Change "weak ambrosia" to halve damage multipliers on apply, then double again at the end.
Yes, this is potentially abusable in the same way the "heart mage trick" is, at least that's consistent. If we really don't want to do that, then we can do something else.
This fixes issues with weak ambrosia actually increasing explosive damage taken, as well as failing to restore the proper multipliers when multiple stacks of the effect were applied. It also actually stacks multiplicatively now, so two stacks reduces most damage to 25% of normal, for example.
Change the weak ambrosia icon to a "half shield" icon to make it obvious it is not full immunity. Fixes #83
Add curse and physics_hit damage multipliers to those affected by weak ambrosia.
Buff the acceleratium effect a bit by changing the speed bonus to use the normal acceleratium speed bonus effect instead of the slower effect used by the faster movement perk
Add an effect for levitatium: faster levitation, as a levitatium stain / drink. Should be just as annoying as normal levitatium when least expected 😹 . But also solves the "why does acceleratium work but not levitatium?" complaint
Also add an effect for hastium which combines the speed and levitation bonuses. The vanilla game just applies two separate effects, but I decided to make one with a unified icon just for this.
A few secret hourglass improvements: