DEF – Fortitude¶
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.