DungeonSettlers.wiki

Capped Effects & Bonuses

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.0.3.26 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 hits~50% 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 damage dealt at 0 HP
Sinking InscriptionInscriptionTarget's missing HP (every 3rd basic)+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 / secCannot stack (single instance)
Sprouting Shell / ShellInscription1 Shell per 60 Energy recovered20 Shells (each blocks one hit to 1 dmg)
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 post-defense damage number - after the attacker's attack power is checked against your resistance - and reflects it before your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health still reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) 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 / guard). 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 reflect fraction sits at 50% in the melee/range reflect rows.

Data note. The carapace traits that grant these reflects carry FloatValue 100, while the ReflectMelee / ReflectRange rows they point to carry 50. The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.

Gold Mine inscription

The Inscription of the Gold Mine pays 10 gold every time you land a critical hit, up to a lifetime cap of 2000 gold (AFFECTER_GoldmineInscription, FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into +10% Critical Chance for the rest of the expedition.

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 instantly kills any non-boss enemy the moment it takes damage while at 20% of its combined HP or below (AFFECTER_CapitalInscription, FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.

The check is total HP: HealthTotal ÷ MaxHealthTotal ≤ 0.20, i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted. Boss monsters are exempt.

Worked example. An enemy with 600 combined Max HP:

  • Execute threshold = 20% × 600 = 120 HP.
  • At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.
  • 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 damage dealt 30% of damage
Sinking InscriptionTarget's missing HP Every 3rd basic: +120% × target-missing% +120%

Worked example at 50% missing HP (half health):

  • Death Throes: 20% × 0.5 = +10% Damage Dealt.
  • Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 = 45 HP healed.
  • Sinking (target at 50% missing): 120% × 0.5 = +60% on that 3rd basic attack.

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 ignores defense and shields and does not scale with attack power - only the number of stacks (set by the applying skill) matters.

EffectPer stack / secMax stacks Damage at cap
Bleeding (physical)599 495 / sec
Burning (magic)350 150 / sec
Poison (magic)1% of Max HPCannot stack 1 instance only

Worked example. Bleeding at its 99-stack cap = 99 × 5 = 495 physical damage per second, straight through armor. Poison is the odd one out: it is percent-of-Max-HP and cannot stack, so its cap is a single running instance rather than a stack ceiling.

Data note. The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the Combat Formulas page - here it counts only as a non-stacking (capped-at-one) effect.

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]). Each Shell is consumed by one incoming hit to reduce that hit's damage to 1 - and this takes precedence over guard.

Worked example.

  • Recover 600 Energy over a fight: 600 ÷ 60 = 10 Shells (below the cap).
  • At the maximum of 20 Shells you are carrying 20 one-hit blocks; 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 large temporary +35% and the Goddess' Blessing +3% 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 damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.

Not found in the data. There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.

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.
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