Data base entries, monster tweaks, level tweaks

Added many database entries, focusing on demons, artifacts, and keter, but including a partial merge with the SLASH'EM database.
Corrected Fierna's name.

Removed random traps on the chaos branch level and replaced them with specified traps that, while anoying, should be a bit less deadly to explorers.
Made chaos branch level much less random, making it easier and less anoying to access the quest.

Prevented monsters from eating or slipping past bars on the illregard level, and removed some boulders that had been keeping in inmates that could escape that way.

Merged in SLASH'EM's false rumors.
Added a few true rumors refering to the altar candle patch, the gemstone alchemy patch, SLASH'EM's luckstone rumor, some misc stuff, and hints on how to use the wards.
Removed a formerly true rumor about nurses
Added a false rumor from El Goonish Shive

Made the secret side door to Vlad's visible instead, emphasizing the third route into the tower.

Added SLASH'EM's more complicated arkenstone abilities (increased carying capacity, light source, and gold detection.

Added poison resistance to the wings of garuda and drain and sickness resistence to the cartouche.

Added a cursed unicorn horn attack for Nightmare.

Listed Phase Spiders as webmakers, so that they spin webs on spawn.

Removed some commented-out code from artifact.c
corrected a bug in the rod of seven parts.

Altered the mysterious force to be more common but to ONLY affect players on the endless staircase.
	Alowing it in hell proper would require players to clear out the more dangerous demon lords, lest the force drop them right next to one.
	Modified in do.c

Added a few more halucinatory monsters, including a merge with SLASH'EM's list.
Added a few more halucinatory wards, and one more random engraving.
Allowed learning unknown wards by finding them on the ground.

Merged in a SLASH'EM bugfix in delobj of invent.c

Fixed a bug that was preventing Pale Night's warning message from appearing.
Allowed a fully-reinforced elder sign to protect against Pale Night's seduction.
Allowed resisting Pale Night's seduction to protect your armor
Changed Pale Night to use variable AC like Asmo or a low-ac player.

Made wards in spellbooks much more common

Removed requirement that no kittens have died in order for the cartouche to work. Made it so the cartouche heals cats.

Augmented Pentagram, nerfed Hexagram, augmented Elder Sign

Tweaked a few creature stats: weaker baby worm, faster migo solders, slower migo queens, augmented Juilblex, made Nightmare fire immune.

Removed what I THINK is an extraneous nomul(0) in mthrowu.c (Now it's: /*nomul(0);*/ //Copy paste error?)

Re-enabled random gems (it had been causing a crash-on-start error due to having too many dungeon levels in an earlier version)

Tweaked weapon stats so that elves do balanced damage vs large and small and orcs to extra damage vs large.

Fixed some gem-alchemy bugs and added a random teleportation effect to the dilithum crystal alchemy

Replaced a fixed instance of "your bones itch" with a polymorph-friendly version in read.c (scroll of destroy armor)

Added Slash'em's archeologist trap improvements

Added hod increments to a few places in uhitm.c

Changed Arkenstone to be permanently lit, with invoked conflict
Added code to allow permanently lit artifacts to artifacts.c and timeout.c

Added 2 new artifact shields and 2 new artifact shoes (so there is some choice in artifact armor now.
The entries in artlist.h sum up their powers pretty well:
	Shield of the All-Seeing is focused on detection
	Shield of Yggdrasil is centered around regeneration
Keep in mind that armor aplies is wielded properties only when worn.
Added code to dokick to support artifact boots with special properties