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Yeenoghu's Gift
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Yeenoghu's Gift is a passive feature that forces the wielder to continue attacking or go mad.
Description
Hitting an enemy with this weapon heals the wielder for 1d6hit points - but they can go if they don't continue hitting an enemy each turn.
Healing through this item doesn't trigger other passives that react to healing.
Condition: Yeenoghu's Blessing
Duration: 1 turn
- Indulged its lust for violence.
- Yeenoghu's Gift won't turn the affected creature .
Condition: Yeenoghu's Gift
Duration: 6 turns
- Famished for slaughter.
- Affected entity can go for 2 turns if it doesn't deal damage to an enemy by the end of its turn.
How to learn
Granted by the weapons:
Notes
- After hitting a creature with the Shattered Flail, the wielder gains Yeenoghu's Gift for 6 turns. For the duration, they must succeed a DC 12 Wisdom saving throw at the end of any turn on which they do not hit an enemy, or they will go Mad for 1 turn.
- As of Hotfix 3 (2023-08-16), the Saving Throw rolls made by the wielder of this weapon do not appear in the combat log, but they are in fact being rolled at the end of each turn the wielder does not damage an enemy.
- The duration of Yeenoghu's Gift is not refreshed by hitting enemies again; it only lasts the base 6 turns, after which it can be re-applied.
- While Mad, the wielder is uncontrollably hostile to all nearby creatures, including allies, and will use any and all tools at their disposal to inflict harm. This could include using powerful Ammunition or Consumables from their inventory, casting high level Spells, or shoving allies to their deaths.
- Although the combat log states "Tav healed self...", this healing does not trigger other items which proc on the character healing such as Boots of Aid and Comfort, The Whispering Promise or Broodmother's Revenge.