Rejigger anti-magic traps
My changes were too drastic, so reduce the drain and damage so it matches all the other traps. Now the anti-magic trap will always ding your max energy a bit, in addition to the physical damage done if wearing magic resistance.
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@@ -533,8 +533,7 @@ dying from being level-drained below level 1 killed hero without saying so
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and jumped straight to "do you want your possessions identified?"
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conflict will now consider your charisma and requires line of sight
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boost hit points of some golems
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make anti-magic fields drain more energy and prevent them from showing up
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too early in the dungeon
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make anti-magic fields always drain max energy
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eating magical monsters such as wizards or shamans may give a mild buzz
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make exploding spheres create an actual explosion
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pets are more careful about attacking monsters at low health
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