Tutorial & hints: spell success rate -> spell failure rate.
Remove an unused parameter from discover_mimic.
Don't discover mimics using Ash/antennae detection.

This takes away the whole point of a mimic, which is that it presents
a surprise when you find that it is not actually a real item/feature.
Instead, you go down some stairs, or have a new square come into view,
notice a square of smoke, glance down at the message log, and say "Huh,
there was a mimic of something somewhere."
Remove an unused function.
Fix a mistake in rebasing.
Remove some unused ABFLAG_s.
Mindexicide: MiscastEffect.

I also cleared out what appeared to be dead code while I was there,
though I may have missed some logical errors, especially with blaming
(for gods etc.). This includes removing MiscastEffect::guilty; it was
used very haphazardly, sometimes being surrounded by uses of act_source,
and I'm not sure that it was ever different.
Remove {target,source}_as_monster.

This will cause a segfault if target is NULL, but it already would
if the result were dereferenced if target were NULL or &you.
Fix typo
Remove two levels of indentation
Remove an unused argument
Reorder one shout database entry

To match the order everything else is in.
Remove irritating high-pitched whines

This has been unused since the blowfly removal of 0.8.0-a0-4860-g7bcc156
- mosquitos have buzzed since that commit as well. By now the addition of
new whiny monsters seems rather unlikely.

[ wheals: Fix compilation. ]
Minor mercenary card improvements.

Reroll mercenaries that your god dislikes, and guarantee some armour
for mercenaries that otherwise wouldn't have any (tengu and draconians).
Also add a note for purchasing one.
Remove M_ACTUAL_SPELLS.

It didn't have many uses, anymore. One change -- all spells from before
the mon-spell-slots merge will be turned into wizard ones, which is not
ideal, but it's the simplest thing to do.
Remove M_PRIEST.

Again, not very necessary; this lets monsters without gods to
polymorph into priests, but that already had been happening for years
before 3f29927a2a fixed the behavior. It's not noticeable enough to
justify keeping the confusion for people reading the source.
Put the weight in mon-data.h for all monsters, not just ones with corpses.
Replace Cloud card steam with rare poison clouds.

Steam is mobile so it doesn't work for surrounding monsters.
Add support for data-style conducts
Handle DID_DRINK_BLOOD in data