DB/Conditions: Gossip conditions for AT Valiants and Champions.
DB/Conditions: Update instance data enum value on condition for Descent into Madness teleporter gossip (previous value was 14 which now refers to BOSS_BRIGHTLEAF)
DB/Achievement: Now We're Cookin

By @Vincent-Michael closes #3993
DB/Creature: Fix Void Conduit InhabitType
DB/Quest: We Strike!

Script http://www.wowhead.com/quest=11592/we-strike

Closes https://github.com/TrinityCore/TrinityCore/issues/4445
Closes https://github.com/TrinityCore/TrinityCore/issues/10762
DB/Achievement: Pilgrim's Peril

Believe original author of this fix may be @VincentMichael its tested anyway and fixes https://github.com/TrinityCore/TrinityCore/issues/11258

Fixes it so you dont get the full achievement by sitting in any char regardless of whether wearing pilgrims robe, dress or attire or not and without having to sit in any other city.
DB/Creature: Harbinger of the Raven

Script http://www.wowhead.com/npc=21767
DB/Creature: Vacillating Voidcaller

Script http://www.wowhead.com/npc=19527
DB/Misc: Various Updates

1) Nerub'Ar Victim by DDuarte closes #13621
2) Search for Incendicite by Exodius closes #13309
3) Feeding Arngrim closes #12826
4 ) CPP > DB Conversions (What's Haunting Witch Hill and of Keys and Cages closes #12645
Yes of Keys and Cages again, the previous commit was not most recent version of script
Core: Use the correct function to convert strings to unsigned longs and unsigned long longs

Fixes wrong data being inserted into the database (i.e explored zones).
More info in #13493

Fixes #13493

Thanks to @jackpoz for finding the code issue and @Vavehl for an expectional bug report.

Conflicts:
	src/server/game/Entities/Player/Player.cpp
	src/server/game/Globals/ObjectMgr.cpp
	src/server/scripts/Commands/cs_misc.cpp
	src/server/scripts/Commands/cs_modify.cpp
Pooling update - Interim commit.

The aim of this branch is to update the pooling system as follows:

 - Create a possibility to specify a minimum number of spawned objects
 - Ensure the maximum value are actually spawned
 - Ensure that the minumum number are maintained in the world

Completion: 40%

 - Databases and Pool functionality updated to handle minimum value in template: 100%
 - Added pool information to npc info (creature pool): 100%
 - Spawn insurance of 100% max spawn if possible: 80% (this seems to work, but I have seen npc info report not all spawned. So need to check)

Creature specific:
 - When creatures in pool drop below minimum, then process is as follows: (100% but needs testing)
   - looks for a dead despawned creature in the pool, if found - instant respawn
   - if none despawned, looks for a looted corpse. If found, despawns corpse
   - if no looted corpses found, then finds an unlooted corpse and despawns it
   - Creature class upon creature despawn, will check if an expedited respawn is required. If so, will respawn right away.

 Resource Node (maybe all game objects in pools) specific:
 - When nodes in pool drop below minimum, then process to be determined to maintain minimum nodes in pool (0%)

 To Do:

 - Currently more is exposed in PoolManager class than needs to be (this is due to extra detail being shows in npc info for debug purposes during development)
 - I'm not too happy about making the ExplicitlyChanced and EqualChanced lists directly available from PoolGroup. But, it was the fastest way to achieve this.
   It doesn't seem to pose a terrible problem.