Braindrain Gloves is an item of Uncommon rarity. Type: Gloves. Recorded sources: Act 2 · Mind Flayer Colony · Container. See acquisition details below for conditions. Weight 0.5, Value 90 gold. Passives: Mental Interference.
Braindrain Gloves
Uncommon
Mental Interference: When you deal Psychic damage, you also inflict Mental Fatigue for 2 turns.
Somewhere deep in the spongy grey matter and little jiggly bits that comprise the brain, the memory of the slimy tadpole slithering over your eyeball lingers...
How to obtain
Act 2ContainerMind Flayer Colony
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 Interference
When you deal Psychic damage, you also inflict Mental Fatigue for 2 turns.
Trigger context
OnDamage
Applies to
Target
Application condition
IsDamageTypePsychic() and not Item() and not Self()
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.