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Vault review, mostly for new monster / revisions
* Abominations earlier than post-Lair have been tweaked down slightly, due to large abominations being capable of rolling demonic crawler levels of regeneration and small abominations being harder to escape from. Aside from a few vaults, this noticeably reduces the highest rolls of small abominations in gauntlets and slightly lowers large abominations in Gauntlets overall, while reducing their count a bit in the Abyssal Lair end. A few other uses of abominations are mildly tweaked otherwise. * Undying armouries get another few uses in extended. One or two now place in most of Cerebov's vaults, finally emphasizing the steel part of their Fire and Steel title beyond iron shots and red devil tridents by using the armoury weapon granting gimmick on balrugs. (Since Cerebov's already plenty scary, these sparing placements are decently far away from Cerebov themself when possible.) They also get a use in earth zigs (which helps them further differentiate from Dis floors by arming gargoyles and giants), plus a grated ziggurat pillar. * Spider rune vaults at the outliers of kill rates have been slightly tweaked up or down accordingly, and the _arachne_lair vault previously at an acceptable middle-of-the-pack position has been nudged upwards in jorogumo count to the moving out Arachne from Spider. * Ossuary killrate top and bottom ends have been also nudged correspondingly towards the center, and two of the current weakest ones (silent_tomb and city_of_the_dead) both get the fresh new marrowcuda option.
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