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Of the Old School

Teaches their own class at a 1.55 fit instead of 1.3, but every other pupil gets 30% less. Also gains standing when the roster shares their role.

Behaviour effect

Of the Old School carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

The teaching fit

When a tutor teaches a pupil, the game multiplies teaching quality by a fit based on class and role. Old-School changes it in both directions:

Pupil Ordinary tutor Old-School tutor Broad Hand tutor
Same class ×1.3 ×1.55 ×1.3
Same role, other class ×1.0 ×0.7 ×1.0
Different role ×0.55 ×0.385 ×1.0

The match uses the hero’s class; the job you assigned them does not count, so a converted hero needs the same care in tutor selection as any other pupil. Teaching quality itself (veterancy, Leadership, stage of life, and ×1.2 for a Born Mentor) still multiplies on top, so a skilled Old-School tutor with their own class in front of them produces the best gains in the yard.

When it is worth it

An Old-School tutor is the best possible teacher for one class and a poor one for everyone else. That makes them ideal when you are bringing several young heroes of the same class through the yard, and a liability in front of a mixed intake. If you need one tutor for everybody, a Broad Hand is the safer choice. The game never puts both traits on one hero. See the training guide for the full calculation.

Standing with their own kind

Guild standing decides who a party looks to as leader. An Old-School hero gains up to +6 standing, scaled by the share of their party-mates who share their role: all three others in the same role gives the full +6, one of three gives +2. A party of tanks looks up to an Old-School tank.

Leading their own kind

When an Old-School hero leads, their leadership aura is 1.25 times as strong on followers of the same class. That stacks with the follower’s own traits: Loyal, Oathbound and Team Player followers already take 1.25 times the aura, Insubordinate ones take it negatively, and Lone Wolves ignore it.

At a dungeon fork, an Old-School leader leans +1 toward the known path. With nothing pulling the other way, they take a side room only about a third of the time it is offered.

“The Yard at Dawn”

When two heroes spar in the yard, an Old-School hero on the roster can be asked to watch, as a Born Mentor or Old Soldier can: each sparring hero gains 2 experience and +4 bond with the old hand. See the events page.

Small hooks

On pair duty the hero speaks with the “veteran” voice shared with Old Soldier, Weathered, Road-Hardened, Deep-Seasoned and Well-Preserved. The hero card links Old-School to Leadership and Discipline; that link is descriptive and does not raise the attributes.

Conflicts and rarity

Old-School can never appear with Broad Hand.

  • Rarity: rare, neutral · draw weight 14 of 6,365 · about 1 recruit in 180
  • Founding draft: any card.
  • In the wiki’s archive: first present in the 2.0.1 build (absent from 1.9.8).

Recruiting

A strong pick for a guild that builds around one class, or that plans to bring several youngsters of the same calling through the yard. Close to neutral, or worse, for a guild that needs one tutor for everybody.

New in v2.0.1

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20891100 Ic[id="old-school"]; @20864204 OG()