Ring of Mental Inhibition is an item of Uncommon rarity. Type: Rings. Recorded sources: Act 2 · Shadow-Cursed Lands · Container. See acquisition details below for conditions. Weight 0.05, Value 40 gold. Passives: Mental Inhibition.
Ring of Mental Inhibition
Uncommon
Mental Inhibition: When a foe fails a Saving Throw against one of your spells or actions, they gain Mental Fatigue for 2 turns.
The patterns in the ring's swirling metal make your head spin whenever you look at them for too long.
How to obtain
Act 2ContainerShadow-Cursed Lands
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 Inhibition
When a foe fails a Saving Throw against one of your spells or actions, they gain Mental Fatigue for 2 turns.
Trigger context
OnAttack
Applies to
Target
Application condition
not Item() and not Self() and not IsMiss() and not 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.