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Corruption

The act worlds' inherent hostility: it rises on its own every 300 waves — enemies hit harder, healing weakens, materials drop richer.

Corruption is built into Worlds 7+ — it is not a setting. Every act world carries a Corruption level that rises automatically as your run gets deeper: World 7 starts at C0, World 8 at C1, and each later act world one tier higher. The level climbs by 1 every 300 waves — on entering waves 301, 601, 901… — up to the C12 cap. It cannot be lowered, paused or turned off. Corruption itself adds no enemy-HP multiplier; normal HP scaling from the world and wave still applies.

What each level does

Corruption levels

CorruptionEnemy damageHealingMaterials
C0×1100%×1
C1×1.3580%×1.06
C2×1.766.7%×1.12
C3×2.0557.1%×1.18
C4×2.450%×1.24
C5×2.7544.4%×1.3
C6×3.140%×1.36
C7×3.4536.4%×1.42
C8×3.833.3%×1.48
C9×4.1530.8%×1.54
C10×4.528.6%×1.6
C11×4.8526.7%×1.66
C12×5.225%×1.72

Values are computed live from current game data. Healing isolates Corruption before effects such as the Null Prelate. Materials show expected quantity after a successful drop, not drop chance.

How Corruption rises

Corruption is act-only: Worlds 1-6 always run at C0, and Trials suppress the schedule entirely (C0 for the whole attempt, so ranked results stay comparable).

If a deep push stalls, check your sustain first: healing scales down with every tier, so lifesteal- and regen-based builds feel the rise earliest. The wave of the next rise is always on the HUD — plan your deep pushes around it.

Last updated 2026-07-16