Dungeons & Dynasties Wiki
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Archived v1.9.7 data. The game is now on v2.0.7see the current numbers or what changed.

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Dungeons & Dynasties Wiki

Classes, races, traits, party synergies and the economy behind Bretticus82's Football-Manager-meets-D&D guild sim. The Dungeons & Dynasties Wiki pairs verified game data with hands-on analysis — what each number means, when it matters, and how to build around it — updated every patch, so the numbers you plan around are the numbers the game actually runs on.

9
classes
72
rival guilds
6
league tiers
7
regions
Datamined from v1.9.7

The game

What is Dungeons & Dynasties?

Dungeons & Dynasties is a free guild-management sim you can play in the browser. It borrows its skeleton from football management games — a pyramid of 72 guilds across six league tiers, with promotion, relegation, cup runs and a transfer market — and fills it with a D&D-flavoured world of procedural dungeons, monsters and permanent death. You never control a fight directly. You build the squad, sign the oaths, pick the party of four, and read what happened in the delve report.

A league of 72 rival guilds

Guilds share towns, so fixtures turn into derbies. The transfer market runs on poaching and loans a rival has to ask for; patron politics, staffing and facility upgrades decide how far the budget stretches. The realm is procedurally generated — seven regions with their own biomes and a 45-year pre-game history, so every save opens with rivalries older than your guild.

Heroes age, retire and die

Permadeath applies in every mode. Heroes collect scars and virtues, earn archetypes, found bloodlines and mentor the next generation. Contracts run on Sworn Oaths — fixed terms, then a renegotiation you can lose. Departed heroes stay in the story too: an old friend may return in a crisis, or a relative may turn up among your recruits.

Delves are squad puzzles

Expeditions play out in readable rounds: four heroes against a procedural dungeon whose conditions — flooded halls, darkness, curses — change what a composition is worth. Traits are wired to real behaviour, named synergies reward deliberate pairings, boss mechanics can be scouted ahead, and quiet rooms put moral choices in front of you.

Every season is written into the Chronicle, a procedurally generated prose history of your dynasty, epitaphs included. The game is name-your-own-price on itch.io — browser, Windows or Linux. This wiki exists so you can spend your evenings running the guild instead of reverse-engineering it.

By the numbers

Inside the Dungeons & Dynasties Wiki

Nothing here is transcribed by hand. Each table below is extracted from the current build of the game, so class attribute weights, race growth curves, trait effects and synergy conditions match what the simulation actually rolls — down to the odd numbers a tooltip rounds away. When a patch lands, the tables are re-extracted and the version banner above moves forward, so a stale build never masquerades as current data.

Tools

Plan before you delve

The calculators run on the same datamined tables as the reference pages, so what they predict is what the game rolls. Wages come due every six days, delve gold scales with danger tier, and every Sworn Oath ends in a renegotiation — model all three before they surprise you.

The roster

9 classes, three jobs

Every party of four is built from the same 9 classes, and the game judges them by role: someone has to hold the line, someone has to end fights, and someone has to keep the other three alive. Each class page lists favoured attributes, growth expectations and the races that wear the kit best.

Browse the wiki

Every system, one page each

Start anywhere: the mechanics primer if you are new, the trait index if a hero keeps doing something strange, the regions page before an away season in hostile biomes — or the raw database when you would rather read the tables yourself.

Getting started

Surviving your first season

New guilds fail in one of two ways: they bleed gold, or they bleed heroes. The gold problem usually starts with wages — a squad signed in optimism, paid in a relegation season. Pick delves whose danger tier matches your roster instead of chasing the biggest purse: the dungeon yield tool shows what each tier actually pays, and the economy planner will tell you how many bad settlements your treasury can absorb before the bankruptcy line.

The hero problem is composition. Read a dungeon's conditions before you lock the party — a flooded hall or a cursed floor can turn your best line-up into a liability. Check the trait pages for behaviour you didn't hire on purpose: a single insubordinate front-liner changes a delve more than a point of any attribute. Let the synergy planner confirm which named bonuses actually fire, and when a Sworn Oath comes up for renewal, model it before the meeting — losing a mentor mid-season costs more than the raise would have.

And when it still goes wrong — it will — the Chronicle writes the funeral, the league table keeps no secrets, and this wiki is here for the next dynasty.

FAQ

What is Dungeons & Dynasties?

Dungeons & Dynasties is a guild-management sim by solo developer Bretticus82 that crosses Football Manager with a D&D-style dungeon crawler. You run one adventuring guild among 72 rivals in a six-tier league — promotion, relegation, cups, a transfer market — while sending four-hero parties into procedural dungeons where death is permanent.Official itch.io page

Where can I play it, and is it free?

The game is name-your-own-price on itch.io — you can play free in the browser (HTML5) or download builds for Windows and Linux. Saves persist across updates.Play on itch.io

Where does this wiki's data come from?

Every table on this site — classes, races, traits, synergies, attributes, events and regions — is datamined from the game files of the current build (v2.0.7) and refreshed whenever a patch changes the numbers. Browse the raw tables.

Is this wiki official?

No — the Dungeons & Dynasties Wiki is community-run and not affiliated with Bretticus82. Spotted an error or a stale number? Tell us and we will fix it.Email the maintainers

Is permadeath avoidable?

No. Heroes can die for good in every mode, and survivors still age, decline and retire. The Old Friends system softens the blow: departed heroes can resurface during a crisis, or return as relatives of new recruits. How death and aging work.

How do party synergies work?

Certain class, race and trait combinations unlock named bonuses when those heroes delve together. The synergy planner on this wiki lets you assemble a four-hero party and see exactly which bonuses fire before you commit to an expedition. Open the synergy planner.

What is the difference between Train, Hone and Mentor?

Train moves Current Ability toward Potential Ability. Hone directly targets one attribute, then adds a little Current Ability when attributes improve. Mentor also grows Current Ability, but its quality depends on the mentor and the class or role match. Active assignments use limited Yard slots, while every at-home roster hero below Potential still receives a smaller passive CA gain from the Training Ground. Read the training guide.

Does Veterancy directly make a hero stronger?

No. Veterancy does not add damage or attributes. It makes assigned training faster and reduces the chance that a downed hero dies. Delves and realm jobs can award Veterancy and Ability together, but they remain separate values. See hero growth explained.

Does a Quartermaster reduce hero or staff wages?

No. Quartermaster skill reduces guild upkeep and Tavern recruitment fees, with each multiplier floored at 50%. It does not reduce hero or staff wages. The role also controls the quality, size and discount of the travelling equipment rack that appears every 30 days. Read the Guild Hall operations guide.

Is a failed Oath haggle penalty permanent?

Not across every future renewal. A refusal raises the pending ask by 15%, costs 10 morale and marks the hero as spurned while that renewal remains unresolved. Meeting the revised ask clears the marker; a successful haggle also clears it. Letting the hero walk removes them immediately. Use the Oath renewal guide.

Does a successfully poached hero have to travel to the hall?

In the current v2.0.7 web bundle, a successful Rival Guild poach joins the roster immediately. Tavern signings travel for one day. This differs from an earlier patch-note description, so this wiki treats the current executable behaviour as authoritative. See recruitment and poaching rules.

Where did Rare and Unique patrons go?

Rare and Unique now describe later mandate tiers reached through the patron relationship rather than a special patron name you must find at the start. Higher tiers offer more while asking more. Named patrons currently differ mainly through patron type and racial preference, not a unique ruleset for every name. Understand patrons and mandates.

Why does the Linux AppImage open to a white screen?

On Arch Linux, the developer recommends first launching with WEBKIT_DISABLE_DMABUF_RENDERER=1. If that still fails, also disable compositing. These are launch workarounds rather than a universal diagnosis, and the browser build is the safest fallback. Open the troubleshooting steps.

Can I play on Windows 7?

The downloadable build may not start on Windows 7. A community member reported success with the browser version in Firefox 115 ESR, but that is a community workaround rather than an official compatibility promise. Back up anything important before changing browser or site storage. See compatibility options.

What should I do if my roster falls apart after the first dungeon?

Pause the calendar and triage before sending another party: recover heroes who are Worn, protect a complete four-hero core, check the next six-day settlement, and use safer work or training while the bench stabilises. Chasing the next dungeon immediately is usually what turns one loss into a season-long spiral. Follow the first-season recovery plan.