On another note. I wish I could mod, if Risk of Rain even supports mods, because it would be so cool to mod it with FEF characters and maps. My idea would be like this:
CHARLOTTE: Much like the Huntress, Charlotte uses a bow and can move during her basic attacks.
Basic: An arrow shot for 100% damage
Secondary - Aiming: Charlotte stops and aims. If charged all the way, this shot can do up to 600% damage. It can pierce up to two enemies.
Evasion - Backflip: Charlotte backflips about three character lengths and is immune during it.
Tertiary - Multishot: Charlotte fires five arrows in a fan shape in front of her, each dealing 60% damage. Useful against targets above and below or big enemies.
GREGOR: Meant to be a balanced melee character.
Basic: A lance stab of average speed that pierces everything in front of him for about ten pixels and does 100% damage.
Secondary - Javelin: Gregor throws a javelin in a shallow arc, which for some reason explodes a second after hitting anything. The javelin does 50% damage, but the eplosion has a good radius and deals 150% damage.
Evasion - Forward Roll: Gregor rolls about three character lengths forward, becoming immune to damage during the animation.
Tertiary - Daunt: For five seconds, all enemies around Gregor are put in Fear and will run away.
ALEXANDER: The tank, like that was any shock.
Basic: A strong, slow lance stab that pierces everything in front of him for 15 pixels and deals 125% damage.
Secondary - Haft Bash: Alex holds his lance horizontally and shoves it forward, sending all enemies far away and dealing 200% damage.
Evasion - Great Wall: Alex plants his feet, becoming immobile but ignoring all damage from frontal attacks until he cancels the stance.
Tertiary - Lariat: Alex dashes forward five character lengths, throwing an arm out and dealing damage and knockback to all enemies in his path. Alex can charge this move, and at full power it deals 500% damage. He is not immune during it, and cannot using it during Great Wall.
EDWIN: The first mage unit, and based around dealing continual damage.
Basic: Edwin throws down a line of fire for ten pixels in front of him that persists for three seconds. Each enemy that enters it takes 50% damage per second.
Secondary - Fireball: Edwin throws a fireball forward that explodes on contact. The initial explosion deals 100% damage and inflicts knockback, as well as leaving a fire trail on the ground that deals 25% per second for two seconds.
Evasion - Sleep: Edwin puts all enemies within twenty pixels of him to sleep for three seconds, giving him time to run away.
Tertiary - Elfire: Edwin creates a column of fire around him, launching all nearby enemies for 300% damage and creating a fire trail that deals 25% damage per second for two seconds.
SALVATORE: The first of the mounted units. He suffers the same fault as Ami, Olison, and Seyena in that he has a bigger hitbox, but Sal has the second highest natural armor to make up for it.
Basic: Sal slashes on each side with an axe for 125% damage, but this attack has little range.
Secondary - Axe Toss: Sal throws an axe in a high arc, which damages everything in its path for 100%.
Evasion - Fire Breath: Sal's wyvern flaps up about twice as high as a normal jump and breathes a gout of flames directly below for 200% damage. This can function as a double jump.
Tertiary - Concerted Assault: A quick stab with a lance for 100% damage. If, however, this hits a target that was recently hit by another player, it is automatically a critical.
AMI: The second mounted unit and a healer. She has two 'states' that affect her abilities.
Basic: Ami slashes forward with an axe for 100% damage. If in Mia state, the damage is 150%.
Secondary - Heal Staff: Ami heals herself and all allies on-screen for 100% of the damage she normally inflicts. If in Mia state, Heal Staff only regens 50%.
Evasion - Tenebra: Ami teleports a short distance forward, her demon horse leaving a fire trail that inflicts constant burning damage in its wake.
Tertiary - State Switch: Ami flips to Mia, or back to Ami.
OLISON: The third mounted unit and is roughly equivalent to Gregor.
Basic: Olison slashes a sword ahead of him for 100% damage.
Secondary - Axe Boomerang: Olison tosses an axe ahead of him, which travels the length of the screen and comes back. Anything in its path takes 50% damage.
Evasion - Trample: Olison leaps forward and lands. He's immune during the jump and the landing has a shockwave effect that can launch enemies. It deals 120% damage.
Tertiary - Lance Charge: Olison charges forward, impaling his foes. If he hits a target during this, he can dash again, up to three times. Each enemy hit takes 80% damage.
VALOR: Relies mostly on his two states.
Basic: Valor does a verticall slash, which hits all enemies in front of and above him for ten pixels and deals 80% damage. During Wrath, this deals 150% damage.
Secondary - Wrath: Valor turns red and starts moving and attacking faster. Initially this lasts for three seconds, but gains one extra second of time (up to ten) for each enemy he kills while Wrath'd.
Evasion - Whirlwind Leap: Valor flips upwards with his sword out, dealing two hits at 80% damage to all in his way. It can be used as a double jump. During Wrath, this deals 120% damage.
Tertiary - Charisma: A golden circle outline centered on Valor takes up about a quarter of the screen. All allies in this circle move 25% faster, take 10 less damage, and deal 10 more damage (before percentages are calculated).
TANTALLOS: A slow-attacking shaman that deals heavy damage and leeches life.
Basic: A short shockwave of dark energy that knockbacks all enemies around Tantallos for 125% damage. Because it's slow and has short range, it's mostly used to get some breathing room while waiting for his other abilities to cool down.
Secondary - Elwind: Tantallos shoots a green beam forward; on the first enemy it hits, it detonates into a large shockwave that deals massive knockback and 150% damage to all caught in it.
Evasion - Worm: Tantallos moves 10% faster and leaves a trail of dark energy in his wake, which inflicts constant poison damage on any enemy caught within it.
Tertiary - Vampiric Aura: Tantallos glows with dark energy for ten seconds. During this time, any damage he deals will heal him for 50% of the amount he dealt.
SEYENA: The second pegasus unit and highly focused on keeping enemies away rather than dealing damage.
Basic: Seyena spins a spear overhead, dealing 75% damage and minor knockback on all enemies within a circle of 12 pixels around her.
Secondary - Pegasus Charge: Seyena surges forward dealing major knockback and 120% damage to all enemies in her path.
Evasion - Pegasus Flight: Seyena can fly for three seconds, keeping her safely above enemy attacks if played correctly.
Tertiary - Pegasus Dance: Seyena dashes backward, stunning all enemies in her path and dealing major knockback. Each enemy takes 80% damage.
RIVEN: The third mage and equally powerful if played correctly. She relies on summons.
Basic: Riven shoots a fireball that deals 100% damage and minor knockback.
Secondary - Soulstealer: Riven shoots a captured soul, which auto targets the nearest enemy and deals 80% damage, but also heals Riven for 10% of her max HP. She can hold up to ten souls and gets them by killing enemies.
Evasion - Play Possum: Riven falls over, pretending to die. She can't do anything in this state except cancel it, but enemies will ignore her. This isn't really useful in solo play.
Tertiary - Summon Monster: Riven summons a random enemy to assist her for ten seconds. The power of the enemy depends on how many souls she has built up, and the type of enemy is restricted by map.
DERICK: Extremely fast but has the lowest HP and weakest attacks for balancing purposes.
Basic: A swift slash that deals 75% damage and has a short radius, but hits twice.
Secondary - Stunning Slash: Derick spins with his sword out, inflicting 75% damage on all surrounding enemies and momentarily stunning them.
Evasion - Wolf Dash: Derick leaps forward in a shallow arc, hitting everything in his path twice for 75% damage each hit. If he hits an enemy, he can dash again, but only twice in a row at most.
Tertiary - Detect Weakness: Derick sizes up the toughest enemy on screen. Every attack he hits them with is now a critical until he cancels the state or the enemy dies.
RAQUEL: The final mage unit and the most straightforward to play of the four.
Basic: Raquel launches a lightning bolt directly ahead, piercing all enemies for 90% damage.
Secondary - Lightning Storm: Raquel stops in place for two seconds, continually shooting lighting ahead of her for thirty pixels. Every enemy caught in this radius is stunned and takes 120% damage per second.
Evasion - Thoron: Raquel surrounds herself with a lightning field for three seconds, dealing 50% damage and major knockback to every enemy that comes into contact with her.
Tertiary - Rexbolt: Four columns of lightning strike up to four randomly chosen enemy targets anywhere on screen. Each deals 100% damage and has a natural 25% chance of being critical.
CHRISTOPHER: The oddball unit. Requires a lot of skill to play effectively but deals high damage to counter his slow basic attack speed and lack of natural armor and HP.
Basic: Chris shoots his crossbow forward for 150% damage. This requires a reload after every shot, but if a Perfect Reload is achieved, the next shot will deal up to 450% damage instead.
Secondary - Lockpicker: Chris opens the nearest chest for free instead of having to pay a gold cost. However, this ability has a 60 second cooldown time.
Evasion - Smoke Bomb: Chris tosses down a smoke bomb, stunning all enemies within twenty pixels and turning himself invisible for three seconds. While invisible, he moves at 200% speed and is immune to damage.
Tertiary - Assassination: Chris teleports to the closest enemy (as long as it's within half a screen's distance) and hits them with a powerful stab for 500% damage, with a 1% chance to instantly kill the target. If the move kills the enemy, all cooldowns are reset. However, it should be used with caution as it normally has a 30 second cooldown time.
ADRIEN: Unlocked by dying once with each character. This zombie axeman's somewhat of a Lethal Joke Character, as he has the slowest natural movement speed, but extremely high HP and armor.
Basic: Adrien attacks each side with an axe, hitting all enemies in five pixels on either side for 120% damage.
Secondary - Devour: Adrien latches onto the enemy and gnaws their flesh, dealing 100% damage and healing himself for 10% HP. If the attack kills the enemy, he instead heals 25% HP and the enemy becomes a ghost that follows him around and helps for ten seconds.
Evasion - Stumble: Adrien stumbles forward and falls down. He is immune to damage during this animation. When he hits the ground, multiple axes bounce out of his corpse, showering the immediate area. Each axe can pierce multiple enemies and deals 25% damage each. He is not immune, however, during the second and a half animation of him getting back to his feet.
Tertiary - Troll: Adrien enrages all allies and enemies, giving them all +10% movespeed and an additional 10 damage before percentages are calculated. This state lasts for seven seconds.
ANJA: Another joke character, but in reality is pretty good for team play.
Basic: Anja kicks five pixels ahead of her, dealing 80% damage and dealing minor knockback.
Secondary - Enthralling Dance: Anja dances, emitting a red circular outline that takes up a quarter of the screen centered on her. All enemies that enter this circle are stunned. The animation lasts for three seconds, and the enemies are stunned for a further four seconds for a total of seven.
Evasion - Not my moneeeyyy!: Anja drops a bag of gold, which rolls away and bursts open. All enemies are attracted to the gold pile instead of attacking any allies for three seconds.
Tertiary - Flute of Fear: Anja plays her flute, emitting a red circular outline that takes up a quarter of the screen centered on her. All enemies that enter this circle have Fear inflicted on them. She stops playing after a second, but the circle persists for five seconds total.
I would love to play that so much.