Defenses (Armor, Evasion, and Energy Shield)

Torchlight Infinite has a lot of ways to increase Hero survivability, and 3 of the most fundamental are Defenses. Armor, Evasion, and Energy Shield have their own unique mechanics and improve your ability to survive the challenges of Leptis in different ways.

  • Energy Shield is an alternative to Life with many bonuses in the Magister tree.
  • Armor reduces the Physical damage you take in proportion to the hit with many bonuses in the Brave Tree.
  • Evasion gives you a chance to completely avoid damage from an Attack hit, with many bonuses in the Marksman Tree.
Low Life builds use Energy Shield as a replacement for Health.

Energy Shield

When your Life reaches 0 you die. However, the damage you take is applied to Energy Shield before Life so this Defense is a replacement health pool. Many builds take this to an extreme and go Low Life by using Passive Skills and Seal Conversion to Seal a majority of their Life, allowing the build to run more Aura skills for significantly higher damage by replacing Life with Energy Shield. Here's a quick comparison of the differences between the two mechanics:

Energy Shield Mechanics

  • Found on Int Armor.
  • NO Restoration Skills.
  • Restored by Charge automatically.
  • Recovered through Shield regain.
  • Increased by Energy Fortress.
  • Usually weak to DoTs.

Life Mechanics

  • Found on Str, Dex, and Int Armor.
  • Several Restoration Skills.
  • Restored by Life Regeneration on Gear.
  • Recovered through Life Regain.
  • Recovered by Rejuvenation.
  • Usually strong against DoTs.


Energy Shield has a built-in recovery mechanic called Charge. This begins when you haven't taken damage for 2 seconds and is interrupted by damage. Charge can be started faster by lowering your Charge Interval through effects such as Medium Talent from the Magister Tree, or Blessing Pendant.

By default Charge restores 20% of your Maximum Energy Shield per second, but this is increased by scaling Charge Speed. Normally Charge is interrupted when you take damage however effects like Light Hunter Belt and Barrier of Radiance change this.

Some effects also increase your Charge meaning you restore more Energy Shield per second. For example with Barrier of Radiance you go from recovering 20% to 30% per second. The higher your Energy Shield Charge rate the faster you are able to hit full Energy Shield.

Barrier of Radiance is a Major Talent that enhances Energy Shield Charge

Pro Tip: If you're struggling with Energy Shield Charge add the Defense Skill Forced Start.


While Energy Shield is fairly straightforward, Armor is not because it mitigates up to 90% of your incoming Physical damage scaling inversely with the size of the hit you receive. This makes Armor VERY effective at mitigating small hits and POOR at mitigating large hits. Your main sources of Armor are Strength gear and Steadfast. Armor scaling like Medium Talent and other Talents are found in Brave Tree.

Applying Armor in Other Ways

Forlorn Crystal removes your Evasion and Energy Shield but turns Armor into a powerful damage modifier.

Normally Armor only mitigates Physical damage, but Ember Armor applies your Armor to 50% of your Elemental damage taken. This won't entirely replace your Resistances, but depending on the hit size mitigates around 11% of your Elemental damage taken. Using damage transfer such as Dragon Breath Armor or an item crafted with Ruling Embers for -Additional Physical damage Taken makes your Armor much more effective!

If you want to go all in, Forlorn Crystal lets your Armor scale your damage. This has given rise to an entire archetype of builds known as "Armor Stackers." You won't have to worry about Physical damage with a build like this, but pay close attention to your Elemental and Erosion damage taken.

If you want to play an Armor Stacker for yourself, check out our Lethal Flash Carino Hammer of Ash Endgame Guide!

Armor Formula and Calculations.

Here are some examples of Armor's Physical damage mitigation assuming a player with 10,000 Armor and a hit of 1,000 then adjusting the variables to 25,000 armor vs a hit of 1,000 and 10,000 armor vs a hit of 2,500.

Armor/(Armor + Physical Damage Taken*10)

  • 10,000/(10,000 + 1,000*10) = 50.0% mitigation, 500 damage.
  • 25,000/(25,000 + 1,000*10) = 71.4% mitigation, 286 damage (less damage taken).
  • 10,000/(10,000 + 2,500*10) = 28.6% mitigation, 1,785 damage (more damage taken).
The harder an enemy hits, the less effective your Armor is

Pro Tip: Because Armor is good at protecting from small hits it's highly effective at mitigating Physical damage during the campaign!


Evasion rating gives you a chance to evade attacks relative to enemy Accuracy. Some enemies are harder to Evade than others, and when you Evade an attack you take no damage. Normally you are unable to evade spells. Main sources of Evasion rating include Dexterity Armor, Nimbleness, and Brisk Wind. Evasion scaling through Medium Talent and other talents are found in the Marksman Tree.

Applying Evasion in Other Ways.

Normally Evasion only applies to attacks however the Major Talent Master Escapist lets you Evade Spells too. This is important because many bosses use both Attacks and Spells. It's difficult to reach the Spell Evasion cap when using this Talent however.

Evasion can be used to scale your damage in several interesting ways. For example, Dumb Voice gives you extra Lightning Damage per 1,000 Evasion and Critical Strike Rating per 750, and this is often combined with Thunder Jawbone for more damage and powerful Shock effects. This has given rise to an archetype of builds known as "Evasion Stackers".

Items like Dumb Voice turn Evasion Rating into a powerful way to scale your damage.

Evasion Formula and Calculations

The closer you are to 95% chance to Evade, the more Evasion Rating you need to gain 1% chance to Evade.

The highest Accuracy of all monsters is 1,247 and Evasion rate is capped at 95% so here are some examples of your chance to Evade attacks assuming you have 10,000, 30,000 or 100,000 Evasion rating.

Evade Rate=1-1.15* Attacker‘s Accuracy/(Attacker's Accuracy+0.5*Defender’s Evasion^0.75)

  • 1-1.15*1,247/(1,247+0.5*10,000^0.75) = 17.9% Chance to Evade attacks.
  • 1-1.15*1,247/(1,247+0.5*30,000^0.75) = 39.9% Chance to Evade attacks.
  • 1-1.15*1,247/(1,247+0.5*100,000^0.75) = 64.7% Chance to Evade attacks.

Pro Tip: It takes around 2,090,000 Evasion Rating to reach the 95% Evade cap against enemies with high Accuracy.

Resistances & Other Stats

Energy Shield, Armor, and Evasion aren't the only ways to prevent damage in Torchlight Infinite. While not classified as Defenses, these stats contribute to your survival in different ways by reducing the damage you take or giving you a chance to avoid taking damage in the first place. Most of these stats multiply together when combined, so that you cannot become immune to damage.

Making a well rounded tanky build involves dealing with Physical, Elemental, and Erosion damage while also balancing damage mitigation, avoidance to prevent consecutive hits, and recovery to help you heal back up after you take damage.

  • Resistances reduce the Elemental and Erosion damage you take.
    • Resistances normally cap at 75%, but it can be increased to 95%.
  • Damage taken as causes you to take one type of damage as another IE: Poison Immunity.
    • This is capped at 100%.
  • Damage Transfer causes other units like your minions to take a portion of damage for you.
    • Transfer is capped at 75%.
  • Block is a chance to take reduced damage from an Attack or Spell based on Block Ratio.
    • Block Chance is capped at 100%, Block Efficiency is capped at 75%
  • Avoidance is a chance to avoid taking any damage.
    • Avoidance is capped at 80%.
  • Additional Damage Reduction reduces all damage you take under the right conditions.
    • Additional Damage Reduction is capped at 90%.

Video Guide

Coming Soon.


Defenses are important to survive the challenges offered across Leptis.

  • Energy Shield takes damage before your Life.
  • You automatically begin Energy Shield Charge based on your Charge Interval and Charge Speed.
  • Armor mitigates the Physical damage you take inversely proportional to the size of the hit, capped at 90%.
  • Through Talents or items, Armor can mitigate other types of damage or help you hit harder.
  • Evasion gives you a chance to take no damage from an attack. This is less effective against Accurate enemies, capped at 95%.
  • Through Talents, Evasion can also be applied to Spells, and some Items let you scale damage through Evasion Rating.
  • Other survival stats such as Resistances, Damage Taken As, Damage Transfer, Block, Avoidance, and Additional Damage Reduction help with character durability.


Written by Tenkiei

Reviewed by Xtra37, Raxxanterax


Jan 3rd 2023
Article Published for Season 2