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Defense


Defense
Defense
Type Mechanic

Defense is the stat that decides how little a monster's hit hurts. It works by plain subtraction: every point takes one damage off each blow that lands. Boots are the main supply, with rings, a few heavy weapons, several cooked dishes and one book filling in the rest. Because the subtraction applies per hit rather than per second, Defense is worth most against the fast, weak attackers that swarm the lower floors, and least against the single heavy hitters of the Skull Cavern. No amount of it makes a farmer untouchable, since every hit still lands for at least one damage.


Overview


The maths is easy to follow in practice. A Green Slime deals between four and six damage bare-footed. Put on Sneakers, worth a single point, and the same slime deals three to five. Put on Space Boots, worth four points, and the slime is reduced to one damage most of the time and two damage the rest, because the floor of one damage per hit catches the rest of the reduction. That floor is the reason Defense gives diminishing returns against weak monsters and keeps paying against strong ones.

The subtraction runs in both directions. A Shadow Shaman's fireball leaves a farmer Jinxed, which drops Defense by eight, and a negative total adds the difference to every hit instead of removing it. A single fireball can therefore turn a comfortable floor of bats into a lethal one, which is why Shadow Shamans are usually killed at range or avoided altogether. A Magma Sparker's hit leaves a farmer Burnt, which takes a smaller bite out of Defense but strips Attack and Speed at the same time.

Footwear is where the serious numbers live, and the choice is a straight trade against Immunity. Dragonscale Boots carry the most raw Defense of any footwear, and they come out of a Treasure Chest in the Volcano Dungeon. Cinderclown Shoes give up a little of that for a strong Immunity rating as well. The Dwarf trading inside the Volcano Dungeon sells them for a hundred Cinder Shards, which the magma monsters down there drop freely, so they are the usual pick for a farmer who wants one pair for everything. Mermaid Boots swing the other way, trading Defense down a step for the best debuff resistance in the game, and they turn up in the dungeon's chests rather than its shop. Space Boots are the easiest good pair to reach, waiting in a chest in the deepest part of The Mines, and the Adventurer's Guild sells spares afterwards.

Rings add Defense without touching the boot slot. The Crabshell Ring is the big one and is worth more than most boots on its own, while the Topaz Ring offers a single point and is really a starter item. Weapons can carry Defense too, but only while they are held, so swapping to a pickaxe to break a rock drops the bonus for as long as the tool is out. The heaviest swords trade Speed for it: a Claymore or a Tempered Broadsword slows every swing in exchange for the armour, while the Dwarf Sword and the Infinity Blade manage to give Defense and extra Speed together, which is why they end up in so many late-game loadouts.

Cooking covers the gaps between gear upgrades. Pumpkin Soup and Autumn's Bounty are the dishes most farms can make from their own Fall harvest, Eggplant Parmesan is the strongest of the common ones, and Mango Sticky Rice matches it once Ginger Island crops are growing. Crab Cakes are the choice for a long day underground, since their buff runs far longer than the rest. The Desert Festival Chef adds a second, separate buff on top, built on Hearty Beans: paired with Mushroom Creme, Cherry Syrup, Pungent Garlic or Uncomfortably Hot Sauce they become Earthy Mousse, Sweet Bean Cake, Skull Cave Casserole and Spicy Tacos. Rich Marinara dishes add a single point alongside a Mining, Luck, Fishing or Attack bonus.

One point of Defense can be bought for good. The Bookseller stocks a volume that permanently raises the stat when it is read, and copies also come out of artifact spots for nothing, so a farmer who digs regularly may find one before the shop is ever worth visiting. It is a small gain, but it applies on every save day thereafter and stacks with everything else.

Notes


A Ring of Yoba sidesteps the whole stat. Instead of shaving damage off, it sometimes triggers Yoba's Blessing when a hit lands and makes the farmer briefly invincible, which is better than Defense against a crowd that is landing many hits at once. Its recipe comes with Combat level seven.

The stat is also the reason monster difficulty jumps when the bottom of The Mines is reached. Harder versions of the same monsters hit for more, so a defensive total that was comfortable before the Skull Key suddenly is not, and the usual answer is new boots rather than more food.

All Mechanics


Every entry in this group, with its key details.

Name Image
Artifact Spot Artifact Spot
Attack Attack
Boulder Boulder
CalicoJack -
Combat -
Controls -
Crit. Chance Crit. Chance
Crit. Power Crit. Power
Darts Darts
Day Cycle -
Days of the Week -
Defense Defense
Energy Energy
Fall Fall
Farming Farming
Fishing Fishing
Fishing Information Broadcasting Service -
Fishing Strategy -
Flooring -
Forge -
Garbage Can Garbage Can
Getting Started -
Health Health
Immunity Immunity
Inventory -
Journey of the Prairie King -
Junimo Kart Junimo Kart
Letters -
List of All Gifts -
Livin' Off The Land Livin' Off The Land
Luck Luck
Magnetism Magnetism
Marriage -
Mining Mining
Mobile Controls -
Mobile Saves -
Multiplayer -
Options -
Player Menu -
Random Events -
Remixed Bundles -
Saves -
Seasons -
Seed Spot Seed Spot
Shop Schedules -
Skills -
Slot Machine Slot Machine
Speed Speed
Spring Spring
Summer Summer
Television -
The Queen of Sauce -
Wallpaper -
Weather -
Weight Weight
Winter Winter