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DEF – Fortitude

DEF
The path of armor, poise, and adaptation.

Each rank grants +0.1 Armor and +0.05 Armor Toughness. Rank 50 totals +5 Armor and +2.5 Toughness before the passive tree.

Passive roadmap

Passive Gates by passive level (DEF / Player) Effect range
Steadfast 5/2 · 12/7 · 20/14 · 30/24 · 40/36 +5% → +25% Knockback Resistance
Tempered Armor 10/5 · 18/11 · 26/19 · 35/30 · 44/42 8% → 40% less armor durability loss
Guarded 20/10 · 27/17 · 34/25 · 42/35 · 50/45 10% → 28% next-hit reduction; 12s → 8s recharge
Last Bastion 30/20 · 35/27 · 40/35 · 46/43 · 50/50 2% → 15% direct-hit reduction below 30% HP
Adaptation 40/40 · 41/41 · 42/42 · 43/43 · 44/44 · 45/45 · 46/46 · 47/47 · 48/48 · 50/50 3% → 13.33% per matching stack; up to 40%

Steadfast

Levels grant +5%, +9%, +13%, +18%, or +25% Knockback Resistance while enabled. It stacks with other attribute sources, but the final result is reconciled to the server's configured cap—80% by default.

Tempered Armor

Levels reduce durability damage to each worn armor piece by 8%, 16%, 24%, 32%, or 40%.

Equipment rules

Each eligible armor piece is handled separately, including compatible modded armor. Fractional prevented wear uses unbiased probabilistic rounding over time. Tools, weapons, shields, and Elytra are unaffected.

Guarded

Level Next eligible hit Recharge after a valid hit
1 10% less 12s
2 14% less 11s
3 18% less 10s
4 22% less 9s
5 28% less 8s

The first qualifying direct hit after recharge receives the reduction, then begins a new recharge. Damage below 1 HP by default neither consumes nor benefits from Guarded.

Excluded damage

Damage over time and environmental hazards do not consume Guarded: Poison, Wither, starvation, fire and lava, drowning, falls, suffocation, cactus, berry bushes, void, and comparable non-direct sources are excluded.

Last Bastion

While current health is strictly below 30% Max HP, eligible direct melee or projectile attacks deal 2%, 4%, 6%, 8%, or 15% less damage.

It ends immediately at 30% HP or higher. It grants no Armor and no healing. Explosions, self-damage, Poison, Wither, starvation, void, and environmental damage are excluded.

Adaptation

Adaptation tracks one broad incoming damage category: Melee, Projectile, Explosion, Fire, or Magic.

Level Per stack At 3 stacks Stack lifetime
1 3.0% 9.0% 5s
2 3.5% 10.5% 5s
3 4.0% 12.0% 5s
4 4.5% 13.5% 5s
5 5.0% 15.0% 5s
6 5.75% 17.25% 5s
7 6.5% 19.5% 5s
8 7.5% 22.5% 5s
9 8.5% 25.5% 5s
10 13.33% 40.0% 10s

The first matching hit is not reduced; it creates stack 1 after damage. Later matching hits use existing stacks. At most one stack is added every 0.75 seconds. A matching hit refreshes expiry, while a different category replaces the old adaptation and begins again at one stack.

Environmental hazards, damage-over-time effects, falls, void, /kill, self-damage, and attacks from your own summoned creatures do not build stacks.

Competing direct-hit defenses

Guarded, Last Bastion, and Adaptation do not multiply. When several can affect the same hit, the strongest single reduction is used, capped at 40%. Build for coverage and uptime rather than expecting three percentages to stack into invulnerability.

Build notes

  • Steadfast begins early and is useful for melee, shields, bows, and narrow arenas.
  • Tempered Armor is long-term economy, not immediate damage reduction.
  • Guarded favors spaced heavy hits; rapid attacks repeatedly restart its recharge.
  • Last Bastion covers pressure at low HP but does not replace Vitality's lethal protection.
  • Adaptation is the deep specialist reward for repeated, readable damage types.