Builder’s Gate

Updated 2026-09-27

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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 2 Container Shadow-Cursed Lands

0.0540

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.

Sources and review date

Reviewed: 2026-09-14

Derived from game data
  • Defense
  • Multi-hit
Effect permalink

Core rule

Saving throws

Core rule permalink

A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 using the ability named by the effect, then add the relevant modifier and saving-throw bonuses. Meeting the Difficulty Class succeeds.

Success may mean half damage or avoiding the effect entirely. A successful save does not always mean zero damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Defense

Core rule

d20 rolls

Core rule permalink

A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

Stage 1 · Combat basicsAttacks and dice

Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.

Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Answer

Mental Fatigue Application

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.

      Core rule

      Stacking

      Core rule permalink

      Repeated effects may grow stronger, last longer, replace one another, or fail to combine.

      Stage 3 · Combining effectsEquipment and stacking

      For conditions such as Radiating Orb, remaining turns also affect strength. In contrast, repeated resistance does not keep halving damage.

      Check whether the effect stacks and whether it has a cap. A shared display name does not mean the values from every variant can be added together.

      Sources and review date

      Reviewed: 2026-09-14

      Derived from game data
      • Multi-hit

      Answer

      Mental Fatigue Duration

      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.

          Codex commentary

            Equip in build2 available slots — opens the first slot