Configuring Oathbound
Oathbound uses BepInEx/config/local.warrior.rpg.cfg. Defaults preserve the original code values: class switches are on, balance multipliers are 1x, and all detailed settings retain the authored balance. Change only the values you want to customize.
The detailed config is now 34 sections instead of 138. The top contains 204 commonly useful settings, alongside the existing broad controls and keybinds. The other 2,483 settings are in Extras at the bottom. Nothing has been removed.
The complete reference uses the exact section/key names from the config, with expandable tables, defaults, ranges and units. The annotated default config contains all detailed entries.
Everyday controls: start at the top
| Want to change | Where to look |
|---|---|
| Which classes are available | [Classes]: class Enabled switches and AccessMode |
| EXP speed, shared rewards, boss EXP or death penalties | [Progression] |
| All bonded pets' health or damage | [Pets]: HealthMultiplier and DamageMultiplier |
| Warlock minions' health or damage | [Summons]: HealthMultiplier and DamageMultiplier |
| Mage spell damage or Eitr shield strength | [Mage]: SpellDamageMultiplier and EitrShieldMultiplier |
| Equipment restrictions as a whole | [Equipment]: RestrictionsEnabled |
| Ability and spell damage gained per level | [Combat] |
| Raid availability, timing and coin rewards | [Sieges], including named raid switches |
| Blood moon availability, frequency and difficulty | [BloodMoon] |
| Talent-tree zoom and ability visuals | [Interface] and [Effects] |
| Keys and shortcuts | The existing Controls menu and keybind settings |
For more specific balance changes, use one [Tuning - Class name] section per class. For example, [Tuning - Mage] contains Mage resource bonuses and base spell settings, while [Tuning - Hunter] contains resource bonuses and companion base/per-level stats.
Keys start with a short label so related settings stay together:
- Resources: class HP/stamina/Eitr bonuses and multipliers. Native food is unchanged.
- Spells: named spell availability, damage, costs, cooldowns and applicable target counts.
- Companions: Hunter/Dragonsworn base HP/damage and per-level increases.
Extras: advanced tuning at the bottom
Most servers can leave this entire part at its defaults. Each class has one Extras section, such as [ZZ - Extras - Mage], containing:
| Label | Advanced controls |
|---|---|
| Talents | Individual talent availability and passive bonus amounts |
| Abilities | Detailed proc values, ranges, costs, timing, thresholds and learned variants |
| Talent effects | Additional proc cooldowns and spell upgrades |
| Defense | Guard pools, Eitr efficiency, damage sharing and defensive windows |
| Equipment | Individual weapon, shield and armour exceptions |
| Mechanics | Special rules such as double casts, concealment and low-health effects |
| Companions | Companion revival, healing and other detailed behavior |
Shared internals are grouped into three more sections:
[ZZ - Extras - Combat]: casting recovery, release limits and shared defense/martial formulas.[ZZ - Extras - Progression]: the kill-EXP formula and its bonus limits.[ZZ - Extras - World events]: commander strength, storm behavior, reinforcement rates, troop counts and blood-moon sleep lock.
The ZZ prefix keeps Extras at the bottom when BepInEx saves the file alphabetically. It is part of the actual section name. The reference uses the same names and puts the Extras group last. Readable class, spell, talent and raid names remain in use throughout.
Examples
[Progression]
ExperienceMultiplier = 2
DeathLossFraction = 0.25
[Tuning - Mage]
Spells - Ember Bolt - Damage = 40
Spells - Ember Bolt - Cooldown = 2
[Tuning - Hunter]
Resources - Base Health = 25
Resources - Health Multiplier = 1
Companions - Base Health = 120
Companions - Health Per Level = 6
[Pets]
DamageMultiplier = 1.5
[Sieges]
WarningSeconds = 60
RewardCoinsBase = 40
[Effects]
AbilityLightIntensity = 0
[ZZ - Extras - Mage]
Talents - Heavier Ember - Enabled = false
Equipment - Allow Metal Armour = true
Edit the matching entries in your generated file; do not append duplicate sections or keys. The complete reference contains the exact spelling of every entry.
Reading values and variants
An ability setting ending in Default is its ordinary value. A named talent identifies a learned variant or contribution. Replacements override the default; additive contributions add to it. For example, in Huscarl's Extras, Abilities - Counter Window - Default gains Abilities - Counter Window - Patient Steel when that talent is learned. In Hunter's Extras, Abilities - Command Range - Long Leash replaces Abilities - Command Range - Default. Set both default and upgraded variants when you want the same value at all talent levels.
Descriptions identify units. Most percentages use fractions (0.1 means 10%); pet stat bonuses use percentage points (10 means 10%); HP/stamina/Eitr/armour/fist damage/ward bonuses use flat points. Use a dot for decimals. Base spell damage still receives class level, talent and applicable global multipliers.
Disabling a talent suppresses its effects and blocks new purchases without deleting saved purchases. Unowned descendants still require their prerequisites; existing descendants remain purchased and work independently. A spell's own availability switch only controls casting that spell. Equipment exceptions do not remove ability-specific weapon requirements.
Talent-tree descriptions were authored for default balance. Custom gameplay settings are identified in tooltips, with directly associated overrides listed where available. The config/reference is authoritative for broader modifiers.
Applying changes and upgrading
Gameplay settings are server controlled through Jotunn. Stop the server, edit its config, restart it and reconnect clients. For a local world, close the session, edit the local config and start a new session. Existing EXP and purchased talent records are preserved. Use matching 0.22.0 client/server builds for this release.
Values are captured at session start and initial server synchronization. Changes made during play apply next session. [Interface] and [Effects] are local preferences; their new settings also apply on the next world start. Existing keybind behavior is unchanged.
Custom values migrate automatically from both earlier config layouts: internal-ID sections such as [Spells.m_ember], and the previous friendly sections such as [Class - Mage - Spells]. If multiple versions of the same setting exist, an explicit current entry wins, then the previous friendly entry, then the original internal-ID entry. Obsolete entries are removed after migration. Broad settings and keybind names remain unchanged.
Limits and retained structure
The reference gives each key's accepted range. Invalid/non-finite numeric inputs fall back to the default; out-of-range inputs are clamped. Aggregate cost reductions and damage reductions cannot create negative costs or healing from incoming damage. A configured spell cooldown of zero is valid; the separate cast-recovery window can still prevent immediate recasting.
Saved schema, class/talent IDs, tree prerequisites, level/EXP thresholds, native prefab names, network identifiers and engine integration rules remain fixed. Those are not interchangeable balance variables. Visual layout internals, network timing/security checks and every incidental implementation constant are not exported.
Counts retain practical limits: at most 64 releases per cast, 32 configurable targets/summons in individual entries, 64 ground-fire patches, and 29 ordinary raid roster slots plus the commander. An oversized custom raid composition is interleaved and truncated to its available slots. Legacy warbands that borrow a native roster expose reinforcement multipliers but do not invent editable prefab lists. Disabling a warband blocks new starts; existing saved encounters keep their identity. Existing summoned actors may retain previously authored stats until their normal refresh or replacement.