Windmill

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For the Partner summoning attack, see Hands of Salvation.
For the tool for milling flour, see Windmill (Public).
For the Windmill enchant, see Rank 8 Enchants#Windmill.

Description

Windmill.png No matter how skilled you are at close-ranged combat, it's never easy to handle multiple enemies at once. This skill helps you slip through dangerous situations. This skill is extremely useful, especially when you've been hit multiple times by the enemy and have fallen to the ground.

Details

The red circle is the range from rank F-6. The blue is the increased range from rank 5-2.
The green circle is the range from rank 5-2. The white is the increased range from rank 1.
  • A skill that does a 360 degree spin to attack surrounding enemies, knocking them down in the process.
    • Enemies using Defense will not be knocked down.
    • The amount of time an enemy will stay downed for depends on the stun time of the weapon used.
  • If Windmill is used against multiple enemies with no current target selected, a random target will be chosen amongst any surviving targets.
    • The target will have a reticule surrounding it.
  • Windmill ignores the target's Protection when calculating critical rate.
  • Windmill's base radius increases with the hitbox size of the user. For example, a Golem will have a gigantic Windmill radius compared to a Human character. However, Windmill's radius for all Player Races are that of a Human.
    • Character age does affect Windmill's radius by a very small factor.
  • Despite being a distance-based skill, Windmill can strike the edge of a target's hitbox rather than the center. Therefore, it can strike large enemies, such as the Giant Spider, from long distances.
    • Note that the radius is the base size of Windmill while the range is the additional radius based on the size of the user's hitbox.
  • If the player loads Windmill while being knocked back and is struck again with a melee attack, Windmill will immediately activate and cause the attack to completely miss. However, since it is impossible to attack while being knocked back, no damage will be dealt, the animation will not play, but the skill will still enter cooldown.
    • You can be attacked immediately after this occurs.
  • The spinning animation lasts for 2.3 seconds.
  • Windmill enters cooldown after attacking with it.
    • The cooldown varies by race and by rank.
  • Only Bare-Handed damage is calculated when Windmill is used with a Bow, Crossbow, Atlatl, or Dual Gun.
  • When equipped with a Lance, the minimal distance penalty is ignored.
  • When equipped with a Knuckle, the range/radius of Windmill is reduced by approximately half.
  • Windmill does not inflict any Wounds.
  • Counterattack, Lance Counter, and Chain: Counter Punch does not work against Windmill.
  • Windmill cannot normally stop Charge.
    • Charge may be stopped with windmill if Windmill executes on a different target while the Charging player is within the radius.
  • Windmill cannot counter Doppelganger as its first hit renders the user invulnerable to attack.
  • Windmill will always reset a monster's AI, causing them to act as though they have just aggroed the user. For example, Goblins and Kobolds will run away and Flying Swords will cast Lightning Bolt.
  • Unlike most area of effect skills, Windmill only causes one enemy to aggro instead of all.
    • If that target is killed by Windmill, other enemies will not aggro until the corpse despawns. However, if the killing Windmill hits other enemies, one of them will aggro.
      • Because Windmill only causes one target to aggro, players can abuse Windmill against other enemies without retaliation until the corpse disappears.
  • Some monsters with Windmill loaded will not immediately execute it when the player comes in range, but will so if the player tries to use a melee attack against it.
  • Windmill can be used as a counterattack after being knocked back simply by loading the skill; it will automatically activate upon being attacked with melee. Do not trigger it manually.
    • In other circumstances, players may hold down the left mouse button (around their feet) while loading Windmill in order to execute the skill as soon as a target is in range.
      • Players with high latency may be unable to do this.
  • Players with high Combat Power may find this skill more difficult to train at later ranks due to the large volume of kills required to train it.
  • Windmill will always automatically execute if the target is struck by a Chain 1 or Chain 2 fighter skill while it is loaded.
    • If the target is in the process of being knocked back, Chain 1 and Chain 2 fighter skills will still cause Windmill to execute and the Chain skill to be negated, however it will have no effect as a target being knocked back cannot attack.
  • The following skills can be loaded in the spinning animation phase of Windmill: Defense, Final Hit, Healing, Magic Shield, First Aid, Thunder, Charge, Playing Instrument, Control of Darkness, Rock Throwing, Throwing Attack, Elven Magic Missile, Giant Full Swing, Barrier Spikes, Spirit Weapon Awakening, Blaze, Life Drain, Shock, Wings of Rage, Shadow Spirit, Spear of Light, Fury of Light, Charging Strike, Tumble, Pierrot Marionette, Colossus Marionette, Control Marionette, Reload, Grapple Shot, Bullet Slide, Way of the Gun, and Doppelganger.
    • Do note that the skill used after Windmill is considered active after the spinning animation, which means you still can be hit while Defense is loaded.

Skill Issues

  • Using Windmill may result in nothing happening, although the skill will still be put in cooldown.
    • This happens often after using Normal Attacks that knockdown an enemy, clicking out of the animation, and then using Windmill shortly after.
    • The skill misfires due to being "stuck" in another animation.
  • When attacked immediately after loading Windmill, the skill may "activate" with nothing happening and enter cooldown.
    • This is caused by the "counterattack" part of Windmill.
  • Using Windmill while transitioning into cutscenes will cause the player to be stuck in place.
    • The only way to resolve this is to channel change or relog.

Summary

Rank F E D C B A 9 8 7 6 5 4 3 2 1
Required AP (Human/Giant) 3 4 5 6 7 8 10 12 18 20 22 24 30
Required AP (Human/Giant Total) 3 7 11 15 20 26 33 41 51 63 81 101 123 147 177
Required AP (Elf) 0 1 2 4 7 11 12 13 14 15 16 17 18 19 20
Required AP (Elf Total) 0 1 3 7 14 25 37 50 64 79 95 112 130 149 169
Additional Str (Total) +1 +2 +3 +4 +5 +7 +9 +11 +13 +15 +18 +21 +24 +27 +30
Additional Will (Total) +3 +6 +9 +12 +15 +18 +21 +24 +27 +30 +34 +38 +42 +46 +50
Human/Giant Damage [%] 100 110 120 130 140 150 160 170 180 190 200 210 220 230 250
Elf Damage [%] 100 105 110 115 120 125 135 140 145 150 160 170 180 190 200
Stamina Use 2 3 4 6 7 8 9 10
Load Time [sec] 0
Cooldown Time [sec] Human 4 3.5
Elf 4.5 4
Giant 3.5 3
Radius Anything 300 400 500
Knuckles ? ?  ?
Range Anything 100% 120% 150%
Knuckles 40~% 50~% 60~%
Skill CP (Total) 0 5 10 15 30 50 70 90 120 150 180 220 250 300 350
Stat CP (Total) 2.5 5 7.5 10 12.5 16 19.5 23 26.5 30 35 40 45 50 55

Obtaining the Skill

  • Complete the quest Fighting Lessons.
    • The skill will automatically be ranked to F.

Or, alternatively:

  • Complete the quest Ranald's Armor Delivery
Ranald's Armor Delivery
How to Get Quest

Talk to Ranald with the Skills Keyword with Rank F(?) Defense.

Briefing If you deliver this armor to Ferghus, I'll give you help with the Windmill skill. - Ranald -
Objectives
Rewards
  • 5 Experience Points
  • Windmill Skill

Training Method

Tips

  • When training multiple hits/kills, the player must hit four or more targets. To fulfill the "kill" condition, the player must finish all four targets simultaneously. At least one must be "Strong" while the rest are either lower or equal in power or else you will not receive the points.
    • Making a one person party and setting finish rule to "Anyone in Party," can greatly speed up the process. Pile 4 or more dead monsters near each other and then finish them with Windmill, provided that a monster of the group is a Strong monster.
    • Enthralling Performance can also gather up monsters easily.
  • "Counterattack with Windmill" does not actually mean to use the Counterattack skill. Instead, the requirement is fulfilled by preparing the skill while being knocked down or back (usually against a wall) by an opponent. As soon as the skill is finished loading, it will automatically execute as long as a target is within range. This is how to fulfill the "Counterattack with windmill" requirement in earlier ranks.
    • Players may use the Rock Throwing action to attract and prevent killing weaker monsters. Likewise, Giants with the Taunt Skill can also attract and prevent killing monsters.
  • Tir Chonaill (Another World) is an ideal spot for training Windmill, since the Zombies in the graveyard usually appear as Boss for low-leveled players and can fulfill training requirements in higher levels.
  • The Other Alchemists is an ideal Shadow Mission to train Windmill on as mobs have low health, very high CP (especially on the lower difficulties), and spawn in large numbers.
  • Kitchen Dungeon is another good training area since the monsters have low health, very high CP, and spawn in large numbers, but be aware that their protection must be reduced first.

Rank F

  AP Stat Effect
Human 3 Strength +1, Will +3 100% damage
Elf 0 Strength +1, Will +3 100% damage
Giant 3 Strength +1, Will +3 100% damage
Method Exp. Count Total


Rank E

  AP Stat Effect
Human 4 Strength +1, Will +3 110% damage
Elf 1 Strength +1, Will +3 105% damage
Giant 4 Strength +1, Will +3 110% damage
Method Exp. Count Total


Rank D

  AP Stat Effect
Human 4 Strength +1, Will +3 120% damage
Elf 2 Strength +1, Will +3 110% damage
Giant 4 Strength +1, Will +3 120% damage
Method Exp. Count Total


Rank C

  AP Stat Effect
Human 4 Strength +1, Will +3 130% damage
Elf 4 Strength +1, Will +3 115% damage
Giant 4 Strength +1, Will +3 130% damage
Method Exp. Count Total


Rank B

  AP Stat Effect
Human 5 Strength +1, Will +3 140% damage
Elf 7 Strength +1, Will +3 120% damage
Giant 5 Strength +1, Will +3 140% damage
Method Exp. Count Total


Rank A

  AP Stat Effect
Human 6 Strength +2, Will +3 150% damage
Elf 11 Strength +2, Will +3 125% damage
Giant 6 Strength +2, Will +3 150% damage
Method Exp. Count Total


Rank 9

  AP Stat Effect
Human 7 Strength +2, Will +3 160%, Cooldown Time Decreases
Elf 12 Strength +2, Will +3 135%, Cooldown Time Decreases
Giant 7 Strength +2, Will +3 160%, Cooldown Time Decreases
Method Exp. Count Total


Rank 8

  AP Stat Effect
Human 8 Strength +2, Will +3 170% damage
Elf 13 Strength +2, Will +3 140% damage
Giant 8 Strength +2, Will +3 170% damage
Method Exp. Count Total


Rank 7

  AP Stat Effect
Human 10 Strength +2, Will +3 180% damage
Elf 14 Strength +2, Will +3 145% damage
Giant 10 Strength +2, Will +3 180% damage
Method Exp. Count Total


Rank 6

  AP Stat Effect
Human 12 Strength +2, Will +3 190% damage
Elf 15 Strength +2, Will +3 150% damage
Giant 12 Strength +2, Will +3 190% damage
Method Exp. Count Total


Rank 5

  AP Stat Effect
Human 18 Strength +3, Will +4 200% damage, Increased Range
Elf 16 Strength +3, Will +4 160% damage, Increased Range
Giant 18 Strength +3, Will +4 200% damage, Increased Range
Method Exp. Count Total


Rank 4

  AP Stat Effect
Human 20 Strength +3, Will +4 210% damage
Elf 17 Strength +3, Will +4 170% damage
Giant 20 Strength +3, Will +4 210% damage
Method Exp. Count Total


Rank 3

  AP Stat Effect
Human 22 Strength +3, Will +4 220% damage
Elf 18 Strength +3, Will +4 180% damage
Giant 22 Strength +3, Will +4 220% damage
Method Exp. Count Total


Rank 2

  AP Stat Effect
Human 24 Strength +3, Will +4 230% damage
Elf 19 Strength +3, Will +4 190% damage
Giant 24 Strength +3, Will +4 230% damage
Method Exp. Count Total


Rank 1

  AP Stat Effect
Human 30 Strength +3, Will +4 250% damage, Increased Range
Elf 20 Strength +3, Will +4 200% damage, Increased Range
Giant 30 Strength +3, Will +4 250% damage, Increased Range
Method Exp. Count Total


Master Title

the Master of Windmill

  • Protection +3
  • Will +10
  • Luck +10
  • HP -20
  • Str -10

Related Enchants

Name Type, Rank Enchants Onto Effect(s) Comes On/From
Deadly
(edit)
Suffix, rank 9 Two-Handed Weapons +5 Dex if Smash Rank 9+
-40% Balance if Combat Mastery Rank B+
+15% Critical if Windmill Rank 9+
Belligerent
(edit)
Suffix, rank B Weapon +10 HP if Windmill Rank B+
-5 Stamina when lvl -20
+5 Str when lvl 15+
Hesitant
(edit)
Prefix, rank A Weapons +6% Max Injury Rate if Windmill Rank C+
-2% Critical
Enchant Scroll (Iria Exploration)
Snowfall
(edit)
Prefix, rank 8 Bows and Crossbows -20 Luck
+4 Max Damage if Magnum Shot Rank 6+
+4 Min Damage if Windmill Rank 6+
+10% Critical if level 30+
+12% Repair Cost


Strange
(edit)
Prefix, rank 9 Weapons +9% Max Injury Rate if Windmill Rank 9+
-3% Critical
Enchant Scroll (Iria Exploration)
Suspicious
(edit)
Prefix, rank B Weapon +3% Max Injury Rate if Windmill Rank F+
-1% Critical
Violent
(edit)
Suffix, rank A Two-Handed Weapons -20 Luck
+20 Max Damage if Windmill Rank 6+
+5% Critical
-3% Repair Cost
Windmill
(edit)
Suffix, rank 8 Weapon +10 Stamina if Windmill Rank A+
+3 Str if Windmill Rank A+
-5% Protection if Defense Rank C+
Enchant Scroll (Fiodh Int. for Four and Rundal Siren Treasure Rooms, Their Method)
Advanced Weapon (Edern)
Hatchet (Ciar Advanced for Two and Three Treasure Rooms)

Trivia

The result of a player using the Halloween Party prefix Title while using Windmill.