Dungeons & Dynasties tracks four different ideas that look like one growth system: Current Ability, Potential Ability, individual attributes and Veterancy. Training feels broken when you watch the wrong number. Pick the target first; the assignment follows.
Want the numbers for a specific hero? The training calculatorshows ability per cycle, the age cap and when each star arrives.
Checked against v3.0.0
Three assignments, one decision table
Train
Primary target: Current Ability
A hero has room below Potential and needs broad growth.
Moves CA toward PA, with the points landing on the attributes the calling fights with. At the ceiling, Train refines: now and then a point moves from the least-weighted attribute to the most-weighted one.
Hone
Primary target: Chosen attributes
The hero is broadly capable but weak on one job-critical stat.
Works the chosen attributes up to the hone ceiling: the class ceiling plus the kindred leaning (a Dwarf’s Vitality goes three past a Human’s). Training orders queue stats with target numbers, top row first.
Mentor
Primary target: Current Ability + teaching
A suitable veteran can teach a developing hero without wasting the match.
Grows CA with mentor quality and class or role fit; rising pupils can also gain Potential. A pupil delving beside their mentor learns 25% more.
Read the sheet: four values, four jobs
Current Ability (CA)
The hero's overall present rating. Train and Mentor push it toward Potential; Hone can add some after attributes improve.
Potential Ability (PA)
An upper bound for CA. Maturity and decline can set a lower active-training ceiling. Mentoring and dangerous work can raise Potential.
Attributes
The combat and behaviour stats that live delves actually read. Each hero also has personal trainable ceilings.
Veterancy
Experience from surviving work. It speeds assigned growth and lowers post-downed fatality; it does not directly add damage or attributes.
The Training Yard has a passive floor and limited active slots
Every at-home roster hero below Potential receives daily passive CA equal to0.12 × Training Ground level × staff training multiplier. Active work is separate: the yard begins with two assignment slots, every facility level adds two more, and each level makes assigned work 15% more effective. At the top level the wing takes a specialisation: the Sparring Ring adds two more benches (ten in all), or the Master's Yard lifts bench work from 1.45× to 1.7×. Work settles on the six-day cycle. Recover and Rehearse use no bench; Hone can use two. IfAuto-train idle is enabled, the game preserves manual choices, fills urgent recovery first, then assigns Train where CA has room below PA.
A missing passive Master-at-Arms reduces daily passive growth outside the Backwater, by 30%, 24%, 18%, 10% or 4% from the top division down. The assigned-work calculation floors the staff multiplier at 1, so that vacancy penalty does not reduce assigned work in the same way. A Master-at-Arms stops adding training speed at +90%; the Old Swordmaster guildmaster adds +40% to all Yard work on top.
1
Count the open active-work slots.
2
Assign the heroes whose target matters now.
3
Check automation before changing a surprise assignment.
Why two heroes gain at different speeds
Room below Potential
A hero already near PA has little CA left to gain. A rising pupil can gain Potential through mentoring. Otherwise, check maturity and decline as well as PA before buying more training.
Age and Adaptability
Growth pace is modified by the hero's stage and adaptability, so equal-looking assignments need not settle equally.
Veterancy and staff
Veterancy rises to a 1.25× learning modifier at Veterancy 20. Diligent and Professional each add 1.1×, and a Late Bloomer learns at 0.8× early in their career and 1.25× later. Staff training quality contributes separately.
Attribute difficulty
Hone is straightforward below 15. Every point beyond 15 costs 1.6× the last, and personal attribute ceilings still apply. Since 2.16 honing runs 50% faster overall, but growth from delves is smaller than it was before 2.12, so the Yard now carries more of the work.
Mentor matching: do not spend a veteran on a bad fit
A mentor's Veterancy and Leadership shape teaching quality. Matching the student's exact class is best; matching only the role is neutral; crossing into an unrelated role is much less effective. Kindred teaching modifiers and the Old-School, Broad Hand and Exacting traits also affect the pairing. Young Train pupils can receive automatic mentoring where teaching capacity is available. The student's own Veterancy still helps them learn. Mentor is therefore a roster pairing decision, not an automatic upgrade over Train.
Each tutor has a class size: one pupil at one or two teaching stars, two at three, three at four or five, and two more for whoever holds the Mentor post. A pupil whose tutor is full goes to the next best at home, and the Mentors tab in the Yard lets you pin a tutor. A mentor only teaches while home, and a tutored delver never learns slower than Train alone.
If growth looks stuck, check these first
The hero is not in an active Yard slot, so you are seeing only the smaller passive CA gain.
You selected Train but are watching one specific attribute instead of CA.
You selected Hone above 15 and expected the same pace as an early attribute.
The hero is close to PA or has reached a personal attribute ceiling; the Yard now flags anyone on Train or Mentor with nothing left to gain.
A Mentor pairing crosses unrelated roles and wastes much of the teaching value.
You are treating Veterancy as combat rating rather than experience that modifies learning and survival.
For the complete state thresholds behind recovery and roster availability, seeHero state & training.