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HomeLineage 2 BlogAbout the gameMental Shield Buff – A Complete Breakdown
Mental Shield Buff – A Complete Breakdown
About the game
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Mental Shield is the only buff in the game that instantly increases three Resistance indicator: retention, sleep, and mental effects. Everything else covers these families in parts.

Below is what exactly it covers, what it doesn't cover contrary to popular belief, what formula the game uses to calculate the chance, and how much the buff is worth in numbers.

What is this skill?

Parameter Value
Levels 4
increase +20 / +30 / +40 / +50 to each of the three resistances
Duration of 20 minutes at all levels
Goal one character, range 400
MP consumption 18 / 28 / 35 / 41
Reloading 6 seconds
Who teaches? Cleric, Prophet, Oracle, Elder, Shillien Oracle, Shillien Elder

All three bonuses are the same and grow together—they can't be separated. Each buff level occupies a separate effect slot: you can't stack the first level on top of the fourth, as the weaker effect simply won't stack.

Three families, not one

Each negative effect in the game has a description attribute — a marker used by the game to determine which resistance a target can use to protect itself from it. Mental Shield raises exactly three of these:

Sign Index Player skills
Retention (HOLD) rootResist 6
Dream (SLEEP) sleepResist 4
Mental (DERANGEMENT) mentalResist 26

The three stats are calculated independently. Sleep Resistance doesn't help against fear, and vice versa—Mental Shield simply increases all three with a single press.

A complete list of what it protects against

Skills available to players. "Base Chance" is the starting point for calculations; in combat, it's already modified by multipliers. Note that some mental effects are physical abilities, not spells:

Skill family base chance Type
Arcane ChaosArcane Chaos Mental 40% magic
CharmCharm Mental magic
ConfusionConfusion Mental magic
Curse FearCurse Fear Mental 40% magic
Curse of DoomCurse of Doom Mental 80% magic
EraseErase Mental 80% magic
FearFear Mental 20% magic
ForgetForget Mental 50% magic
HorrorHorror Mental 35% magic
lurelure Mental physics
Mass FearMass Fear Mental 8-15% magic
PeacePeace Mental 40% magic
RestsRests Mental 40% magic
RequiemRequiem Mental 35% magic
Seal of MirageSeal of Mirage Mental magic
Seal of SilenceSeal of Silence Mental 40% magic
Serenade of EvaSerenade of Eva Mental 40% magic
Shield SlamShield Slam Mental 40% physics
SilenceSilence Mental 80% magic
Song of SilenceSong of Silence Mental 60% physics
Spell TurningSpell Turning Mental 80% magic
SwitchSwitch Mental physics
Sword SymphonySword Symphony Mental 30% physics
TrickTrick Mental 70% physics
VeilVeil Mental 70% physics
Word of FearWord of Fear Mental 30% magic
ArrestArrest Retention 80% physics
Dryad RootDryad Root Retention 80% magic
Holy AuraHoly Aura Retention 40% physics
Mass ShacklingMass Shackling Retention 50% physics
Seal of BindingSeal of Binding Retention 40% magic
ShackleShackle Retention 80% physics
Dreaming SpiritDreaming Spirit Dream 80% magic
SleepSleep Dream 80% magic
Sleeping CloudSleeping Cloud Dream 40% magic
TranceTrance Dream 80% magic

Monsters and bosses have over a hundred more such abilities—the buff works against them in exactly the same way.

How the game actually calculates chance

Resistance isn't subtracted from the percentage chance—it's included in the fraction. The attribute multiplier is calculated as follows:

(90 + 0,85 × effect strength − your resistance) ÷ 60

Players in this chronicle receive virtually no effect power: the indicator is in the code, but there are no sources to access. The only exception is sharpening: it adds power to mental skills (and only to them, sleep and hold do not receive anything from sharpening), maximum +40.

Hence, a simple form of the formula for the usual case: (90 − resistance) ÷ 60Two conclusions follow from this that overturn the usual understanding of the buff.

How Mental Shield Level Changes Debuff Chance in Lineage 2

First. Without the buff the multiplier is not equal to one, but × 1,5: The skill's default base chance is increased by 1.5 times. It only reaches 1 at 30—meaning that the second level of Mental Shield merely returns you to the "fair" chance.

Second. Level 4 gives ×0,67 vs ×1,5 - debuffs pass 2,25 times less oftenAnd with passive Wisdom, the total goes up to 70, and the multiplier drops to 0,33x, meaning the effects happen four times less often.

Upper limit - 90On it, the multiplier becomes zero, and the effect doesn't take place at all: the game crashes immediately, without rolling the dice.

Where does this multiplier fit into the overall calculation?

It's not the only one. The full chain looks like this, with each step applied to an already modified number:

Step What is multiplied? Clarification
1 base skill chance from the table above, squeezed into the range of 1...100
2 × (2 − √bonus_MEN) only for skills with a check against MEN
3 × magic part only for spells: the attacker's magical attack against the target's magical defense, spirit charges double and quadruple the attack
4 × (1 + level difference × 0,03 × coefficient) 0...2 is pressed, the coefficient for strong skills is 2
5 × (1 − total resistor ÷ 120) debuffResist value from group buffs
6 × (90 + 0,85 × force − resistance) ÷ 60 This is where Mental Shield works.
7 floor and ceiling are set by the server settings

The third step explains why the same Sleep from a mage with a good stick works noticeably more often: the magical attack is included in the calculation under the root, and the spirit charge doubles it.

MEN: Why you can't count on him

MEN does participate in the calculation, but not the way they usually writeIt is not added to the resistance - it is a separate multiplier. 2 − √bonus, which is the second step and has nothing to do with Mental Shield.

And it's lightweight. The MEN bonus table is very flat: the difference between the weakest and strongest MEN character in the game is about a 12% chance.

How does MEN affect the chance of mental debuffs in Lineage 2?
Race MEN fighter factor MEN magician factor
Orcs 27 × 0,86 42 × 0,77
Elves 26 × 0,86 40 × 0,78
People 25 × 0,87 39 × 0,78
Dark Elves 26 × 0,86 37 × 0,80
Gnomes 27 × 0,86

For comparison, the entire MEN spread costs about the same as the first level of Mental Shield. The buff alone outweighs the race choice.

What Mental Shield Doesn't Do

Doesn't save from stun. Stun is classified as "shock" and is covered by a completely different stat. Neither Shield Stun, nor Hammer Crush, nor Thunder Storm, nor Stunning Shot fall under Mental Shield—their lists are often confused.

Does not prevent paralysis. Paralysis has its own symptom and its own resistance, and Mental Shield does not raise it.

Does not protect against poison, bleeding, or buff removal. All three are separate families.

Doesn't work against skills without a trait. If an effect doesn't have a flag set at all, the sixth multiplier simply isn't included in the calculation, and any resistance is ignored. This is how Aura Flash works, for example.

Does not provide complete immunity. Even the fourth level leaves a multiplier of 0,67 - on its own it doesn’t reach the zero mark.

What does it add up to?

All sources are different and cumulative: passive skills, set bonuses, and jewelry are separate from the buff. Mental Shield is the only one that covers all three families at once:

Source Retention Dream Mental Whence
Mental Shield +20–50 +20–50 +20–50 skill: Cleric, Prophet, Oracle, Elder, Shillien Oracle, Shillien Elder
Wisdom + 20 + 20 + 20 passive skill, class 31
Lionheart +40–80 +40–80 skill: Warrior, Gladiator, Warlord, Orc Raider, Destroyer
Toughness + 20 + 20 passive skill
War Frenzy +10–30 skill: Gladiator, Warlord, Destroyer, Tyrant, Bounty Hunter, Warsmith
Nightmare and Imperial Crusader sets + 70 + 70 set bonus
Necklace of Valakas + 80 decoration
Frintezza's Necklace + 30 decoration
Ring of Baium + 60 decoration
Ring of Ant Queen + 40 decoration
Earring of Antharas + 60 decoration
Zaken's Earring + 40 decoration

This list is compiled from game files and is not exhaustive: stats may come from augmentations and items added on specific servers. The formula is the sum of all sources.

What is written about him is incorrect

"Chance = base × (1 − resist ÷ 100)". There's no such formula in the game. The resistance is inside a fraction with a denominator of 60 and an offset of 90—that's why without the buff, the multiplier is 1.5 instead of 1.

"Fear has a base chance of 80%." Fear has it in his files 20Eighty - for Silence, Sleep and Curse of Doom.

"MEN gives +20 resistance." MEN is not measured in units of resistance at all; it is a separate multiplier and a different calculation step.

"The attacker's INT affects the chance." Directly, no, it's not included in the calculation. Indirectly, yes: INT increases magical attack, which is included in the third step of spells. This doesn't apply at all to physical and mental abilities like Shield Slam.

"Mental Shield covers stun and paralysis." It doesn't cover them; they are different families with different indicators.

Fascia Massage:

  • One buff increases three resistances at once: hold, sleep, mental.
  • Levels give +20 / +30 / +40 / +50, last 20 minutes.
  • Covers 36 player skills and over a hundred monster skills.
  • Chance multiplier = (90 − resistance) ÷ 60; without the buff it is ×1,5.
  • The second level only returns the chance to “fair”, the fourth cuts it by 2,25 times.
  • With passive Wisdom, the total is 70 - the effects happen four times less often.
  • 90 - full immunity; you can't reach it with just one buff.
  • MEN is a separate multiplier, not a resistance unit, and it weighs little.
  • The buff does not cover stun, paralysis, poison and bleeding.

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