Totally agreed with the above post. After finally finishing this hold I have to say it is a terrific example of how to do a custom elements hold right. It avoids all the pitfalls that these kinds of holds often succumb to, and has an enjoyable story and voice acting too.
Xindaris introduces four new elements in this hold in the form of pushable blocks. These elements are so intuitive and fit in so smoothly with existing DROD elements that they feel like they could easily have been official elements. All the custom behaviors are introduced and explained clearly in the hold, so there's no guess-the-scripting nonsense. The only unintuitive edge case, differing behavior when body pushed vs when weapon pushed over trapdoors, is demonstrated early and mostly avoided. I never felt myself worrying that I was somehow missing some obscure interaction with the new elements while playing this. The graphic design also makes things super clear and easy to keep track of.
The puzzles were also a real pleasure in this hold. The block elements make for some super interesting puzzles and clearly have a lot of potential. Xindaris has an architectural style that encourages the player to jump into a room and experiment, and if you take that into account, the rooms were mostly an enjoyable 5 brain difficulty. And as mentioned before, the story and voice acting really add a lot to the experience, making this hold just a joy to play through.
If you make it all the way to postmastery some of the rooms there do make more extensive use of edge case scripting weirdness, but they're still highly enjoyable room. You also get treated to a couple of bonus rooms by guest architects and a room with full explanation of how to use these new elements in your own architecture. I really hope to see these used again in more holds, they're terrific new elements and have a ton of potential that can still be realized.
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