Debauchery and Magic Stat Caps: Ceilings and Attribute Limits
Debauchery and Magic stat caps enforce strict limits during the demo build, stopping bonus stacking for damage, Luck, Constitution, and Critical Strike Chance once characters reach specific thresholds.

Debauchery and Magic stat caps enforce strict limits during the demo build, stopping bonus stacking for damage, Luck, Constitution, and Critical Strike Chance once characters reach specific thresholds.
Observed Stat Ceilings in the Current Build
Steam forum testing around the Arcane Conduit demonstrates that multiple offensive and defensive statistics stop scaling when boosted past fixed values. Damage values from gear and buffs cap out at 20. Secondary stats also feature rigid ceilings, preventing endless stacking when optimizing character loadouts for dungeons.
Luck reaches a hard stop at 30, refusing to increase further regardless of equipment rolls. Critical Strike Chance allows a maximum bonus of 15% from gear, producing a ceiling of 31% overall. Additional Critical Strike Damage bonuses currently fail to register combat increases after adding 15%, meaning extra investment beyond that tier produces no measurable change in strike potency.
| Stat or Attribute | Value Limit | Mechanical Result |
|---|---|---|
| Damage | 20 | Additional flat damage rolls provide no offensive boost |
| Luck | 30 | Gear stats above this point do not register on the sheet |
| Critical Strike Chance | 31% | Bonus percentage stops accumulating after 15% from items |
| Constitution | 30 at Level 10 | Attribute gains stop after 15 bonus points |
| Movement Speed | 115% | Velocity stops scaling despite higher gear percentages |
Attribute Limitations and Missing Affixes
Attributes follow the same capped structure during early testing phases. Constitution gains halt after adding 15 points, locking a level 10 character at a total value of 30 Constitution. Allocating points or equipping armor intended to raise health past this barrier wastes item budget.
Dexterity presents a unique issue: the stat does not appear on discovered gear affixes or drinking effects from beer mugs. While physical brawling and ranged attacks remain core combat styles, Dexterity cannot be actively scaled through current itemization.
Movement Speed Constraints
Movement speed hits a strict ceiling at 115%. Equipping high-tier gear combinations or consuming consumables intended to reach speeds like 175% yields no actual mobility past 115%. On the Steam discussion forums, developer 3rd Shift Studios stated that this hard cutoff was unintended and marked it for a future fix.
Mobility limitations also intersect with general locomotion mechanics. Using auto-run—defaulted to Num Lock as of Alpha 0.0.70—does not carry over while riding skateboards. Players practicing skateboarding must rely on manual steering and trick inputs rather than passive traversal keys.
Equipment Optimization Decisions
Because thresholds arrive early in the character progression curve, stacking single offensive traits yields diminishing returns. Spreading bonuses across unmaxed utility categories preserves gear value.
| Build Focus | Recommended Setup | Drawback or Risk |
|---|---|---|
| Hybrid Critical | Stop gear crit at +15% and reinvest in survivability | Critical Strike Damage gains past 15% do not register |
| Tanking & Health | Stop Constitution gear at +15 bonus points | Surplus Constitution rolls provide zero effective health |
| High Mobility | Limit movement speed rolls to hit the 115% maximum | Fast travel setups waste enchantment slots until patched |
Reviewing equipment tooltips allows players to monitor these limits directly. The Alpha 0.0.70 update introduced comparative tooltips displaying colored gains and losses alongside vendor value indicators, making it easier to identify when an upgrade pushes an attribute past current limitations. Understanding these rules is a key part of any beginner guide strategy for optimizing combat efficiency in Haven.
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