Short answer: DurabilityMultiplier controls how much durability damage equipment receives when it is used or damaged. Values below 1 generally make affected gear last longer; values above 1 make it wear out faster. Set it through the server settings menu or, on a dedicated Windows server, in ConanSandbox/Saved/Config/WindowsServer/ServerSettings.ini. A long-standing implementation bug can prevent tools or armor from responding, so test the exact weapons and equipment used on your server.
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What DurabilityMultiplier changes
Funcom’s technical manual defines the setting as modifying “the amount of durability damage that an item takes when used or damaged.” In practical terms, the multiplier changes the wear applied by eligible uses or damage events; it does not add durability points to an item and does not repair anything that is already worn.
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The direction is straightforward: a lower number applies less durability damage per event, while a higher number applies more. That changes how often players need to repair, replace, or carry spare equipment. It is a server rule, so the configured value governs the relevant gameplay on that server rather than just one character.
The commonly published examples are useful for understanding the scale, but they should not be treated as a universal formula for every item, platform, patch, or mod combination. The Conan Exiles Official Wiki’s 2020 reference uses a 10-point example at a multiplier of 1.0; the same example becomes 5 points at 0.5 and 15 points at 1.5.
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How the values compare
| DurabilityMultiplier | Documented example | Intended effect | What to verify |
|---|---|---|---|
0 |
0 durability damage in the reference example | Intended to make covered weapons and tools effectively invulnerable | Whether the specific item category responds; a long-standing bug may leave tools or armor unaffected |
0.5 |
5 durability lost per hit in the reference example | About half the example wear of 1.0 |
Actual behavior for the weapon, shield, truncheon, tool, or armor on your setup |
1.0 |
10 durability lost per hit in the reference example | The documented default example and baseline for comparison | Do not assume this example is a universal per-hit rule |
1.5 |
15 durability lost per hit in the reference example | About 50% more example wear than 1.0 |
Whether increased wear is desirable for your server’s progression and repair economy |
These figures illustrate proportional direction, not a complete current damage equation. No authoritative formula establishes one fixed loss value for every weapon, shield, truncheon, tool, armor piece, platform, or mod. Treat the table as a configuration guide, then observe an actual item in your world.
Choosing a setting for your server
Use a value below 1 for less maintenance
Values such as 0.5 reduce the durability damage represented by the documented example. This suits cooperative worlds where gathering, exploration, or building is the priority and frequent repair trips feel like overhead. It also preserves the normal durability mechanic instead of removing it entirely.
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Zero is often chosen for a creative or convenience-focused ruleset. The reference example treats it as no durability damage, but the setting is not guaranteed to make every item indestructible. The maintained configuration reference records a long-standing bug in which the multiplier may affect weapons and shields, including truncheons, while tools and armor continue to lose durability. Test the exact categories before promising players that all equipment is permanent.
Keep 1.0 as a neutral comparison point
The published example uses 1.0 as its baseline. If you are diagnosing unexpected wear, record behavior at this value first, then change only the multiplier and compare the same item under similar use. This gives you a practical control without claiming that every item loses exactly 10 points per hit.
Use a value above 1 for accelerated wear
A value such as 1.5 increases the example loss and raises the repair or replacement burden. That can support a harsher survival economy, but it may feel especially punitive for equipment already affected by other durability mechanics. Confirm that the increased pressure is intentional for your players before applying it to a shared world.
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Where to change the multiplier
In-game server settings
On an administered private server, open the in-game server settings menu and locate the durability option. Funcom’s private-server guidance identifies this menu as the place where durability rules can be changed. The exact presentation can vary by platform and game version, so look for the setting label associated with durability rather than relying on a particular menu position.
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Dedicated-server configuration file
For a dedicated Windows server, edit:
ConanSandbox/Saved/Config/WindowsServer/ServerSettings.ini
Funcom’s dedicated-server documentation identifies ServerSettings.ini as the file containing server settings. Make a copy of the file before editing so you can restore the previous value if another setting is changed accidentally. Enter the multiplier using a numeric value such as 0, 0.5, 1.0, or 1.5, matching the syntax already used by the configuration file.
Step-by-step: change and verify it
- Choose the target world. Decide whether you are changing a private world through its server settings menu or a dedicated Windows server through
ServerSettings.ini. You need administrative access to that world or its files. - Record the current value. Note the existing durability setting before changing it. This gives you a rollback value and a baseline for testing.
- Set one test value. For a gentler ruleset, try
0.5; for a neutral comparison, use1.0; for no intended wear on covered equipment, try0with the category caveat in mind. - Save the change in the correct place. Use the in-game server settings control, or save the edited
ConanSandbox/Saved/Config/WindowsServer/ServerSettings.inion the dedicated server. - Test a known item. Use the same weapon or shield for repeated actions and watch its durability change. If you are testing tools or armor, test those separately; a weapon result does not prove that every category responds.
- Check the result against the intended direction. A lower value should generally reduce durability damage and a higher value should generally increase it for affected equipment. Compare observations under similar conditions rather than one isolated hit.
- Document the final rule for players. State the configured value and which categories you verified. This prevents players from assuming that a zero setting guarantees indestructible armor or tools.
The weapon, shield, tool and armor bug
The setting’s intended description refers broadly to items, and practical explanations often mention weapons, tools, and armor. However, the maintained configuration reference documents a long-standing bug: DurabilityMultiplier may only affect weapons and shields, with truncheons included in that observed behavior. Tools or armor can therefore continue to lose durability even when the multiplier is lowered or set to zero.
This is an implementation limitation, not evidence that your numeric value was entered incorrectly. Behavior can differ by platform, patch, and mod setup. A mod may alter or fix the behavior, while a later game update may change which categories respond. Because no complete current formula or universal compatibility matrix is established, verify each important category in the actual environment.
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What to test
- A standard weapon, to confirm the basic multiplier direction.
- A shield, because shields are specifically included in the observed affected group.
- A truncheon, which is also reported with weapons and shields.
- A harvesting or construction tool, because tools may remain unaffected.
- An armor piece, because armor may remain unaffected even when weapons respond.
How to explain a failed test
If a tool or armor piece still loses durability at 0, do not conclude that all equipment ignores the setting. First identify the item category, then check the server’s platform, patch, and installed mods. Test a weapon or shield under the same configuration. If those respond while the tool or armor does not, the observed pattern matches the documented bug rather than a simple typo.
Durability settings and repair kits are separate systems
Changing DurabilityMultiplier does not create, upgrade, or replenish repair kits. Repair kits remain in-game items governed by their own rules. The multiplier controls durability damage; a repair kit is used afterward to restore an item, subject to the item’s tier and the kit’s durability penalty.
Funcom’s 2023 Age of War notes state that repair kits work on all tiers of weapons and armor except Unique and Legendary items. Using one lowers the item’s maximum durability by between 2.5% and 20% of its original maximum, depending on the repair-kit tier. Unique and Legendary items cannot be repaired in any way under that rule.
| Mechanic | What it controls | Important limitation |
|---|---|---|
DurabilityMultiplier |
How much durability damage an eligible item takes when used or damaged | Tools and armor may not respond because of the long-standing bug |
| Repair kits | Repairing eligible worn weapons and armor | Each kit can reduce maximum durability by 2.5%–20%; Unique and Legendary items cannot be repaired |
For example, lowering the multiplier can delay the moment a sword needs attention, but it does not remove the maximum-durability reduction caused by a repair kit. Conversely, a repair kit cannot compensate for a tool category that the multiplier fails to affect.
Common mistakes and troubleshooting
“I set it to zero, but my tools still break.”
This is the most important known failure mode. The setting may be affecting weapons and shields only. Verify with a weapon, shield, or truncheon, then treat the tool result as a category limitation unless your patch or mod documentation says otherwise.
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“A value of 1.5 did not match exactly 15 points.”
The 15-point figure is a documented example based on a 10-point baseline, not a universal law for every item and hit. Item type, game version, platform, and modifications can change observed results. Use the example to understand direction and relative scaling, not to calculate every strike.
“Changing the menu did not change the dedicated server.”
Confirm that you edited the settings for the world players are actually joining. Dedicated Windows servers use ConanSandbox/Saved/Config/WindowsServer/ServerSettings.ini; changing a different world’s menu or file will not alter that server’s rule.
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“Repair kits made the item worse over time.”
That is expected under the Age of War repair-kit rule. A kit can restore usability while reducing maximum durability by 2.5% to 20% of the original maximum, depending on kit tier. Unique and Legendary items cannot be repaired, regardless of the multiplier.
“Players disagree about whether armor is affected.”
Do not settle the dispute from the setting’s name alone. Test an armor piece and a weapon separately, note the platform, patch, and mods, and publish the verified scope for your server. The documented bug makes a broad promise about armor unsafe.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Practical policies for different play styles
Relaxed cooperative survival
Start below 1.0, such as 0.5, to reduce maintenance while retaining some wear. Verify weapons, shields, tools, and armor independently before describing the policy as applying to all gear.
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0 can remove intended wear from affected categories, but advertise it as “no observed durability damage for verified categories,” not as universal invulnerability. This wording remains accurate if tools or armor still degrade.
Hard survival or economy-focused server
A value above 1.0 increases wear in the documented example and makes repair and replacement more significant. Test whether the resulting burden is acceptable alongside repair-kit maximum-durability penalties.
Modded server
Record the mod list with the setting value. A mod can change the bug’s behavior or alter durability calculations, so an observation from an unmodded world should not be presented as a guarantee for a modded one.
What the setting does not tell you
- It does not provide a complete, published per-hit formula for every item.
- It does not guarantee that tools and armor respond on every platform or patch.
- It does not repair equipment or restore maximum durability lost through repair-kit use.
- It does not make Unique or Legendary items repairable.
- It does not let you infer behavior for an untested category from a single weapon test.
The safest interpretation is therefore conditional: lower values generally reduce wear for equipment that responds to the setting; higher values generally increase it; and the actual scope must be checked in the server configuration you operate.
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