Warfarin: The Lonesome
Warfarin, now available in Together flavour!


*Is Agile But Frail
45 Health
Can dash every 2 seconds to avoid incoming damage and close distances, or escape immediate danger
Can pick plants faster
*Not Very Brave
120 Sanity
Sanity drain from darkness is reduced by 50%; drain from monsters is increased by 50%
*Silent But Deadly
Can’t talk
Can hide in trees or bushes to avoid detection. The range which enemies can detect them is determined by the amount of light around Warfarin
While hiding, and with a dagger equipped, Warfarin’s attack range is doubled and their attack becomes a leaping ambush that deals 5x damage
___________-ITEMS -___________
DAGGERS:



Daggers deal less damage than their respective larger weapon, but attack slightly faster in Warfarin’s hands and allow for Ambush attacks when stealthed
HIDEY HOOD:
The hidey hood grants Warfarin bonus stealth when standing still, allowing them to hide even out of cover

*Hops around
Warfarin is able to dash in The Gorge to make travelling between stations much faster. Cooldown is doubled
*Brings a handy lock pick
Starts each match with a bent lock pick. This can be used to open 1 safe

*Melee attacks from behind deal 20% extra damage
*Gains minimal aggro when attacking
___________-KNOWN ISSUES-___________
Sometimes after dashing or performing another action you’ll become unable to dash while running. This is a problem with the game itself (affecting Wortox) and despite efforts to work-around it, it’s still there. You can remedy the issue by performing another action (like picking grass) or standing still for a moment and it should make it work again
___________-LEFT OUT CONTENT-___________
You may have noticed the bow and throwing knives were left out. The simple reason for this was balance.
Already being able to sneak and avoid damage, giving Warfarin extensive ranged options would simply make them far too overpowered. Additionally, I didn’t want them to have way more stuff than regular characters.