Hazards
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