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Millwright Corvin

Boss

  • Lv 83
  • Attacks on sight
  • Windrose Downs

Where it lives

Windrose Downs

It lives in The Windrose Mill.

Fight

Health 212,458

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (83), in place of the blow multiples below: a move you could dodge 1,620 damage, a hazard 1,418 damage, its signature failed 2,228 damage, burning ground 486 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • The yard and the stair

    In the yard the Stormcallers call spark clouds at their feet; a plate by the little vane turns the yard's wind: a cloud that bursts on them leaves them reeling. On the inner stair the Warder drops a knotted rope: its first knot throws the next wisps away, its second over the landing's edge.

  • Windrose

    Four wind doors in the stone floor's walls, a brass plate before each with its arrow to its door: one standing 1 s on a plate opens that door and shuts the others. Every 22 s (first at 10 s) Corvin lets loose Flour and Spark over the millstone: a cloud 4 tiles round that bursts after 8 s: 2 Charged stacks on whoever is in it, and if it misses him 2,228 damage. The open door's wind carries it 1.5 tiles a second; the doors shut as it bursts. The burst catching Corvin: FLOUR BURST! He reels 4 s, takes 30% more for 8 s, and his Gathering Charge breaks. From 50%, 3 s before each burst he slams the open door and opens the one across (Contrary Wind); from 25% two clouds, one each side of the stone, one wind for both.

    TipThe tank holds him downwind, where the cloud will go; someone opens the door the cloud should blow from, everyone else steps out of it. Watch for the slammed door. Alone the cloud bursts after 6 s and drifts 2 tiles a second, and he never slams a door.

  • Bottle Rain

    1/2/3 circles 2 tiles round under the party: the flash, then the thunder 1.8 s later, 1.5 blows of lightning and 1 Charged stacks.

    WhenOne of them every 7 s, first at 6 s.

  • Gathering Charge

    He stands and gathers for 3 s: a skill breaks it (he reels 2 s); unbroken, everyone takes 1 Charged stacks.

    WhenOne of them every 7 s, first at 6 s.

  • Spark Line

    A strip 1.5 tiles wide from him through the one farthest away, 13 tiles long: 1.8 blows of lightning 1.5 s after it is marked.

    WhenOne of them every 7 s, first at 6 s.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

Drops

Chest and signature (tap to show)

Quests

No quest asks for it.