# Defence

For a list of all requirements and unlockables within the Defence skill, see Defence/Level up table.

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 (damage greater than zero) 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, many pures leave their Defence at a certain level and stop training it in order to gain the upper hand in Player-versus-Player combat, where players are often restricted to attacking others within a certain range of levels to them. They range from 1 Defence pures, to Initiate pures (level 20-25), rune pures (level 40/42), Berserker pures (level 45), and Barrows pures (level 70/75). All of the above may be considered as a type of 'pure'. Some players may choose to only train Defence, and are known as just '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

Main article: Temporary skill boost
Boost Level
increase
Visibility Other info
Defence cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
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.
Kebab 1-3 Visible 4% chance to do so
Poison chalice 1, 4 Visible Has a variety of beneficial and disastrous effects.
Defence potion 3-12 Visible Boosts defence by ${\displaystyle Level*{\frac {1}{10}}+3}$.
Defence boosts do not allow players to equip higher level armour.
Sapphire glacialis (item) 4-18 Visible Boosts defence by ${\displaystyle Level*{\frac {15}{100}}+4}$.
Must be used on another player. Boost affects the player it is used on.
Acquired from the Hunting skill.
Super defence 5-19 Visible Boosts defence by ${\displaystyle Level*{\frac {15}{100}}+5}$.
Reduces the chance of receiving damage.
Defence boosts do not allow players to equip higher level armour.
Divine super defence potion 5-19 Visible Acts as a super defence potion.
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.
Battlemage potion 5-19 Visible Boosts defence by ${\displaystyle Level*{\frac {15}{100}}+5}$.
Allows for the use of higher level magical spells.
Bastion potion 5-19 Visible Boosts defence by ${\displaystyle Level*{\frac {15}{100}}+5}$.
Boosts ranged by ${\displaystyle Level*{\frac {1}{10}}+4}$.
Saradomin brew 2-21 Visible Boosts defence by ${\displaystyle Level*{\frac {1}{5}}+2}$ and hitpoints by ${\displaystyle Level*{\frac {15}{100}}+2}$.
Reduces Attack, Strength, Magic and Ranged levels by ${\displaystyle Level*{\frac {1}{10}}+2}$.
Hitpoints can rise above normal level with the boost.
Draynor Manor Cabbage 1 or 2 Visible Restores 2 Hitpoints.
Super combat potion 5-19 Visible Acts as a super attack, super strength, and super defence potion in one dose.
Divine super combat potion 5-19 Visible Acts as a super combat potion.
Stat draining for combat skills is disabled for 5 minutes, meaning the player's combat stats will stay fully boosted.
After the 5 minutes are over, combat stats will be restored to its base level.
Overload 5-19 Visible Boosts combat stats by ${\displaystyle Level*{\frac {15}{100}}+5}$ (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 or within the Chambers of Xeric

## 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 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.

Quest Experience
reward
Skills available Skill requirements
X Marks the Spot 300 Any -
Client of Kourend 500 twice Any -
Fairytale II - Cure a Queen 2,500 Any skill above 30 49 , 57
A Tail of Two Cats 2,500 twice Any skill above 30 -
The Great Brain Robbery 5,000 Any skill above 30 16 , 30 , 50
King's Ransom 5,000 Any skill above 50 65
Darkness of Hallowvale 2,000 three times Any skill above 30 5 , 20 , 22 , 32 , 33 , 40
A Taste of Hope 2,500 Any skill above 35 48 , 45 , 40 , 40 , 38
Architectural Alliance
(miniquest)
10,000 Any skill above 40 -
Curse of the Empty Lord
(miniquest)
10,000 Any skill above 50 Some players will need 31
Shadow of the Storm 10,000 30
Contact! 7,000 twice -
Dream Mentor 15,000 32 (Boostable), 85 , 61 , 40 , 49 , 5 , 65 , 60 , 55
The Fremennik Isles 10,000 twice 20 , 40
One Small Favour 10,000 twice Any skill above 30 36 , 25 , 18 , 30
Recipe for Disaster
(The final battle)
20,000 Any skill above 50 175 , 48 , 50 , 53 , 53 , 25 , 59 , 40 , 50 , 40 , 40 , 10 , 10 , 36
Legends' Quest 7,650 four times 107 , 50 , 50 , 45 , 56 , 52 , 42 , 50 , 50 , 50 , 50
Monkey Madness I 35,000 or 20,000[1] or -
Dragon Slayer II 25,000 four times 200 , 75 , 70 , 68 , 62 , 60 , 60 , 50 , 50
Monkey Madness II 50,000 twice 69 , 70 , 60 , 55 , 55 , 60
Total 394,400 or 409,400
1. The two skills chosen will receive 35,000 experience, and the other two will receive 20,000 experience.