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Train the number you actually mean to improve

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.

The three assignments

Use this decision table

01

Train

Primary target: Current Ability

A hero has room below Potential and needs broad growth.

Moves CA toward PA; about 15% of progress also attempts class-weighted attributes.

02

Hone

Primary target: Chosen attributes

The hero is broadly capable but weak on one job-critical stat.

Directly attempts the chosen or role-critical attributes, then adds roughly 1 CA per 2 successful attribute points.

03

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.

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.

Training Yard reality check

The facility 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. 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. The current assigned-work calculation floors the staff multiplier at 1, so that vacancy penalty does not reduce assigned work in the same way.

  1. Step 1

    Count the open active-work slots.

  2. Step 2

    Assign the heroes whose target matters now.

  3. Step 3

    Check automation before changing a surprise assignment.

What changes the pace

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 roughly a 1.25× learning modifier across its range; staff training quality contributes separately.

Attribute difficulty

Hone is straightforward below 15. Every point beyond 15 becomes sharply slower, and personal attribute ceilings still apply.

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.

Common mistakes

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.
  • 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.

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