Lore art would be neat but I'm afraid doing it in any real functional capacity would be a huge amount of work and time. It's definitely possible but it would have to happen after lore stuff is already completely locked in, and it would need to be MUCH lower detail than the current splash arts.
I'll probably keep the reward fairly similar overall (high value misc. equipment), but might give the player a bit more choice and/or add artifacts as possible rewards (not at +0).
Whether or not the quest is like the sewers is entirely up to how it's designed. I would design the quest with this sort of limitation in mind and the intention certainely wouldn't be to have it kill >50% of runs. If anything I think giving everyone a common starting point will make it much easier to balance this quest, as the state the player is in during the quest can be much more tightly controlled.
It's worth noting that this game has nothing to do with Pixel Dungeon, and seems to just be trying to piggyback on its popularity by stealing its name.
To the surprise of absolutely nobody, I'm closing the comments on this thread.
It's a rainbow colored potion wishing people a happy pride, it is as similarly inoffensive as any of the other holiday items, and will be gone in a few days. Obviously not everyone celebrates such a holiday, and that's fine, but If pride existing in the game offends you but halloween/christmas/chinese new years doesn't, then you should consider why that is.
Gold and hidden rooms are never contained deep into walls, there's no reason to dig more than 1 or 2 tiles out from a room in search of secrets.
The horn charges based on exp gain, not based on time, mainly to prevent people using an upgraded horn to stall out hunger forever. The amount of charge you get per hero level scales from ~0.33 rations to ~2.25 rations at +10. Each ration you put into the horn will be recovered after about 5 levels.
It depends a lot on what items you have. Generally upgrade/reforge/harden are better if you already have good gear, and smith is good if you need to fish for a good weapon or armor. Reforge, harden, and upgrade can each be used a second time, but the second use costs 1000 more favor.
Generally anything that isn't equipment can be used in the alchemy interface, but not all items have a recipe.
I was very happy with RoA when I first thought up the concept for it. I was mulling over adding a new ring but didn't have a great idea, and knew arcana was a winner the moment I thought of it. Enchants and glyphs have always been fun for players to use, so letting them access the power budget afforded to SoU allowed me to really heavily boost them.
It's hard for me to really address this specifically when the quest is an idea in my head and not precisely designed currently, All I can really say is that I am going to try to plan for the player to have proper means of skill expression, I agree that just forcing the player into basic equipment and then turning the quest into stats vs. stats would be boring and overly punishing for chal players. That doesn't have to be how it's designed though.