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|   Player character's defense is displayed to the right of Dexterity  on the character screen. Chance to hit  of last target (or a Fallen  at start of first game) is displayed when cursor is over Defense field. |  Defense affects chance to hit when an attack skill is used which requires a hit check to apply its damage and other effects. It is the sum of [Dexterity/4] and defense added by equipped items, and charms in Expansion games. The following item types have defense values of their own, normally selected randomly from a range specified for each individual item:
 
 If any of these items is low quality, its defense value is reduced by 25%; if any of these items is ethereal, its defense value is increased by 50% (rounded down to the nearest point). Any Enhanced Defense percentage on that item is then applied (rounding down to the nearest point), and then any + Defense and + Defense (Based on Character Level) bonuses from the items listed below are added before any further defense modifiers are applied.
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 CharmSmall Charm
| Value | Source | Min Rlvl | Min Alvl |  
| +1 | Stout Small Charm | 1 | 1 |  
| +(4-8) | Stout Small Charm | 15 | 21 |  
| +(15-20) | Burly Small Charm | 28 | 36 |  
| +(20-30) | Stalwart Small Charm | 40 | 48 |  
 Large Charm
| Value | Source | Min Rlvl | Min Alvl |  
| +(2-3) | Stout Large Charm | 1 | 1 |  
| +(4-6) | Stout Large Charm | 10 | 14 |  
| +(8-12) | Stout Large Charm | 15 | 20 |  
| +(13-18) | Burly Large Charm | 19 | 26 |  
| +(20-30) | Burly Large Charm | 24 | 32 |  
| +(30-40) | Stalwart Large Charm | 30 | 38 |  
| +(45-60) | Stalwart Large Charm | 37 | 45 |  
 Grand Charm
| Value | Source | Min Rlvl | Min Alvl |  
| +(3-5) | Stout Grand Charm | 1 | 1 |  
| +(6-9) | Stout Grand Charm | 5 | 7 |  
| +(10-12) | Stout Grand Charm | 9 | 12 |  
| +(13-15) | Burly Grand Charm | 12 | 17 |  
| +(16-22) | Burly Grand Charm | 16 | 22 |  
| +(23-30) | Burly Grand Charm | 20 | 27 |  
| +(33-40) | Stalwart Grand Charm | 24 | 32 |  
| +(44-50) | Stalwart Grand Charm | 29 | 37 |  
| +(60-100) | Stalwart Grand Charm | 34 | 42 |  
 Any socket
| Value | Source | Min Rlvl | Min Alvl |  
| +(5-8) | Blanched Jewel | 1 | 1 |  
| +(9-20) | Eburine Jewel | 12 | 16 |  
| +(21-40) | Bone Jewel | 24 | 32 |  
| +(41-64) | Ivory Jewel | 56 | 64 |  
 Helm
 
 
 Circlet
 Pelt
 Primal helm
 Amulet
 Body armor
| Value | Source | Min Rlvl | Min Alvl |  
| +(3*lvl) | Faithful body armor 1 | 22 | 30 |  1 Same group as Enhanced Defense prefixes
 
 
 
 Amazon spear
 Axe
 Dagger
 Hammer
 Mace
 Missile weapon
 Crossbow
 Polearm
 Scepter
 Spear
 Staff
 
 Sword
 Shield
| Value | Source | Min Rlvl | Min Alvl |  
| +(0.5*lvl) | Faithful shield 1 | 22 | 30 |  1 Same group as Enhanced Defense prefixes
 
 
 
 
 
 Auric shield
 Shrunken head
 Belt
| Value | Source | Min Rlvl | Min Alvl |  
| +(0.5*lvl) | Faithful belt 1 | 22 | 30 |  1 Same group as Enhanced Defense prefixes
 
 
 
 Boots
| Value | Source | Min Rlvl | Min Alvl |  
| +(0.5*lvl) | Faithful boots 1 | 22 | 30 |  1 Same group as Enhanced Defense prefixes
 
 
 Gloves
| Value | Source | Min Rlvl | Min Alvl |  
| +(0.5*lvl) | Faithful gloves 1 | 22 | 30 |  1 Same group as Enhanced Defense prefixes
 
 
 Set bonus
 Pet1 Defense from equipped items is also added.
 
 When defense includes a MonLvl value, 100% of the value for the relevant difficulty level and pet level is used.Defense of converted and mind blasted is determined using clvl when clvl < mlvl; otherwise, mlvl continues to be used. [4] Defense of Revived always continues to use mlvl.Defense of Reanimated Returned is the same as that of a normal Returned that would spawn in the same area and difficulty level.
 
 MonsterMonster defense varies depending on difficulty level, monster level and monster type:
 Base defense = [MonLvl * MonStats/100] [5]
 
 MonLvl values for the relevant difficulty and monster level (without any Champion, Unique or minion bonus) [6] are modified by percentage values stored in the MonStats.txt file, which vary depending on monster type.Chance to hit displayed by character screen also uses MonStats.txt value for monster level to select MonLvl value in all three difficulty levels, but this only applies to bosses in Nightmare and Hell: otherwise, area level determines mlvl in Nightmare and Hell. [7] For example, any Fallen in Normal is level 1 with 5 defense. In Hell, the character screen calculates chance to hit based on any Fallen being level 67 with 933 defense in Ladder and Single Player games: however, this is only true if it spawns in a level 67 area like the Blood Moor; if it spawns in a level 83 area like the Underground Passage Level 2, then it is level 83 with 1,131 defense.Stone Skin Unique bonus doubles monster defense (including any defense from equipped items) [8] before Inner Sight or any % Defense is applied, although - Monster Defense per hit applies to monster defense before this bonus. [9] Chance to hit displayed by character screen does not take this bonus into account.
 
 Reference |