# Defence

Defence
Released 4 January 2001 (Update)
Also called Def
Members No
Type Combat
Statistics
Players with
99
222,762
as of 1 July 2022 - update
Players with
200M XP
243
as of 1 June 2022 - update

Defence (spelled "Defense" in RuneScape Classic; oftentimes abbreviated as Def) is one of the primary combat skills that grants players protection in all forms of combat. The higher a target's Defence level, the less likely one is to land successful attacks (Melee or Ranged-based damage greater than zero, or Magic-based offensive spells that don't Splash) against said target. As such, it is a vital skill in high-level PvM and PvP situations. Defence does not decrease the amount of damage that an opponent can deal against you.

Magical defence is different - it is based on 70% of the player's Magic level, while the remaining 30% is the player's Defence level, which is then followed by the player's magical defence bonus from their armour.

A player's Defence level also determines which equipment they are able to wear, as most pieces of armour or other equipment have a Defence level requirement.

Defence is one of the skills that will raise the combat level of a player regardless of other skill levels. For this reason, Combat pure level Defence to a certain level then stop training it to minimise their combat level, giving them an upper hand in Player-versus-Player combat against players around their level. These accounts range from One-defence pures, black pures at 10, 13 Defence pures, initiate pures at 20, rune pures at 40, void pures at 42, berserker pure at 45, barrows pures at 70, and obsidian tanks at 75. Some players may choose to only train Defence, known as Defence pures.

 Defence level up - normal The music that plays when levelling up.
 Defence level up - with unlocks The music that plays when levelling up and unlocking new content.

## Equipment

Almost every single piece of combat equipment (except for the ones that go on the weapon, cape, ring, and amulet slots) requires a certain Defence level to wear. Here are links to tables of armour and equipment that require a Defence level to wear:

• Armour - For an overview on the different types of armour.
• Melee armour - An overview of the different types of Melee armour.
• Magic armour - An overview of the different types of Magic armour.
• Ranged armour - An overview of the different types of Ranged armour.
• Prayer armour - An overview of the different types of Prayer armour.
• Defenders - A weapon that goes on the shield slot and provides offensive bonuses while also having an Attack and Defence levels requirement. The rune defender provides the same strength bonus as an obsidian shield, while only requiring 40 Defence as opposed to 60.

## Temporary boosts

Boost Level
increase
Visibility Other info
Defence cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Draynor Manor Cabbage 1 or 2 Visible Restores 1 Hitpoint. Available to free-to-play players.
Kebab 1-3 Visible 4% chance to do so. Available to free-to-play players.
Poison chalice 1 or 4 Visible Has a variety of beneficial and disastrous effects.
Spicy stew
(red spice)
±0-5 Visible Depending on type of stew, any skill can be boosted or reduced by 0 to 5 levels randomly.
Excalibur 8 Visible Uses up 100% Special attack energy.
Defence potion 3-12 Visible Boosts Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+3\rfloor }$.
Defence boosts do not allow players to equip higher level armour.
Abidor Crank 3-12 Visible Provides benefits of a defence potion.
Elder (-) 4-13 Visible Boosts Attack, Strength, and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+4\rfloor }$.
Only usable within the Chambers of Xeric, and is the weakest variant
Overload (-) 4-13 Visible Acts as an elder (-), twisted (-), and kodai (-) potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+4\rfloor }$ (excluding Hitpoints and Prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Chambers of Xeric, and is the weakest variant
Elder potion 5-17 Visible Boosts Attack, Strength, and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {13}{100}}+5\rfloor }$.
Only usable within the Chambers of Xeric, and is the standard variant
Overload (Chambers of Xeric) 5-17 Visible Acts as an elder, twisted, and kodai potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {13}{100}}+5\rfloor }$ (excluding Hitpoints and Prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Chambers of Xeric, and is the standard variant
Sapphire glacialis (item) 4-18 Visible Boosts Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+4\rfloor }$.
Must be used on another player. Boost affects the player it is used on.
Acquired from the Hunting skill.
Bandages (Theatre of Blood) 4-18 Visible Acts like a super combat (minus one point), ranging, magic, prayer, and stamina potion, and heals 20 Hitpoints.
Super defence 5-19 Visible Boosts Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Defence boosts do not allow players to equip higher level armour.
Divine super defence potion 5-19 Visible Acts as a super defence potion.
Natural stat draining for Defence is disabled for 5 minutes, meaning the player's Defence will stay fully boosted.
After the 5 minutes are over, Defence level will be restored to its base level.
Super combat potion 5-19 Visible Acts as a super attack, super strength, and super defence potion in one dose.
Boosts Attack, Strength, and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Divine super combat potion 5-19 Visible Acts as a super combat potion.
Natural stat draining for Attack, Strength, and Defence is disabled for 5 minutes, meaning the player's combat stats will stay fully boosted.
After the 5 minutes are over, affected stats will be restored to their base level.
Bastion potion 5-19 Visible Acts as a ranging and super defence potion in one dose.
Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+4\rfloor }$ and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Divine bastion potion 5-19 Visible Acts as a bastion potion.
Natural stat draining for Ranged and Defence is disabled for 5 minutes, meaning the player's combat stats will stay fully boosted.
After the 5 minutes are over, affected stats will be restored to their base level.
Battlemage potion 5-19 Visible Acts as a magic and super defence potion in one dose.
Boosts Magic by ${\displaystyle 4}$ and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Allows for the use of higher level magical spells.
Divine battlemage potion 5-19 Visible Acts as a battlemage potion.
Natural stat draining for Magic and Defence is disabled for 5 minutes, meaning the player's combat stats will stay fully boosted.
After the 5 minutes are over, affected stats will be restored to their base level.
Overload (Nightmare Zone) 5-19 Visible Acts as a super combat, super ranging, and super magic potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$ (excluding Hitpoints and Prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Nightmare Zone
Saradomin brew 2-21 Visible Boosts Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {20}{100}}+2\rfloor }$ and Hitpoints by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+2\rfloor }$.
Reduces Attack, Strength, Magic and Ranged levels by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+2\rfloor }$.
Hitpoints can rise above normal level with the boost.
Elder (+) 6-21 Visible Boosts Attack, Strength, and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {16}{100}}+6\rfloor }$.
Only usable within the Chambers of Xeric, and is the strongest variant
Overload (+) 6-21 Visible Acts as an elder (+), twisted (+), and kodai (+) potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {16}{100}}+6\rfloor }$ (excluding Hitpoints and Prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Chambers of Xeric, and is the strongest variant

## Quests

### Quests requiring Defence

Quest Defence
requirement
Other skill requirements
Rag and Bone Man II 20 40
Between a Rock... 30 40 , 50
Lunar Diplomacy 40 61 , 49 , 5 , 65 , 60 , 55
King's Ransom 65 45

### Quests rewarding Defence experience

Quest Experience
reward
Defence
requirement
Other requirements
A Soul's Bane 500 - -
In Search of the Myreque 600 - 25
In Aid of the Myreque 2,000 - 25 , 15 , 7
Nature Spirit 2,000 - 18 if crafting your own sickle
What Lies Below 2,000 - 35
The Fremennik Trials 2,812 - 25 , 40 , 40 if crafting your own lyre
Heroes' Quest 3,075 - 55 , 53 , 53 , 25 , 50
Between a Rock... 5,000 30 40 , 50
Olaf's Quest 12,000 - 40 , 50
Holy Grail 15,300 - 20
Dragon Slayer I 18,650 - 32
Camelot training room
(minigame)
20,000 65 45
King's Ransom 33,000 65 45
Total 116,937

### Skill choice

Upon completing any of the following quests, players may choose to allocate experience to Defence. These rewards usually come in the form of items, such as lamps or books, and are independent of any experience rewards directly received for completing the quest.

QuestExperience
reward
Skills availableSkill requirements
X Marks the Spot300AnyNone
Client of Kourend500 twiceAnyNone
Fairytale II - Cure a Queen2,500Any skill above 30 49 , 57
A Tail of Two Cats2,500 twiceAny skill above 30None
The Great Brain Robbery5,000Any skill above 30 16 , 30 , 50
King's Ransom5,000Any skill above 50 65
Darkness of Hallowvale2,000 three timesAny skill above 30 5 , 20 , 22 , 32 , 33 , 40
A Taste of Hope2,500 three timesAny skill above 35 48 , 40 , 40 , 45 , 38
A Kingdom Divided10,000Any skill above 40 54 , 52 , 52 , 50 , 42 ,
38 , 35
Architectural Alliance
(miniquest)
10,000Any skill above 40None
In Search of Knowledge
(miniquest)
10,000Any skill above 40None
Curse of the Empty Lord
(miniquest)
10,000Any skill above 50Some players will need 31
Contact!7,000 twice None
Dream Mentor15,000 32 , 85 , 61 , 40 , 49 ,
5 , 65 , 60 , 55
The Fremennik Isles10,000 twice 20 , 40
A Night at the Theatre20,000 three times 90 recommended
One Small Favour10,000 twiceAny skill above 30 36 , 25 , 18 , 30
Recipe for Disaster
(The final battle)
20,000Any skill above 50 175 , 70 , 48 , 50 , 53 ,
53 , 25 , 59 , 40 , 50 ,
40 , 40 , 10 , 10 , 36
Legends' Quest7,650 four times
107 , 50 , 50 , 45 , 56 , 52 ,
42 , 50 , 50 , 50 , 50
Monkey Madness I35,000 & 20,000[sc 1] None
Sins of the Father15,000 three timesAny skill above 60 62 , 60 , 56 , 52 , 50 , 50 , 49
Dragon Slayer II25,000 four times 200 , 75 , 70 , 68 , 62 ,
60 , 60 , 50 , 50
Monkey Madness II50,000 twice 69 , 70 , 60 , 55 , 55 , 60
Total541,900
1. ^ 35,000 experience is granted to the chosen pair of skills, and 20,000 is granted to the pair of skills not chosen.