So basically this has a first look at the art. The art is as follows (from left to right): 1. First rendition. Only took me a couple minutes, lacking. 2. Finished copy. the wheel is better, and I added shading and fixeed the end of the hood. Got rid of fire as I'm trying to find a good way to make it look cool. Unused in FW, but I am going to use it in a diferent game later on. 3. First evolution. 4. Second Evolution. After this, things get kind of complicated... So basically you unlock the 1st one (Orange), and then you have a 1 in 3 chance to unlock Blue, Red, or Green. (Idk if it should be chance, but i think that's more fair than letting players build op builds early game cause they have to adopt to what they have) From there, you have a 50% to go straight to Black, but also have a 50% to go to a second evolution. Those are Purple, Pink, and Yellow. Then, you get black and then white. Here's the skillset for all of them (undetermined, first ideas) Model = Examples for X and Y Orange: Summons a flame in a specific location up to every X seconds (model: 4) Red: Fire Trail. Every X Seconds, can create a ring of fire around self. (Model: 5) Yellow: Every X seconds, summon a beam of light in any linear path, with a chance of stunning the enemy for Y seconds (Model: 5, 2) Blue: Can summon a freeze flame every X seconds that heavily slows the enemy down. Upon Sucessful hit, freezes HP for Y seconds (Model: 4, 1) Green: Every X seconds creates a poison cloud in a specific area that deals damage over time, and gets bigger but looses pottency (Model: 4) Purple: Every X seconds, summon void magic that deals lower damage and slows enemy within range. Can hide in the void for up to 4 seconds, and can perform a melee attack instead of a ranged that deals a heavy ammount of damage. (Model: 4.5-5) Pink: Every X seconds create a pink cloud that blinds the enemy. Also reveals enemies attacks before they deal damage. (Model: 3) Black: Summons cooled lava up to every X seconds that crushes the enemy, dealing damage. For every 5% of HP lost, emit a shockwave that pushes the enemy away, and offsets their attack (They can't attack for 2 seconds) (Model: 4.5-5) White: Every 5 seconds, summon a beam in 4 directions radiating from the hero. Can create glitter bombs that when an enemy steps on, makes them blind for 3 seconds. Can only place one at a time, 4 second cool down. When dropping below 50% HP the first time, heal to 75%, and give self 20% damage reduction.
Okay so that was really complicated but then there's this idea called runes so basically you find random runes and you don't know what each one does but you can guess, but here's what they do imo: STAT RUNES (modify a stat) Stats affected: HP Attack Armor (direct attack offset, for example if the damage done is 30 and I have 10 armor I recieve 20 damage. Doesn't work for Poison damage.) Cooldown (-1 second for all attacks, limit of 2) Effect Immune (Immune to stuff like poison, frost, and pink cloud thing.( Precision (Offsets Armor. So with the previous situation if they had 5 precision you I would take 25 damage) Crit (Chance to deal more damage. Does nothing without crit damage, percentage based) Crit Chance Shield (Doesn't work for leeching (mentioned below), and is like extra hp you can't regenerate later on but you start off with.) Speed (makes you faster, duh) SPECIAL RUNES: There's 5 diferent types and they're really rare Regeneration: i:Regain 1% of hp every 2 seconds ii: Regain 2% of hp every second iii: regain 25% of missing hp (caps at 15% of maximum health, minimum of 5% of health) every 2.5 seconds Lifesteal: i: regain 10% of the damage dealt to the enemy (the damage actually dealt, not the damage you deal to them) ii: regain 25% of damage dealt to enemies iii: regain 40% of enemies lost hp Vision: i: Pink cloud is 50% less effective ii: Pink cloud is 50% less effective; You will occasionally dodge an attack. Resistance: i: has a 5% to not take damage from a hit. ii: has a 10% not to take damage from a hit. iii: has a 10% not to take damage from a hit; Strength: i: deals more damage as the enemy loses health, up to a bonus of 20%. ii: deals more damage as the enemy loses health, up to a bonus of 35% ii: deals more damage as the enemy loses health, up to a bonus of 40%. Increase attack by 10% every 5 seconds in PVP.