Give greater mummies occasional mana viper, emperor scorpion summons

More tricky Tomb holiness/threat variety. One out of three greater mummies
replaces vaguely-weak Summon Demon with vaguely-harmless occasionally
dramatic Summon Mana viper, and another one out of three greater mummies
replaces the 4/17-actually-dangerous Summon Undead with the reliably light
danger of a very refurbished Summon Scorpions. Both have lower summon caps
than the current spells (2 versus 3 and 6 versus 8, respectively), but this
seems fine due to their reliable vague-support / damage output. They are
also, of course, living monsters in a branch filled with torment (including
from their casters...), but as summons it should hardly matter greatly much
compared to the imminent goal of killing their source.

Of course, there's also the unusual but effective flavour involved in the
first place of the pharoahs calling forth snakes (with cobra hoods in tiles,
I swear) and scorpions. Praise be to Serqet and Meretseger.

Also, secretly buff Khufu in a reflection of these light greater mummy
changes. Replacing his summon demon slot with a summon scorpions slot means
he gets some brutal summon spam to torment and smite from behind, but he is
already a brutal unique for Crypt and it's flavourful / mechanically
distinguishing to let him have something besides a little more health
and a wand of digging check to distinguish him from his (immediately
present) peerage.
Temporary quick-fix: Remove allies tracer on monster torment / tornado / chains

While 43baa798a0 does allow los-affecting spells to be cast out of the player's
sight for monsters, the tracer used is horrifically high and basically is
blocked by having about 6 hd of vulnerable allies near by even with an xl 27
player target. This mostly means next to no torment from deep elf demonologist
summons, when salamanders / giants / dragons are nearby in the Hells, when
demonspawn are nearby in Pan, and when a lich is encountered in Vaults / Depths
with friends, or most recently when bennu and emperor scorpions are nearby in
Tomb. Crawl's randomness, of course, made it seem like one was just getting
luck on no torment rolls.

As the quickest solution possible, I'm cutting the tracer for all monster
los checks's _foe_ratio, to replicate old behaviour but preserve use out of
player los. This incidentally also lets Lom tornado again without dragging
a wizard nearby, and the same with Nikola. It does mean they're ready to
hurt their allies, but this is a temporary in-term step. Ideally, much smarter
tracers are produced, with proximity for tornado and chain lightning, as well
as player current health for torment. Tracers could also ignore damaging
summons, since that's obviously also not much of an issue.
Don't prompt for removing an amulet of faith for 6* Ru worshippers.
Give Summon Emperor Scorpions a description properly.
Whitespace fix.
Make lost soul revival of living monsters a bit more interesting again.

Changing lost souls to simply give MH_LIVING monsters another life made
them roughly similar to before, and improved interface, but it lost some
of the flavour and gameplay of what the original implementation did.

I'm hijacking the MF_FAKE_UNDEAD flag for revived living monsters, so that
they become similar to being spectrals as they did before. The "ghostly"
is moved out of their xv and into their actual name, which I hope works
well with other kinds of name overrides (I really can't tell). This means
that they are undead for all purposes in gameplay, and have the usual
undead resists -- rPois+++, rN+++, rTorm, and vulnerability to dispel
undead. I think that adding a word to their name is obstrusive enough to
make it clear they're now undead; perhaps something should be added to
their description too.

A good question would be, "Why not just try to improve the original
process, with spectrals?" I think that it fails to mimic the monster well.
For example, anything implemented as an ability, rather than a fake spell,
which is a difference normally opaque to the player, would be excluded
from their use for no obvious reason. The other problem is the interface:
using a single tile/glyph for spectral monsters is ok for Death Channel,
since they're all melee-only, and also ok for Enslave Soul, since there's
only ever one at a time, but it hides the information you want to know for
spellcasters, or the fact that one 'spectral elf' can dual-wield since it
used to be a blademaster.
Fix typo in tomb_1_centre_nicolae_necropolis (#8899).
unbrace
Simplify blood handling for attacks

Varying the blood amounts by damage types was pretty spoilery in the
rare cases it was relevant (ex. Ignite Blood).
Reorder inventory categories (#6562).

From the upload page: It's nice to see all the things you can wield on the
same page of the inventory screen. This patch puts staves and rods just
after armour and moves food towards the end.
Fix reversed no-recolouring logic (simmarine).
Autotravel through out-of-range levels now defaults to yes (e.g. traveling from D:5 to D:6 through D:4).
Allow Ru abilities under Silence.

Ru's abilities aren't invocations to the god, but rather ways you
can use the power you've gained through sacrifice, so you don't
need to be able to be heard in order to use them.
Upgrade Draw Out Power

Draw Out Power was consistently the weakest/least used of Ru's powers.
This makes the exhaustion timeout much shorter and increases the
amount of recovery.
Adjusting numbers on Ru retribution

Setting the silence effect to only apply on casters, and reducing the
number of outcomes that do Corona.
Rename Ru's Cataclysm to Apocalypse and adjust.

'Cataclysm' was already part of a Qaz Invo title, so I'm changing
it to 'Apocalypse'. I'm also reflavoring it to be more thematic with
Ru's Awakening theme.

Also, decreased the chances of doing only damage and increased the
damage done by nearly 30% when no status is inflicted. I believe
this should give a better feel of killing some of a group and
incapacitating but not killing the majority.
Clarify multiple outcome Ru sacrifices.
Display current horror value in status.
Adjust Sacrifice Taste and Sacrifice Words chance to activate

Now it won't trigger unless your current hp is less than 85% of max
and the damage dealt was at least 5% of max. After that the odds
increase with damage and with low health, becoming guaranteed at damage
>= 20% max hp or taking you to 30% max hp or less.
Fix Health/Essence/Purity sacrifice grammar

Adds a new field to the mutation struct that stores a form of each
mutation which works in the Ru offers a sacrifice sentences.