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Darktide HQ — Season 1

Darktide Tech

SeasonRogueliteDice
Season event
Season 1

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 Season 1 dungeon. Open the previous version →

The random-armour boxes below roll Individual Armor pieces — what that system is

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

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

ComboDiceMultiplierExample
High PointAll five dice show different faces in random order1×16
Consecutive sheetsThere are two crystal dice and the dice faces are continuous2×256
One PairOne pair of dice has matching faces2×466
Three in a rowThere are three crystal dice and the dice faces are continuous3×6456
Three of a KindThree dice have matching faces3×24666
Two PairsTwo pairs of dice have matching faces4×321166
Four in a rowThere are four crystal dice and the dice faces are continuous4×403456
Two pairs in a rowThere are two pairs of crystal dice with the same dice faces and the dice faces are continuous.4×965566
Four of a KindFour dice have matching faces4×4806666
Full HouseThree dice have matching faces, plus another pair match a different face5×24011166
StraightFive dice with faces in consecutive order5×30023456
Five of a KindFive dice have matching faces5×12,00066666
three pairsThere are three pairs of crystal dice with the same side6×1,200114466
CrapsThere are two sets of three dice with different faces6×3,600111666
four with twoThere are four crystal dice with the same dice surface plus a pair of crystal dice with other dice surfaces.6×4,800111166
three pairsThere are three pairs of crystal dice with the same dice faces and the dice faces are continuous.6×6,000445566
Three dice in a rowThere are two sets of three dice with consecutive dice faces.6×21,600555666
Six consecutive winsThere are six crystal dice with different faces.6×30,000123456
six diceThere are six crystal dice with the same dice surface6×360,000666666

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

Per-floor progression

The deeper you go, the more dice per roll, rooms per floor and crystal slots you get — the six-dice hands only become possible near the top.

FloorDiceRoomsSlotsBuff groups
1+244
11+254
21+3651
41+4662
61+4663
81+5663
101+5664
141+6665

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 1 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
In this layer, the player's attack speed, movement speed, and reload speed are +25%
Immediately recharge the space-based weapon at the No. 1 main battle position in the current equipment.25%
Immediately recharge the space-based weapon No. 2 in the current equipment.25%
Immediately recharge the space-based weapon in the No. 3 auxiliary position in the current equipment.25%

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 6 equipped. 20 grades each — higher grade, stronger effect, and the top grades drop on deep floors. There are 5 effect rungs, unlocking at grades 1 / 5 / 10 / 15 / 20:

Reroll Boost
Reroll Boost20 grades
  • Grade 1Each time you spend a Reroll, total Combo Multiplier +0.2xAt max (20): Each time you spend a Reroll, total Combo Multiplier +50x
  • Grade 5After claiming each Room reward, gain 1 extra Reroll(s)At max (20): After claiming each Room reward, gain 3 extra Reroll(s)
  • Grade 10Each time you spend a Reroll, base face value +2At max (20): Each time you spend a Reroll, base face value +3
  • Grade 15Every time I pass by30Seconds, get1re-throwsAt max (20): Every time I pass by30Seconds, get2re-throws
  • Grade 20When re-rolling the dice, there is30% chance of not consuming rerolls
Antibodies 2,000 · Energy 7,000
Left-Side Boost
Left-Side Boost20 grades
  • Grade 1Red values in the effects of the adjacent "Left" Crystal all gain an extra +1At max (20): Red values in the effects of the adjacent "Left" Crystal all gain an extra +3
  • Grade 5Green values in the effects of the adjacent "Left" Crystal are amplified by 1.5xAt max (20): Green values in the effects of the adjacent "Left" Crystal are amplified by 2x
  • Grade 10The base value of the die surface provided by the corresponding crystal die in the level for the adjacent crystal on the "left" is increased to the original value.3timesAt max (20): The base value of the die surface provided by the corresponding crystal die in the level for the adjacent crystal on the "left" is increased to the original value.8times
  • Grade 15When this crystal is in position 2, the red value in the crystal effect on the "left" is additionally +2At max (20): When this crystal is in position 2, the red value in the crystal effect on the "left" is additionally +3
  • Grade 20When this crystal is in position 2, the green value in the "left" crystal effect is multiplied by1.5times
Antibodies 2,000 · Energy 7,000
Right-Side Boost
Right-Side Boost20 grades
  • Grade 1Red values in the effects of the adjacent "Right" Crystal all gain an extra +1At max (20): Red values in the effects of the adjacent "Right" Crystal all gain an extra +3
  • Grade 5Green values in the effects of the adjacent "Right" Crystal are amplified by 1.5xAt max (20): Green values in the effects of the adjacent "Right" Crystal are amplified by 2x
  • Grade 10The base value of the dice provided by the adjacent crystals on the "right side" of the corresponding crystal die in the level is increased to the original value.3timesAt max (20): The base value of the dice provided by the adjacent crystals on the "right side" of the corresponding crystal die in the level is increased to the original value.8times
  • Grade 15When this crystal is in the 5th position, the red value in the "right" crystal effect will be additionally +2At max (20): When this crystal is in the 5th position, the red value in the "right" crystal effect will be additionally +3
  • Grade 20When this crystal is in position 5, the green value in the "right" crystal effect is multiplied by1.5times
Antibodies 2,000 · Energy 7,000
Face Boost I
Face Boost I20 grades
  • Grade 1For each Crystal Die showing 1/2/3, base points of all faces +1At max (20): For each Crystal Die showing 1/2/3, base points of all faces +3
  • Grade 5For each Crystal Die showing 4/5/6, total Combo Multiplier +1.5At max (20): For each Crystal Die showing 4/5/6, total Combo Multiplier +1000
  • Grade 10For each crystal die with a score of 1/2/3, each time a room is cleared, the total die value +5At max (20): For each crystal die with a score of 1/2/3, each time a room is cleared, the total die value +20
  • Grade 15For each crystal die with a score of 4/5/6, each time a room is cleared, the total multiplier of the die will be +30At max (20): For each crystal die with a score of 4/5/6, each time a room is cleared, the total multiplier of the die will be +200
  • Grade 20For each crystal die owned, the total die face value +10, the total magnification of the dice shape +500
Antibodies 2,000 · Energy 7,000
Face Boost II
Face Boost II20 grades
  • Grade 1For each Crystal Die showing 1/3/5, base points of all faces +1At max (20): For each Crystal Die showing 1/3/5, base points of all faces +3
  • Grade 5For each Crystal Die showing 2/4/6, total Combo Multiplier +1.5At max (20): For each Crystal Die showing 2/4/6, total Combo Multiplier +1000
  • Grade 10For each crystal die with a score of 1/3/5, each time a room is cleared, the total die face value +5At max (20): For each crystal die with a score of 1/3/5, each time a room is cleared, the total die face value +20
  • Grade 15For each crystal die with a score of 2/4/6, each time a room is cleared, the total multiplier of the die will be +30At max (20): For each crystal die with a score of 2/4/6, each time a room is cleared, the total multiplier of the die will be +100
  • Grade 20For each crystal die with a score of 2/4/6, each time a room is cleared, the total multiplier of the die will be +10
Antibodies 2,000 · Energy 7,000
Combo Change I
Combo Change I20 grades
  • Grade 1Chance for Crystal Dice to roll 1 increased by 15%At max (20): Chance for Crystal Dice to roll 1 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to1point
  • Grade 10Each point you own is1of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is1of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 1 grants face value +10At max (20): Each Crystal Die showing 1 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 1, Combo Multiplier +1.5; if two Crystal Dice show 1, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change II
Combo Change II20 grades
  • Grade 1Chance for Crystal Dice to roll 2 increased by 15%At max (20): Chance for Crystal Dice to roll 2 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to2point
  • Grade 10Each point you own is2of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is2of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 2 grants face value +10At max (20): Each Crystal Die showing 2 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 2, Combo Multiplier +1.5; if two Crystal Dice show 2, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change III
Combo Change III20 grades
  • Grade 1Chance for Crystal Dice to roll 3 increased by 15%At max (20): Chance for Crystal Dice to roll 3 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to3point
  • Grade 10Each point you own is3of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is3of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 3 grants face value +10At max (20): Each Crystal Die showing 3 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 3, Combo Multiplier +1.5; if two Crystal Dice show 3, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change IV
Combo Change IV20 grades
  • Grade 1Chance for Crystal Dice to roll 4 increased by 15%At max (20): Chance for Crystal Dice to roll 4 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to4point
  • Grade 10Each point you own is4of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is4of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 4 grants face value +10At max (20): Each Crystal Die showing 4 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 4, Combo Multiplier +1.5; if two Crystal Dice show 4, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change V
Combo Change V20 grades
  • Grade 1Chance for Crystal Dice to roll 5 increased by 15%At max (20): Chance for Crystal Dice to roll 5 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to5point
  • Grade 10Each point you own is5of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is5of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 5 grants face value +10At max (20): Each Crystal Die showing 5 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 5, Combo Multiplier +1.5; if two Crystal Dice show 5, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change VI
Combo Change VI20 grades
  • Grade 1Chance for Crystal Dice to roll 6 increased by 15%At max (20): Chance for Crystal Dice to roll 6 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to6point
  • Grade 10Each point you own is6of crystal dice, forming a dice type multiplier +10At max (20): Each point you own is6of crystal dice, forming a dice type multiplier +1000
  • Grade 15Each Crystal Die showing 6 grants face value +10At max (20): Each Crystal Die showing 6 grants face value +20
  • Grade 20When forming a Combo, if one Crystal Die shows 6, Combo Multiplier +1.5; if two Crystal Dice show 6, Combo Multiplier +1.5x1.5, and so on.
Antibodies 2,000 · Energy 7,000
Combo Change VII
Combo Change VII20 grades
  • Grade 1Chance for Crystal Dice to roll 1/3/5 increased by 15%At max (20): Chance for Crystal Dice to roll 1/3/5 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change each face to any value among 1/3/5
  • Grade 10Each crystal die with a point value of 1/3/5 constitutes a die multiplier +10At max (20): Each crystal die with a point value of 1/3/5 constitutes a die multiplier +1000
  • Grade 15Each Crystal Die showing 1/3/5 grants face value +10At max (20): Each Crystal Die showing 1/3/5 grants face value +20
  • Grade 20Each Crystal Die showing 1/3/5 grants face value +1.5
Antibodies 2,000 · Energy 7,000
Combo Change VIII
Combo Change VIII20 grades
  • Grade 1Chance for Crystal Dice to roll 2/4/6 increased by 15%At max (20): Chance for Crystal Dice to roll 2/4/6 increased by 40%
  • Grade 5Every time you clear a room, you can choose a crystal die and use it as desired.1Change the face to any value among 2/4/6
  • Grade 10Each crystal die with a point value of 2/4/6 constitutes a die multiplier +10At max (20): Each crystal die with a point value of 2/4/6 constitutes a die multiplier +1000
  • Grade 15Each Crystal Die showing 2/4/6 grants face value +10At max (20): Each Crystal Die showing 2/4/6 grants face value +20
  • Grade 20Each Crystal Die showing 2/4/6 grants face value +1.5
Antibodies 2,000 · Energy 7,000
Room Boost I
Room Boost I20 grades
  • Grade 1After claiming each Room reward, gain 1 extra Reroll(s)At max (20): After claiming each Room reward, gain 3 extra Reroll(s)
  • Grade 5After claiming each Room reward, total Combo Multiplier +1.5At max (20): After claiming each Room reward, total Combo Multiplier +1000
  • Grade 10After claiming each Room reward, you may choose a Crystal Die and change any 1 of its faces to today's recommended faceAt max (20): After claiming each Room reward, you may choose a Crystal Die and change any 2 of its faces to today's recommended face
  • Grade 15When clearing each room, there are30% chance to get an additional chance to choose a rewardAt max (20): When clearing each room, there are50% chance to get an additional chance to choose a reward
  • Grade 20Every time a room is cleared, the basic multiplier provided by each die type increases.10%
Antibodies 2,000 · Energy 7,000
Room Boost II
Room Boost II20 grades
  • Grade 1After claiming each Room reward, total Combo Multiplier +0.5At max (20): After claiming each Room reward, total Combo Multiplier +1000
  • Grade 5After claiming each Room reward, total face value +2At max (20): After claiming each Room reward, total face value +5
  • Grade 10After each room is cleared to receive a prize, the total value of the dice + the number of currently available crystal dice*5At max (20): After each room is cleared to receive a prize, the total value of the dice + the number of currently available crystal dice*8
  • Grade 15After claiming each Room reward, the Floor Boss loses 2% of its Max HPAt max (20): After claiming each Room reward, the Floor Boss loses 3% of its Max HP
  • Grade 20When entering a level, clear the monsters in a random battle room.
Antibodies 2,000 · Energy 7,000

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
1351020406080120150180240300350400500600700800900
CoinGene Awakening Card
Fragment N Darktide Crystal(s) todaydaily
136501001502002503003504004505005506007008009001,0001,2001,4001,6001,8002,000
Coinarmor chip
Clear Floor Nseason-long
5102030405060708090100110120130140150160170180190200
Darktide Exploration Stamina
Obtain N Star(s) in totalseason-long
391521306090100110120130140150160170180190210220230240250260270280290300310320330340350360370380390400410420430440450460470480490500510520530540550560570580590600
Season Medal of Honor
All equipped Darktide Crystals reach Tier Nseason-long
1234567891011121314151617181920
Armor Breaking Crystal
Reach Final DMG Multiplier of N upon clearing any floorseason-long
1,00060,0003,000,000
S1_Jing Die Apprentice Avatar FrameS1_Crystal Dice Master Portrait FrameS1_Crystal Dice Master Avatar Frame
Form a combo — counted per handseason-long
Consecutive sheets · One Pair · Three in a row · Three of a Kind · Two Pairs · Four in a row · Two pairs in a row · Four of a Kind · Full House · Straight · Five of a Kind · three pairs · three pairs · four with two · Craps · Three dice in a row · Six consecutive wins · six dice
510
Diamonds

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

Floors, virus and rewards

200 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 1-80
Abandoned Metro
Floors 81-140
Research Center
Floors 141-200
FloorSectionFaceDiceVirusRewards
1Underground Garage12
Base
⭐⭐
⭐⭐⭐
10Underground Garage42762
Base
⭐⭐
⭐⭐⭐
20Underground Garage223,650
Base
⭐⭐
⭐⭐⭐
30Underground Garage637,940
Base
⭐⭐
⭐⭐⭐
40Underground Garage4313,070
Base
⭐⭐
⭐⭐⭐
50Underground Garage2419,770
Base
⭐⭐
⭐⭐⭐
60Underground Garage6428,960
Base
⭐⭐
⭐⭐⭐
70Underground Garage4440,040
Base
⭐⭐
⭐⭐⭐
80Underground Garage2454,690
Base
⭐⭐
⭐⭐⭐
90Abandoned Metro6571,130
Base
⭐⭐
⭐⭐⭐
100Abandoned Metro4583,950
Base
⭐⭐
⭐⭐⭐
110Abandoned Metro25103,070
Base
⭐⭐
⭐⭐⭐
120Abandoned Metro65125,000
Base
⭐⭐
⭐⭐⭐
130Abandoned Metro45152,120
Base
⭐⭐
⭐⭐⭐
140Abandoned Metro25181,340
Base
⭐⭐
⭐⭐⭐
150Research Center66212,980
Base
⭐⭐
⭐⭐⭐
160Research Center46251,170
Base
⭐⭐
⭐⭐⭐
170Research Center26291,600
Base
⭐⭐
⭐⭐⭐
180Research Center66334,460
Base
⭐⭐
⭐⭐⭐
190Research Center46378,970
Base
⭐⭐
⭐⭐⭐
200Research Center26421,190
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.