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
- Enemy damage is multiplied by 1 + 0.35 × C — every enemy attack, projectile and damaging boss ability is scaled
- Player HP healing is divided by 1 + 0.25 × C; revives and shield restoration are not healing
- In Worlds 7+, raw damage reduction is capped at 90%. The first 75% is safe; only the excess is divided by 1 + 0.25 × C (90% becomes 87% at C1 and 78.75% at C12)
- 0.6% × C of shield-absorbable enemy damage goes directly to HP before shield, damage reduction and armor. This reaches 7.2% at C12, capped at 2% max HP per hit or per second for continuous damage
- A successful material drop gains +6% expected quantity per level through stochastic rounding. Drop chance and coin rewards are unchanged
Corruption levels
| Corruption | Enemy damage | Healing | Materials |
|---|---|---|---|
| C0 | ×1 | 100% | ×1 |
| C1 | ×1.35 | 80% | ×1.06 |
| C2 | ×1.7 | 66.7% | ×1.12 |
| C3 | ×2.05 | 57.1% | ×1.18 |
| C4 | ×2.4 | 50% | ×1.24 |
| C5 | ×2.75 | 44.4% | ×1.3 |
| C6 | ×3.1 | 40% | ×1.36 |
| C7 | ×3.45 | 36.4% | ×1.42 |
| C8 | ×3.8 | 33.3% | ×1.48 |
| C9 | ×4.15 | 30.8% | ×1.54 |
| C10 | ×4.5 | 28.6% | ×1.6 |
| C11 | ×4.85 | 26.7% | ×1.66 |
| C12 | ×5.2 | 25% | ×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
- Exact formula: C = min(12, world − 7 + floor((wave − 1) / 300))
- The rise lands on ENTERING wave 301 / 601 / 901… — the wave-300 Chapter Boss always spawns at the old level
- The HUD Corruption badge always shows the current level and the exact wave of the next rise
- World 7 reaches C12 at wave 3601; World 8 at wave 3301
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