Defence
Gates every piece of armour and every shield in the game, and drives the defence calculation for players and monsters alike. It has the longest unlock table of any skill here, at 103 entries.
Defence is how often things fail to hit you, and it is the only gate on armour. Every helmet, shield, coif, hat and platebody carries a Defence level, so the skill decides what you can wear far more than what you can kill. It adds to your combat level at the same weight as Constitution. High Defence means fewer hits taken, less food carried and longer trips everywhere else.
Level 1 to 120
Defence does not train from being hit. It comes from damage you deal with your melee style set to Defence, one XP per 7.5 damage, on exactly the same monsters as Attack and Strength. Ranged and magic set to balanced send half their XP here as well. Most players take Defence to 40 or 50 early for a full armour tier, leave it, and come back for rune, Barrows and beyond on the way to 120.
- Cows, goblins and rats around Lumbridge 1 to 15
Cows are 85 health for 11 XP, goblins and men 70 for about 9, rats 90 for 12. Slow going, but the Lumbridge Catacombs and the Lumbridge Blacksmith both hand over several hundred Defence XP for very little work.
- Rock crabs on the Fremennik coast 15 to 30
230 health for 31 XP at only 20 Defence. This is the bracket where the armour tiers start arriving quickly, so check what you can wear every few levels.
- Hill giants, guards and yaks 25 to 50
Hill giants pay 40 XP and Varrock guards 32. Once the Fremennik Trials is done, yaks on Neitiznot are 500 health for 67 XP against 20 Defence and outclass everything else at this level.
- Ranged or magic on balanced any
Set your bow or spellbook to balanced and half of every hit's XP goes to Defence. Ranged and magic pay one XP per 6 damage rather than 7.5, so that half comes to about five eighths of what melee in Defence mode gives, but it trains two skills from one kill and works at range.
- Warriors' Guild cyclopes 45 to 70
700 health for 93 XP against 35 Defence, with entry gated on your Attack and Strength adding up to 100. Note that the dragon defender wants 60 Defence as well as 60 Attack, and it comes from the tougher cyclopes on the lower floor, not the ones you are farming here.
- The Abyss and the Waterbirth dungeon 60 to 95
Abyssal walkers are 850 health for 113 XP at 80 Defence, and paladins in Falador and Ardougne are 800 for 107 at a gentler 65. Waterbirth is the step up: rock lobsters at 220 XP and wallasalki at 173.
- Dragons, Barrows and God Wars 95 to 120
Metal dragons pay 400 XP for a bronze up to 667 for an adamant, Barrows brothers 467 each, and a God Wars general close to 2,700. Dragon Slayer opens rune and dragon platebodies at 55 Defence, which you will want long before this.
Armour is the whole point
Nothing else in the game unlocks armour. A piece above your level cannot be equipped at all, so Defence is the one combat skill you cannot route around if you intend to survive the late game.
Wearing the wrong type for your style costs damage on every single hit, once for each mismatched piece across your four armour slots. The Defence cape softens that penalty but does not remove it.
What high Defence does to a fight
Monsters roll their Attack against your Defence exactly as you roll yours against theirs. Thirty levels over an attacker turns roughly nine hits in ten into about four, which is the difference between a food heavy trip and a comfortable one. Hit chance stops reading Defence past 99, though, so levels above that buy you gear rather than dodged blows.
Armour points are a separate number that divides incoming damage rather than blocking it. An amulet of glory adds 12 of them and an amulet of power 6, on top of whatever your gear carries, so a neck upgrade can be worth as much as a slot upgrade.
Quests
Dragon Slayer wants 55 Defence, 12 quest points and green dragons you can kill, and pays 22,000 back. The Fremennik Trials gives 2,812 with no requirements at all, Nature Spirit 2,000, the Lumbridge Catacombs 500 and the Lumbridge Blacksmith 440.
Worth knowing
- You start on balanced style. If you are tanking a hard fight with your style set to Attack, the hits you are soaking earn you no Defence at all.
- The Defence cape teleports you to Lumbridge when your health drops below a tenth, outside PvP and only while the effect is switched on.
- A shield only counts while your main hand is one-handed. Two-handers surrender the slot entirely, armour points included.
- Train to the tier you actually want and then stop. Sitting at 43 Defence gains you nothing that 40 did not already give.