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The Reaver's Fate
The Reaver's Fate is the 5th quest in The Ruins of Gianthold story arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward.. |
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The first three quests can be completed in any order to unlock Gianthold Tor. |
Madstone Crater • The Prison of the Planes • A Cabal for One • Gianthold Tor • The Reaver's Fate |
The Stormreaver's Inner Sanctum is home to a terrible doomsday device. The clock is ticking...
Requires access to adventure pack
|
The Reaver's Fate | |
Heroic level: | 14 |
Epic level: | None |
Duration: | Long |
Heroic XP: | ♦6,540Normal ♥6,820Hard ♠7,100Elite |
Epic XP: | [[The Fall of Truth]] |
Takes place in: | Stormreaver's Inner Sanctum |
Bestowed by: | Agon Uruhond |
NPC contact: | Agon Uruhond |
Quest acquired in: | Gianthold |
Patron: | Agents of Argonnessen |
Base favor: | 6 |
Purchase: | Ruins of Gianthold or VIP |
Extreme Challenge: | No |
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 for this raid is not required.
Spoiler Warning: Spoiler material below this point!
Objectives
- Disable the Stormreaver's ancient doomsday device
What to 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)
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 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 (Wikipedia article), 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.
- If running on your own, you might want to have a go at the puzzle yourself! Here's how it works:
- Bug: If you damage the Stormreaver too fast, he can become unresponsive. Using the Diplomacy skill may help to reactivate him. DDO Forums (2015)
Bonus XP
- Aggression bonus: 17 or more monsters killed +10% Bonus.( ♣−0 ♦654 ♥682 ♠710 )
- Onslaught bonus: 20 or more monsters killed +15% Bonus.( ♣−0 ♦981 ♥1,023 ♠1,065 )
- Conquest bonus: 23 or more monsters killed +25% Bonus.( ♣−0 ♦1,635 ♥1,705 ♠1,775 )
External Links
Loot
- Chests: 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.
NPC end 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 run.
Named Chest Drop
All items are ML 13 and Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire unless otherwise noted.
- Amulet of the Stormreaver - Necklace - Protection +4Protection +4: Passive: +4 Deflection bonus to Armor Class., Electric Resistance +30Electric Resistance +30: Passive: +30 Enhancement bonus to your Electric Resistance., Chain LightningChain Lightning
Caster level: 12
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3)- Upgrade: Protection +4Protection +4: Passive: +4 Deflection bonus to Armor Class. & Electric Resistance +30Electric Resistance +30: Passive: +30 Enhancement bonus to your Electric Resistance. → Protection +5Protection +5: Passive: +5 Deflection bonus to Armor Class. & Electric Resistance +40Electric Resistance +40: Passive: +40 Enhancement bonus to your Electric Resistance.
- 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, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., CloudburstCloudburst: On Vorpal, this weapon triggers a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
- Upgrade: Adds Lightning Strike Lightning 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 - Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire - +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 3 to 18 points of damage against the foe., Life StealingLife Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit., Enchantment Focus +2 Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Suppressed Power- Upgrade: Adds Force BurstForce Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., 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 2 to 12 damage against all targets of evil alignment.
- Gauntlets of Eternity - Gloves - Heal +13Heal +13: Passive: +13 Competence bonus to the Heal skill., Repair +13Repair +13: Passive: +13 Competence bonus to the Repair skill., Devotion +60Devotion +60: Passive: +60 Equipment bonus to Positive (Healing) Spell Power., Healing Lore VHealing Lore V: Passive: Your Positive Energy spells gain a 15% Equipment bonus to their chance to critical hit., Eternal FaithEternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4.
- Upgrade: - Heal +13Heal +13: Passive: +13 Competence bonus to the Heal skill., Repair +13Repair +13: Passive: +13 Competence bonus to the Repair skill., Devotion +60Devotion +60: Passive: +60 Equipment bonus to Positive (Healing) Spell Power. → Heal +15Heal +15: Passive: +15 Competence bonus to the Heal skill., Repair +15Repair +15: Passive: +15 Competence bonus to the Repair skill., Devotion +72Devotion +72: Passive: +72 Equipment bonus to Positive (Healing) Spell Power.
- Head of Good Fortune - Trinket - Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks., Fortification +75%Fortification +75%: +75% Enhancement bonus to reduced chance of taking critical damage on a critical hit.
- Upgrade: Fortification +75%Fortification +75%: +75% Enhancement bonus to reduced chance of taking critical damage on a critical hit. → Fortification +100%Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Adds Dodge +2% Dodge +2%: +2% Enhancement bonus to Dodge.
- Madstone Boots - Boots - Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Passive: +48 Equipment bonus to each Spell Power., Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Madstone RageMadstone Rage
Caster level: 5
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), unlisted Madstone Reaction- Upgrade: Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Passive: +48 Equipment bonus to each Spell Power., & Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed. → Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Potency +52Potency +52: Passive: +52 Equipment bonus to each Spell Power., & Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Madstone Shield - +5 Tower Shield (GemGem: Items made of gem are generally extremely durable and have a very high hardness. Most commonly used to make trinkets and docents. , Max Dex 3, Blocking DR 11 (base 6)) - Shield Proficiency: Tower Shield Shield Proficiency: Tower Shield: While equipped this item grants the feat Shield Proficiency: Tower Shields.
- Upgrade: Gains Improved BashingImproved Bashing: This shield does an additional 2 to 12 damage when used to shield bash. and Shield Bashing +10% Shield Bashing +10%: +10% Enhancement bonus to your chance of a Secondary Shield Bash. This stacks with bonuses granted by any relevant feats.
- Ring of Lies - Ring - Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Diplomacy +10Diplomacy +10: Passive: +10 Competence bonus to the Diplomacy skill., Bluff +10Bluff +10: Passive: +10 Competence bonus to the Bluff skill., Haggle +10Haggle +10: Passive: +10 Competence bonus to the Haggle skill., Perform +10Perform +10: Passive: +10 Competence bonus to the Perform skill., DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Hidden Effect: Increases threat generated by spellcasting by 15%
- Upgrade: DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time. → Improved Deception Improved Deception: This item makes your weapons hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Adds Charisma Skills - Exceptional Bonus +2Charisma Skills - Exceptional Bonus +2: Passive +2 Exceptional bonus to the Charisma based skills of: Bluff, Diplomacy, Haggle, Intimidate, Perform and Use Magic Device (UMD)
- Stormreaver's Napkin - Cloak - Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Spell Focus +1 Spell Focus +1: +1 Equipment bonus to the DC of all spells.
- Upgrade: Adds Spell Penetration II Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks.
- Tenderizer - +5 Morningstar+5 Morningstar: (1d8+5 20/x2): A simple weapon comprised of a round, spiked head and a long haft. - +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures. , ImpactImpact: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Stunning +10 Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- Upgrade: Adds Bone BreakingBone Breaking: Critical hits by this weapon deal an extra 1 to 6 points of Dexterity damage by shattering the bones of its target. and SpikesSpikes: The sharp spikes on this item deal an additional 1 to 6 Piercing damage when used to strike an enemy.
- Treason - +5 Shortsword+5 Shortsword: (1d6+5 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger., Expanded Threat Range: 18-20 - DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., TreasonTreason: This item reduces the threat generated by melee damage by 20%., Armor-Piercing - 10% Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.), uses Dex mod or Str mod for Attack and Damage, whichever is highest.
- Upgrade: Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 10% Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.) → Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 15% Armor-Piercing - 15%: Passive: +15% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.)
- Ventilated Bracers - Bracers - Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Passive: +3 Enhancement bonus to the Disable Device skill., Enhanced Open Lock +3Enhanced Open Lock +3: Passive: +3 Enhancement bonus to the Open Lock skill., Air GuardAir Guard: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.
- Upgrade: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Passive: +3 Enhancement bonus to the Disable Device skill., & Enhanced Open Lock +3Enhanced Open Lock +3: Passive: +3 Enhancement bonus to the Open Lock skill. → Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor.,Enhanced Disable Device +5Enhanced Disable Device +5: Passive: +5 Enhancement bonus to the Disable Device skill., & Enhanced Open Lock +5Enhanced Open Lock +5: Passive: +5 Enhancement bonus to the Open Lock skill.
- Seal of the Stormreaver - Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire - Allows you to upgrade 1 item. (Drops only on hard and elite)
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Air Elemental Guard ( view • edit ) | ♠26Elite | Elemental | Air Elemental |
Elder Air Elemental ( view • edit ) | ♦11Normal ♥13Hard ●♦22Epic Normal ●♠45Epic Elite | Elemental | Air Elemental |
Stormreaver ( view • edit ) | ♦24Normal ♥26Hard ♠28Elite ●♦31Epic Normal ●♥34Epic Hard ●♠68Epic Elite | Giant | Giant |
- The Ruins of Gianthold chain quests
- Long quests
- Stormreaver's Inner Sanctum quests
- Gianthold quests
- Agents of Argonnessen patron quests
- Pay to Play quests
- Pages sourced by DDO forums
- Game bugs
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- Compendium:Level 14 quests
- Level 14 quests
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