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Darktide HQ

Darktide Tech

Duration: 117 days
SeasonRogueliteDice

Equip 5 Crystal Dice and climb the floors of the Headquarters. In each room you roll the dice — they form a poker combo, and its multiplier times the dice face value deals damage. After clearing a room, pick 1 of 3 buffs to pump your target combo.

This is the previous version of the dungeon. Open season 1 →

Best loadout

The real top isn't face-stacking — it's the REROLL ENGINE. Reroll Boost turns every spent reroll into permanent face value (+10, or +15 with a Side Boost in slot 2) and self-feeds +2 rerolls/room. Face scales ~linearly with rerolls, far past any face-stacking build. Combo Change III forces ③ for a 5×③ Poker; Room Boost II sustains the scaling. Layout is an arc around the cube (2 crystals flank it, 3 along the bottom), Side Boosts in slots 2 & 4:

1Reroll Boost
Reroll Boost
2Left-Side Boost
Left-Side Boost
3Combo Change III
Combo Change III
4Right-Side Boost
Right-Side Boost
5Room Boost II
Room Boost II
  1. 1
    Reroll Boost
    Engine: +10 face value per reroll spent (+15 with a Side Boost in slot 2), +2 rerolls/room (self-feeding), and +combo per reroll. Your main damage source — spam rerolls.
    Each time you spend a Reroll, base face value +10
  2. 2
    Left-Side Boost
    Side Boost: +3 to every "red" (face value) stat of the slot-neighbour. Place in the arc's bottom corners — slot 2 (left) lifts the Reroll engine (slot 1), slot 4 (right) lifts Room Boost (slot 5). In those slots the boosts gain an extra +2 (g10).
    Red values in the effects of the adjacent "Left" Crystal all gain an extra +3
  3. 3
    Combo Change III
    Forces face ③: +30% chance to roll ③ → a reliable 5×③ Poker (combo base 300); +10 face value per ③.
    Chance for Crystal Dice to roll 3 increased by 30%
  4. 4
    Right-Side Boost
    Side Boost: +3 to every "red" (face value) stat of the slot-neighbour. Place in the arc's bottom corners — slot 2 (left) lifts the Reroll engine (slot 1), slot 4 (right) lifts Room Boost (slot 5). In those slots the boosts gain an extra +2 (g10).
    Red values in the effects of the adjacent "Right" Crystal all gain an extra +3
  5. 5
    Room Boost II
    Sustain: +face total, +combo multiplier and −5% boss HP after every cleared room.
    After claiming each Room reward, total face value +8

Why rerolls, not face-stacking? A face boost is a fixed +2.5 face per die, but each reroll through Reroll Boost is +10–16 — and you accumulate ~26 rerolls per run. Face climbs to 30+ instead of 8. The old build (③ face-stack) beat the top player by only +28%; the reroll engine triples it.

How damage is built

Face Multiplier×Combo Multiplier=Final damage
  • The Face Multiplier is the summed pip value of the rolled dice (plus face boosts), converted into a multiplier. Higher faces mean more.
  • The Combo Multiplier depends on the poker hand you form: the stronger it is (up to Five of a Kind), the higher the multiplier.
  • At the start the multiplier is ≈1 and the combo is random. Multipliers accumulate over the run: every cleared room offers a choice of 1 of 3 buffs, one of which boosts a specific combo or face.

Dice poker combos

8 hands, weakest to strongest — dice poker. The right column shows the smallest roll that forms each one.

ComboDiceExample
High PointAll five dice show different faces in random order16
One PairOne pair of dice has matching faces266
Two PairsTwo pairs of dice have matching faces41166
Three of a KindThree dice have matching faces3666
StraightFive dice with faces in consecutive order523456
Full HouseThree dice have matching faces, plus another pair match a different face511166
Four of a KindFour dice have matching faces46666
Five of a KindFive dice have matching faces566666

Room buffs add +to the base multiplier of a chosen combo, so it pays to build the whole run around a single target combo.

Floor mechanic

Each floor carries a rotating set of modifiers — some boost combos/faces, some cut them. Check them before entering.

Buff & debuff list(32)
Buffs
When the Combo is High Point, base Combo Multiplier +5
When the Combo is One Pair, base Combo Multiplier+5
When the Combo is Two Pairs, base Combo Multiplier+5
When the Combo is Three of a Kind, base Combo Multiplier+5
When the Combo is Straight, base Combo Multiplier+5
When the Combo is Full House, base Combo Multiplier+5
When the Combo is Four of a Kind, base Combo Multiplier+5
When the Combo is Five of a Kind, base Combo Multiplier+5
Crystal Dice showing 1 grants base face value +10
Crystal Dice showing 2 grants base face value +10
Crystal Dice showing 3 grants base face value +10
Crystal Dice showing 4 grants base face value +10
Crystal Dice showing 5 grants base face value +10
Crystal Dice showing 6 grants base face value +10
Crystal Dice showing 1/3/5 grants base face value +5
Crystal Dice showing 2/4/6 grants base face value +5
Debuffs
When the Combo is High Point, base Combo Multiplier -5
When the Combo is One Pair, base Combo Multiplier -5
When the Combo is Two Pairs, base Combo Multiplier -5
When the Combo is Three of a Kind, base Combo Multiplier -5
When the Combo is Straight, base Combo Multiplier -5
When the Combo is Full House, base Combo Multiplier -5
When the Combo is Four of a Kind, base Combo Multiplier -5
When the Combo is Five of a Kind, base Combo Multiplier -5
Crystal Dice showing 1 grants base face value -8
Crystal Dice showing 2 grants base face value -8
Crystal Dice showing 3 grants base face value -8
Crystal Dice showing 4 grants base face value -8
Crystal Dice showing 5 grants base face value -8
Crystal Dice showing 6 grants base face value -8
Crystal Dice showing 1/3/5 grants base face value -5
Crystal Dice showing 2/4/6 grants base face value -5

Room rewards (pick 1 of 3)

Clear the mobs in a room → 3 rewards are offered, you take one:

Instantly gain 3 Reroll(s)
Instantly restore 3 HP
Choose 1 Crystal Die and change any 2 of its faces to today's recommended face
This Floor's Boss Max HP -5% (stackable)
This Floor's Boss skill cooldown +20% (stackable)
Apply 30% Weakness to this Floor's Boss (stackable)
Combo Multiplier gained on this Floor +2
Randomly select and ignore one debuff effect from today's stage mechanics

Red rewards (risk)

Special red options: you take a debuff on yourself in exchange for a reward.

Spend 2 HP to instantly gain a random reward (HP cannot drop below 1)
DMG taken by this Floor's Boss -15% (stackable)
Reduce your attack speed and reload speed by 20% for the next minute

Crystal Dice (15 types)

Each crystal is one die in combat; up to 5 equipped. 10 grades each — higher grade, stronger effect, and the top grades drop on deep floors. There are 4 effect rungs, unlocking at grades 1 / 4 / 7 / 10:

Reroll Boost
Reroll Boost10 grades
  • Grade 1Each time you spend a Reroll, base face value +4At max (10): Each time you spend a Reroll, base face value +10
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7After claiming each Room reward, gain 1 extra Reroll(s)At max (10): After claiming each Room reward, gain 2 extra Reroll(s)
  • Grade 10Each time you spend a Reroll, total Combo Multiplier +2x
Antibodies 1,000 · Energy 6,000
Left-Side Boost
Left-Side Boost10 grades
  • Grade 1Red values in the effects of the adjacent "Left" Crystal all gain an extra +1At max (10): Red values in the effects of the adjacent "Left" Crystal all gain an extra +3
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Green values in the effects of the adjacent "Left" Crystal are amplified by 1.2x
  • Grade 10When this Crystal is in slot 2, red values in the "Left" Crystal's effects gain a further +2, and its green values are further amplified by 1.2x
Antibodies 1,000 · Energy 6,000
Right-Side Boost
Right-Side Boost10 grades
  • Grade 1Red values in the effects of the adjacent "Right" Crystal all gain an extra +1At max (10): Red values in the effects of the adjacent "Right" Crystal all gain an extra +3
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Green values in the effects of the adjacent "Right" Crystal are amplified by 1.2x
  • Grade 10When this Crystal is in slot 4, red values in the "right" Crystal's effects gain a further +2, and its green values are further amplified by 1.2x
Antibodies 1,000 · Energy 6,000
Face Boost I
Face Boost I10 grades
  • Grade 1For each Crystal Die showing 1/2/3, base points of all faces +1; for each Crystal Die showing 4/5/6, total Combo Multiplier +0.2At max (10): For each Crystal Die showing 1/2/3, base points of all faces +2.5; for each Crystal Die showing 4/5/6, total Combo Multiplier +3
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7For each Crystal Die showing 1/2/3, bullets that hit an enemy have a 10% chance to count as +1 hit; for each Crystal Die showing 4/5/6, completing a reload has a 5% chance to count as +1 reloadAt max (10): For each Crystal Die showing 1/2/3, bullets that hit an enemy have a 15% chance to count as +1 hit; for each Crystal Die showing 4/5/6, completing a reload has a 10% chance to count as +1 reload
  • Grade 10For each Crystal Die showing 1/2/3, bullets deal an extra 10% DMG on hit; for each Crystal Die showing 4/5/6, bullets that hit an enemy have a 5% chance to ricochet a secondary bullet dealing the same DMG
Antibodies 1,000 · Energy 6,000
Face Boost II
Face Boost II10 grades
  • Grade 1For each Crystal Die showing 1/3/5, base points of all faces +1; for each Crystal Die showing 2/4/6, total Combo Multiplier +0.2At max (10): For each Crystal Die showing 1/3/5, base points of all faces +2.5; for each Crystal Die showing 2/4/6, total Combo Multiplier +3
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7For each Crystal Die showing 1/3/5, bullets that hit an enemy have a 10% chance to count as +1 hit; for each Crystal Die showing 2/4/6, completing a reload has a 5% chance to count as +1 reloadAt max (10): For each Crystal Die showing 1/3/5, bullets that hit an enemy have a 15% chance to count as +1 hit; for each Crystal Die showing 2/4/6, completing a reload has a 10% chance to count as +1 reload
  • Grade 10For each Crystal Die showing 1/3/5, bullets deal an extra 10% DMG on hit; for each Crystal Die showing 2/4/6, bullets that hit an enemy have a 5% chance to ricochet a secondary bullet dealing the same DMG
Antibodies 1,000 · Energy 6,000
Combo Change I
Combo Change I10 grades
  • Grade 1Chance for Crystal Dice to roll 1 increased by 15%At max (10): Chance for Crystal Dice to roll 1 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 1 grants face value +4At max (10): Each Crystal Die showing 1 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 1, Combo Multiplier +2; if two Crystal Dice show 1, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change II
Combo Change II10 grades
  • Grade 1Chance for Crystal Dice to roll 2 increased by 15%At max (10): Chance for Crystal Dice to roll 2 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 2 grants face value +4At max (10): Each Crystal Die showing 2 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 2, Combo Multiplier +2; if two Crystal Dice show 2, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change III
Combo Change III10 grades
  • Grade 1Chance for Crystal Dice to roll 3 increased by 15%At max (10): Chance for Crystal Dice to roll 3 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 3 grants face value +4At max (10): Each Crystal Die showing 3 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 3, Combo Multiplier +2; if two Crystal Dice show 3, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change IV
Combo Change IV10 grades
  • Grade 1Chance for Crystal Dice to roll 4 increased by 15%At max (10): Chance for Crystal Dice to roll 4 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 4 grants face value +4At max (10): Each Crystal Die showing 4 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 4, Combo Multiplier +2; if two Crystal Dice show 4, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change V
Combo Change V10 grades
  • Grade 1Chance for Crystal Dice to roll 5 increased by 15%At max (10): Chance for Crystal Dice to roll 5 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 5 grants face value +4At max (10): Each Crystal Die showing 5 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 5, Combo Multiplier +2; if two Crystal Dice show 5, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change VI
Combo Change VI10 grades
  • Grade 1Chance for Crystal Dice to roll 6 increased by 15%At max (10): Chance for Crystal Dice to roll 6 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 6 grants face value +4At max (10): Each Crystal Die showing 6 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 6, Combo Multiplier +2; if two Crystal Dice show 6, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change VII
Combo Change VII10 grades
  • Grade 1Chance for Crystal Dice to roll 1/3/5 increased by 15%At max (10): Chance for Crystal Dice to roll 1/3/5 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 1/3/5 grants face value +4At max (10): Each Crystal Die showing 1/3/5 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 1/3/5, Combo Multiplier +2; if two Crystal Dice show 1/3/5, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Combo Change VIII
Combo Change VIII10 grades
  • Grade 1Chance for Crystal Dice to roll 2/4/6 increased by 15%At max (10): Chance for Crystal Dice to roll 2/4/6 increased by 30%
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7Each Crystal Die showing 2/4/6 grants face value +4At max (10): Each Crystal Die showing 2/4/6 grants face value +10
  • Grade 10When forming a Combo, if one Crystal Die shows 2/4/6, Combo Multiplier +2; if two Crystal Dice show 2/4/6, Combo Multiplier +2x2, and so on.
Antibodies 1,000 · Energy 6,000
Room Boost I
Room Boost I10 grades
  • Grade 1After claiming each Room reward, gain 1 extra Reroll(s)At max (10): After claiming each Room reward, gain 2 extra Reroll(s)
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7After claiming each Room reward, you may choose a Crystal Die and change any 1 of its faces to today's recommended faceAt max (10): After claiming each Room reward, you may choose a Crystal Die and change any 3 of its faces to today's recommended face
  • Grade 10Clearing each Room grants 1 extra chance to choose a reward
Antibodies 1,000 · Energy 6,000
Room Boost II
Room Boost II10 grades
  • Grade 1After claiming each Room reward, total face value +3At max (10): After claiming each Room reward, total face value +8
  • Grade 4When entering a stage, choose 1 of 3 random Trait sets to gain the entire set
  • Grade 7After claiming each Room reward, the Floor Boss loses 2% of its Max HPAt max (10): After claiming each Room reward, the Floor Boss loses 5% of its Max HP
  • Grade 10After claiming each Room reward, total Combo Multiplier +10
Antibodies 1,000 · Energy 6,000

Antibodies & weakening

Crystals grant Darktide Antibodies and Energy. Each floor has its own Viral Concentration (the 'Virus' column). If your antibodies are below a floor's viral concentration, your Weakening Level rises — the higher the level, the weaker you are on that floor. Deeper floors have higher virus and need more antibodies.

Missions

The dungeon's missions by family: the numbers are the thresholds inside a family, the icons what they pay (hover a threshold for the exact reward).

Challenge or Sweep any Floor N time(s) todaydaily
1351020406080120150180240300350400
CoinReaper's Scythe Supply Cache
Fragment N Darktide Crystal(s) todaydaily
13650100150200250300350400450500550600
CoinDiamonds
Clear Floor Nseason-long
5102030405060708090100
Darktide Exploration Stamina
Obtain N Star(s) in totalseason-long
3691218306090100110120130140150160170180190210220230240250260270280290300
Diamonds
All equipped Darktide Crystals reach Tier Nseason-long
12345678910
Reaper's Scythe Supply Cache
Form a combo — counted per handseason-long
High Point · One Pair · Two Pairs · Three of a Kind · Straight · Full House · Four of a Kind · Five of a Kind
102050100150200
Seasonal Enhancement Chip

The daily families reset every day; the rest count for the whole season.

Floor star rewards

Each floor is cleared for 1–3 stars by clear time: faster means more stars and better rewards. All floor rewards (base + 1★/2★/3★) are in the table below.

≤ 360s⭐⭐ ≤ 300s⭐⭐⭐ ≤ 240s

Floors, virus and rewards

100 floors. Difficulty scales not with battle power but with the floor's virus concentration vs your crystal antibodies — watch the Virus column. Checkpoint floors:

Underground Garage
Floors 1-60
Research Center
Floors 61-100
FloorSectionFaceVirusRewards
1Underground Garage1
Base
⭐⭐
⭐⭐⭐
10Underground Garage41,200
Base
⭐⭐
⭐⭐⭐
20Underground Garage22,800
Base
⭐⭐
⭐⭐⭐
30Underground Garage66,220
Base
⭐⭐
⭐⭐⭐
40Underground Garage410,720
Base
⭐⭐
⭐⭐⭐
50Underground Garage216,880
Base
⭐⭐
⭐⭐⭐
60Underground Garage624,200
Base
⭐⭐
⭐⭐⭐
70Research Center432,760
Base
⭐⭐
⭐⭐⭐
80Research Center242,520
Base
⭐⭐
⭐⭐⭐
90Research Center655,770
Base
⭐⭐
⭐⭐⭐
100Research Center472,770
Base
⭐⭐
⭐⭐⭐

Game rules

  • 1. Darktide Tech was developed by researchers as a means to fight the Darktide Virus. It produced a vast number of Darktide Crystals imbued with special ability effects. Ordinary people can strengthen their bodies and raise their virus resistance by equipping Crystals, or by dismantling and absorbing them.
  • 2. In Darktide Tech, each Darktide Crystal you equip unlocks one Darktide Crystal Die in Darktide HQ battle stages. Up to 5 can be equipped.
  • 3. Battle stages feature a Face Multiplier bonus: the value formed by each die face's points plus its corresponding boosts converts at a set rate into the final Face Multiplier.
  • 4. Battle stages also feature a Combo Multiplier bonus: when your Darktide Crystal Dice form a Combo, the equipper's damage output is greatly amplified, and the effects on the Darktide Crystals strengthen the equipper even further.
  • 5. Darktide Crystals come in multiple Tiers. Higher-Tier Crystals carry more and stronger boost effects, but can only be found by exploring deeper Floors of the Darktide HQ.