Traditional Roguelike Fortnight - Day 9

Most of the work today was to flesh out differences between the various enemy types and add some complexity to the combat. More status effects: Quick, Weakness, Lifesteal Added a mild randomness (-1,0,1) to damage rolls and scaled up number magnitude to make it work. Added a last turn log to the bottom of the window "On hit" for weapons to apply some effect "Eternal" status effects, for a status…