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Skill Defense

From EverQuest Legends Wiki

Defense improves your survivability by increasing your AC.

Classes

Class Trainable Cap Until 50 Cap Above 50 Feb 21, 2001 Oct 8, 2001
Warrior Level 1 ? 252
Monk Level 1 230 252
Rogue Level 1 ? 252
Paladin Level 9 ? 230 252
Shadow Knight Level 9 ? 230 252
Bard Level 1? 200 200 252
Ranger Level 9 200 200 220
Cleric Level 1 200 200
Shaman Level 1 200 200
Druid Level 1 200 200
Enchanter Level 1 145 145
Magician Level 1 145 145
Necromancer Level 1 145 145
Wizard Level 1 145 145

Defense Cap Per Level

For the cloth casters, it appeared for their Defense skill up to level 10:

Defense(max) = ((level x 4) + 5)

since my three casters had Defense = 45 at level 10. But from what I have gathered since a few have experienced into higher levels, the Defense skill drops to three points per level gain. That is, level 11 = 48, level 12 = 51, level 13 = 54, level 14 = 57. But since the maximum of all maximum is 145, three per level does not evenly divide into (145 - 45) = 100.

Anybody have any insight, especially at higher levels? Does it reach a point to dropping to two points per level, down to one?

So far, this is consistent with my experience as a cloth caster:

Level Defense Cap
10 45
15 60
20 75
25 90
30 105
35 120
40 135
41 138
Spell: Abjuration • Alteration • Channeling • Conjuration • Divination • Evocation • Meditate • Specialization
Specialize: Abjuration • Specialize: Alteration • Specialize: Conjuration • Specialize: Divination • Specialize: Evocation
Weapon: 1H Blunt • 1H Slash • 2H Blunt • 2H Slash • 2H Piercing • Archery • Piercing • Throwing
Combat: Bash • Block • Cleave • Defense • Disarm • Dodge • Double Attack • Dual Wield • Hand to Hand • Harm Touch
Intimidation • Kick • Lay on Hands • Offense • Parry • Reave • Riposte • Slam • Smite • Taunt • Triple Attack
Rogue: Backstab • Disarm Traps • Pick Lock • Pick Pocket • Sense Traps
Monk: Dragon Punch • Eagle Strike • Feign Death • Flying Kick • Mend • Round Kick • Safe Fall • Tail Rake (Iksar) • Tiger Claw
Bard: Brass Instruments • Percussion • Singing • Stringed Instruments • Wind Instruments
Non-Combat: Alcohol Tolerance • Athletics • Begging • Bind Wound • Gather Party • Fishing • Foraging • Hide (Evade) • Origin • Sense Heading • Sneak • Swimming • Tracking