Suggestions/Observations:
The starting "Message from Kelgoth" is easy to run right past. Perhaps add a "sparkly" to signify it is important to the
story line?
Mace Socket sometimes cannot be targetted with mouse, requiring use of Q or E keys. Is this WAI? Or is
the Wild Magic in the room somehow blocking it?
Displacer on a column pole (SW corner of "displacer room"); advantage Displacer Beast. I also had this
happen with a couple of the skeletons. You might need to trim the columns somewhat.
The messages from the Wizards Past, as they appear in yellow text on the screen, might have a longer duration so that
slow readers like me can get the message before it disappears.
End Fight Mechanics: in the Finale of the Safehold, there are breakables down below, left and right ... for
any going for the vandal/ransack bonus, a natural thing to do is jump down first, possible spawning the dretches
before the boss. This makes the end fight somewhat easier. And on subsequent run throughs, players will
anticipate this and may go after the dretches before engaging the boss. Were I to try to resolve this, I might add
some specific nastiness to the wild magic, say reverse gravity (ala ToEE) or whirlwind vortices. Or is something like this
already planned. Also, MORE spawning dretches please! And, also, does the boss ever teleport down into the lower
area?
The Colonnades on the walls are aesthetically pleasing, but does everything have to be so "drab"; just because
these are ruins doesn't necessarily mean they have to be an excessively "run down" in appearance? While common sense
supports the drab appearance, it would be nice to see a little more of past glories shining through. (Spoiler)
And if end boss has been around since the Elves summoned him, might this room have avoided the erosive
effects of time?
One might also make placing the final Octopus Crest in the socket part of quest completion, just for consistency
and bringing the back story to its conclusion.
Impressions: Quest seems rather simple and short, especially for a Level 13/35 quest level, more so for "fabled"
Myth Drannor.