Justicar changed to Indulgence system

Murderers must pay an admin-adjustable amount to go orange, then die to
go white. The amount defaults to 1 million.

With no Justicar, players may ask Caramo the kill records of any player.
Remove Caramo references
Mark of Dishonor can be casted on monsters

A level four spell that cannot be improved by casting it on monsters is
a bit to hard, it can now be casted on monsters.
If casted it on a monster who aggro a player the monster will stop its
aggro towards that player. It buffs the monster so cannot re-cast it on
the mob till the timer goes away.
Rods, new magic items

Rods are a new type of magic item that share several characteristics.

* All rods begin with zero charges, and lose their charges if they
change hands.

* Rods gain a charge whenever their owner kills a monster, or whenever
the owner visits a safe place.

* Rods are wands that only work on their owner, and thus do not require
targeting. Pressing space or double-clicking one will use their
abilities immediately.

* A player may only carry five rods at any one time.

* Rods' descriptions will show how many charges they have, how many they
consume per use, and how many they can hold total. For instance, Gnarled
Staves consume one charge per use and can only hold three charges, while
a rod of armor of Gort consumes 20 charges per use and can hold 20
charges.

The design behind these items is to give players interesting gear
choices. Heal wands, vamp wands, and gnarled staves have been
significantly upgraded and converted into rods. In addition, four
critical buffs have been implemented as spell rods: bless, super
strength, detect invisible, and armor of Gort. These spell rods cannot
be recharged by visiting an inn; thus they can only be recharged by
killing monsters, granting builders the ability to employ critical buffs
at a moderate spellpower and without burning reagents.

Of course, heal wands are the baseline rod. Choosing to carry a rod of
armor of Gort means you are carrying one less heal wand. Heal wands have
had their variance reduced, but their average heal amount is still 6.
Five charges per heal wand means 30 health per wand average; five heal
wands total means a player can hold 150 health in reserve with heal
wands. Each specialty wand is therefore a choice made over having
roughly 30 more health. Is it worth it to build with armor of Gort?
Probably. Is it worth it to build with Detect Invisible? Maybe...

In addition, this should help significantly with player downtimes
between monsters.
Guild hall PvP upgrade

Everyone who isn't a guildmate or ally will be attackable in a guild
hall. This is to allow hall owners to properly defend their hall.
Kills in halls don't turn you red
The switch does not require going outlaw

Only natural if nobody is going colored in guild hall pvp.
Chest opens briefly when conquered

This will allow raiders one opportunity to loot the chests without
having to jump through all sorts of administrative hoops.
Unguildeds can flip the switch

Unguildeds, members of immature guilds, and those who have conquered a
guildhall too recently can't currently flip the switch. That no longer
makes sense.
Minions under your control will attack your targets and defend you.
Minion Management
Cleaned up a merging issue.
Elusioning to Kocatan is slightly easier.

Dropped the spellpower requirement to elusion to Kocatan from 96 to 84.
Merge https://github.com/Daenks/Meridian59_103 into GuildhallDefense
Send groups now hold 100 names.

With the amount of characters people have now, in-game communication can
be difficult so I changed max group size from 30 to 100.
Workaround for MySQL Crash, new SYSTIMER that checks mysql every 5 minutes and attempts a reconnect if necessary. No longer checked each time a stat is recorded.
Truce, AMA, Winds, Sandstorm fixed

These four major Area Enchantments have had their safety issues fixed.
If these spells do not apply to you because of a safety check, you won't
see them at all, and you won't be able to discord them.

* Truce has been returned to its old functionality that everyone has
been longing for. If you cast Truce in a room, it will affect your
Guildmates, your Allies, Angeled characters, and your Enemies. Truce
prevents attacks between two players who are both Truced, and between a
monster and a Truced player. The notable exception is that Truce will
NOT affect unaffiliated white players. You cannot interfere with combat
from a guilded white. To affect an unwilling player with Truce, he must
be your Enemy, either by war, soldier, or you turning off your safety
and going orange. Innocents are affected by Truce so that players may
help them do quests. Any player affected by a Truce spell will be immune
to wall elements (so you can help your guildmates out of a trap).

* Anti-magic aura works exactly the same way as before, except it now
has safety checks. AMA will only affect your Enemies and Guildmates, and
will turn you orange if you turn off your safety and 'hit' an innocent.

* Winds and Sandstorm will only affect your Guildmates and Enemies, and
will turn you orange if you turn off your safety and 'hit' an innocent.

NOTE: Discordance will only remove these spells if they are affecting
you! Unaffiliated players cannot use these spells against you, and
neither can they discord them!

TL;DR: no more guilded whites interfering with war and shields.
Truce doesn't affect Allies

This would allow Allies to Truce players through walls even though they
aren't part of combat.
Added PHP Script for people to see the god log publicly.
Reduce the 'cost' of blink

Blink is really a 'utility' spell, it's given to everyone and it's only
'purpose' is to get people un-stuck in the event they are stuck... There
are some added benefits it gives like getting out of caves and getting a
new route from Tos to Jasper... But does it really need to cost 20 vigor
each time its cast?

This pull request just simply reduces the costs of the current blink by
~50% to:

Vigor: 10
Mana: 8