Dungeons & Dynasties Wiki
Synergy.html

Home / Synergies

Party synergy planner

Every fixture sends four heroes into the dark, and the right mix quietly unlocks named bonuses. Build a party below and see which of the 10 synergies fire, what they stack up to, and what the rest would need. Bonuses sit in the 3–15% range — nice to have, never mandatory.

Tap a class to add it to your party.

Tanks

DPS

Healers

Your party · 4/6

Combined party bonus

+12% damage · +20% healing · +3% mitigation

Active synergies · 3

  • Sanctuary Engine+15% healing · +3% mitigation

    A Guardian holds the line while a Cleric mends behind the shield, wounds close as fast as they open.

    Guardian + Cleric

  • Sword & Sorcery+7% party damage

    A Blademaster draws the eye while an Arcanist burns the enemy down from behind the steel.

    Blademaster + Arcanist

  • The Last Wall+5% party damage · +5% healing

    Sword, shield, spell and prayer, one of each and not one to spare. The line as it was first drawn.

    1 Tank + 1 Healer + 1 physical DPS + 1 magic DPS + party of 4

Not yet active · 7

  • Skirmish Line+5% party damage

    Needs: Ranger + Blademaster

  • Phalanx+7% mitigation

    Needs: 2+ Tanks

  • Warsong+6% party damage

    Needs: Bard + 2+ DPS

  • Holy Order+10% healing · +3% party damage

    Needs: Paladin + Cleric

  • Thoughts and Prayers+10% party damage

    Needs: 1+ Tank + 3+ Healers

  • You Shall Not Pass+3% mitigation · +10% healing · +5% party damage

    Needs: 3+ Tanks + 1+ Healer

  • Wild Bond+4% party damage · +6% healing

    Needs: Druid + Ranger

How synergies work

Synergies are automatic — they switch on the moment your delve party holds the right classes or roles, and several can run at once (the planner adds them up). Some want two named classes, like a Guardian beside a Cleric; others want a role count, like two tanks in a wall or a bard behind two damage-dealers; and a couple want an exact party shape. Damage-dealers split into physical (a melee or ranged fighter) and magic (a spell-caster), which a few synergies count separately.

All 10 synergies

  • Sanctuary Engine+15% healing · +3% mitigation

    A Guardian holds the line while a Cleric mends behind the shield, wounds close as fast as they open.

    Needs: Guardian + Cleric

  • Sword & Sorcery+7% party damage

    A Blademaster draws the eye while an Arcanist burns the enemy down from behind the steel.

    Needs: Blademaster + Arcanist

  • Skirmish Line+5% party damage

    A Ranger and a Blademaster bracket the foe, no escape near or far.

    Needs: Ranger + Blademaster

  • Phalanx+7% mitigation

    Two shields locked into an unbroken wall, the enemy breaks against it.

    Needs: 2+ Tanks

  • Warsong+6% party damage

    A Bard's war-song drives the assault, the attackers fight with quickened blood.

    Needs: Bard + 2+ DPS

  • Holy Order+10% healing · +3% party damage

    A Paladin and a Cleric fight as a consecrated order, righteous and unyielding.

    Needs: Paladin + Cleric

  • Thoughts and Prayers+10% party damage

    One shield and three sets of folded hands. Nobody is dying today, though nobody is killing much either.

    Needs: 1+ Tank + 3+ Healers

  • You Shall Not Pass+3% mitigation · +10% healing · +5% party damage

    Three shields set in a line and one pair of hands behind them. Whatever is coming can stop where it stands.

    Needs: 3+ Tanks + 1+ Healer

  • The Last Wall+5% party damage · +5% healing

    Sword, shield, spell and prayer, one of each and not one to spare. The line as it was first drawn.

    Needs: 1 Tank + 1 Healer + 1 physical DPS + 1 magic DPS + party of 4

  • Wild Bond+4% party damage · +6% healing

    A Druid and a Ranger move as hunter and wild as one, instinct shared between them.

    Needs: Druid + Ranger

In-game, bonuses stack multiplicatively; the planner's combined figure is the simple sum, close enough for planning at these magnitudes.