
The Windrose Mill
Dungeon
- Level 85+
- 1–5 players
- Windrose Downs
Millwright Corvin grinds the storm into flour and sparks on the stone floor; Weatherwife Hesper knots the wind on the roof.
Getting in
Up the north ridge above Windrose, through the yard of the great mill the Stormcallers took.
Loot and the daily lock
Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.
Alone or in a group
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Health | ×1 | ×1.5 | ×2 | ×2.5 | ×3 |
| Blows | ×1 | ×1.25 | ×1.5 | ×1.75 | ×2 |
The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.
Floors and who lives there
The Flour Floor
Static WispLv 82 · ×2
StormcallerLv 83 · ×3
Stormcaller WarderLv 83 · ×1
The Mill Yard
StormcallerLv 82 · ×2
The Stone Floor
Millwright CorvinLv 83
The Mill Roof
Static WispLv 83 · ×4
Weatherwife HesperLv 85
The Inner Stair
Stormcaller WarderLv 84 · ×1
Bosses

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.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (85), in place of the blow multiples below: a move you could dodge 1,699 damage, a hazard 1,486 damage, its signature failed 2,336 damage, burning ground 510 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.
- Wind Knots
A rope across the roof from west to east, three knots on it; from 50% a second from north to south. Standing 1 s by the next knot unties it, in order: Breeze (the clouds 5 tiles), Gale (the clouds 10 tiles, the players 3 tiles), Hurricane (the clouds 15 tiles, the players 6 tiles, Hesper 6 tiles; the roof shakes 1.5 s before it). She ties them again 20 s after the first is untied (12 s from 25%). A hurricane carrying her onto the eaves: BLOWN AWAY! She hits the post, reels 5 s and takes 35% more for 8 s. Blown off the eaves you fall to the floor below, unhurt, and climb back by the outer stair.
TipThe tank holds her near the east eaves; untie the third knot when she is there and the party is west of her, away from the edge. Alone the gale does not push you, the hurricane throws you 3 tiles, and she goes off the eaves from 8 tiles away.
- Storm Cloud
Every 24 s (first at 12 s) a storm cloud 5 tiles round gathers over the party for 10 s, following it; under it you are soaked. Full, it rains on whoever is under it 2 s later: 2,336 damage and 1 Charged stacks. With it come 1/2/3 Cloud Spawns.
TipBlow it off with a knot: the breeze moves it a little, the gale far, the hurricane farthest. The spawns blown over the eaves are gone.
- Static Charge
1/2/2 players marked for 6 s; then it bursts round each, 3 tiles round: 1.2 blows of lightning on everyone there. Spread out.
When7 s into the fight, then every 15 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.