Braindrain Cape is an item of Rare rarity. Type: Cloaks. This equipment cannot be obtained through normal gameplay. Passives: Mental Debilitation.
Braindrain Cape
Rare
Mental Debilitation: When the wearer succeeds a Saving Throw against any foe's spells or actions, that foe gains Mental Fatigue.
What was life like before the mind flayers snatched you up? Road dust clots your boots, campfires roar up and diminish, faces swim by.
More and more that life distances itself like some other world. A dream world maybe, glimpsed now and again through a gauze.
How to obtain
This equipment cannot be obtained through normal gameplay.
This may differ from where the item can actually be obtained in-game.
Act 2PurchaseMoonrise Towers
Effect
Mental Fatigue
Mental Fatigue reduces Intelligence, Wisdom, and Charisma saving throws according to its remaining stacks.
Stage 3 · Combining effectsEquipment and stacking
It can support a follow-up spell requiring a Wisdom save, for example. It affects different abilities from Reverberation.
At the threshold, failing a relevant save can trigger extra Psychic damage and remove the condition. Both the stack count and the type of failed save matter.
When an item's specified trigger is met, it applies Mental Fatigue.
Based on in-game text
Trigger source
Mental Debilitation
When the wearer succeeds a Saving Throw against any foe's spells or actions, that foe gains Mental Fatigue.
Trigger context
OnAttacked
Applies to
Self
Application condition
not Item() and not Self() and not IsMiss() and IsLastConditionRollSuccess(ConditionRollType.ConditionSavingThrow) and IsSavingThrow()
Application chance
100%
Application duration
2 turns
Answer
Mental Fatigue Stack Adjustment
Each remaining stack applies a penalty to Wisdom, Intelligence, and Charisma Saving Throws.
Derived from game data
How stacks work
The remaining stacks affect this effect.
Roll example
The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Psychic) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
Game status key
MAG_PSYCHIC_MENTAL_FATIGUE
In-game text
Affected entity has a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws for every turn remaining.
When it fails a Wisdom, Intelligence, or Charisma Saving Throw while having 5 or more turns of this condition remaining, the entity takes 1d4 Psychic damage and is no longer mentally fatigued.
The game data below distinguishes an entry's listed duration from the duration actually applied.
Derived from game data
Status duration
2 turns
Game status key
MAG_PSYCHIC_MENTAL_FATIGUE
In-game text
Affected entity has a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws for every turn remaining.
When it fails a Wisdom, Intelligence, or Charisma Saving Throw while having 5 or more turns of this condition remaining, the entity takes 1d4 Psychic damage and is no longer mentally fatigued.
Answer
Mental Fatigue Threshold and Removal
After the threshold is reached, failing the relevant Saving Throw deals damage and removes the condition.
Derived from game data
Threshold
5 stacks
At the threshold
1d4 Psychic
Roll example
The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Psychic) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
Game status key
MAG_PSYCHIC_MENTAL_FATIGUE
In-game text
Affected entity has a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws for every turn remaining.
When it fails a Wisdom, Intelligence, or Charisma Saving Throw while having 5 or more turns of this condition remaining, the entity takes 1d4 Psychic damage and is no longer mentally fatigued.
Answer
Using Mental Fatigue
Pair it with effects that call for mental-ability Saving Throws, but do not generalize it to all Saving Throws.