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Training calculator
How fast will this hero improve, and how good will they get? Set up the pupil, your Training Ground and their mentor to see the ability they gain every six days on Train, the cap they can reach at their age, and when they cross each star. Every number comes from the game's own training code.
Ability per six days
+6.7
Train, this cycle
Can reach right now
101
2.5★ · too young: rises until their peak years
Best they will get
140
3.5★ · age 21.7, in 444 days (3.7 yrs)
Star milestones if they train every cycle
- 2★ day 12 · age 18.1
- 2.5★ day 72 · age 18.6
- 3★ day 204 · age 19.7
- 3.5★ day 342 · age 20.9
Biggest levers from here
- Hire a skill-100 trainer: +10.8 per cycle (now +6.7)
- Raise the Training Ground to level 2: +7.6 per cycle (now +6.7)
How this cycle is calculated
- Base×3
- Mentor×3.51
- Yard & trainer×1.15
- Life stage (Greenhorn)×1.40
- Veterancy & traits×1.01
- Room to grow×0.46
- Six-day cycle×0.86
- Room left to the cap41
How to use it
- Pick the hero's race and age. Race decides the career window, so the same age means different things for a Human and an Elf.
- Enter current and potential ability. If you only see stars, multiply by 40: a 3★ hero is about 120.
- Set Veterancy and switch on any learning traits the hero has.
- Describe your yard and the mentor you plan to assign, then read the three numbers at the top and the levers underneath.
The training formula
Each six-day settlement, a hero on Train gains ability equal to the product of these terms. The game rounds the result down and rolls the fraction as a chance of one more point, so over time the average is exactly the product:
- Base 3.
- Teaching: 1.6 with no mentor. With a mentor, 2.4 × their teaching quality × class fit, but never below 1.6, so a poor mentor never hurts.
- Yard: 1 + 0.15 per Training Ground level (+0.25 more for Master's Yard), multiplied by your trainer's bonus of up to +60% at skill 100.
- Life stage: ×1.4 while Greenhorn or Rising, ×0.5 in Twilight, otherwise ×1.
- Veterancy and traits: up to +25% from Veterancy 1 to 20, ×1.1 each for Diligent and Professional, and Late Bloomer's ×0.8 early, ×1.25 later.
- Room to grow: full speed while the gap to the cap is at least 60% of the cap; after that it falls with the square of the remaining gap, to a floor of 6%.
- 6/7, because the old weekly amounts now settle every six days.
Why growth slows down
Three separate things cap a hero, and the calculator shows which one is binding right now:
- The approach to the cap. The last stretch is slow. A hero with only a quarter of their cap left to gain trains at about a sixth of full speed.
- The age cap. Before their peak years a hero cannot exceed part of their potential: about 57% at the start of the career, rising to 100% at peak.
- The fade. Once past their best, the cap slides down toward 72% of potential by the end of the career. Well-Preserved delays the slide.
Life stage matters too. Greenhorn and Rising heroes learn 40% faster, and Twilight heroes at half speed, which is why young prospects are worth putting in the yard early.
| Stage | Share of career | Train speed |
|---|---|---|
| Greenhorn | first 10% | ×1.4 |
| Rising | 10–28% | ×1.4 |
| Prime | 28–45% | ×1 |
| Seasoned | 45–65% | ×1 |
| Veteran | 65–85% | ×1 |
| Twilight | last 15% | ×0.5 |
Typical timing by race
Each hero's peak is a hidden roll centred on their race's average, give or take about a tenth of the career. The calculator uses the average unless you pick early or late. Past their peak, older mentors teach better, by up to 25% × the race's teaching modifier.
| Race | Career | Typical peak | Fade begins | Teaching mod |
|---|---|---|---|---|
| Human | 16–40 | age 23 | age 32 | ×1 |
| Elf | 30–80 | age 56 | age 71 | ×1.15 |
| Dwarf | 25–63 | age 41 | age 54 | ×1.45 |
| Halfling | 20–56 | age 33 | age 45 | ×1.2 |
| Half-Orc | 14–36 | age 20 | age 28 | ×0.9 |
| Tiefling | 18–42 | age 25 | age 34 | ×1 |
| Dragonborn | 16–46 | age 25 | age 35 | ×1.3 |
| Gnome | 22–64 | age 42 | age 56 | ×1.4 |
| Goliath | 16–36 | age 21 | age 29 | ×0.95 |
| Aasimar | 20–58 | age 37 | age 49 | ×1.5 |
Choosing a mentor
Teaching quality comes from the mentor's Veterancy (0.73 to 1.3), Leadership (0.78 to 1.25), age, and trait: Born Mentor ×1.2 or Exacting ×1.18 with added stress. Then class fit multiplies it:
| Pupil | Ordinary | Broad Hand | Old School |
|---|---|---|---|
| Same class | 1.3 | 1.3 | 1.55 |
| Same role, other class | 1.0 | 1.0 | 0.7 |
| Different role | 0.55 | 1.0 | 0.385 |
Bad blood cuts it: a grudge against the pupil's old hall halves the fit, and a personal grudge between the two means the mentor teaches nothing at all. A mentored Rising or Greenhorn pupil can also, now and then, gain a point of potential, which this calculator does not count.
What the calculator assumes
- The hero trains every cycle and their Veterancy stays where you set it. In practice delves raise it, which makes later cycles a little faster.
- Two hidden values are average: Adaptability (10) and the peak roll. Real heroes vary around the projection.
- Hone, rehearsal and passive Training Ground growth are separate and not included. See the training guide for how they fit together, and hero state for ability and stars.
Formulas checked against the v3.0.0 game code.