Attack Spell changes

* JoFs now boost blast and bolt spells by 3 each, instead of boosting
touch spell damage. The extra mana drain remains the same (up to 4 for
double use). This damage is bonus damage, which is added after resist
and vulnerabilities (so no increased damage, but no reduced damage
either). This should allow more consistency for spell attacks against
resistant targets.

* Mana Focus no longer has an effect on attack spell damage. Instead,
it causes Faren attack spells to ignore resistances completely. They won't
be resisted, but they won't do extra damage to weak targets either.
If using Mana Focus, Jewels of Froz and princess shields will not
boost damage - the effects are mutually exclusive.
Mana Focus' spellpower now gives it an up to 75% chance to resist
disruption, allowing a skilled Faren mage to get away with a limited number of
run, item, getting hit, or non-attack spell actions without losing focus.
Changing rooms or resting will always break mana focus.
Spellpower still reduces Mana Focus cast time as usual.
This new mana focus should give options for Faren mages against
heavily resistant targets.

* Princess Shields now act as conduits the same as Jewels of Froz. A JoF
and Princess shield is the same as wielding 2 Jewels. The Princess shield
mana reduction ability remains, helping to compensate for its own attack
spell mana cost boost.

* Duke shields now reduce all spell attacks post-resistances by 6
damage, exactly equal to the double jewel of froz bonus. Duke shielders
will take 6 less final damage from, for example, groundworm acid
attacks, player blasts of fire, and holy enchanted long swords. This
will help duke soldiers compensate for the increased attack spell damages,
which can now easily reach 30 on hapless victims.

* Ivies and robes of the disciple had their gratuitous shock resistance
removed. Ivies are now 20% weak to unholy to match Orc Shields' 20%
weakness to holy.

* Armors other than plate had similar fire and shock weakness added.
Nerudite armor had its fire resist lowered to 10 from 20, and shock
resist lowered to 5 from 20, to continue having 20% advantage over the
other armors. Leather armor is not weak to shock, and its defense has
been boosted from 50 to 200 to help against early touch spell PKs.

* Knight's shield had its 20% weakness to all spells changed to 10%
weakness to fire and 15% weakness to shock, so that its weaknesses stack
with regular armor (and so that resist rings eliminate the weakness).
Not that everyone isn't just using soldier shields anyway.

* Helm had its bludgeon weakness changed to a bludgeon resistance.
Possible typo?

Cold and Acid remain largely orthogonal damage vectors. Holy and Unholy
remain unresisted by anything except a Duke Shield, and weak only in
their respective karma items.

Ironically, robes of the disciple still maintain a shock resist advantage over
armors, since they all have -15% shock, while robes do not.

Touch spells were impossible to balance given that they are reduced by
armor, increased by all offensive buffs and killing fields effects, and
also double boosted by Jewels of Froz. By moving Jewels to attack spells,
we improve an underwhelming class while cutting out overpowered
damage factors for touch spells. Now touch spells are pretty much just
elemental weapons. Use them appropriately, and beware, because
they can still take advantage of new armor weaknesses to improve
damage in ways that weapons cannot.