
Self-Hatred
Tar kills you a lot faster
A short safety-style note on run hazards—what they change, why the list is tiny, and why each line still matters.
Hazards (and modifier-style effects) are the silent run killers in Grace because they change the rules before you even start. An entity is a threat you can recognize and react to. A hazard is a global condition that makes your usual instincts wrong.
Hazards rewrite the baseline for everyone in the run. A monster is a problem you can learn; a hazard is a contract you signed by loading in. If your movement feels “off” or a room behaves strangely, it’s often not a skill issue—it’s a modifier you didn’t read.
Hazards stack with everything. A hazard is never “the only problem.” It stacks with room RNG, team mistakes, and entity pressure. That’s why the list can be short and still matter a lot.
Identify what the hazard changes. Does it change speed, visibility, floor safety, stamina, damage, or room pacing?
Adjust your plan, not just your inputs. If a hazard reduces your ability to recover speed, you should take safer lines and avoid fancy tech. If it reduces visibility, you should prioritize light tools.
Communicate in multiplayer. If one player understands the modifier and the others don’t, you get desync: different people take different risks and the run collapses.
Tar faster. Pits wrong. XP swapped for suffering. The hazard list is short on purpose: each entry is a blunt instrument. Read the card text twice—especially any usage line that carries a number or label—then assume it can stack with a bad entity and a bad loadout.
All documented hazards in one place—icons, descriptions, and extra usage lines where present.

Tar kills you a lot faster

All Pits are filled with Tar.
Note: -27% XP

EVERYTHING IS TAR
Note: +2% XP
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