Defence
Wear heavier armour and shrug off more incoming damage
Training guide
How well you avoid and absorb hits. Trained with the Defensive style and gates the armour you can wear.
Getting started
Set the attack style to Defensive in the Combat tab (or Longrange for bows, Defensive for magic) and fight as normal — kills then train Defence.
| Levels | Activity | What to do |
|---|---|---|
| 1–10 | Green slimes & swamp slimes | Safe targets while you learn the combat triangle. |
| 10–25 | Boars, crawlers & lurkers | Let monsters hit you — Defence shines on longer fights. |
| 25–50 | Wolves & beetles | Higher Defence noticeably cuts the damage you take. |
| 50–99 | Golems & wraiths | End-game survivability training. |
Tips
- Defence feeds your defence roll against every incoming style — and most armour requires a Defence level to equip.
- Metal armour resists melee and ranged but is weak to magic; robes are the reverse.
Combat mechanics
How a hit is resolved
Every swing, shot or spell resolves in two independent rolls. First an accuracy rolldecides hit or miss — your accuracy against the target's defence in the style you are attacking with. Then, on a hit, a damage roll picks a number between 0 and your max hit. Real misses (and zero-damage hits) are possible.
attack roll = (skill + 8) × (accuracy bonus + 64) defence roll = (skill + 8) × (defence bonus + 64) hit chance = compare the two rolls max hit = floor( (4 + strength bonus) × (1 + strength/128) ) damage = hit ? random 0..maxHit × weakness : 0
The attacking style— melee, ranged or magic — decides which skills and which equipment bonuses feed the rolls, and which of the target's three per-style defences resists.
Weakness triangle
Hitting a creature on its weakness multiplies your max hit; attacking the style it resists shrinks it. A creature's wiki page lists exactly what it is weak to.
| Attacking style | vs Melee | vs Ranged | vs Magic |
|---|---|---|---|
| Melee | ×1.0 | ×1.3 | ×0.7 |
| Ranged | ×0.7 | ×1.0 | ×1.3 |
| Magic | ×1.3 | ×0.7 | ×1.0 |
Earning XP & Hitpoints
XP is earned per point of damage you deal — 4 XP per damage — on every hit, not as a lump sum on the kill. The skill trained follows your selected attack style. Every combat XP award also grants Hitpoints XP at 33% of the rate, so your health pool keeps pace with your offence on its own.
Combat level
Your combat level is a single number summarising overall battle strength, shown atop the in-game Skills panel. Your strongest fighting style drives most of it, while all five battle skills together add a smaller conditioning base — so an off-style still nudges the number up.
combat level = floor( 1/6 × ((attack+strength+defence)/3 + ranged + magic)
+ 0.65 × max(melee, ranged, magic) )ranges 1 (fresh keeper) → 81 (one style at 99) → 113 (all five battle skills at 99)
defence