Chivalry: Medieval Warfare
Heir's second game module. Chivalry 1 leagues get live server tracking, automatic match classification, per-mode ratings, and Round Impact — built on the same engine as Mordhau, with a skill set matched to what Chivalry servers can actually report.
Identity
Players link by signing in through Steam — /identity link
hands out a browser link and Steam's own sign-in confirms the account; no IDs
to copy. Chivalry stats key on the linked Steam ID. Stats recorded before
someone links are backfilled automatically once they do.
Modes tracked
| Mode | Shape | What it means for stats |
|---|---|---|
| Last Team Standing (LTS) | One life per round | Real rounds: per-round stats, clutches, and Round Impact |
| Team Objective (TO) | Objective push, respawns | Per-game stats; rates computed per nominal round (90 seconds of game clock) |
Each mode also gets its own rating scope on profiles.
What gets recorded
Kills, deaths, suicides, round participation, and 1vX clutch outcomes from the server's kill feed — plus score and team damage when the server runs the ChivAdmin mutator. Team kills are tracked separately and never count toward kills or K/D.
Chivalry has no equivalent of Mordhau's Enhanced Stats mod, so damage, hit-zone, swing, weapon and parry data don't exist for it — the rating and Round Impact are built entirely from what the server proves.
The Chivalry skill rating
The same 0–100 Heir Rating engine as every game, scoring the skills Chivalry data can honestly feed:
| Skill | What it measures |
|---|---|
| Slaying | Kills per round |
| Survival | Deaths per round, inverted — staying alive scores |
| Impact | Round Impact — win-probability swing per round (below) |
| Clutch | 1vX conversion rate |
The overall rating is a calibrated composite — league median sits at 50, 100 is asymptotic, and the rating covers your recent matches, extending as far back as needed to hold the league's minimum-rounds threshold.
Skill sets are per game by design — a Chivalry rating never has empty "precision" or "teamplay" slots dragging it down; the game simply doesn't declare skills its data can't measure.
Round Impact
In LTS, every kill is priced by how much it swings the round's win probability — openers and outnumbered kills are worth far more than mop-ups. Deaths that get traded within seconds are partially refunded, and rounds won on score or time settle their remaining win probability to the survivors, so defending out a round your team banks counts. Without a damage stream, kill credit goes to the killer in full.