The Reaver's Fate

''The Stromreaver's Inner Sanctum is home to a terrible doomsday device. The clock is ticking...'' {{Quest
 * name=The Reaver's Fate
 * level=14
 * duration=Long
 * xp={{xpcolors|normal=6,540|hard=6,820|elite=7,100}}
 * loc=Stormreaver's Inner Sanctum
 * npc=Cydonie
 * zone=Gianthold
 * patron=Agents of Argonnessen
 * favor=6
 * mappic=M_reaver's_fate.png
 * maplegend=yes
 * 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.
 * The Crucible
 * Madstone Crater
 * The Prison of the Planes
 * Gather 9 of each of the following:
 * Ancient Elven Relics
 * Ancient Giant Relics
 * Ancient Dragon Relics
 * You are flagged if you are on: The Reaver's Fate (location: Stormreaver's Inner Sanctum, journal section: Gianthold).
 * Reflagging is never required.
 * obj=
 * Disable the Stormreaver's ancient doomsday device
 * expect=
 * Traps (fixed, undisarmable)
 * Spawning/respawning monsters
 * Puzzle (mandatory: Mastermind puzzle)
 * Timed quest (20 minutes, the timer doesn't start until Stormreaver aggroes the party)
 * Quest failure (if 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.

Currently as of Update 9, the barrier which appears after initiating the quest will cast a 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. Also, the number of Air Elementals seems to have been increased.

DO NOT kill the Stormreaver until all the spinning skulls ("orbs") are lit and the switch for the blue barrier has been pulled. The Stormreaver gives out a spell called "Fly" for the purpose of getting the switch (located in a spike-lined tunnel in the ceiling, to the West) after all the orbs are lit. The resurrection switch is up and to the east. It is usually good for someone to hit both switches, just in case someone dies they can re-enter and help.

Mages, Do NOT use dimension door in the quest. It will take you to the start, BEHIND a barrier which will keep you from being able to get the end-reward chests.

As of Module 8, Air Elementals have high saves against Otto's Sphere of Dancing, Finger of Death and such spells.

For the puzzle part, it is a straight implementation of "Master Mind" game (Wikipedia article). With a small adjustment with numbers instead of colors to help with colorblind people. Although using solver programs is very popular among players, it is not too difficult to learn the mathematic basics of the game. Try these links if you are interested. }}
 * A Reaver Puzzle training program, made by Yuhjn on the DDO US forums, to help players learn to do the puzzle without a solver
 * Storm Reaver Puzzle Solver, by Tackilack
 * chest=There are 4 chests in all. 3 chests drop normal loot whilst a 4th has the chance of dropping raid loot
 * unique=yes
 * npcreward=Normal reward up to level 12 items. On 20th run of that raid - a selection of raid items appear (see Raid loot mechanic for details).
 * monsters=
 * Stormreaver
 * Air Elementals