Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a hard cap - reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.4.29 game tables.
Every capped effect at a glance
| Effect | Source | What scales it | Maximum (cap) |
|---|---|---|---|
| Inscription of Reflection | Inscription (rolled on level-up) | Fixed fraction of every hit | 100% of post-defense damage (no per-hit cap) |
| Monster thorns (Spike / Crystal Turtle) | Monster trait | Fixed fraction of melee / magic hits | 50% reflected |
| Inscription of the Gold Mine | Inscription | 10 gold per critical hit | 2000 gold, then +10% Crit |
| Capital Punishment | Inscription | Target's combined HP fraction | Executes at ≤ 20% HP (non-boss) |
| Inscription of Death Throes | Inscription | Your missing HP | +20% Damage Dealt at 0 HP |
| Devrick Pendant | Equipment (accessory) | Your missing HP | Heal 30% of a hit's flat damage part at 0 HP |
| Sinking Inscription | Inscription | Target's missing HP (basic attack 4, then every 3) | +120% damage at 0 HP |
| Inscription of the Storm | Inscription | Crit basic attack splash | Hits up to 5 enemies (30% dmg, 2-sq) |
| Bleeding | DoT status | 5 physical per stack / sec | 99 stacks = 495/sec |
| Burning | DoT status | 3 magic per stack / sec | 50 stacks = 150/sec |
| Poison | DoT status | 1% Max HP / 10s | 100 stacks = 100% Max HP |
| Sprouting Shell / Shell | Inscription | 1 Shell per 60 Energy recovered | 20 Shells (each takes 99 points off one hit's damage bonus sum) |
| Executioner | Execution-tree skill | +10% Crit per kill | +30% Crit (3 stacks) |
| Sharp Edge | Warrior-tree skill | Physical Attack per skill use | 6 stacks (see note) |
| Art of Defence | Monster trait | +10 Phys & Magic Resist per hit | 15 stacks = +150 each |
Reflect and thorns
The Inscription of Reflection bounces 100%
of every type of damage you take straight back at the attacker
(AFFECTER_ReflectionInscription, FloatValue 100). It does not reduce the hit you
take - you eat the full damage and the attacker eats an equal copy.
Calculation order matters. The game reads the hit's total damage - after your resistance and after guard, which are both part of the hit's own damage roll - and reflects it before your barrier soaks the hit. So a Barrier bubble that absorbs the damage to your health still reflects the full pre-shield amount, while a successful guard lowers what bounces back.
Worked example. A monster hits you for 200 after resistance. With the Inscription of Reflection:
- Reflected damage = 200 × 100% = 200 back to the attacker.
- You still lose 200 HP (minus any barrier). The reflect is a bonus, not a shield.
- The maximum is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.
Monster thorns. The Spike Turtle (Spiny Carapace) reflects melee physical damage and the Crystal Turtle (Crystal Shell) reflects magic damage. The Spike Turtle's thorns return 50% of the damage a melee hit really dealt, as damage with no type; ranged and magic hits are not reflected by them.
100, but the game code
never reads it: the carapace only grants the reflect status, and the reflect routine reads that status's own
50.Gold Mine inscription
The Inscription of the Gold Mine pays 10 gold
every time you land a critical hit, up to a cap of 2000 gold
counted by a Gold Mine counter on the wearer (AFFECTER_GoldmineInscription, FloatValues
[10, 2000, 10]). Once the counter is full the gold stops,
and the inscription gives +10% Critical Chance instead, for as long as the counter
stays full.
Worked example.
- Gold per crit = 10; cap = 2000.
- Crits needed to cap = 2000 ÷ 10 = 200 critical hits.
- After the 2000-gold maximum: no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.
Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.
Capital Punishment (execute)
Capital Punishment: Enemies at or below 20 percent HP are finished off after they take a hit.
If the target is not dead, does not belong to the player's faction, has current HP divided by max HP at or below 20 percent, and does not carry the boss tag, the Execution effect is applied to it for 1 second. The inscription deals no lethal damage of its own. It applies a status, and that status does the killing.
- The pool read is the combined head and body health, not one of the two.
- The exclusions are the boss tag and the player's faction. Elite monsters are executable, which the tooltip does not say.
- Only the Player faction is checked. The Ally and Neutral factions are not excluded by this check.
- Before build 25846389 the faction was not checked, so a player unit hit by the wearer could be executed.
Worked example. An enemy with 600 combined Max HP:
- Execute threshold = 20% × 600 = 120 HP.
- At 120 HP or less, the next hit the wearer lands applies Execution, and the enemy dies.
- The maximum HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.
Missing-HP scaling effects
Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and
reach their cap at 0 HP; the value at any point is cap × (missing HP / max HP).
| Effect | Reads | Formula | Maximum |
|---|---|---|---|
| Inscription of Death Throes | Your missing HP | Damage Dealt +20% × missing% | +20% |
| Devrick Pendant accessory | Your missing HP | Heal 30% × missing% of the hit's flat damage part (normal skills and basic attacks have none) | 30% of the flat part |
| Sinking Inscription | Target's missing HP | Basic attack 4, then every 3: +120% × target-missing% | +120% |
Worked example at 50% missing HP (half health):
- Death Throes: 20% × 0.5 = +10% Damage Dealt.
- Devrick Pendant on a hit with a 300 flat damage part: 30% × 0.5 = 15% of 300 = 45 HP healed. A normal skill or basic attack has no flat part, so it heals 0.
- Sinking (target at 50% missing): 120% × 0.5 = +60% on a proc (basic attack 4, then every 3).
Damage-over-time stack caps
Bleeding and Burning deal a flat amount per stack, per second, and each has a hard stack cap. The damage does not scale with attack power - only the number of stacks (set by the applying skill) matters. It never misses, is never guarded or critical and goes past Barrier, but the target's Physical Resistance still cuts it (x 100 / (100 + resistance)). The same holds for Burning with Magic Resistance.
| Effect | Damage | Max stacks | Damage at cap |
|---|---|---|---|
| Bleeding (physical) | 5 per stack per second | 99 | 495 / sec |
| Burning (magic) | 3 per stack per second | 50 | 150 / sec |
| Poison (typeless) | 1% of Max HP every 10 seconds | 100 | 100% of Max HP per hit |
Worked example. Bleeding at its 99-stack cap = 99 × 5 = 495 physical damage per second before Physical Resistance. Poison is the odd one out: it is percent-of-Max-HP per stack, every 10 seconds.
Shell block charges
The Inscription of the Sprouting Shell grants 1 Shell for every
60 Energy you recover, up to 20 Shell
stacks (AFFECTER_SproutingShellInscription, FloatValues [60,
1, 20]). While you hold a Shell, your Damage Taken Bonus is
-99. The game adds it into ONE sum with the attacker's Damage Dealt and Physical / Magic
damage bonuses, so it is not a flat cut: against an attacker with no bonuses a hit keeps 1%
of its damage, but against +50% Damage Dealt it keeps 51% (1 + 0.50 - 0.99).
Every hit that deals damage uses up one Shell. Guard is not skipped: a guarded hit is cut by guard and by Shell, and still uses up a Shell.
Worked example.
- Recover 600 Energy over a fight: 600 ÷ 60 = 10 Shells (below the cap).
- At the maximum of 20 Shells you can soften the next 20 hits; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.
Temporary-buff stack caps
Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.
| Buff | Source | Per stack | Max stacks | At cap |
|---|---|---|---|---|
| Executioner | Execution tree | +10% Crit on kill (10s) | 3 | +30% Crit |
| Sharp Edge | Warrior tree | +6% Phys Atk on skill use (8s) | 6 | +36% |
| Art of Defence | Monster trait | +10 Phys & Magic Resist on hit | 15 | +150 each |
| Storm splash | Inscription of the Storm | 30% dmg in 2 squares on crit basic | - | Up to 5 enemies |
Executioner worked example. Three kills in quick succession stack 3 × 10% = +30% Critical Chance; a fourth kill only refreshes the timer, it does not push past the cap.
PhysicalAttackPowerPerModifier_{0}) instead indexes FloatValue[0] = 8, which
would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data.
The true per-stack value (6% vs 8%) could not be confirmed without an in-game
test; the stack cap of 6 is certain either way.Life Steal and vampirism
Life Steal heals you for a percentage of the damage you deal. The three inscription grades add a
flat amount and are not individually capped: Low-grade +5%, Mid-grade
+7%, High-grade +10% (LifeSteal_5 / _7 / _10). The
Vampire Potion adds a temporary +10% and the Goddess' Blessing +5% for an expedition - these simply add
to the stat.
The two capped lifesteal-style effects are the missing-HP ones covered above: the Devrick Pendant absorbs up to 30% of a hit's flat damage part (scaled by your own missing HP). Normal skills and basic attacks have no flat part, so only flat-damage hits (for example Magic Smite or Shock Wave procs) heal.
Effects that are NOT capped
For contrast, a few commonly-assumed "caps" have no ceiling in the game data:
- Encirclement is defined in the data but not active in this build (no game code
reads the
GAMESYSTEM_Combat_StrategyRule_Encirclementconstants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it would give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too). - Guard cuts a guarded hit by the target's Guard Damage Reduction (50% by default), and a crit multiplies by 1 + Critical Damage Bonus / 100 (×1.5 by default). Both are stats that gear and effects raise, and the tables give neither a maximum.
- Critical Chance and Life Steal have no maximum, in the tables or in the code; Dodge and Guard chance are capped at 80 and 80 by the code (see the note above).