Ru altar tile
Identify invis potion correctly even with halo (#8921).
Ru text improvements.
Make rings less likely from acquirement if you only have one hand.
Don't let mummies sacrifice potions (#8963).
Allow using Draw Out Power while confused (#8969).
Shops aren't stairs (#8965).
Fix the D&D title screen
Move a name lower down in CREDITS.txt.

Since Lasty is now officially a part of the cabal!
Better compensate Crypt's spawns for the cut floors

Since there used to be some key spawns left to Crypt:3 when it had five
floors, adjust everything up a floor to better approximate what it once
had (so, current Crypt:1-3 will resemble previous Crypt:2-4). It does
mean the branch gets meaner faster, but the cap of meaness was cut off.

Still, the out-of-depths are a nice idea, since few branches actually have
such a possibility. I'm keeping it with an altered simulation of what
a previous Crypt:6 would have been, though with a bit of difficulty and
some editing due to how monster weighting functions are mostly regulated
according to the branch's length. No ood wraiths, some ood phantasmal
warriors / jiangshi / silent specters / ghouls, lowered ood chance for
ancient champions (from what would be 15%!). Outside of some minor changes
to wraiths and ghoul spawns (rather compensated with ood / respawns), the
margin of change should be 0.05% for Crypt:1-3 regular spawns, and 0.1%
for Crypt:4 (or old Crypt:5); this was done via spreadsheet rather than
simulator or formula. Whatever.
Vault batch.

A small slice of my old ideas and drafts, fixed-up.
Mini-vaults for Lair, Crypt, Elf, and the Hells;
small decoration for Spider and Swamp;
large decoration for Spider and Zot;
and large vaults for Depths, Dis, Tartarus, and Zot.
Some are quite unorthodox.
New Gehenna end.

Standard re-interpretation of trends in hell end structures paired with
diagonal mirroring symmetry and diversionary layout tactics, plus
finnicky and thorough minor pillar randomization and excess monster
definition for tangential spawns, with a focus on open-space diagonally
oriented level traversing and the vague notion of the non-orthodox
non-creator-set end. Same old style as dis_hangedman and coc_hangedman,
in other words, except mucking with the most solidly-designed of the hells
(said status due to the sheer effectiveness in design of hellfire and
fire monsters compared to the other hells, other elements, etc.)

To address: The player can get quite close to endless lava in this end,
which makes the previous minor issue of endless lava having the same
console glyph / colour / tiles tiles much more noticeable. They should
get different graphics, in the same fashion as open sea spaces.
Further Swamp end vaults adjustments

Small stuff, mostly, meant to try and even out the differences in
difficulty / deaths for each end.
 * swamp
   Very very slightly more generous terrain.
 * swamp_old_school
   Slightly lower the average and both extremes of possible swamp dragon
    / hydra placements, plus scattering them around a bit more. Main deaths
   (and top continued deaths position) are from Lernaean's design (and
   added vault weight), which is fine, so his company is restrained instead.
 * swamp_fiery
   Third fire dragon, push down mottled dragons with the loss of their
   item destruction (and thus not wasting a slot for lindwurm / fire crab),
   a few more hydras. Still relatively weak in its main fodder, whatever.
 * swamp_pestilence
   Guarantee the phantasmal warriors, push it to a max of three, and
   mix in some ghost crabs into that allotment (which should fit in
   well for the depth involved). Also, replace the plant in the
   death drake / plant / oklob arrangement with a vampire mosquito band.
 * grunt_swamp_rune_castle
   Add an inner cross of walls and shuffle around the monster placement
   to lessen the oncoming rush. The vault's combination of open spillage
   terrain, dense monster placement, and the Lernaean hydra left it
   near the top in terms of potential threat, even with its fixed relatively
   weaker monster output results.
Fresh light D/Depths encompass vault edits

 * slaughterboxes: Slightly nerf the placement of 9s, used liberally throughout
   the vault, since the introduction of Depths made them mean quite a bit more.
 * pleasuredromes: Re-introduce long monster listings, now more focused and
   easier-to-parse. It is quite readily a nerf due to how hard Depths scales its
   spawns (a few less  liches now, for example), and the vault wasn't designed
   around said spawn's tiers. The list should have an even split between "is
   native to Depths" and "is not out of place in Depths" while avoiding more
   controversially bizarre choices, now. At least, that's the intent.
 * radiant_caverns: Cut chances of getting the vaults in half (since there are
   two of them), clean up / fix up a convoluted header, cut unused definitions,
   add a few more monsters throughout the set and vault for variety.
 * Put a total of four portals in all of the Depths encompass vaults, to be
   able to accomodate the occasional ziggurat portal placement. On a side
   note, this also increases the chances of shops in spin_cycle, slightly.
Let pairs of ragged claws scuttle across the floors of liquid seas, too.

In more coherent terms, mark apocalypse crabs and ghost crabs as amphibious.
They are crabs, after all. Fire crabs have a bit of an elemental mis-match
quandry, so I'll defer that to further dev discussion, but for these two
it should be fine to let them walk through water.

Also, give ghost crabs rRot. Few would have guessed they didn't have it before,
and it's a little obvious now that they're in the miasma swamp end now, so.
Block eels and lava snakes from Zot.

They're pretty pointless spawns by that time, and using real threats
would dilute the self-contained, decent regular monster set.

Also, edit and add some comments on this and the same done for
Shoals, Abyss, Pan, D:1-5, including a reader's redirect.
Replace a quote, add two quotes, date another quote.

I have no comments on the nature of the first issue.
Clean up hells lua a little, move Serpent code to vault.lua
Fix monster orb of electrocution using one die, not three dice

This, of course, may warant investigation into Asterion's potential
damage output again since it triples the damage of an auto-hit spell
with an awkward resist, it fixes up a bit of blood saints and makes
things work as they should otherwise in the code.
More plane rend adjustments

 * Shoals: Swap sirens for water nymphs, since the former are
   rather weak without nearby deep water while the later aren't.
 * Vaults: Swap ironheart preservers with dancing weapons, both because
   injury bond is weak and as a tribute to the previous position
   of the Hall of Blades.
 * Crypt: Replace ancient champions with rarer-elsewhere revenants.
 * Tomb: Replace guardian mummies with ancient champions.
 * Abyss: Swap out worldbinders with the newly non-pointless, less
   psychologically-damaging very ugly thing.