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Enshrouded Gameplay Settings Explained - visual guide

Enshrouded Gameplay Settings Explained

Every gameplay value on an Enshrouded server by what it does, with its range and how it plays: player, survival, the Shroud, resources, XP, enemies and time.

How to read this

These are the game's own gameplay values, on your Settings page. They are all live, because your server runs on the Custom preset: see Enshrouded Difficulty Presets and Start From.

Most are multipliers where 1 is the game's normal: above 1 is more, below 1 is less. Every one needs a restart, and when you save a change on a running server GameGrid restarts it for you.

The Settings page refuses a value outside its range when you save. (A value outside its range put into the file by hand does not stop the server: the game quietly uses its nearest limit instead.)

The exact keys, defaults and each preset's values are in Enshrouded Server Settings.

The player

SettingRangeWhat it feels like
Player health0.25 โ€“ 4The bluntest difficulty dial. 2 makes early fights forgiving; 0.5 makes a single mistake costly
Player mana0.25 โ€“ 4Raise it for a magic-heavy group
Player stamina0.25 โ€“ 4Affects sprinting, climbing and gliding as much as combat
Body heat0.5 โ€“ 2How long players stay warm in cold regions. Lower makes a cold region a real expedition
Diving time0.5 โ€“ 2How long players can stay underwater

Survival

SettingValuesWhat it feels like
Weapon durabilityOn / offOff means weapons and tools never wear out. A popular switch on building servers
StarvationOn / offOn, starving players lose health until they eat. The single biggest change to how survival-heavy your server feels
Food buff duration0.5 โ€“ 2How long the bonuses from food last. Raising it makes cooking worth doing
Hunger to starving5 โ€“ 20 minutesThe grace period between becoming hungry and starving
TombstoneBackpack materials / Everything / NothingWhat a player leaves at their tombstone when they die. Check this after loading a preset
Glider turbulenceOn / offOff makes long glides predictable
WeatherDisabled / Rare / Normal / OftenStorms and weather events
Fishing difficultyVery easy โ€“ very hardThe fishing minigame only

Tombstone is the one to decide deliberately. "Everything" means a death in a bad place can cost a player their whole kit; "Nothing" means death costs almost nothing. Most servers are happiest on the default, backpack materials.

On the Settings page Hunger to starving is shown in nanoseconds (600000000000 is 10 minutes), and Tombstone, Weather and Fishing show the game's own words, such as AddBackpackMaterials, Everything and NoTombstone. The settings reference lists them all.

The Shroud

The Shroud is the thing that makes Enshrouded Enshrouded, and it has three settings of its own.

SettingRange / valuesWhat it feels like
Time in the Shroud0.5 โ€“ 2How long players survive inside the Shroud before it kills them. The single best dial for exploration-focused play
Shroud curseEasy / Normal / HardEasy turns the curse off entirely. Hard makes it twice as likely
Flame level that clears the Shroud1 โ€“ 11From this Flame level, Flame Altars push back the Shroud around them. The game's own value is 11, the last level, after the final boss

Raising Time in the Shroud changes the game more than its small range suggests: at 2 the Shroud becomes somewhere to explore rather than somewhere to sprint through. Lowering it does the opposite and makes the Shroud genuinely frightening.

Shroud curse on Easy is the setting to reach for if your group finds the curse more annoying than tense; turning it off does not touch anything else.

Flame level that clears the Shroud is new in Enshrouded 1.0. Lower it if your group wants to build in Shroud-covered land before they have finished the story.

Resources and crafting

SettingRangeWhat it feels like
Mining effectiveness0.5 โ€“ 2How quickly mining and digging work. Raise it if your players build big
Crop growth0.25 โ€“ 2Farm turnaround
Materials per stack0.25 โ€“ 2How many materials each loot stack holds. The most effective "less grind" dial
Workstation speed0.25 โ€“ 2How fast crafting stations produce
Runes back on salvage0 โ€“ 1How many runes you get back when you salvage an upgraded item. The game's default is 0.5
Rune cost of upgrades0.25 โ€“ 2What upgrades cost

If your group says "too grindy", raise materials per stack before you touch anything else. It changes the feel of a session more than experience rates do.

Experience

SettingRange
Combat XP0.25 โ€“ 2
Mining XP0 โ€“ 2
Exploration and quest XP0.25 โ€“ 2

The game caps these at double, so "double XP" is as high as an experience event goes. On a server already on Relaxed values, a double-XP event is a smaller jump than you might expect, because Relaxed's combat XP is 1.5 already.

Enemies

SettingRange / valuesWhat it feels like
Enemy numbersAutomatic / Few / Normal / Many / ExtremeHow much is wandering about. Automatic, new in 1.0 and the game's default, scales it with the players nearby
Attackers at onceFew / Normal / Many / ExtremeHow many can engage at once. Raising this is harder than raising damage
Enemy damage0.25 โ€“ 5
Enemy health0.25 โ€“ 4Raising health makes fights longer; raising damage makes them scarier. They are not the same
Enemy stamina0.5 โ€“ 2
Perception range0.5 โ€“ 2How far away they notice you. Lower rewards stealth
Boss damage0.2 โ€“ 5
Boss health0.2 โ€“ 5
Attack frequency0.25 โ€“ 4How often they commit to an attack
Peaceful enemiesOn / offOn, enemies only fight back when provoked. Bosses still fight
Startled animal while tamingKeep / lose some / lose all progressWhat happens to taming progress when the animal is startled

Peaceful enemies is worth knowing about as a tool, not just a difficulty setting: it turns the server into a building sandbox for an afternoon, and it reverts cleanly.

The clock

SettingRangeDefault
Day length2 โ€“ 60 minutes30 minutes
Night length2 โ€“ 60 minutes12 minutes

Lengthening the day is the most-requested change on building servers, because night interrupts work.

The Settings page shows both in minutes. The file underneath stores them in nanoseconds, which is why hand-editing them is a good way to get a very short night by accident.

Changing these safely

  • Every change needs a restart to take effect. Saving on a running server restarts it for you.
  • Use the Event Manager for anything temporary, so it reverts by itself: The Enshrouded Event Manager.
  • Change one group at a time. If you move player health, enemy damage and materials per stack together, you will not know which one your players are reacting to.
  • At every start the server prints the values it is actually using in the Console. When a settings event changes them, GameGrid compares what the server printed with what the event asked for, and if they differ the event is failed and your settings are put back.

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