Darktide HQ — Season 1
Darktide Tech
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
- 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 | Multiplier | Example |
|---|---|---|---|
| High PointAll five dice show different faces in random order | 1 | ×1 | |
| Consecutive sheetsThere are two crystal dice and the dice faces are continuous | 2 | ×2 | |
| One PairOne pair of dice has matching faces | 2 | ×4 | |
| Three in a rowThere are three crystal dice and the dice faces are continuous | 3 | ×6 | |
| Three of a KindThree dice have matching faces | 3 | ×24 | |
| Two PairsTwo pairs of dice have matching faces | 4 | ×32 | |
| Four in a rowThere are four crystal dice and the dice faces are continuous | 4 | ×40 | |
| Two pairs in a rowThere are two pairs of crystal dice with the same dice faces and the dice faces are continuous. | 4 | ×96 | |
| Four of a KindFour dice have matching faces | 4 | ×480 | |
| Full HouseThree dice have matching faces, plus another pair match a different face | 5 | ×240 | |
| StraightFive dice with faces in consecutive order | 5 | ×300 | |
| Five of a KindFive dice have matching faces | 5 | ×12,000 | |
| three pairsThere are three pairs of crystal dice with the same side | 6 | ×1,200 | |
| CrapsThere are two sets of three dice with different faces | 6 | ×3,600 | |
| four with twoThere are four crystal dice with the same dice surface plus a pair of crystal dice with other dice surfaces. | 6 | ×4,800 | |
| three pairsThere are three pairs of crystal dice with the same dice faces and the dice faces are continuous. | 6 | ×6,000 | |
| Three dice in a rowThere are two sets of three dice with consecutive dice faces. | 6 | ×21,600 | |
| Six consecutive winsThere are six crystal dice with different faces. | 6 | ×30,000 | |
| six diceThere are six crystal dice with the same dice surface | 6 | ×360,000 |
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.
| Floor | Dice | Rooms | Slots | Buff groups |
|---|---|---|---|---|
| 1+ | 2 | 4 | 4 | — |
| 11+ | 2 | 5 | 4 | — |
| 21+ | 3 | 6 | 5 | 1 |
| 41+ | 4 | 6 | 6 | 2 |
| 61+ | 4 | 6 | 6 | 3 |
| 81+ | 5 | 6 | 6 | 3 |
| 101+ | 5 | 6 | 6 | 4 |
| 141+ | 6 | 6 | 6 | 5 |
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 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:
- 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
- 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
- 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
- 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
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
- 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
- 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%
- 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 & 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.
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:
| Floor | Section | Face | Dice | Virus | Rewards |
|---|---|---|---|---|---|
| 1 | Underground Garage | 2 | — | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 10 | Underground Garage | 2 | 762 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 20 | Underground Garage | 2 | 3,650 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 30 | Underground Garage | 3 | 7,940 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 40 | Underground Garage | 3 | 13,070 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 50 | Underground Garage | 4 | 19,770 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 60 | Underground Garage | 4 | 28,960 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 70 | Underground Garage | 4 | 40,040 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 80 | Underground Garage | 4 | 54,690 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 90 | Abandoned Metro | 5 | 71,130 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 100 | Abandoned Metro | 5 | 83,950 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 110 | Abandoned Metro | 5 | 103,070 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 120 | Abandoned Metro | 5 | 125,000 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 130 | Abandoned Metro | 5 | 152,120 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 140 | Abandoned Metro | 5 | 181,340 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 150 | Research Center | 6 | 212,980 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 160 | Research Center | 6 | 251,170 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 170 | Research Center | 6 | 291,600 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 180 | Research Center | 6 | 334,460 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 190 | Research Center | 6 | 378,970 | Base ⭐ ⭐⭐ ⭐⭐⭐ | |
| 200 | Research Center | 6 | 421,190 | 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.