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NAME or ID  Show non-player spells

Tilt at Windmills [#93224]
Tilt at Windmills 
Requires Melee weapon
600 Runic Power   30 yd range
Instant cast   1 m, 30 s cooldown
Summons a second rune weapon that fights on its own for 12 seconds, doing the same attacks as the Death Knight but for 0% reduced damage. The rune weapon also assists in defense of its master, granting an additional 40% parry chance while active.
Quick Facts
  • Added in 4.0.3


Referenced spells:
- Death Knight Rune Weapon Scaling
- Dancing Rune Weapon
Spell details
FamilyDeath KnightLeveln/a
Cost 600 Runic PowerDuration12 seconds
Range30 yards (Medium)SchoolPhysical
Cast TimeInstant castMechanicn/a
Cooldown1 m, 30 s cooldownDispel Typen/a
Chargesn/aMax Targetsn/a
GCD1.5 secondsGCD CategoryNormal
Damage ClassMagic
Effect #0Summon
Value: 1
Category: Ally
Type: Guardian_2
Slot: 0
NPC: Rune Weapon
Duration: 12 seconds
Targets: In front of target
Radius: 2 yards
Effect #1Apply Aura: Dummy aura (server-side)


Targets: Caster
Effect #2Apply Aura: Dummy aura (server-side)
Value: 10
Targets: Enemy
Proc Flags- Successful attack by spell with melee damage class
- Successful Ranged attack by spell with ranged damage class
- Successful Negative spell hit
- Successful Positive Magic spell hit
- Successful Negative Magic spell hit
Proc Chance100%
Attributes - [Client-Side] Don't display in aura bar
- Requires main hand weapon
- Can proc triggered
- Can target possessed friends

and 2 other unknown attributes
Changelog (7)See also (1)
NameVersion (mouseover to see tooltip)
Tilt at Windmills (20810)
Tilt at Windmills (20740)
Tilt at Windmills (14107)
Tilt at Windmills (14040)
Tilt at Windmills (14002)
Tilt at Windmills (13914)
Tilt at WindmillsBefore (13914)