The Reaver's Fate

''The Stormreaver's Inner Sanctum is home to a terrible doomsday device. The clock is ticking...'' {{Quest | raid       = yes | epicxp = The Fall of Truth | free            = VIP
 * adpack=Ruins of Gianthold
 * name=The Reaver's Fate
 * level=14
 * duration=Long
 * normal=6540
 * hard=6820
 * elite=7100
 * loc=Stormreaver's Inner Sanctum
 * bestower=Agon Uruhond
 * npc=Agon Uruhond
 * zone=Gianthold
 * patron=Agents of Argonnessen
 * favor=6
 * mappic=M reaver's fate.png
 * maplegend=yes
 * loadingpic= L The Reaver's Fate.jpg
 * overview = You have unravelled the mystery of the Stormreaver's rebirth - and put a stop to (the) destructive spell that the giants nearly cast under the Truthful One's control. It is time to enter the Stormreaver's own chambers within Gianthold Tor and learn the truth about the giant of legend.

Flagging
Complete The Ruins of Gianthold story arc (see above).

Reflagging is not required.
 * flagging = Complete Madstone Crater, Prison of the Planes, A Cabal for One, then Gianthold Tor.


 * objective_1 = Disable the Stormreaver's ancient doomsday device
 * expect=
 * 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)
 * traps=
 * Spikes on the way to resurrection/blue barrier switch


 * 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 to 276 Spell Points (normal) and 483 to 1083 Spell Points (elite) every 4 seconds) 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.
 * Pulling the lever in the east room/penalty box will free the dead group members but not the puller himself.
 * 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.
 * Air Elementals have extremely high saving throws to discourage players from making the raid too trivial by insta killing them, although Implosion, Finger of Death, Power Word: Kill and Phantasmal Killer are the choices to kill them outright.
 * The puzzle part is a straight implementation of the board game Mastermind, using numbers (as on a D6) instead of colors. This is typically done with a solver, such as the one by Tackilack here: Storm Reaver Puzzle Solver
 * If running on your own, you might want to have a go at the puzzle yourself! Here's how it works:
 * Each of the four skulls at the base of the puzzle can be rotated between 6 positions. Interacting with a skull increases the number of pips on the skull by one, unless the skull has six pips, in which case it cycles back round to one.
 * The puzzle generates a random four-digit code whenever it loads. Your objective is to enter the correct code within twelve attempts. Be warned that if your twelfth attempt is wrong, the Prism of Ages will fire, instantly killing you and, by extension, every living being on Xen'drik!
 * Whenever you pull the lever next to the skulls, the machine checks your code. If it is wrong, a number of Air Elementals appear and attack.
 * Your previous guesses appear in a track of twelve rows of skulls along the walls. Next to each guess is a set of four lights, which may be off, white or black. Unlike some easier versions of the game, the lights do not correspond to any particular position in the code.
 * For each black light that appears next to a guess, one skull in that guess has the correct number. Each white light means that a skull in that guess bears a number which is incorrect for that skull, but appears in the code in a different position. (For example, a guess of 1242 when the correct code is 5322 would show one white and one black light.)
 * White lights do not appear for excess duplicate numbers. For example, a guess of 3633 for a code of 4351 would generate only one white light, while a guess of 3366 for a code of 1233 would generate two white lights.)
 * Any possible code can be guessed in five attempts, so you should have plenty of leeway.


 * aggression      = 17
 * onslaught       = 20
 * conquest        = 23


 * chest=4
 * 4 at the end, The Gold one contains the unique raid loot.

History
The Reaver's Fate raid loot was changed several times. See: The Reaver's Fate loot history for information on the old versions. }}
 * unique=yes
 * npcreward=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 run.
 * external=
 * (2007)