Basic description for mangroves.

These used to use the regular desc for trees.
Move around some Swamp monster weights.

Trivial monsters are now uncommon. Vampire mosquitos are also less common
(they already spawn with bands, and do not need to have the highest weight
of any enemy in the branch).
Mark internal db keys for random artefacts as such.

Note that there's some confusion between "{ring,amulet,jewellery} appearance".
A few extra words for randart names.
tutorial 5: suggest walking around the glass when searching.

Otherwise, some players will understand they can search from afar -- which
would work only if they had any T&D skill, which they don't.
Make insubstantial wisp bands smaller but slightly more threatening.

They have a low chance of having vapours in them (most will have 0).
Vampire mosquito: remove sickness attack, buff vampiric attack.

They now have a single attack, too. This makes them more capable of draining
HP, and less capable of making you want to jump off a cliff.
Bog mummy: add bolt of cold, remove death curse.

Bolt of cold might make this monster into a more credible threat (as opposed
to something that just breaks your potions). Swamp lacks ranged damagers,
and cold is a fairly underused element.

As for the death curses: bog mummies are regular corpses preserved in a bog.
They are not like regular mummies (of the ancient Egyptian variety) where it
makes sense that a curse is placed upon them. Bog mummies are closer to
other undead: just another reanimated corpse.
Place mangroves instead of trees in Swamp vaults.
Clean away _hide_doors().
Mark @jewellery_appearance@ as local.
Tutorial lesson 2: incorporate changes from KiSS team, edit further, put messages into database.

I've changed the key assignment around in cmd-keys.h to make sure the "primary" key comes up for CMD_TARGET_SELECT and CMD_TARGET_CYCLE_FORWARD.

Changes include:
 * Added [] brackets around control texts
 * Intro shortened a little
 * Monster examination cut, only one training dummy. Was extremely verbose. It's still a useful thing to learn, so should be put into an advanced lesson later.
 * Monster comparison cage only has two monsters: an ooze and a wyvern.
 * Level 1 layout changed
 * Removed ammo cycling: seemed hard to pick up in testing, should be covered in an advanced lesson or in the CeHu hint mode scenario.
 * Level 2 shortened a bit accordingly
 * Removed a casual pack of rats from level 2
 * An awkward reminder about chopping and resting before the second rat room

Changes from KiSS not included:
 * Removal of the hint about waiting for monsters to close in
 * Revamp of level 2 layout (was too compact - things came in view too early)

Comments/TODO:
 * The hint about chopping rat corpses could come from stepping on one
 * There could be a hint about eating when you get hungry
 * Did not include autofight
 * Content is repeated in <console> and <webtiles>
 * Final screen whitespace - there should be line breaks before and after each yellow heading, but I'm still clueless how to add them
Improve the webtiles stale process termination dialog.
Fix resizing the webtiles page in the lobby after having loaded a game.
Fix level connectivity in Swamp.

If you happen to get a disconnected area, it will get a hatch now (this was
occasionally a problem on Swamp:1). This is needed because the tweaked layout
no longer guarantees that every level is a single room.
Tweak some Swamp vaults.

I've noticed some of these having disconnected areas (usually a patch of
floor or shallow water along the edge of the map). This attempts to fix
them.
Rename bog mummies to bog bodies.

Without the death curses, calling them mummies (and putting them on 'M') is
confusing. "Bog body" is good name for this monster (it's synonymous with
bog mummy). I've put it on 'z' and made it lightgreen. They've also been
removed from one ossuary.

Thanks to |amethyst for suggesting this change.
Re-add the tile for bog bodies.

The last commit removed instead of renaming it.
Fix save compat (broken by the swamp tree changes).

Regular trees would be turned into iron grates, etc. This uses a hack to
make mangroves opaque.
Vary the amount of shallow water in Swamp by depth.

You'll get a bit less on Swamp:1-2, about the same on Swamp:3-4, and
slightly more on Swamp:5. Deep water stays the same. The effect here is
gradual, but you will notice it if you compare Swamp:1 to Swamp:5.

Terrain-wise, this makes the branch somewhat easier than it was before, at
least in the early levels.