient libraries, Arberd shoveled out the ways of the runes. He could magically RuneCraft Arcane and Soul magic, creating another tree of much to learn in west Thazzar. In the past, he was scolded of not being a druid, but now which one stands up against him?

Craft Rune (C)
Arberd has the magical ability to craft an Arcane Rune and a Soul Rune. Each are deadly. (Note: Works like, when you level up Shadow Raze from Nevermore. It's also like invoke, you craft two spells)
[1] Crafts a Lesser Arcane rune and a Lesser Soul Rune
[2] Crafts an Arcane rune and and a Soul Rune
[3] Crafts a Greater Arcane rune and a Greater Soul Rune
[4] Crafts a Master Arcane rune and a Master Soul Rune
Mana Cost: 75/85/95/100
Cooldown: 20
Rune Arrow Conversion (R)
In Western Thazzar, they learned how to master fletching and crafting trees. Arbard can cut a tree up and fletch it into an arrow and enchant it with all his runes. Consumes all available runes. Will not work if Craft Rune hasn't been activated. Must activate on a tree. Max arrow travel = 900 aoe.
[1] Consumes a tree and hits the nearest unit. Drains 0.2 HP per aoe arrow traveled.
[2] Consumes a tree and hits the nearest unit. Drains 0.3 HP per aoe arrow traveled.
[3] Consumes a tree and hits the nearest unit. Drains 0.4 HP per aoe arrow traveled.
[4] Consumes a tree and hits the nearest unit. Drains 0.5 HP per aoe arrow traveled.
Mana Cost: 100
Cooldown: 35

Nature's Wind (W)
Living side-by-side by the druids, he did still learn a lot from nature. Wind pushes back the facing direction of Arbard. Wind lasts 1/2/3/4
[1] He pushes back all enemies 100 aoe. If enemies try to move, attack or cast spells during the process they are stunned for 1 second.
[2] He pushes back all enemies 200 aoe. If enemies try to move, attack or cast spells during the process they are stunned for 2 seconds.
[3] He pushes back all enemies 300 aoe. If enemies try to move, attack or cast spells during the process they are stunned for 3 seconds.
[4] He pushes back all enemies 400 aoe. If enemies try to move, attack or cast spells during the process they are stunned for 4 seconds.
Mana Cost: 80/90/90/90
Cooldown: 25

Arcane Presence (P) Passive ULTIMATE
With the powers of Arcane and Soul magic, Arbard creates an defensive aura. Whenever an enemy attacks, their soul is drained to the depths of hell.
[1] 50% of the time an enemy casts a spell, they lose an extra half of the spell's mana cost. That extra mana is drained to Arbard.
[2] 60% of the time an enemy casts a spell, they lose a whole of the spell's mana cost. That extra mana is drained to Arbard.
[3] 70% of the time an enemy casts a spell, they lose x1.5 of the spell's mana cost. That extra mana is drained to Arbard.
Mana Cost: N/A
Cooldown: N/A
Runes (Acts like a consumable skill)

Arcane Rune (E)
[1] Blasts at an enemy, dealing 70 damage.
[2] Blasts at an enemy, dealing 120 damage.
[3] Blasts at an enemy, dealing 160 damage.
[4] Blasts at an enemy, dealing 200 damage.

Soul Rune (U)
[1] Sacrifices 5% mana to deal 5% of enemy's max life.
[2] Sacrifices 10% mana to deal 10% of enemy's max life.
[3] Sacrifices 15% mana to deal 15% of enemy's max life.
[4] Sacrifices 20% mana to deal 20% of enemy's max life.