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= HAZARDS = "Nothing is so bad that it couldn't be even worse." -Old Axiom The daily life of a medieval worker is tormented not only by rampant epidemics, but also by the natural challenges posed by harsh work environments. Hazardous work environments are, for example, deep underground mines, where brave miners interact with potentially life-threatening minerals. For example, if you deal with mercury on a daily basis, you may become poisoned almost unnoticed when small amounts of mercury accumulate in your body slowly to lethal concentrations. In a similar vein, if you breath asbestos fumes unknowingly while in a mine, you have a good chance of ending up with bad lungs for the rest of your life, if not worse. Hazards are (new) types of 'super poisons' that accumulate in your character over time. If you have got them bad, they will be very difficult to remove and even death will not cure you. Many times only reincarnation can cure e.g. a state of severe poisoning due to hazards. Imagine an old hero who coughs furiously between almost every other sentence he speaks. He is now paying the price for being exposed to explosion of hundreds if not thousands of fireballs, storms of acid and balls of poison. There are three generic types of hazards: 1) toxic substances, 2) corrosive substances, 3) irritant substances. '''Important survival tip: Your senses can detect hazards.''' Also, use of senses in places or on items almost never transfers them into your body, but of course remaining in a dangerous environment without paying attention, or carrying hazardous items in your inventory, will most definitely cause transfer of hazards. For example, if you touch any object and feel tingling in your fingertips, you should be careful with the object. The same goes for tasting, smelling and other senses. Do not excessively get, drop, or otherwise handle the object. Do not handle them without gloves on. Before entering potentially hazardous environments or handling potentially hazardous objects you should use 'slots functional', which describes to you how your functional slots are protected, meaning, for example, if you are wearing anything which would shield your eyes, or if you are wearing anything which would protect your hands. Although most materials in daily use are proven non-toxic, for example, it is wise not to blindly trust that, for example, wearing lead armor throughout your adventuring career would be the best possible idea. Although the risks to hazards are greatest for mining workers, they may unknowingly bring formerly unknown materials out from the mines that seem good at first, but only when many villagers who have been dealing with this wondrous new material begin to die mysteriously, it was probably hazardous after all. Effects of hazards are intentionally obscure. In other words, no 'toxin level' gauges or such. Mostly skilled healers, or those who have seen the effect before will be able to define if you have been exposed and if so, how bad. Also those who have had the privilege to study in university may know methods to pre-emptively identify and prevent exposure to hazards. Also, know yourself. Be aware of your maximum hit your points, current stats, etc. If you notice unexplained drops, which won't simply heal, death after death, boot after boot, you may be dealing with a hazard. For example, and this is a giveaway, you will see any serious lung problems directly in your endurance points. See also: help senses
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