The Reaver's Fate

''The Stormreaver'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
 * loadingpic= L_The_Reaver's_Fate.jpg
 * 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):
 * A Cabal for One
 * Madstone Crater
 * The Prison of the Planes
 * Gianthold Tor

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.
 * 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.


 * 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.


 * 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.


 * Arcanes, 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.


 * Air Elementals have extremely high saving throws to discourage players from making the raid too trivial by insta killing them.


 * 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 mathematical 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

History
The Reaver's Fate raid loot was changed several times. See: The Reaver's Fate loot history for information on the old versions. Monster Information Named Monsters: }}
 * chest=4
 * 4 at the end, The Gold one contains the unique raid loot
 * 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, Seals do not.
 * monsters=
 * Air Elemental Guards - Orange-named air elementals (4-6 can spawn from any corner orb activation)
 * Stormreaver - Purple-named storm giant; raid boss