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From the Codex of Ultimate Wisdom

Whirlwind Attack

A folio of the realm

Whirlwind Attack

Whirlwind Attack is a Special Move — one of the canonical melee specials in Britannia — that lets a warrior strike every adjacent enemy in a single mighty spinning swing. Unlike normal melee attacks that target a single creature, Whirlwind Attack scans the 8 tiles surrounding the attacker and applies the swing's damage to every valid target in those tiles. It is the anti-add signature move: a Sampire surrounded by a champion-spawn pack uses Whirlwind Attack to clear the swarm before getting overwhelmed; an Archer or Throwing Gargoyle has equivalent specials but Whirlwind is the canonical melee form.

The move requires a specific weapon class (most two-handed swords, axes, and pole weapons), a Tactics skill threshold, and a stamina cost. Critically, the spinning swing does not strike Innocent (Blue) characters in the AOE — only valid combat targets (already-flagged opponents, monsters, or Murderers). This is what makes Whirlwind Attack viable in mixed PvE/PvP environments without accidentally flagging the user as an aggressor.

Mechanics

Attribute Value
Move type Primary or Secondary special, depending on weapon (most weapons that have it list it as Secondary)
Weapon eligibility Two-handed axes, halberds, lajatangs, no-dachis, several Throwing weapons; some swords; tooltip lists per weapon
Skill required Tactics50 + the weapon's Skill Required
Stamina cost Base ~30 stamina (modified by weapon and Special Move discount via Bushido)
Mana cost None
Range 8 surrounding tiles (1-tile radius around the attacker)
Damage Each target in range takes a full swing roll — independent rolls per target
Innocent (Blue) protection Whirlwind does NOT strike Innocent characters in the AOE

The "independent roll per target" rule means Whirlwind is a damage multiplier through swarm density — against 5 close enemies, the move delivers 5 separate damage rolls in the cost of 1 swing's stamina. The DPS scales linearly with the number of valid targets in range.

Damage formula

Each target in range receives a full swing damage calculation:

Damage_per_target = Roll(weapon_min, weapon_max)
                  × (1 + Tactics + Anatomy + STR + Lumberjack + DI / 100)   # capped at 300%
                  × Slayer_multiplier                                         # 2× / 3× if matching
                  × Exceptional_1.30_to_1.35                                  # if Exceptional crafted
                  × Phys_split × (1 - target.PhysResist/100)                  # post-resist

This is the same formula as a normal swing — see Base Damage — applied to each target independently. The cost is a single stamina spend for the whirlwind action; the engine does NOT charge per-target stamina.

Weapon eligibility table

A representative slice of weapons that have Whirlwind Attack in their special-move slot:

Weapon Class Whirlwind Attack slot
Halberd Two-handed sword Secondary
Bardiche Two-handed sword Secondary
Two-Handed Axe Axe Secondary
No-Dachi Two-handed sword Secondary
Lajatang Two-handed sword Secondary
Composite Bow Archery Primary (some configurations)
Crossbow Archery Primary (some configurations)
Cyclone Throwing (Gargoyle) Secondary
Soul Glaive Throwing (Gargoyle) Secondary

The full list is hundreds of items long; Whirlwind appears on most two-handed melee weapons by default. One-handed weapons typically have Concussion Blow, Disarm, or Mortal Strike instead.

Tactical use

Situation Whirlwind Attack value
Champ Spawn add cluster Massive — 3+ adds in melee range = 3× DPS multiplier
Solo Tamer + pet Less useful — only 1 target usually
PvP melee scrum (3+ aggressors) Massive — one swing damages all opponents who chose to brawl
Single-boss DPS Useless — 1 target = 1 normal swing's worth
Bardic Provoke setup Useful — both Provoked targets in range

The canonical Whirlwind use is the add-clearing attack at champ spawns. A Sampire surrounded by 5 champion pets uses Whirlwind to clear them in a few cycles, then transitions to normal swing on the boss.

Stamina cost optimisation

The canonical "Whirlwind sustainability" build aims to regenerate stamina between Whirlwind uses:

Optimization Effect
Stamina Regeneration items Faster recovery between Whirlwinds
Bushido Special Move discount Bushido at GM reduces special-move stamina cost by ~50%
High Stamina stat Larger stamina pool → more Whirlwinds in a row
Ankh Pendant (Stamina Regen) Stacks with stat-based regen

The Sampire build's 120 Bushido is partly responsible for sustainable Whirlwind use — the special-move discount lets the Sampire chain Whirlwinds back-to-back without fully draining stamina.

Whirlwind Attack vs. parallel specials

Special Equivalent move on which weapons Effect
Concussion Blow One-handed maces, hammers High single-target damage
Mortal Strike Many weapons (Bushido-locked) Bleeding + heal-block
Disarm Most one-handed weapons Force opponent to drop weapon
Whirlwind Attack Most two-handed melee AOE damage
Lightning Strike One-handed, Bushido Single-target high-damage hit

Whirlwind Attack is the only widely-available AOE melee special; this is why two-handed melee builds prefer it. One-handed builds trade AOE for higher single-target burst.

Critical PvP rule: no Innocent friendly fire

The "Whirlwind does not strike Innocent (Blue) characters" rule is canonical and load-bearing:

  • A Whirlwind in a city where Innocents are nearby will not damage them — the engine filters AOE targets by aggression status.
  • A Whirlwind targeting flagged opponents or monsters only damages those — Blue bystanders are unharmed.
  • The Whirlwind user does not get flagged for accidentally hitting Innocents (because they didn't).

This makes Whirlwind safe in mixed-faction city brawls and at busy public spawn points — a player can freely use it without risk of becoming a "Murderer" by accident.

See also

  • Tactics — the universal melee skill that gates Whirlwind Attack at 50.0
  • Base Damage — the damage formula applied per Whirlwind target
  • Bushido — the discount-providing skill for special-move sustainability
  • Stamina — the resource Whirlwind consumes
  • Skill Required — the weapon-skill gate that must also be met
  • Slayer — the post-cap multiplier on each Whirlwind hit when matching
  • Exceptional — the crafting bonus that boosts each Whirlwind hit
  • Resistances — the per-target defense layer that reduces incoming Whirlwind damage
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