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The Reaver's Fate

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Turbine point icon.png Requires access to adventure pack: Ruins of Gianthold

The Stormreaver's Inner Sanctum is home to a terrible doomsday device. The clock is ticking...

The Reaver's Fate
Heroic level: 14
Epic level: None
Duration: Long
Heroic XP:  ♦6,540Normal ♥6,820Hard ♠7,100Elite
Epic XP: N/A
Takes place in: Stormreaver's Inner Sanctum
Bestowed by: Cydonie
NPC contact: Cydonie
Quest acquired in: Gianthold
Patron: Agents of Argonnessen
Base favor: 6
Free to Play: No
Extreme Challenge: No
The Reaver's Fate map (legend )
Loading screen

Overview

You are sought to defeat the Stormreaver and stop his doomsday device, in order to save Xen'drik.

Flagging

Complete The Reaver's Bane story arc (four quests):

With Update 17 it is no longer necessary to turn in relics or kill the dragons in the Gianthold Tor.

You are flagged if you are on: The Reaver's Fate (Enter: Stormreaver's Inner Sanctum, journal section: Gianthold). Reflagging is never required.


Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Disable the Stormreaver's ancient doomsday device

What to Expect

  • Traps (fixed, undisarmable)
  • Spawning/respawning monsters
  • Puzzle (mandatory: Mastermind puzzle)
  • Timed quest (20 minutes, the timer doesn't start until a party member approaches the Stormreaver)
  • Quest failure (if the Stormreaver dies before all the ceiling skulls are spinning or if the Mastermind puzzle is not solved before the time runs out)

Known Traps

  • Spikes on the way to resurrection/blue barrier switch

Tips and Misc

  • Staying out of the center of the room while fighting is advised to avoid being thrown up into the ceiling spikes when the Stormreaver uses his anti-gravity effect.
  • The blue barrier which appears just within the entrance after initiating the quest will cast an AOE spell point drain (Have seen ticks ranging from 163-276 Spell Points (normal) 483-1083 Spell Points (elite) every 4 seconds (on normal) to characters standing too close to it.
  • Do not kill the Stormreaver until all the spinning skulls ("orbs") are lit and the switch for the western puzzle area blue barrier has been pulled. The Stormreaver gives out a spell called "Fly" for the purpose of pulling a switch (located in a spike-lined tunnel in the ceiling, to the West) after all the orbs are lit. The resurrection switch is also found through the spiked tunnel and to the east. It is usually good for someone to hit both switches (although the fly spell may not last this long, just in case someone dies they can rejoin the fight and help once again.
  • Arcanes, Do not use dimension door in the quest. It will take you to the start, behind a blue barrier which will keep you from being able to get the end-reward chests.

Bonus XP

  • Aggression bonus: 17 or more monsters killed +10% Bonus.( ♦654 ♥682 ♠710 )
  • Onslaught bonus: 20 or more monsters killed +15% Bonus.( ♦981 ♥1,023 ♠1,065 )
  • Conquest bonus: 23 or more monsters killed +25% Bonus.( ♦1,635 ♥1,705 ♠1,775 )

History

The Reaver's Fate raid loot was changed several times. See: The Reaver's Fate loot history for information on the old versions.

Loot

  • Chests: 4
    • 4 at the end, The Gold one contains the unique raid loot.

A bug with stacking Loot Bonuses may result in an empty chest. Scheduled for a fix in U18 [1]

  • NPC rewards: Standard, choose from 7. Up to level 12 items. On 20th run of this raid you can select from 8 raid items (see Raid loot mechanic for details). Tomes infrequently appear on the 20th, Seals do not.

Named Chest Drop

Update 12 modified the raid loot to be upgradeable and changed it in some other ways. This list shows the new items. U12.3 allows for Pre-U12 versions of this loot to be converted to new upgradable versions at the Stormreaver Monument.

  • Cloudburst - +5 Greatsword+5 Greatsword: (2d6+5 19-20/x2): The largest of the swords, this weapon can only be used with two hands. - Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electrical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
    • Upgrade: Adds Lightning StrikeLightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
  • Dreamspitter - +5 Quarterstaff+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk. (CrystalCrystal: Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons.
    Spell failure chances for armors and shields made from crystal are also decreased by 10%.
    ) - Greater Evil Outsider BaneGreater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Enchantment Focus IIEnchantment Focus II: Passive: +2 equipment bonus to the DC to resist your Enchantment spells., Life Stealing, Suppressed Power HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment. (BtA)
    • Upgrade: - Adds Force BurstForce Burst: This weapon is humming with magical force. A force weapon deals an extra 1d6 force damage on a successful hit. In addition critical hits deal an amount of extra force damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.
  • Tenderizer - +5 Morningstar+5 Morningstar: (1d8+5 20/x2): A simple weapon comprised of a round, spiked head and a long haft. - AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Impact IImpact I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat., Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
    • Upgrade: Adds Bone Breaking and SpikesSpikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.
  • Seal of the Stormreaver - Allows you to upgrade 1 item. (Binds to Account) (Drops only on hard and elite)
  • Note: All items are Binds to Character except the Seals and the Dreamspitter - which is Bound to Account until you unlock the Suppressed Power.

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