Zombie Waves Codex

Darktide Headquarters

Darktide Tech

Duration: 123 days
SeasonRogueliteDice
Season event
Exact dates vary by server

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.

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).
    All red values in the effect of the adjacent Left-side crystal 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.
    The chance to roll Crystal Dice with pip value ③ increases 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).
    All red values in the effect of the adjacent Right-side crystal 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 from weakest to strongest, like in dice poker. An example 5-dice roll for each:

1High Point12456
2One Pair33146
3Two Pairs22551
4Three of a Kind44426
5Straight12345
6Full House55522
7Four of a Kind66661
8Five of a Kind33333

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 combo is High Point, base combo multiplier +5
When combo is One Pair, base combo multiplier +5
When combo is Two Pairs, base combo multiplier +5
When combo is Three of a Kind, base combo multiplier +5
When combo is Straight, base combo multiplier +5
When combo is Full House, base combo multiplier +5
When combo is Four of a Kind, base combo multiplier +5
When combo is Five of a Kind, base combo multiplier +5
Base pip value of Crystal Dice showing ① +10
Base pip value of Crystal Dice showing ② +10
Base pip value of Crystal Dice showing ③ +10
Base pip value of Crystal Dice showing ④ +10
Base pip value of Crystal Dice showing ⑤ +10
Base pip value of Crystal Dice showing ⑥ +10
Base pip value of Crystal Dice showing ①/③/⑤ +5
Base pip value of Crystal Dice showing ②/④/⑥ +5
Debuffs
When combo is High Point, base combo multiplier -5
When combo is One Pair, base combo multiplier -5
When combo is Two Pairs, base combo multiplier -5
When combo is Three of a Kind, base combo multiplier -5
When combo is Straight, base combo multiplier -5
When combo is Full House, base combo multiplier -5
When combo is Four of a Kind, base combo multiplier -5
When combo is Five of a Kind, base combo multiplier -5
Base pip value of Crystal Dice showing ① -8
Base pip value of Crystal Dice showing ② -8
Base pip value of Crystal Dice showing ③ -8
Base pip value of Crystal Dice showing ④ -8
Base pip value of Crystal Dice showing ⑤ -8
Base pip value of Crystal Dice showing ⑥ -8
Base pip value of Crystal Dice showing ①/③/⑤ -5
Base pip value of Crystal Dice showing ②/④/⑥ -5

Room rewards (pick 1 of 3)

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

Gain 3 instant reroll charges
Instantly restore 3 HP
Select 1 Crystal Die, change any 2 of its faces to the recommended dice face of the day
Reduce this floor BOSS max HP by 5% (stackable)
Increase this floor BOSS skill cooldown by 20% (stackable)
Deal 30% extra damage to this floor BOSS (stackable vulnerability)
Combo multiplier gained within 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 get a random reward (HP will not drop below 1)
Damage dealt to this floor Boss reduced by 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 battle; up to 5 are equipped. Each ships in 10 grades — higher grade, stronger effect; the top grades drop on deeper floors. The effect at max grade is shown:

Reroll Boost
Reroll Boost10 grades
Each time you spend a Reroll, base face value +10
Antibodies 1,000 · Energy 6,000
Left-Side Boost
Left-Side Boost10 grades
All red values in the effect of the adjacent Left-side crystal gain an extra +3
Antibodies 1,000 · Energy 6,000
Right-Side Boost
Right-Side Boost10 grades
All red values in the effect of the adjacent Right-side crystal gain an extra +3
Antibodies 1,000 · Energy 6,000
Face Boost I
Face Boost I10 grades
For every Crystal Die showing ①/②/③, base pip value of all dice +2.5; For every Crystal Die showing ④/⑤/⑥, total combo multiplier +3
Antibodies 1,000 · Energy 6,000
Face Boost II
Face Boost II10 grades
For every Crystal Die showing 1/3/5, base pip value of all dice +2.5; For every Crystal Die showing 2/4/6, total combo multiplier +3
Antibodies 1,000 · Energy 6,000
Combo Change I
Combo Change I10 grades
The probability of rolling Crystal Dice with pip value ① increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change II
Combo Change II10 grades
The chance to roll Crystal Dice with pip value ② increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change III
Combo Change III10 grades
The chance to roll Crystal Dice with pip value ③ increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change IV
Combo Change IV10 grades
The chance to roll Crystal Dice with pip value ④ increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change V
Combo Change V10 grades
The chance to roll Crystal Dice with pip value ⑤ increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change VI
Combo Change VI10 grades
The chance to roll Crystal Dice with pip value ⑥ increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change VII
Combo Change VII10 grades
The chance to roll Crystal Dice with pip value ①/③/⑤ increases by 30%
Antibodies 1,000 · Energy 6,000
Combo Change VIII
Combo Change VIII10 grades
The chance to roll Crystal Dice with pip value ②/④/⑥ increases by 30%
Antibodies 1,000 · Energy 6,000
Room Boost I
Room Boost I10 grades
After claiming each Room reward, gain 2 extra Reroll(s)
Antibodies 1,000 · Energy 6,000
Room Boost II
Room Boost II10 grades
After claiming each Room reward, total face value +8
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

Form each combo a set number of times for a reward. Tiers per combo, reward per tier —

High PointSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
One PairSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
Two PairsSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
Three of a KindSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
StraightSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
Full HouseSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
Four of a KindSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200
Five of a KindSeasonal Enhancement Chip ×2,000
×10×20×50×100×150×200

The Seasonal Chip is the currency for upgrading crystals and Darktide Tech.

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:

FloorSectionFaceVirusRewards
1Underground Parking Lot1
Base
⭐⭐
⭐⭐⭐
10Underground Parking Lot41,200
Base
⭐⭐
⭐⭐⭐
20Underground Parking Lot22,800
Base
⭐⭐
⭐⭐⭐
30Underground Parking Lot66,220
Base
⭐⭐
⭐⭐⭐
40Underground Parking Lot410,720
Base
⭐⭐
⭐⭐⭐
50Underground Parking Lot216,880
Base
⭐⭐
⭐⭐⭐
60Underground Parking Lot624,200
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 Headquarters 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 Darktide Headquarters.