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Joined: 10 Oct 2005
Posts: 11
Posted: Fri Jul 21, 2006 4:41 pm
Post subject: RE: Gorge Water Temps
feels like 60s...you can sail in trunks and a rashgaurd. I sailed in a wetsuit top last week and it was way too hot.
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Joined: 12 Dec 1999
Posts: 15136
Posted: Fri Jul 21, 2006 4:44 pm
Post subject: RE: Gorge Water Temps
Gorge water temps are limited by law to a max of 72 degrees to protect salmon fingerlings. Its not quite there yet (iWs Pressure Report lists water temp below the pressures), running about 70 last time I looked. You wont notice much departure from the posted temps except maybe immediately below a dam. 70 sounds toasty, and 90 air temp sounds hot, but we had to rescue a hypothermic sailor in mid-July whose gear blew away who was clad only in a shorty, leaving him in the river for 2-3 hours. He went back out in a full steamer after recovering his gear. (No wuss, hes an expert who lives and usually sails in the Canadian Great Lakes.) Im still more comfortable in a 2mm full suit than in a 2mm shorty on the usual 90-degree afternoon, because I crash a lot and face swims up to a mile or more.
Air temps range from 50s on a chilly July dawn to 110 some afternoons.
With Google Im sure you can find much more detail, including day-by-day Columbia River surface water temperatures at many spots.
Mike \m/
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Joined: 10 May 1998
Posts: 234
Posted: Fri Jul 21, 2006 7:03 pm
Post subject: RE: Gorge Water Temps
OK, Ill bite... How do you end up with a multi-hour swim on a river? Are you trying to swim upstream to the launch!?
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Joined: 12 Dec 1999
Posts: 15136
Posted: Fri Jul 21, 2006 9:46 pm
Post subject: RE: Gorge Water Temps
This particular guy was trying more to retrieve his blown-away gear than get his shivering butt ashore. But then weve rescued several hypothermic sailors out east after their gear has broken or separated, and thats just in the summer. The guys who sail in Jan-Feb without hoods are on their own.
OTOH . . . its not hard to incur an hours swim out east. The reach can exceed two miles, I seldom confine myself to the rut in front of the launch (e.g., I often rip almost directly downwind for over a thousand yards if Im sufficiently powered), and I often swim or butt-sail many hundreds of yards, very often upstream, if the DAMNED WIND breaks as it often does around 9-9:30 P:M. How fast and far can we swim a board and rig, especially in overhead swell if something breaks?
Mike \m/
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Joined: 12 Dec 1999
Posts: 15136
Posted: Sat Jul 22, 2006 3:35 pm
Post subject: RE: Gorge Water Temps
And even when we dont go hypothermic, sailing in the gorge sans neoprene costs us shred time we can never replace. One of the three principles of maximizing available shred time is energy allocation: use neoprene to maintain body temp and save our carbs for muscle contraction. Without neoprene, part of our pasta is wasted replacing heat energy -- CALORIES, many hundreds or even thousands of them -- lost to the water. Ive always chuckled when I see kids (people over 30 are usually wiser) standing on dry land getting warm again after a session on and in 70-degree water, and quitting at suppertime because theyve exhausted their fuel supply staying warm. (Tip: shivering = hypothermia, and thee hours in gorge July water temps sans neoprene can lead to unconsciousness.) Even when the underdressed stay warm, its at the expense of shred time theyll never get back. The same three guys at our local water hole consistently come off the water later -- often several HOURS later -- than the vast majority of sailors there. Two of them seldom sail in less than a full (thin) suit except on truly scorching afternoons in late July or early August.
Bottom line: neoprene increases shred time in gorge water temps.
Now, some folks brag that they never fall in. That begs two questions:
What fun is THAT?
How do they LEARN anything?
To the best of my knowledge, the gorges only windsurfing death (not counting a heart attack) was due to summertime hypothermia, in a young professional athlete.
Mike \m/
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Joined: 12 Dec 1999
Posts: 15136
Posted: Sat Jul 22, 2006 3:41 pm
Post subject: RE: Gorge Water Temps
When I stand straight up and can see only sky or hilltops looking up- or down-river from the troughs, thats head-high in my book. Weve seen it while sailing 5.2s way out east, where its common on a good, long 4.2 day (it takes time to build); it usually requires more wind in the kiddie pool generally known as the Corridor.
Mike \m/
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Joined: 14 Sep 2000
Posts: 613
Posted: Sat Jul 22, 2006 4:03 pm
Post subject: RE: Gorge Water Temps
Enough of this tripe already. A full suit in July? Anything but sunscreen in August? You are either a reptile or a complete sissy.
My rule of thumb: Shorty by June 1st, Trunks by July 1st. The first couple days of those transitions can be a little nippy, but way over heated otherwise. Losing shred time? Whatever. That is one seriously thin thread of logic to say that if you overheat yourself, youll have better endurance.
As to these endless swims, if the river is 2 miles wide (thats a GENEROUS estimate for the Columbia, that is a maximum of 1 mile swim. If it takes you 2 HOURS to swim ONE mile, you got no business out on the water. Take up golf.
Oh, yes Ive seen overhead swells on the river too, hes right on that count.
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Joined: 30 May 2000
Posts: 629
Posted: Sun Jul 23, 2006 12:02 pm
Post subject: RE: Gorge Water Temps
Mike, your body seems more sensitive to extreme temperature conditions than most folks. My biggest complaint sailing in the Gorge is that Im way too HOT most of the time.... even in winter. Ive gotta zip down my zipper to cool off many times. Got into the shorty back in April this year because I sail longer if I can just stay cool.... but thats just the way it is for me. Every body is different.
So, why is it required to fall into the water to have a good time? Why do you have to fall in to have fun or to learn something new? I find it quite fun just to stay *on* the water instead of being *in* the water.... usually its less work that way (??) and increases TOW (isnt dat the primary objective?). Besides, my ol sails feel a whole lot lighter and controllable when they are dry rather than wet.
-- Wind Mtn. Pete
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Joined: 12 Dec 1999
Posts: 15136
Posted: Sun Jul 23, 2006 7:57 pm
Post subject: RE: Gorge Water Temps
If Im not crashing, it tells me Im not pushing my envelope. If Im not pushing my envelope, I tend to get bored. Thats one VERY GOOD reason I abandoned dirt biking / desert racing for windsurfing.
I also dress for the Big Swim and put up with the thermal consequences, including sailing unzipped. It has saved me from hypothermia MANY times. Sailing in a shorty in sub-50-degree water is Russian roulette for ANYONE under about 300 pounds.
Mike \m/
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Joined: 12 Dec 1999
Posts: 15136
Posted: Sun Jul 23, 2006 8:45 pm
Post subject: RE: Gorge Water Temps
1. My early summertime full suit, at 2mm, loose, and fully Nylon II, is not nearly as warm as a normal shorty, especially in the air. Its insurance against long immersions.
2. Im also over 30, and thus smart enough to consider my safety more valuable than my cool factor. Ive often ridden dirt bikes and skiied at 20 degrees -- below zero -- but water at 65 degrees in a shorty or 70 in trunks can be far more dangerous. I prefer to control the risks I CAN control so I can TAKE risks I CANT control.
3. Ive encountered far too many hypothermic people in shortys -- even in July -- to ignore physics and physiology. Trunks in 65-degree water (early July) can be -- and have been -- deadly. Your nippy transitions often make the newspapers as tragedies when something goes wrong.
4. I very often sail until way past 9
M, at which point air temps can drop fairly quickly.
5. And its then that I incur many of my longer swims and butt-sails, because the wind often dies with the light.
6. A two-mile reach is not a generous estimate; its a measurement.
7. And in many places, the nearest shore is not an option, for many reasons, leaving only the launch ya parked at.
8. Ive never swum for two hours in the gorge (big lakes, a different story), but it happens to people who arent willing to abandon broken gear, tow it through a mile of big chopswell, get their shivering butts ashore any place they can, and THEN worry about how to get up the cliff, across the desert, and down 20-60 highway miles back to their dog. We dont all sail in the kiddie pool. (Youve SEEN overhead Columbia swell? Jeez, we SAIL in it MANY days a year.)
Im not advocating sailing hot (unless the water is cold and big). But intelligent selection of materials and design can safely and comfortably accommodate a wider range of air and water temps than limiting ones sailing wear choices to a couple of options.
Mike \m/
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Off Campus Study for Biology Majors
See this list of Off Campus Study opportunities which are approved for Biology credit.
Internships Outside the US
Internship for International Students (PDF) Prepared by Joo Hyun Im '10 (December 2009). This PDF document contains two parts: - Biology Research Internships for International Students in the U.S. - Biology Research Internships for All Students Interested in Working Outside of the United States (non-REUs)
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Panorama documentary on the growth of online bullying.
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DOVER — Roughly a dozen police officers throughout Strafford County have potential credibility concerns that could potentially hinder their ability to testify should they be called to do so in a court of law.
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Though it was suggested in 2002 when Heed was attorney general the possibility of coming off the list after 10 years, there is no "hard and fast" rule as to when an officer is allowed to come off the Laurie list, Velardi said.
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text:
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The six most awesome jobs for climbers. No experience necessary....29-Apr-2014
TNB: The Coolest Climbing Deal Breaker21-Apr-2014
Last week, rockandice.com reprinted a feature from Ascent 2011 titled "Climbing Deal Breakers" and it seems that many climbers took offense if they themselves felt attacked. But the point the article, however, seemed to be forgotten in the online hullabaloo....21-Apr-2014
TNB: Sharma and Glowacz Send World's Steepest Rock Climb14-Apr-2014
What's the steepest rock climb in the world? It's not in Kentucky, Colorado or Catalunya. The world-record roof climb is in the Sultanate of Oman about 62 miles southeast of Muscat. The route, Into the Light (13 pitches, 5.14a) wends its way through one of the largest known cave chambers, a spooky abyss called Majlis al Jinn—The Meeting Place of Genies. ...14-Apr-2014
An Encounter with a Legend - Patrick Edlinger: Plus A Whipper Vid07-Apr-2014
Patrick Edlinger's presence helped popularize and legitimize sport climbing, ushering in the inspired and youthful masses. But he not only did the hardest sport climbs of his time, he climbed everything: from mountain routes in the Alps to many trad and desert routes, as well as hard boulder problems, with repeated visits to the United States. ...07-Apr-2014
The Black is Beautiful


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Bath + Body
Dare to Discover
Gift Ideas
A rich, foaming bath of gentle cleansers, moisturizing aloe and humectant glycerin to indulge the skin and senses. Yields abundant blooms of refreshing fragrance, turning your bath into a desert oasis. View All Ingredients.
Discover an oasis for your skin.
Quenching agave nectar. Refreshing ruby red grapefruit. Tangy guava. Succulent lemon blossom. Soothing aloe leaf.
View the Agave Nectar Collection.
I bought this as a treat for myself. I thought the fragrance was intense but refreshing: tropical fruit with tones of fresh green and spice. What I like most is the moisturizing effect it has, it doesn't strip skin's moisture like most bubble baths. I have very sensitive skin but this product doesn't bother me a bit. It does make nice bubbles. Possibly they don't persist like other reviewers noticed but I find that very foamy bath products are very drying and irritating. I value scent and gentleness over froth (save it for my lattes, please!).
Wish I could afford to treat all my girlfriends to it!
Was this review helpful?
Yes No
Refreshing, relaxing, enriching
I love many Thymes products but adore this one! The Agave Nectar Bubble Bath smells delicious: fresh, fruity and zingy. It also leaves the skin soft and refreshed. I have a hard time keeping the bottle away from my young son, who uses a very free hand when pouring it into the bathtub! Makes your bathtime feel like something special.
Smells Yum, doesn't last long.
I still love every product I get from thymes. But as some of the others have commented the bubbles don't last long, if you sit there and swish your hand in the water there are lots of bubble to begin with but they fade quickly. although i do actually like this becuase then when my son gets up and i have to get out quickly there arent bubbles flowing after me. ;) not sure why anyone would say it doesn't smell long. my husband walked in afer about 1/2 hr and said that the whole house smelled like it!
Relaxing and soothing
I agree with another review - not much bubbles as Lavendar and other ones I use. The scent is wonderful. I like the wash and lotion better.
I hate to have to give this review but I really didn't like this bubble bath. There weren't many bubbles and hardly any scent, so it was a disappointment. I take baths daily, loving soaking in the tub and I was waiting for lovely bubbles and a great fragrance but it never happened.
Sodium Coco-Sulfate¹,
Decyl Glucoside²,
Cocamidopropyl Betaine¹,
Cocamidopropylamine Oxide¹,
PEG-120 Methyl Glucose Dioleate²,
Agave Leaf Extract,
Aloe Vera,
Citric Acid²,
Tributyl Citrate,
Tris (Tetramethylhydroxypiperidinol) Citrate,
Sodium Benzotriazolyl Butylphenol Sulfonate,
Benzyl Benzoate,
Butylphenyl Methylpropional,
Tetrasodium Glutamate Diacetate,
Sodium Benzoate,
Potassium Sorbate,
Orange 4 (CI 15510),
Red 33 (CI 17200)
¹Coconut and/or Palm, ²Mixed Plant
Featured Ingredients:
Agave Leaf
Aloe Vera
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Former Clipper star gives back
Tuesday, February 5, 2013
PORTSMOUTH — Twenty-five years ago, Scott Smith gave the Portsmouth High School baseball team a boost with his arm.
Mavericks president Mike Daboul said the donation would go toward the planned upgrades at Leary Field. The team has committed a little over $33,000 this year in improvements to the ballpark. The first home game is slated for Saturday, June 8.
"Dave Hoyt has been such a positive influence," said Smith, who makes his home in Minnesota. "It's great to see Portsmouth do well and I want to do what I can to support it."
The Mavericks ranked last and next-to-last in attendance in the two summers they played at Spaulding High School in Rochester, averaging between 200 and 300 fans a game.
After a few years playing independent pro ball, Smith joined the advertising field, working for a national agency. In 2005, he started his own business, Coopersmith Marketing and Design; today, its clients include Proctor & Gamble, Coca-Cola and General Mills.


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Charlotte Dresser
- Overview
Our Charlotte Dresser offers a stylish way to stay organized. The multistep hand finish is beautifully distressed to reveal hints of a contrasting undercoat at the edges.
- 45.5" wide x 22.5" deep x 36" high
- Expertly crafted solid hardwood frame.
- Finished by hand using an exclusive multistep process that results in exceptional depth of color, then sealed with a protective lacquer.
- View and compare with other collections at Bedroom Furniture Facts.
- View our Furniture Brochure.
- Catalog / Internet Only.
- Dimensions & Care
- The frame, drawer fronts and oversized drawer pulls are made of solid hardwood.
- Side panels and back panels are hardwood veneer and MDF, an engineered wood that lends exceptional strength and ensures the dresser's structural integrity over time.
- The use of veneers results in high-quality furniture that has flawless surfaces and consistent color tones, and that will not be subject to cracking.
- The drawers have glides made of beech; drawer stops prevent drawers from being accidentally removed.
- Overall: 45.5" wide x 22.5" deep x 36" high
- Top Drawer Interior: 12" wide x 18" deep x 6.5" high
- Lower Drawer Interior: 39" wide x 18" deep x 7.5" high
- Shipping Info
This is an oversized item.
View our Shipping Information
Customer Service - Shipping Information
Return Policy
At Pottery Barn, we take great pride in the quality and craftsmanship of our products. Attention to design, materials, safety and construction is our priority. We carefully inspect your order prior to shipment. Upon receipt, please inspect your purchase and notify us of any damage; we will arrange for a prompt replacement. If, within 7 days for Quick Ship upholstery and 30 days for all other products, you are dissatisfied for any reason, you may return your purchase for a refund of the merchandise value. Mattresses are final sale and may not be returned or exchanged.
We cannot accept returns on monogrammed, personalized, special-order items, or on items damaged through normal wear and tear. We also cannot accept returns of final-sale items which are identified by a price which ends in .99.
For returns of items purchased from your Pottery Barn registry, we will gladly provide a refund or exchange for the merchandise within 90 days of your event or within 90 days of purchase, whichever date is later.
You may return merchandise through the mail for a refund or replacement. For detailed procedures for returning items through the mail, please contact Customer Service at 1.888.779.5176, 7 days a week, 5:00am - 9:00pm (PT).


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Mozilla, the giant slayer who took on Internet Explorer with its Firefox browser years ago is back with "Boot to Gecko" to take on mobile industry giants, Apple and Google with help from friends like Microsoft, Facebook, Intel, Verizon and other notable entities in the mobile sector.
At the Mobile World Conference 2012, the companies mentioned above along with virtually every other company in the mobile sector EXCEPT Apple and Google, announced the formation of the W3C Core Mobile Web Platform (Coremob) Community Group. The mission is to bring together original equipment manufacturers, browser makers, developers, and wireless/data providers to agree on certain core features that will "accelerate the adoption of the Mobile Web." The group wants to make the mobile web as free and open source as possible, a goal not possible in a world controlled by proprietary platforms. Ironically, this is exactly why Apple and Google aren't involved in Coremob; they each earn fortunes in their own respective PROPRIETARY app stores.
On the device side of the Boot to Gecko model, Mozilla has already forged alliances with Telefonica and Qualcomm to deliver ridiculously inexpensive smart phones to users worldwide, and could grab a large market share quickly in Latin America, where Telefonica is a dominant force. The group claims that they can deliver fully functional smartphones for a tenth of what an iPhone would cost.
The best way to prevent monopolies and stimulate new ideas and rapid growth is by providing a level playing field and an open environment that shares new developments and upgrades with the rest of the world mobile community. Beta testing has been going on for quite some time with Firefox for Android but with Boot to Gecko Firefox bypasses iOS and Android completely, effectively making the web browser the operating system for the device.
"Developers aren't willing to rewrite all their apps for yet another proprietary system," Brendan Eich, Mozilla's chief technology officer, said in an interview on Monday. "That's why there won't be another successful custom operating system after iOS and Android. So the next logical step is to make the Web an OS." – from CNN Money
Web apps are unrestricted and cross platform compatible which allows them to run on virtually any device that can access the internet including iPhone, Android, Blackberry and their "Boot to Gecko" devices. Now you don't have to worry about losing all of your apps if you switch to a different phone or OS — web apps go with you wherever you go.
According to mobile industry analyst, comScore in their latest content usage report, the Web is the second most used app on any phone and is only exceeded by text messaging. HTML5, which is the advanced computer language that the web works on, has evolved into an assortment of capabilities that enable the existence of Boot to Gecko.
Currently the technology doesn't allow web applications to access the phone's microprocessor which can render some apps such as Angry Birds unusable because of the delays running calculations. With an open system and so many brilliant minds working on the advancement of this technology it is surely only a matter of time before this limitation is erased as well. Facebook Chief Technology Officer Bret Taylor on Monday, February 27, said that the social network is throwing its support behind a standardized mobile payment process to be used by Web applications.
Mozilla's dream is to create a space that gives you a real native app feel while working on any browser and any device. It is a lofty ambition, but I for one will be cheering them on as one that has been envisioning an open and transparent mobile web which will be the best possible end result for users and developers alike.
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FootJoy Men's RainGrip Golf Gloves - Pair (Prior Generation)
$17.93 $21.99*
Save $4.06 (18%)
Product Information:
The FootJoy® RainGrip® gloves offer must-have performance for wet weather conditions. The Suedemark™ microfiber palm delivers an unbeatable grip in wet or humid conditions, and the QuikDry® knit backhand provides breathability and dries quickly. Designed with an elastic band on the back, you can easily store a tee for quick and easy access.
- QuikDry™ knit material strategically placed along the back of the hand enhancing breathability, flexibility and quick-drying comfort
- Elasticized bands on the back of the glove allow for easy tee access
- Suedemark™ microfiber palm material provides unmatched grip in wet or humid conditions, conforming to both your hand and club for superior grip control
- Regular Fit - Golfers with proportional fingers and palms
- Pair includes a left and right hand glove
- FootJoy
Country of Origin: ChinaWeb ID: 3995876
Customer Reviews:
FootJoy Men's RainGrip Golf Gloves - Pair (Prior Generation) 56 56
Great for sweaty palms! My hands sweat a lot here in FL summers. I've tried numerous drying agents without success, however the rain grip gloves allow me to hold onto clubs without having to resort to too much pressure. June 29, 2014
A must in cold/wet conditions This is the second pair of Footjoy rain gloves I have bought. The first pair lasted 3 seasons of extensive use, especially when playing throughout the winter in Montana. They provide good grip in rain and are warm enough to keep both hands comfortable when it is 40*. November 28, 2013
Rain Gloves Great Product This is the first time I used rain gloves and they work great in the wet weather. The wetter the grips are the stickier they get. Also keeps your hands warm and dry. November 20, 2013
used it really made a different the pair helped me with my grip in the rain grip was good good product November 19, 2013
Great product I played in pouring rain for all 18 holes and NEVER had a issue with gripping my clubs. These gloves are a must for wet play. October 22, 2013
Rain gloves Great rain gloves...comfortable, warm and resist slipping. October 22, 2013
great gloves this is the best glove on the market, in my opinion. Very durable and washable. October 15, 2013
rain gloves This is not only a good product for rain it's also great fro hot humid day. My hands sweat a lot and these gloves allow me to have a light grip on the club and still have control. September 24, 2013
They work When it is wet, humid, raining these are necessary equipment. Without them you may launch a club a la Judge Smails. September 11, 2013
Given as a gift, exactly what he was looking for in an all weather golf glove! Gloves came quickly, arrived in perfect condition, price was good at $21.99. August 15, 2013


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1 death confirmed in NH from storm
Tuesday, October 30, 2012
CONCORD, N.H. (AP) — Authorities say one person in New Hampshire has died as a result of Superstorm Sandy.
Chris Pope, director of the state's Homeland Security Department, says the person died in Lincoln.
No further information was immediately available.


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Vibrant and rich, these gemstone drop earrings will accent your outfit with color and energy whenever you put them on. Marquise-shaped gems of purple phosphosiderite are bezel-set in an intricate design of sterling silver in swirls and scrolls. The detailed frame leads up to a post and clutch closure, also crafted from sterling silver. An elegant look and a comfortable fit make these gemstone earrings a popular choice for outfits of any season. The earrings measure 1-3/4" long x 1/2" wide. Made in America with gemstones from around the world.
Like all fine jewelry, Carolyn Pollack Sterling Silver Jewelry should be handled carefully. Store jewelry in a plastic bag, dry and wrapped in tissue paper, when not being worn or displayed. Clean sterling silver with a silver polishing cloth when necessary, but never subject to chlorine, silver dips, chemical solutions or ultrasonic cleaners, as these substances can cause the genuine gemstones to discolor. Never wear jewelry in a swimming pool.


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Instrumental Solos by Special Arrangement
(11 Songs in Jazz Style with Written-Out Improvisations)arr. Carl Strommen - Alfred Music Publishing
These are great solo collections with accompaniment CDs for instrumentalists wanting to play in a jazz style without the need to improvise. What would be the "improvised section" has written solos provided in the appropriate jazz style for the tune. If improvisation is a problem, then players can learn and enjoy these jazz standards without the need to improvise! All of the books are compatible, with only minimal changes in the "variation" section to accommodate the ranges and unique characteristics of the instruments. Titles include: Ain't Misbehavin'; As Time Goes By; But Not for Me; Embraceable You; I Got Rhythm; My Funny Valentine; Over the Rainbow; Strike Up the Band; Summertime; Sweet Georgia Brown and 'S Wonderful.


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Prices and availability are subject to change from the time and date that you print this page.
4/2/2015 5:55:02 AM. For Customer Service, please call 800.606.6252
Pickup Check store pickup options
well rounded. Sculptural perch pulls double-duty as one-seater and side table in eclectic mix of eco and industrial. Smooth round of solid sustainable acacia wood tops geometric steel base with antiqued zinc finish. Beautiful hi/lo tones of wood and varying grain play naturally off raw metal foundation. We like to row a few in front of the sofa as a coffee table, or prop in the bedroom as a nightstand.
Details and Dimensions
dot acacia side table-stool. 18" dia. x 19"H
- Solid sustainable acacia wood top
- Steel base with antiqued zinc finish
- Natural variations in wood tone and grain make each unique
- Protective rubber feet included
- Made in India
Overall DimensionsHeight: 19" Diameter: 18" Top ThicknessHeight: 1"
- Dust with soft dry cloth.
- Do not leave spills unattended.
- Do not use abrasive cleaner.
- Protect from heat and liquids.
Return/Exchange Policy
Our policy is simple. If you are not satisfied with your purchase, we promise an appropriate refund, credit or exchange.
non-furniture items
We will accept merchandise returns of non-furniture items within 90 days of customer receipt.
stock furniture items
If you are not satisfied with your Stock furniture purchase, you must contact us within 7 days of delivery or pickup to arrange a return. The item must be returned within 30 days of delivery or pickup. The item will be inspected upon return, and a refund amount will be determined based on its condition. For furniture orders placed online, please call us at (800) 606-6252. For orders placed through a store, please contact the store where the sale originated.
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We require a 50% deposit for all Special Order upholstery items. This deposit is nonrefundable after a 72-hour change/cancellation window. These items are made to your specifications and cannot be returned or exchanged.


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While staying with us in Clearwater, Florida, our hotel's guests have easy access to Baywalk, a two-story, open-air facility
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While staying with us in Clearwater, Florida, our hotel's guests have easy access to Baywalk, a two-story, open-air facility with a number of stores, restaurants and even a movie theater. Take the kids to the St. Petersburg Pier where they can have fun learning at the aquarium or catch a game at Raymond James Stadium or Tropicana Field. In addition, a few restaurants are located on the upper floors of the pier and have some of the best views of the bay.
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Kindergarten Letter I Worksheets and Printables
Letter I worksheets are packed with colorful alphabet practice. With cute animals, fun friends, and mnemonic devices, these worksheets make learning the alphabet easy as, well—ABC!
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I read through all the other reviews on this rug prior to ordering, so I understood that the color wasn't as shown. I LOVE it! It's perfect for my room. I would say the colors are: primary sage green and khaki. There are outlines of olive green and gold, but nothing that stands out too much. The red pops, but in a good way. I was worried that red would be the wrong tone, but I really think it would go with any red...brick, burgundy, barn red, etc. I needed a rug that wasn't too dark (would show pet hair), and not too light, showing spills. It needed to be busy but not overpowering. This rug fits the bill perfectly. Shipping was great. Ordered Tuesday night (late), and received the rug Friday morning. Wow...I would definately order again, and probably will soon.
I first bought the 12 x 15 for my bedroom. I like it so much that I've now bought the 6 x 9 for my entry, one for the living room, and one for the dining room. With an open floor plan, it's difficult to find rugs that don't clash. So, this rug is versatile and unassuming, but thick enough. It doesn't compete with the furniture or the art work. I'm getting runners next. The really good thing about this rug is that it comes in lots of sizes. Like all wool rugs, you'll have some shedding. Perfectly normal and the only time I haven't had shedding is with very, very expensive hand-knotted rugs. This is not an expensive rug, but looks like it. It's perfect if you have dogs or kids as nothing shows on it. Order it. You won't be disappointed.
This is the sixth rug of this type that I've bought so obviously I love the rugs. However, there is an inconsistency in colors amongst the different sizes. Though all the rugs have a similar palette of colors, some rugs look more gray/neutral, some look more gold, and some more beige. This rug looks very much like the picture but the 8x8 rug and the 2x4 rug that I bought have almost a blue gray background in the border. The detail in the design also varies from rug to rug, some designs look more detailed and distinct, and in others the design is coarser. I also bought the 3 x5, the 8" runner, and the 10" runner. These are closer in color to this rug though there is even a slight variance amongst them.
This is an awesomely beautiful rug! I bought one and loved it so much that I bought a second one. The quality is wonderful for the price - it's 100% wool! The colors are lovely. It is a light greenish, brown - the red others refer to I see as rust which is the color I was looking for. The colors are subtle but not dull. I have a dog who is a shedding machine but nothing shows on these rugs. The rug itself does shed but I have vacuumed the first one I bought a few times and the shedding is much less. Overall, one of the best purchases I have made from Overstock. Shipping was free and rug arrived ahead of schedule (within a few days).
I have looked for a rug like this for years. I read other reviews and decided to take a chance and I'm so glad I did. I have a green sectional sofa and dark wood floors, taupe walls. The softness of colors gives such a beautiful contrast. I have had the rug for the better part of a month and have had very little shedding. I still get a little heart flutter when I see it in my family room. I couldn't be happier. Thank you, overstocked.
Nice wool rug. Muted colors, goes well with any decor
The rug looks good but for the first few months any time you step on it it picks up lots of fibers making clothes look like you have a dog that is allowed on furniture. I would not recommend.
I read all the reviews before I ordered this for our small condo living room. I prob could have ordered a smaller rug, but, we made it work. The review that explained the colors sold me as I was looking for something as was described. Have had the rug down for over 1 month and seeing some shedding, nothing to make me want to send back.
have had this long enought for it to stop shedding but no! It is quite embarassing with black pants! Lint everywhere!
I purchased this rug 9 months ago for my high traffic family room. I have a very busy household of children and dogs and this rug has retained its original appearance very well. I am very happy with the quality of this rug and have been very happy with this purchase. As with most wool rugs, there is some shedding the first few months. I have dark wood floors and very light walls in my family room and the colors complimented very well.
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Welcome to the Anime Online.
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Written and illustrated by Masashi KishimotoNaruto, premiered in Weekly Shōnen Jump magazine in 1999.
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Written and illustrated by Eiichiro Oda. It has been serialized in Weekly Shōnen Jump since August 4, 1997.
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Written and illustrated by Noriaki "Tite" Kubo. Serialized in Weekly Shōnen Jump since August 2001.
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A place to talk about music, movies, TV, and video games!
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The place for intelligent, heated discussions. Have something to discuss? Bring it up here and expect confrontation, but keep it civil, or else...
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Creat your anime storyline or your own story all together in the fanfics section.
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Personal Journal for Anime Online Elite Members and higher. If you are Elite Member or higher and want a Journal send a PM to Trunks requesting one. DO NOT REQUEST A JOURNAL IF YOU DON'T PLAN ON USING IT. Journals that have never been used after 30 days will automatically be removed.
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Are you an anime fan? General anime discussions.
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Anime you have watched and would like to discuss the ending. First check the Anime Series forum for specific spoiler sections. Spoilers that don't yet have their own sub-forum are found here.
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Exchange tips on graphic design, art, wallpaper, and web design. Website and signature commenting can be done in the Gallery.
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OOC (Out of Character) chat. Discuss your current characters in the RPG you are participating in.
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This guide is a general guide for playing Morgana as a support character. I didn't see a Morgana guide anywhere so I made one myself - please be nice as this is my first guide, ever. I hope that both newbie and veteran players can learn something, and that other Morgana players can offer me feedback to enhance it and make it better for everyone.
While I have had some success using Morgana as a ganker, I find games to be more enjoyable and I usually win more often when I play her as a support champion. I usually wind up winning the game with a 3/0/12 or 5/1/17 streak or something similar. I almost never die, but I also land very few kills. Instead I beef up my allies and hinder my enemies to make them much easier to kill.
Anyway... on to her stats and abilities:
Hit Points: 470 (387+ 83 per level)
Mana: 300 (240 + 60 per level)
Attack: 42 (39.5 + 2.625 per level)
Armor: 15 (11.35 + 3.8 per level)
Movement Speed: 300
Attack Range: 350
Morgana's attack range and attack animation SUCK. It's very difficult to last hit with her - you will have to practice a lot to get used to it. Other stats are decent but nothing to write hom about.
Morgana releases dark magic, which will damage and prevent the movement of any enemy it strikes.
Mana Cost: 80 / 100 / 120 / 140 / 160
Damage: 90 / 150 / 245 / 315 / 440
Snare Duration: 3 / 3.25 / 3.5 / 3.75 / 4
Cooldown: 15 seconds
Ability Point Ratio: 1.2 (each Ability Point adds 1.2 damage)
Range: Very Long ~1000
This spell fires a projectile that snares and damages the first enemy it comes in contact with. This is what you use to start ganks, to set up combos, to stop fleeing enemies, and to stop chasers. It has a fantastic range, but it's also difficult to aim. By clicking on an area of the ground or an enemy, you set the point through which the projectile will pass. Once set, the projectile travels in a straight line through the point and never deviates, regardless of how enemies move after it is launched. The first enemy that is hit, including any minions, will be snared and damaged. To successfully hit a moving champion, you have to predict where they are going and aim ahead of there to give the projectile time to travel. Never EVER click an enemy champion directly to aim it, unless they are snared somehow. Always click the ground in front of where you think they are going. This just takes some getting used to, so practice, practice, practice! At higher levels, this spell can also pack a wallop of a hit too, especially since you get a better-than-normal bargain on the Ability Point ratio.
Infects an area with desecrated soil, causing enemy units who stand on it to be damaged over time.
Mana Cost: 80 / 100 / 120 / 140 / 160
Damage per second: 30 / 45 / 60 / 75 / 85
Duration: 5 seconds
Cooldown: 14 seconds
Ability Point Ratio: 0.2 (each Ability Point adds 0.2 damage)
Range: Medium ~600
This drops a patch on the ground that damages every enemy standing on it. It doesn't take a rocket scientist to realize this has perfect synergy with Dark Binding. Every time you hit an enemy champion with Dark Binding, drop Tormented Soil under them. This is also fantastic for farming minions once you raise it to Level 3. You can farm all 3 ranged minions with just one cast (though as they get stronger you may need to beef up your Ability Points or they'll be left with a shred of life). This ability makes it very very difficult for enemies to take down a tower when Morgana is around. Also note that even though the Ability Point Ratio is only 0.2, it occurs on EVERY tic of the damage, so you get a 1.0 Ability Point Ratio if you do the full 5 seconds of damage.
Absorbs all incoming magical damage for target unit, until the shield's health has been reached. Removes debuffs when cast and prevents debuffs while active.
Mana Cost: 50
Shield Health: 100 / 200 / 300 / 400 / 500
Max Duration: 4 / 5 / 6 / 7 / 8
Cooldown: 14 seconds
Ability Point Ratio: 1.0 (each Ability Point adds 1.0 shield health)
Range: Medium ~600
This is why enemies hate you and allies love you. You can turn any hero into an almost unstoppable force, fearless in all but the most concentrated counter-assaults. This is what makes Morgana an amazing support champion. The shield negates any debuffs on the character at the time of casting AND prevents debuffs for the duration. It also absorbs magical damage up to the Shield's health, which is pretty sizable at Level 5. Still, it's not godlike - enough focus will take the shield down, and it doesn't stop physical damage, so don't think you can wade solo into 5 enemy heroes and be debuff-proof for long. It is perfect, however, for so many situations - use it to stop Karthus's ultimate from damaging someone, prevent Ryze from killing someone with his combo, let enemies waste a crowd control ability only to remove it instantly with your cast, and you can even use it when you see Teemo put down a poison shroom - simply cast on yourself and walk on the shroom. It's important to note that even if the amount of damage an ability does exceeds the shield's health, any debuffs that would be applied are not applied even though the extra damage is still dealt to the shielded champion.
SOUL SHACKLES (R) [Ultimate]
Latches chains of energy onto nearby enemy champions, dealing initial damage to them and slowing their move speed by 30%, and then echoing the pain 4 seconds later and stunning them if they remain close to Morgana Le.
Mana Cost: 100 / 150 / 200
Initial Damage: 175 / 250 / 350
Movement Slow: 30%
Damage After 4 Sec: 175 / 250 / 350
Stun duration After 4 Sec: 2 / 2.5 / 3
Ability Point Ratio: 1.0 (each Ability Point you have adds 1.0 damage to both Initial Damage and Damage After 4 Sec)
Cooldown: 90
Range: 600
After looking at Black Shield, Morgana's Ultimate pales in comparison. It's still great, but it's very situational. You may notice that it stays grayed out most of the time. Don't worry, it isn't a bug. The only time you can activate her ultimate is when you are close to at least one enemy champion. You'll see the icon light up to indicate you can use it. When you cast it, it deals the listed initial damage to all nearby enemy champions. You will see a green line connecting you with every affected enemy champion. The line lasts for 4 sec and slows their movement speed by 30%, but if the enemy walks farther than 600 range away from you, it will break. If, however, you manage to keep a line active with any enemy champions for 4 seconds, those champions will be dealt the same damage again AND stunned for a short duration.
Your first instinct might be to wade headfirst with your Black Shield into the middle of the enemies and cast this - WRONG! That's probably the worst thing you can do, as you'll be focused almost immediately and even if your Black Shield is level 5 you won't last long. Plus, good players will scatter when this happens, forcing you to choose who to chase. When the line breaks for most of them and they see who you are following, they will regroup and focus you to save their ally. Instead, you should selectively choose your targets from outside the battle, try to root them with Dark Binding, and then activate your ultimate while they are rooted from as safe a distance as possible. If you can grab 2 or more targets from a safe edge of the team fight, all the better. Keep in mind that most good players use Flash which will take them out of range and break the line. Try to make them waste Flash on your Dark Binding/Toremented Soil combo, then walk up and hit them with your ult. Flash will be on cooldown and you can chase them easily for 4 sec with the movement penalty they have.
Alternatively, this ability is PERFECT for when you are being chased. Several times, I have found myself suddenly alone during a team wipe and in desperate need of retreating with 3 to 5 enemy champions chasing me. So I Shield myself and cast my ultimate. Their movement speed is suddenly reduced, and if they keep chasing me, after 4 sec they will be stunned and I can escape. If they don't chase me or turn around to break the line, I escape anyway! Win-win situation!
Final note - don't be afraid to use this ability to finish off a low health enemy either - the instant initial damage is not small. For instance, if they are retreating to their tower with 100 life left, and both Tormented Soil and Dark Binding are on cooldown, just wade in an whack them with Soul Shackles for the kill, then get the hell out of dodge before the turret eats you. Ultimately (get it?), this isn't a game-changing ability. but it's still great to have and it's feared enough that people panic when they see that thin green line.
SOUL SIPHON [Passive]
Returns to Morgana a portion of the damage dealt by spells as health.
Returned Life: ~4% of damage
I don't know if this value is accurate. Based on my limited testing, it seems accurate, but if anyone has a hard value from Riot please let me know and I'll update. At first, 4% doesn't seem like much. But when you start adding it up it winds up healing you A LOT over time. If you farm the ranged creeps every wave, that's anywhere from 30-85 damage per second for 5 seconds on 3 targets (450 - 1275 damage total, 4% of which equals 18-51 life healed). That's nothing to scoff at, and that's just the heal from Tormented Soil. This is a very nice passive for Morgana to have, and it makes her an excellent laner all game long.
Take this ability. Trust me. It's fantastic for Morgana. She is an amazing laner, and the ability to hop back and buy stuff and get back to your lane immediately helps immmensely with keeping up in levels and ensuring your tower never falls early. You can also use it to help port in nearby to impending team fights. I ALWAYS get this when I play Morgana. I feel naked if I don't have it. If you aren't high enough summoner level to use this, select Heal instead.
If you are a support hero, nothing beats this. You basically get to look ANYWHERE for 6 seconds once every 60 seconds, with the right masteries selected. This will help both with ganks and counter-ganks, and gives you supreme map awareness. This is what I usually choose with Teleport. The only thing better than damage mitigation during a gank is preventing the gank to begin with, and Clairvoyance does just that! It used to be that you'd have to run around with Clairvoyance to pop wards down everywhere, but now you can help from anywhere on the map. Sweet!
If you want to be more offensively centered, Exhaust is a great ability to use. You can cast it after your Dark Binding wears off to keep the enemy near you for just that much longer and score an early kill. You can also cast it on a chasing enemy to prevent them from killing you or an ally during escape. All in all a great ability, and it's my 2nd choice if I don't take Clairvoyance. Take this or Rally for sure if you are doing a ganker Morgana build.
Smite? On Morgana? WTF!? But wait, there is a hidden synergy. First of all, it lets you farm that much better due to its insane damage vs minions and neutrals and its quick cooldown. Most minions die in one hit and you get the gold, plus the extra push or push prevention from taking out a melee minion. You can take out a cannon minion in one hit with it at higher summoner levels, which greatly increases the chances of your turret taking 0 damage when a creep wave nears. The hidden synergy is with Morgana's passive, Soul Siphon, however. At maximum summoner level (30) it deals 1050 damage
which, due to Soul Siphon, heals you for somewhere between 40 and 50 health. If you want to focus on lane pushing and defending, this is the ability to get. Plus you can use it with your Dark Binding/Tormented Soil combo to take out Golem at any point for unlimited mana for a long time. Try doing it at level 1, heal, then teleport to your lane to gank the enemies with your unlimited mana.
Rally is a solid support skill - 2nd only to Clairvoyance in my opinion. Your entire team gets a nice fat boost to damage, and if you use the related Mastery it increases your spell damage too. Since I like using 21 points in Utility, I can't get the Rally mastery from Offense utilities so I usually don't choose this. But if you are a ganker Morgana, this will definitely help, and it is worth going 21-0-9 for increased damage from both improved Rally affecting your mage skills and the final Offensive Mastery, Havoc, increasing your total damage by 5%.
The general build I follow is as follows (tweaks to the build depending on team compositions are listed after):
1: Dark Binding
2: Tormented Soil / Black Shield
3: Tormented Soil
4: Black Shield / Tormented Soil
5: Tormented Soil
6: Soul Shackles
7: Tormented Soil
8: Black Shield/Dark Binding
9: Tormented Soil
10+: Any order you like... see below.
As you can see, basically I max Tormented Soil as quickly as possible while getting at least one level of every other ability by level 9. This is the way I build Morgana's abilities in 90% of the games I play. Higher levels of Tormented Soil will let you farm better AND provide a real threat to enemies. Even just 1 or 2 seconds in a level 5 Tormented Soil can do 200+ damage with Ability Points. If you use Dark Binding followed by Exhaust or Soul Shackles to keep them in there for longer, it's a serious damager to enemies. Also, enemies sometimes don't notice when you plop it down in the middle of a team fight, and you'll wind up scoring the full 5 seconds of damage sometimes even without a Dark Binding holding them in place.
ALWAYS get 1 level of Dark Binding first. If the enemy is stupid enough to try ganking, this can single-handedly save your ass or your ally's ass, and frequently it turns the gank into a counter-gank. It also lets you own n00bs who venture too close to the turret - snare them and let the turret wipe them out.
If you have a lane partner that can gank well early but face an opponent who can use crowd control, or if you are solo in your lane, get Black Shield at level 2 instead of waiting till level 4. Normally I get it at level 2 so I can cast and start regenerating mana. Otherwise all that mana regen goes to waste for a long time. If you ever have full mana as Morgana (other than when you are next to your fountain), it means you aren't doing your job right.
Once you hit level 6 and get your ult, you can potentially go for a kill. Coordinate with your lane partner if you have one or set up a gank with others from other lanes if you are solo. If you are facing one enemy or one of the two enemies in your lane has been playing risky and has less than half health, you can also try to gank by yourself even vs 2 enemies. Start with a Dark Binding - if you miss, abort the mission immediately. If you hit, immediately follow with a Tormented Soil. Walk up to the enemy to attack, then as soon as your Dark Binding is about to wear off, use Soul Shackles. If they are getting near their tower, cast Exhaust if you have it - otherwise use it after Soul Shackles if you still need to do more damage. Make sure you put a Black Shield on yourself if your target or his/her lane partner has any magic or crowd control abilities. With this combo, you should be able to kill almost any hero. In reality, you probably won't need all of this - don't target champions that will barely die to this combo. Target champions that are already low enough on health that you can kill fairly quickly. DON'T get hit by the turret ever if you are facing 2 enemies. It will surely mean your death. Let your enemy escape and continue farming - you'll outlevel them soon enough.
After level 9, you can build the abilities however you like. If caster enemies are becoming more dangerous, level Black Shield first. If casters and crowd control are not an issue, level Dark Binding and Soul Shackles.
If, however, you face a lot of casters and/or crowd control (which doesn't happen often, thankfully), then you should immediately switch to the defensive build:
1: Dark Binding
2: Black Shield
3: Black Shield
4: Tormented Soil
5: Black Shield
6: Soul Shackles
7: Black Shield
8: Tormented Soil
9: Black Shield
10: Tormented Soil
11: Tormented Soil
12: Tormented Soil
13+: Any order you like
This will maximize survivability for both you and your allies. You won't farm as fast, but you'll prevent the enemies from farming your team, which is infinitely worse than losing farming speed for a few levels. If you feel that you must farm faster, and a level 3 shield is enough (which it rarely is in this case), you can swap Soul Shackles and/or a level of Black Shield to get to Level 3 Tormented Soil faster. Remember, Level 3 Tormented Soil is the key to farming the ranged creeps in one cast. Until then, you'll be forced to add a couple hits per minion. Use your judgment. Playing more games will tell you when you can afford to forgoe Black Shield in lieu of more farming, and when you need to beef your shield up to the max asap.
For support Morgana, I go 9-0-21 for masteries, and I take them in this order as I level (all Utility first):
3/3 Good Hands - In the rare occassion that you do die, this can dramatically reduce your time dead, and I get it first because as a new player you will probably die more often than at level 30
1/1 Spatial Accuracy - Better teleport, nuff said!
4/4 Expanded Mind - More max mana, yay!
3/3 Meditation - More mana regen, yay! you will REALLY feel the effects of this early game.
4/4 Awareness - Faster exp gain, score!
1/3 Perseverence/Utility Mastery - You need one more point in Utility to go to the next tier, so I choose either 1 point of Perseverence or 1 point of Utility Mastery. The former is a constant minimal bonus, the latter is a decent but situational bonus.
3/3 Quickness - Morgana is SLOW... so every little bit helps for movement speed.
1/2 Mystical Vision/Utility Mastery - Makes your clairvoyance that much better! If you don't have Clairvoyance, put a point in Utility Mastery instead so neutral buffs last longer.
1/1 Presence of the Master - Reduces cooldown by 15% for both your summoner abilities
3/3 Archmage's Savvy - Gives you 0.6 Ability Points per level, a total of 10.6 bonus Ability Points at level 18.
1/1 Cripple/Plentiful Bounty/Deadliness - If you pick Exhaust or Smite, choose the appropriate mastery here. If you don't, choose Deadliness. It's better than nothing and you have to get 4 points to go to the next tier.
4/4 Sorcery - You won't need cooldown improvement with your normal item build which gets -40% anyway (which is max) but you have to have this for the next ability, so take it.
1/1 Archaic Knowledge - This makes your abilities ignore 15% of the target's magic resist, increasing both the damage you do and the amount you heal from Soul Siphon. Very nice!
Even though this guide isn't focused on ganking Morgana, here's the masteries I use for that build:
3/3 Archmage's Savvy
3/3 Deadliness
4/4 Sorcery
1/1 Archaic Knowledge
3/3 Sunder
3/3 Lethality
1/1 Improved Rally/Cripple (whichever summoner power you take)
2/4 Alacrity
1/1 Havoc
3/3 Good Hands
1/1 Spatial Accuracy
4/4 Expanded Mind
1/3 Meditation
3 Quintessences of Fortitude (total +122 Starting Health)
All 27 other Runes of Vitality (total +20.25 Health per Level = +364 Health at level 18)
Why? You need HP and pretty much nothing else is more important as a support hero. Your job is to stay alive to hinder enemies and help allies. By giving yourself more health, you make yourself a less likely target for focusing and you can prevent enemies from getting exp by killing you. You are also slow, so having a larger health pool helps infinitely when you are being chased. Mana or Mana Regen could work too, but if you are dead you can't cast anything. Cooldown runes are wasted after getting your 2nd & 3rd items (see below) since you will have already hit the -40% cooldown cap. Having +122 starting health is nothing to scoff at, especially considering that's anywhere from 20-30% of pretty much any champion's starting health. The additional +364 health at level 18 can also mean the difference between life and death, and helps you to push 3K hp in longer games.
I know the general concensus is that you should not use the recommended build for any character. However, the recommended Morgana build built into the game is actually remarkably close to what I normally build for her as a support character. The things you need to focus on are getting more HP so you don't get killed in 2 sec of focus fire, more Mana and Mana Regeneration so that you can spam your spells non-stop, and Cooldown Reduction to have abilities ready to spam non-stop to keep up with the aforementioned Mana pool and Mana Regeneration. Here is my normal build, and the path I take to get
FINAL BUILD (please note that I rarely get more than 4 of these items in a normal game, sometimes 5 if it's particularly long, so I didn't bother listing the 6th):
Sorcerer's Shoes
Frozen Heart
Soul Shroud
Banshee's Veil
Archangel's Staff
For a ganker morgana, you may want to replace Soul Shroud with Abyssal Scepter, and get your Archangel's Staff MUCH sooner.
Build them in this order, shown as "Cost - Item Name" (bolded items are recipes):
180 - Faerie Charm
400 - Sapphire Crystal
400 - Tear of the Goddess
180 - Faerie Charm
180 - Faerie Charm
115 - Mana Manipulator
435 - Amplifying Tome
350 - Boots of Speed
140 - Sorcerer's Shoes
975 - Sage's Ring
300 - Cloth Armor
400 - Glacial Shroud
700 - Chain Vest
425 - Frozen Heart
1150 - Giant's Belt
700 - Soul Shroud
500 - Ruby Crystal
400 - Sapphire Crystal
450 - Catalyst the Protector
740 - Negatron Cloak
650 - Banshee's Veil
880 - Blasting Wand
1050 - Archangel's Staff
My justification is as follows:
- Tear of the Goddess is first because you will be spamming your abilities a lot, and getting it early helps build a huge mana pool. Do not buy any health/mana potions. Simply purchase your Faerie Charm for increased Mana Regen (or Sapphire Crystal if you like) and go to your lane. Once you have farmed up 505 more gold (you start with 475) immediately go back and complete your Tear of the Goddess and teleport back to your lane.
- Mana Manipulator is next because at this stage, you are impossible to kill IF you have mana for your spells, and this does exactly that. If you feel uncomfortable without speed boots, you can buy BOots of Speed before this, but I don't recommend it. Anyone foolish enough to challenge you will get destroyed unless you do something stupid. Hug your tower if they are aggressive, and use Dark Binding / Tormented Soil to whittle them down.
- Sorcerer's Shoes are important here because of the Ability Power and movement speed they impart. Get the Amplifying Tome first because, around this time, the ranged creeps will beef up to withstanding a normal drop of your Tormented Soil and the Ability Point boost may be what's needed to push the damage over the edge and farm them.
- After that, finish your Glacial Shroud and then your Frozen Heart to decrease your cooldowns and give enemies near you a -25% to attack speed. This is mid-game where a lot of ganking occurs and you want to be prepared to help your allies gank and stop enemies from ganking. The 110 armor points will also help a lot vs physical DPS, whereas before you were only protected against magic DPS with your Black Shield.
- Finish Soul Shroud next to give you a dramatic boost to HP and reach maximum cooldown reduction (-40%). This will also reduce cooldowns for all your teammates. Your mere presence in battle now, even without abilities, can have a huge impact. Add in your support abilities and you are a monster to deal with, and you have enough HP that enemies will think twice about wasting attacks on you. Of special note is that Morgana's Black Shield with -40% cooldown has an 8.4 second cooldown, and level 5 Black Shield has an 8 second duration. Niiiiiiice....
- You usually won't get any more items as the game is decided one way or another by this point, but in the rare chance that it prolongs and still seems like it could go either way, finish your Banshee's Veil for protection when you shield others. Then finish the Archangel's Staff to boost your damage dramatically and help finish off enemies.
If both teams are completely incapable of killing each other at this point and you still have enough money for another high end item, pick anything impressive you like. Warmog's Armor will make you invincible, Innervating Locket can give you a healthy boost to hp & mana, Sunfire Cape to stack with your Dark Binding/Tormented Soil combo ... hell go for a Rod of the Ages if you like, what's another 15 minutes to waste to see it's full effect? You guys can't end a game anyways so you'll be playing for another hour or so! (lol...)
I usually take mid because I like it more. I can get anywhere fast, and I am almost never afraid of being ganked due to my accuracy with Dark Binding and Black Shield. It doesn't matter whether you lane with someone or not. You are equally effective solo as you are with a partner - it just shifts your focus.
If you are solo facing 2 enemies, don't worry about scoring any kills. Just farm, farm, farm the ranged creeps (starting at level 5) and you will soon outlevel your opponents. Try to push a tower - you can easily escape a gank with your Black Shield & Dark Binding if enemies show up to stop you. Always be on the lookout for potential openings to kill a low health risk-taking enemy with a combo, but don't count on it. Be patient, keep farming - you will soon become a monster and be able to gank anything anywhere with your teammates, even as a support hero (ganking Morgana is ridiculously good
at this if you build her that way, even ganking alone).
If it's 1v1, treat it the same as 1v2, but be far more aggressive. Try to land hits with your Dark Binding / Tormented Soil combo as often as possible, but not at the expense of farming the ranged minions. If you think you can get a kill, go for it - it just takes experience and knowledge of the enemy champions to know when you can do this.
If you have a lane partner, you can have fun. Be as aggressive as possible. You are arguably the best possible early game team ganker in the game because of your snare and ability to shield your ally - use it to your advantage and crush them. It doesn't matter if there is one enemy or two, you should be able to tackle any combo with a teammate who can deal damage.
I could go into a detailed list here of which champions are better to lane with, but in all honesty you work great with ANY other champion. However, here are some noteworthy combos:
JAX - With Dark Binding, Jax can immediately leap on the enemy and start beating them even if they are ranged with the added bonus of damage from your Tormented Soil. Plus if they fight back against him, his dodge may proc and tip the battle in your favor even further. Early game kills are quite easy.
KAYLE - What's better than magic debuff/damage immunity? Can you say magic debuff/damage immunity AND physical immunity? Kayle's invulnerability is taken to a whole new level with Black Shield preventing debuffs. Looks like the sisters DO work well together!
ANY STUNNER/SNARER - Stacking snares & stuns is fun! Try it!
SLOWERS - Their slow effects keep enemies in your Tormented Soil longer, AND they stack with your ult to ensure a quick death for enemies who aren't careful.
DELAYED CASTERS - They all have abilities that deal a lot of damage and have great effect, but have a delayed cast (Karthus, Cho'Gath, Veigar, etc). Dark Binding can keep enemies in place so that they are guaranteed to be hit by these.
... I could list every hero and how you augment them, but I'll stop here.
Morgana is a spectacular support champion and a huge boon to any team. Her Black Shield alone makes her worth it, but when built right and in the hands of a good player, Morgana can turn the tide of almost any battle and is rarely in danger of dying. Try to stay on the edge of team fights and use all of your abilities to augment your team and hinder enemies. Build items with auras and beef up your hp. You will find yourself on the road to victory more often than not.
I hope you have enjoyed reading this! I look forward to making it even better with the feedback this fantastic community can provide!
i play morgana alot, and ive been playing aggresively, and my build differt alot from this, i usualy go tormented soil, then dark binding, then tormented soil again, black shield, dark binding, ultimate, since i can spam soil and get more money that way, also go for the caster ring and 1 mana potion when starting, since your spell heals you, a healing potion is a waste. my blue runes are all mana regens, and as soon i get 890 gold in game, i recall buy chalice of harmony and teleport back, and your ready to farm massive money since you will now probably never run oom and if u do, 5 sec and u have mana for 1 spell already, after the chalice, i buy sorcerer boots, then rod of ages, the +25% ap item, then sheen to upgrade.
I dont like the choice of your runes at all, she will be alot stronger with an almost infinite pool of mana then with yr +1XX hp. and quintessence HP lol seriously, get swiftness at least 2, thats alot more usefull then hp.
Also her ultimate detect stealth when you are close to them, you can even use your ultimate to a stealthy, see the location with your ultimate effect, dark binding and soil them, i did that alot.
Also your ultimate does enough damage for yourself to kill anivia egg by yourself, so if u kill her and the egg pop, use ultimate, and everything else and u will kill the egg.
I tryed alot rune setups for her and in Red, 9 Armor pen is best, yellow i put 3 vigor 6 regen, and in blue 3 replenish 6 clarity, quints 1 vigor 2 swiftness.
oh yeah i forgot, yes the attack animation is very hard to control, and the range is also short, sometimes you get slowed and you try to attack someone, that is a risky move, your morgana will try to crawl in range of the ennemy and just die. Try to aim for last hit on creeps always a tiny second early, or youll always miss your last hits.
Also never put more then 1 in black shield until you have everything else.
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Starting From $117.98
Intermec CN4e Handstraps
Starting From $29.80
Intermec CN4e Mag Stripe Readers
Starting From $237.59
Intermec CN4e Misc Accessories
Starting From $29.50
Intermec CN4e Power Supplies and Adapters
Starting From $16.85
Intermec CN4e Screen Protectors
Starting From $151.81
Intermec CN4e Snap-On Adapters
Starting From $39.33
Intermec CN4e Stands and Holders
Starting From $296.68
Intermec CN4e Storage Cards
Starting From $55.13
Intermec CN4e Stylus
Starting From $28.09
Intermec CN4e Vehicle Docks and Accessories
Starting From $49.16
Information contained on this website is deemed reliable but is NOT guaranteed. As such, we neither warrant the accuracy nor accept any liability or responsibility for inaccurate information other than to correct the error(s) in the future. Additionally, all product pictures are for representative purposes only; the actual product shipped may vary.
We are located in Orange, California (Southern California) and strategically located to serve Los Angeles, Orange, Riverside and San Diego Counties.
This page last updated on 3/21/2015 7:06:39 PM