Conan's ServerSettings.ini has dozens of multipliers and the names are not always clear about what they do or which direction they push. This is the working reference: every multiplier I've seen come up in tickets, what it actually does, what its default is, and a sensible range to consider. Defaults and key names are verified against Inflexion's canonical settings page, which is the Funcom-published source of truth post-Enhanced.
If you want the opinionated "here are presets for each game mode" version rather than the dry reference, the server settings guide and the PvP/PvE settings blog are the right reads. This one is for when you know what knob you want to turn and just need to confirm the canonical name and the default.
The key path to put these in: ConanSandbox/Saved/Config/WindowsServer/ServerSettings.ini, under the [ServerSettings] section. Edit via Configuration Files in the LOW.MS Control Panel, or hand-edit through File Manager.
A note on direction
A handful of Conan multipliers run inversely to what their name suggests. The big trap: ThrallConversionMultiplier is a time multiplier, so lower values mean faster conversion. ItemConvertionMultiplier is the same shape, lower means quicker crafts. The damage and harvest multipliers run the intuitive direction: 2.0 means twice as much. Read each entry below before you assume.
Harvesting and resources
HarvestAmountMultiplier=1.0
ResourceRespawnSpeedMultiplier=1.0
ItemSpoilRateScale=1.0
FuelBurnTimeMultiplier=1.0
FeedBoxRangeMultiplier=1.0
HarvestAmountMultipliercontrols how much you get from each swing. Default1.0. Sensible range:1.0to3.0. Above3.0and inventories overflow on every harvest, which gets annoying. Below0.5and the early game becomes a slog.ResourceRespawnSpeedMultipliercontrols how fast world nodes come back. Default1.0. Most servers leave this alone. Worth raising on long-running, heavily-farmed maps.ItemSpoilRateScaleis a perishable rot multiplier. Default1.0. Lower = slower rot. Dropping to0.5is a popular quality-of-life tweak nobody notices but everyone benefits from.FuelBurnTimeMultipliercontrols how long fuel units (wood, coal, oil) burn in furnaces and torches. Default1.0. Raise to make fuel last longer, lower for a more demanding economy.FeedBoxRangeMultipliersets the radius at which feed boxes feed pets and thralls. Default1.0.
Experience and progression
PlayerXPRateMultiplier=1.0
PlayerXPKillMultiplier=1.0
PlayerXPHarvestMultiplier=1.0
PlayerXPCraftMultiplier=1.0
PlayerXPTimeMultiplier=1.0
PlayerXPRateMultiplier is the master XP dial and it stacks with the four sub-dials. So PlayerXPRateMultiplier=2.0 plus PlayerXPHarvestMultiplier=2.0 gives 4x XP from harvesting (2 x 2). Defaults are all 1.0. The four sub-dials let you tilt progression toward a play style: combat, harvesting, crafting, or just being logged in (PlayerXPTimeMultiplier is passive XP-for-existing).
A practical note: catch-up servers tend to run PlayerXPRateMultiplier between 2.0 and 3.0. Higher than 5.0 and players hit max level inside an evening and lose the long-term hook.
Crafting
CraftingCostMultiplier=1.0
ItemConvertionMultiplier=1.0
AnimalPenCraftingTimeMultiplier=1.0
ThrallConversionMultiplier=1.0
CraftingCostMultiplierscales material costs across all recipes. Default1.0. Below1.0means cheaper crafts, above1.0means more demanding. I'd avoid going below0.5, the economy starts feeling weightless.ItemConvertionMultiplier(note the typo, that's the canonical key name) controls crafting speed, not cost. Default1.0. Lower = faster. SoItemConvertionMultiplier=0.5halves the time every craft takes. This is the "crafting time multiplier" knob people search for.AnimalPenCraftingTimeMultiplieris the same shape but specifically for animal pens (taming pets and growing baby animals). Default1.0. Lower = faster.ThrallConversionMultipliercontrols how long the Wheel of Pain takes to break a thrall. Default1.0. Lower = faster. This is the "thrall crafting time multiplier" everyone searches for. Dropping to0.25is popular on PvE servers where the grind feels excessive. PvP servers tend to keep it closer to0.7so thralls stay valuable.
Item durability
DurabilityMultiplier=1.0
ShieldDurabilityMultiplier=1.0
DurabilityMultiplierscales how much durability damage items take when used. Default1.0. Higher = items break faster, lower = items last longer. This is one most servers leave alone, but a0.5setting is a nice quality-of-life change for community servers where players don't want to constantly re-craft tools.ShieldDurabilityMultiplieris the same idea but specifically for shields. Default1.0.
Combat (player)
PlayerDamageMultiplier=1.0
PlayerDamageTakenMultiplier=1.0
NPCDamageMultiplier=1.0
NPCDamageTakenMultiplier=1.0
FriendlyFireDamageMultiplier=0.25
PlayerDamageMultiplierscales the damage you deal. Default1.0. Higher = you hit harder.PlayerDamageTakenMultiplierscales the damage you receive. Default1.0. Higher = you die faster.NPCDamageMultiplierandNPCDamageTakenMultiplierare the inverse pair for NPCs. Useful for tilting PvE difficulty without affecting PvP balance.FriendlyFireDamageMultipliercontrols how much damage clan members deal each other. Default0.25(so 25% of normal). Set to0to disable friendly fire entirely, set to1.0if your clan has trust issues.
I'd avoid pushing player damage past 2.0. Combat resolves on the first hit at that point and PvP turns into a coin flip.
Stamina, hunger, thirst
StaminaCostMultiplier=1.0
PlayerActiveHungerMultiplier=1.0
PlayerActiveThirstMultiplier=1.0
PlayerIdleHungerMultiplier=1.0
PlayerIdleThirstMultiplier=1.0
StaminaCostMultiplieris the cost of stamina-using actions. Default1.0. Lower = actions cost less stamina.PlayerActiveHungerMultiplierandPlayerActiveThirstMultiplierdrain rates when active. Defaults1.0. The Idle variants are when you're standing still.
Two things worth knowing here. Setting all four hunger/thirst multipliers to 0 effectively turns survival mechanics off, which is what some RP servers want. And the active and idle multipliers stack with the survival difficulty server setting, so don't be surprised if "halve thirst" feels like more than half on the lowest difficulty.
Building
BuildingDamageMultiplier=1.0
StabilityLossMultiplier=1.0
LandClaimRadiusMultiplier=1.0
BuildingDecayTimeMultiplier=1.0
BuildingDamageMultiplierscales damage to player-built structures from all sources. Default1.0. Enhanced-era heads-up: under UE5, this multiplier now also applies to placeables (doors, animal pens, crafting stations), not just structural building pieces. If your value carries over from Legacy unchanged, your placeables will start taking more damage than they used to.StabilityLossMultipliercontrols how much stability building pieces lose when attached. Default1.0. Higher = bases collapse more easily, useful on PvP servers that want shorter raid windows.LandClaimRadiusMultipliersets the radius around a foundation in which you can place items. Default1.0. Lower means tighter claims, higher means more sprawl.BuildingDecayTimeMultiplierscales how long abandoned structures take to decay. Default1.0. Higher = decay takes longer to kick in. Some RP servers push this to2.0or3.0to give players who go on holiday some grace.
NPC and creature
NPCRespawnMultiplier=1.0
ThrallDamageToNPCsMultiplier=1.0
ThrallDamageToPlayersMultiplier=1.0
NPCRespawnMultiplierscales the world's NPC respawn rate. Default1.0. Higher = more crowded world.ThrallDamageToNPCsMultiplierandThrallDamageToPlayersMultiplierscale damage from your followers. Defaults1.0.
Time of day
DayCycleSpeedScale=1.0
DayTimeSpeedScale=1.0
NightTimeSpeedScale=1.0
DawnDuskSpeedScale=1.0
DayCycleSpeedScaleis the master time-of-day speed. Default1.0. The other three are independent overrides for day, night, and dawn/dusk specifically.
The most popular tweak: leave DayCycleSpeedScale=1.0 and set NightTimeSpeedScale=2.0. Days at normal pace, nights run twice as fast, which makes pitch-black Conan nights less of a slog without disrupting day-time exploration. Don't stack DayCycleSpeedScale modifications with the per-segment ones, you'll confuse yourself about how fast time is actually moving.
Sorcery and corruption
PlayerCorruptionGainMultiplier=1.0
PlayerCorruptionGainFromSorceryMultiplier=1.0
PlayerCorruptionGainMultiplierscales corruption gained from all sources (location-based, eating tainted meat, sorcery).PlayerCorruptionGainFromSorceryMultiplieris sorcery-specific corruption on top of that. Default1.0.
Both default to 1.0. Set lower if your community finds corruption-management tedious and you want sorcery to be more accessible.
Maelstrom (Siptah)
StormBuildingDamageMultiplier=1.0
StormBuildingDamageRateMultiplier=1.0
StormEnduranceDrainMultiplier=0.0
ElderThingSiegeDamageMultiplier=1.0
ElderThingSiegeBuildingSizeMultiplier=1.0
These are the Maelstrom-specific multipliers, relevant if your server runs the Isle of Siptah region (which on Enhanced means just owning the DLC, since the maps are merged):
StormBuildingDamageMultiplierscales how much damage Maelstrom does to buildings.StormBuildingDamageRateMultiplierscales how often it does that damage.StormEnduranceDrainMultiplieris endurance drain while mounted in the storm. Default0.0, meaning no drain.ElderThingSiegeDamageMultiplierscales how much siege Elder Things damage buildings.ElderThingSiegeBuildingSizeMultipliercontrols the building-size threshold that triggers siege spawns.
What I'd never touch
Some multipliers exist mostly because they're left over from older builds, and changing them often produces weirder results than expected:
AvatarDomeDamageMultiplierandAvatarDomeDurationMultiplieronly matter if avatars are enabled, which most servers turn off entirely.- The various stamina regen sub-multipliers (
StaminaMovingRegenRateMultiplier,StaminaStaticRegenRateMultiplier) overlap with each other and withStaminaCostMultiplier. Tune viaStaminaCostMultiplierinstead.
Live changes vs file edits
Two ways to apply any of these:
- Edit
ServerSettings.iniand restart. Most reliable. Use Configuration Files in the panel for safety. - Run
SetServerSetting "<key>" "<value>"from the in-game console while in admin mode. Live, no restart needed. Values get written back to the file on the next server save. Details in the admin commands guide.
A heads-up either way: a small handful of settings still need a restart to fully take effect. The in-game admin panel labels these "Requires Restart". When in doubt, restart.
If you'd rather just have us tune it
Open a ticket from the LOW.MS Control Panel describing what you're going for ("I want crafts to be 50% faster but raid times unchanged"), and we'll pick the right multiplier and value rather than have you guess. Most of the multiplier tickets we get are people picking the wrong key by name, so it tends to save time on both sides.