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Capped Effects & Bonuses

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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

EffectSourceWhat scales itMaximum (cap)
Inscription of ReflectionInscription (rolled on level-up)Fixed fraction of every hit100% of post-defense damage (no per-hit cap)
Monster thorns (Spike / Crystal Turtle)Monster traitFixed fraction of melee / magic hits50% reflected
Inscription of the Gold MineInscription10 gold per critical hit2000 gold, then +10% Crit
Capital PunishmentInscriptionTarget's combined HP fractionExecutes at ≤ 20% HP (non-boss)
Inscription of Death ThroesInscriptionYour missing HP+20% Damage Dealt at 0 HP
Devrick PendantEquipment (accessory)Your missing HPHeal 30% of a hit's flat damage part at 0 HP
Sinking InscriptionInscriptionTarget's missing HP (basic attack 4, then every 3)+120% damage at 0 HP
Inscription of the StormInscriptionCrit basic attack splashHits up to 5 enemies (30% dmg, 2-sq)
BleedingDoT status5 physical per stack / sec99 stacks = 495/sec
BurningDoT status3 magic per stack / sec50 stacks = 150/sec
PoisonDoT status1% Max HP / 10s100 stacks = 100% Max HP
Sprouting Shell / ShellInscription1 Shell per 60 Energy recovered20 Shells (each takes 99 points off one hit's damage bonus sum)
ExecutionerExecution-tree skill+10% Crit per kill+30% Crit (3 stacks)
Sharp EdgeWarrior-tree skillPhysical Attack per skill use6 stacks (see note)
Art of DefenceMonster trait+10 Phys & Magic Resist per hit15 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.

Data note. The carapace trait rows carry FloatValue 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).

EffectReadsFormula Maximum
Inscription of Death ThroesYour missing HP Damage Dealt +20% × missing% +20%
Devrick Pendant accessoryYour 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 InscriptionTarget'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.

EffectDamageMax stacks Damage at cap
Bleeding (physical)5 per stack per second99 495 / sec
Burning (magic)3 per stack per second50 150 / sec
Poison (typeless)1% of Max HP every 10 seconds100 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.

Poison in full. 1% of the target's Max Health per stack as typeless damage every 10 seconds, so no resistance reduces it. Stacks up to 100; scales with the target's Max Health, not the caster's attack power. Example: one stack on a 500 HP target is 5 damage every 10 seconds. Duration is set by the applying skill. The game's shipped English tooltip calls the damage magic damage per second and the Korean design note says it cannot stack; the code makes it typeless, every 10 seconds, and stacks it to the row's MaxStack of 100. No skill or trait applies Poison in this build. The same numbers, with the tick timer they were read from, are on Combat Formulas

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.

BuffSourcePer stack Max stacksAt cap
ExecutionerExecution tree +10% Crit on kill (10s)3 +30% Crit
Sharp EdgeWarrior tree +6% Phys Atk on skill use (8s)6 +36%
Art of DefenceMonster trait +10 Phys & Magic Resist on hit15 +150 each
Storm splashInscription 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.

Data note - Sharp Edge. The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (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.

Caps in the game code. No table caps these stats, but the code does for two of them: Dodge Chance and Guard Chance are each held at 80 and 80 at most. Life Steal, Critical Chance and Hit Chance have no ceiling; Life Steal heals Life Steal % of the hit's total damage.

Effects that are NOT capped

For contrast, a few commonly-assumed "caps" have no ceiling in the game data:

Related: Combat Formulas (crit, guard, resistance, DoT math) · Inscriptions · Devrick Pendant · Statuses.