This is the character's inherent resistance to physical damage, also called the physical damage threshold. The higher the defense stat, the less damage a character will take. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Defense lowers the total amount of damage a character will take from a physical attack and once Defense is exhausted, damage reduces the character's Health.
Defense is increased when leveling up and can be significantly increased through the player's choice of Augments, armor and clothing. Defense growth is highest, in order, by leveling as Warrior and Fighter, with Strider and Mystic Knight having fairly good growth and all other vocations below average growth.
The core defense from stat growth is thought to be twice as important as the defense given from equipment.
|Augment||Description||Unlocked by Vocation|
|Sanctuary||Increases defense by 50% if health is critical||Mystic Knight|
|Bloodlust||Increases defense by 30% at nighttime||Assassin|
|Autonomy||Increases defense by 30% if playing alone||Assassin|
Defense and Damage Mitigation
For foes and monsters it seems their defense is subtracted from the "Attack Power" of the Arisen's or ally's attacks, and if the value is positive they take that amount of damage. (modified by periapts, blunt and slashing weaknesses and so on).
For monster attacks on the Arisen and Pawns it seems that defense works differently - that is that damage is related to defense by the equation :
- Damage = Foe_Attack_Power x 100 / (DEFnaked + 0.5xDEFequipment + 100)
As such core Defence is more (twice as) important than equipment defence. There are also diminishing returns from having higher defense - according to the equation the first 100 (or 200 of equipment defense) should half damage, but it takes a further 300 (or 600 of equipment defence) to reduce damage by a further quarter..
- May be abbreviated to DEF .
- See also Magick Defense