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Redo penalties for amulets of regen and dismissal
The old penalties gave strategic penalties for tactical costs, which seemed disproportional and inappropriate. The new swap deterrent for amulets of regeneration (courtesy of Haifisch via archaeo, I believe) is that the amulet won't regenerate you at all until it attunes to your physiology, which happens as soon as you hit full health. This means that you cannot use it for emergency healing, but there's no frustrating penalty for swapping it strategically. The new swap deterrent for amulets of dismissal is a brief (3-6 turns) spell of vertigo when you put it on. Vertigo affects your EV, combat accuracy, and spell success chances. This makes it a bad thing to pop on in the middle of a fight, but is not a meaningful penalty outside of combat. The status lasts quite briefly, meaning that resting after putting on the amulet isn't particularly necessary.
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