Darktide HQ
Darktide Crystal
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 BoostEngine: +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
- 2Left-Side BoostSide 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
- 3Combo Change IIIForces 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%
- 4Right-Side BoostSide 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
- 5Room Boost IISustain: +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
- 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
19 hands, weakest to strongest — dice poker. The right column shows the smallest roll that forms each one.
| Combo | Dice | Example |
|---|---|---|
| High PointAll five dice show different faces in random order | 1 | |
| StraightTwo dice with faces in consecutive order. | 2 | |
| One PairOne pair of dice has matching faces | 2 | |
| 3-Card StraightThree dice with faces in consecutive order. | 3 | |
| Three of a KindThree dice have matching faces | 3 | |
| Two PairsTwo pairs of dice have matching faces | 4 | |
| 4-Card StraightFour dice with faces in consecutive order. | 4 | |
| Two-Pair StraightTwo pairs of dice have matching faces, and are in consecutive order. | 4 | |
| Four of a KindFour dice have matching faces | 4 | |
| Full HouseThree dice have matching faces, plus another pair match a different face | 5 | |
| StraightFive dice with faces in consecutive order | 5 | |
| Five of a KindFive dice have matching faces | 5 | |
| Three PairsThree pairs of dice have matching faces. | 6 | |
| Three-Pair StraightThree pairs of dice have matching faces, and are in consecutive order. | 6 | |
| Four of a Kind with PairFour dice have matching faces, plus another pair match a different face. | 6 | |
| Double Three of a KindTwo sets of Three of a Kind with different faces. | 6 | |
| Consecutive Three of a KindTwo sets of Three of a Kind with consecutive faces. | 6 | |
| Six-Card StraightSix dice show different faces in random order. | 6 | |
| Six DiceSix dice have matching faces. | 6 |
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)▾
Room rewards (pick 1 of 3)
Clear the mobs in a room → 3 rewards are offered, you take one:
Red rewards (risk)
Special red options: you take a debuff on yourself in exchange for a reward.
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:
- Grade 1Each time you spend a Reroll, base face value +4At max (10): Each time you spend a Reroll, base face value +10
- Grade 4After claiming each Room reward, gain {0} extra Reroll(s)
- Grade 7Each time you spend a Reroll, total Combo Multiplier +1xAt max (10): Each time you spend a Reroll, total Combo Multiplier +2x
- Grade 10Every time I pass by2Seconds, get{1}re-throws
- 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 4Green values in the effects of the adjacent "Left" Crystal are amplified by {0}x
- Grade 7The base face value provided by the corresponding Crystal Dice in the level for the adjacent Left-Side Crystal is increased to 1.2x of the original.
- Grade 10When this Crystal is in slot 2, red values in the Left-Side Crystal's effects gain a further +2.
- 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 4Green values in the effects of the adjacent "Right" Crystal are amplified by {0}x
- Grade 7The base face value provided by the corresponding Crystal Dice in the level for the adjacent Right-Side Crystal is increased to 1.2x of the original.
- Grade 10When this Crystal is in slot 5, red values in the Right-Side Crystal's effects gain a further +2.
- Grade 1For each Crystal Die showing 1/2/3, base points of all faces +1At max (10): For each Crystal Die showing 1/2/3, base points of all faces +2.5
- Grade 4For each Crystal Die showing 4/5/6, total Combo Multiplier +{0}
- Grade 7For every Crystal Die showing 1/2/3, Total Dice Value +10 upon clearing a stage.At max (10): For every Crystal Die showing 1/2/3, Total Dice Value +15 upon clearing a stage.
- Grade 10For every Crystal Die showing 4/5/6, Dice Combo Total Multiplier +10 upon clearing a stage.
- Grade 1For each Crystal Die showing 1/3/5, base points of all faces +1At max (10): For each Crystal Die showing 1/3/5, base points of all faces +2.5
- Grade 4For each Crystal Die showing 2/4/6, total Combo Multiplier +{0}
- Grade 7For every Crystal Die showing 1/3/5, Total Dice Value +10 upon clearing a stage.At max (10): For every Crystal Die showing 1/3/5, Total Dice Value +15 upon clearing a stage.
- Grade 10For every Crystal Die showing 2/4/6, Dice Combo Total Multiplier +10 upon clearing a stage.
- Grade 1Chance for Crystal Dice to roll 15 increased by {1}%At max (10): Chance for Crystal Dice to roll 30 increased by {1}%
- Grade 4After clearing each stage, you may choose a Crystal Die and change any {0} of its faces to {1}.
- Grade 7For every Crystal Die showing 4, Dice Combo Multiplier +{1}.At max (10): For every Crystal Die showing 10, Dice Combo Multiplier +{1}.
- Grade 10Each Crystal Die showing 2 grants face value +{1}
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 4After clearing each stage, you may choose a Crystal Die and change any {0} of its faces to any value among 1/3/5.
- Grade 7For every Crystal Die showing 1/3/5, Dice Combo Multiplier +4.At max (10): For every Crystal Die showing 1/3/5, Dice Combo Multiplier +10.
- Grade 10Each Crystal Die showing 1/3/5 grants face value +2
- 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 4After clearing each stage, you may choose a Crystal Die and change any {0} of its faces to any value among 2/4/6.
- Grade 7For every Crystal Die showing 2/4/6, Dice Combo Multiplier +4.At max (10): For every Crystal Die showing 2/4/6, Dice Combo Multiplier +10.
- Grade 10Each Crystal Die showing 2/4/6 grants face value +2
- 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 4After claiming each Room reward, total Combo Multiplier +{0}
- 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 10Upon clearing each stage, there is a {0}% chance to receive an extra opportunity to choose a reward.
- Grade 1After claiming each Room reward, total face value +3At max (10): After claiming each Room reward, total face value +8
- Grade 4After claiming each Room reward, total Combo Multiplier +{0}
- Grade 7After claiming each stage reward, total face value + (currently available Crystal Dice count x 2).At max (10): After claiming each stage reward, total face value + (currently available Crystal Dice count x 5).
- Grade 10After claiming each Room reward, the Floor Boss loses 10% of its Max HP
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).
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.
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:
| Floor | Section | Face | Virus | Rewards |
|---|---|---|---|---|
| 1 | Underground Garage | — | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 10 | Underground Garage | 1,200 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 20 | Underground Garage | 2,800 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 30 | Underground Garage | 6,220 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 40 | Underground Garage | 10,720 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 50 | Underground Garage | 16,880 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 60 | Underground Garage | 24,200 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 70 | Research Center | 32,760 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 80 | Research Center | 42,520 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 90 | Research Center | 55,770 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 100 | Research Center | 72,770 | Base ⭐ ⭐⭐ ⭐⭐⭐ |
Game rules
- 1. Darktide Crystals were developed by researchers as a means to fight the Darktide Virus. Ordinary people can strengthen their bodies and raise their virus resistance by equipping Crystals, or by dismantling and absorbing them.
- 2. As you progress through Darktide HQ challenge stages, new Darktide Crystal slots will gradually unlock, up to a maximum of 6.
- 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.