The Corruption is a hazardous surface biome that presents a dark purple "corrupted" theme. It may exist somewhere in a generated world, generally far from a player's original spawn point. It is the counterpart to The Crimson biome's red gore theme. A generated world will contain only one of the two, chosen at random during world creation, each with a 50% chance of occurring. The two contain similar hazards, though each has its own unique enemies, items, and blocks. The tools, weapons and armor obtained via Corruption materials are slightly less powerful than those obtained via Crimson materials, though Corruption enemies are also slightly less difficult.
The Corruption contains purple Grass and Trees, and hazards like Eater of Souls, Devourers, and Thorny Bush growth. New players will want to avoid The Corruption prior to acquiring better equipment. Corruption features a dark background with limited daylight, and unique theme music.
The Corruption area that generates initially with the World is home to Chasms that lead to Shadow Orbs and Demon Altars, the Corruption counterpart to the Crimson's Demon Hearts and Crimson Altars. Corruption Chasms are especially hazardous to beginning players due to Fall Damage, and players who have not yet acquired fall protection (eg. Lucky Horseshoe) or a climbing aide (eg. Grappling Hooks) will have a tough or impossible time contending with them. Chasms are lined with Ebonstone (the Corruption version of the Crimson's Crimstone), which can only be mined with a Nightmare Pickaxe or higher.
Corruption, like Crimson, can also spread to areas not initially infected, and can be seeded by the player in new locations using Corrupt Seeds. Chasms, Shadow Orbs, and Demon Altars will not spawn in Corruption that has formed through spreading. Corruption enemies like the Eater of Souls, as well as Thorny Bushes, will spawn in spread or seeded Corruption. If enough Corruption takes hold in a new area, it will begin to feature the Corruption theme music, background, and water color.
Purification Powder can be used on corrupted blocks to turn them into their regular counterparts. "Purified" blocks can still become Corrupted again afterwards.
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From Shadow Orbs:
From the terrain:
From the Painter:
In normal mode (pre-Hardmode worlds), corruption can spread, but only under limited conditions:
- Corrupt grass can spread in a manner similar to normal grass, converting adjacent Dirt tiles with at least one side open to air (only in the Surface Layer).
- Corrupt grass can also displace normal grass, unless the grass has a Sunflower planted on it. (As of 22.214.171.124 this no longer works)
- Corrupt grass may sprout Thorny Bushes, which can spread corrupt grass according to the same rules.
Naturally-occurring corruption will often be halted by various natural barriers (stone, desert, etc.) before it is even discovered, but care should be taken when creating an artificial corruption biome that it does not spread further than intended.
Once the Wall of Flesh is defeated, a world enters Hardmode. New areas of Corruption and Hallow are immediately created that extend from the Underworld up to the Surface, sometimes intersecting existing Corruption. Corruption begins spawning more dangerous enemies, such as the Corruptor, and underground, the Clinger.
Corruption spreads much more aggressively once the world is in hardmode:
- In addition to corrupt grass, thorns and plants, Ebonstone, Ebonsand and Purple Ice also generate corruption.
- Grass can still be converted to corrupt grass, and corrupt grass can cover new dirt as in regular mode.
- Mud can now be converted into dirt.
- Jungle grass can also be converted into corrupt grass (changing the underlying block type to dirt).
- Stone can be converted to Ebonstone.
- Sand can be converted to Ebonsand.
- Ice can be converted to Purple Ice.
- Blocks that are up to three squares away from an existing corrupt block can be converted (even if uncorruptible blocks are in the way).
Corruption does not spread through other materials, even natural materials like clay and snow. Silt can be converted as part of the initial burst when you first defeat the Wall of Flesh, but not at other times.
In order to stop the spread of Corruption in Hardmode, the player must create a gap of at least three tiles containing empty space or non-corruptible blocks. Hallow blocks will also stop the spread of Corruption, but will spawn its own hazards as well.
 Corrupted Desert
In Hardmode, Corruption spreads through Deserts, transforming it into Corrupted Desert. It is very similar to The Corruption: The theme music is the same, and enemies are the same, with the addition of Dark Mummies.
- The game Anti-Idle features an area called the Corruption, based heavily on the Terraria biome.
- The step in world generation in which the Corruption is created is called "Making the world evil." If you want a Corruption world, look for that step during creation.
- When you cut trees in the Corruption, they will not drop Acorns.
- Creating a new Corruption biome requires at least 200 corrupted blocks, such as corrupted grass, Ebonstone, Ebonsand or Purple Ice Blocks. Although the Crimson replaces the Corruption at world generation, it does not prevent Crimson from being artificially created, by importing Crimson materials to a world with Corruption and vice versa. Spreading remains normal.
- In Hardmode, all enemies in the Corruption have a chance of dropping a Corruption Key Mold.
- Once you hit the Underground layer, the music will switch to Underground Corruption.
- The Clentaminator is an extremely useful tool for removing the corruption. Green Solution is recommended, unless you want to replace it with another biome entirely.
- The spread slows down to 33% of the hardmode speed after killing Plantera. However it will still convert all blocks as hardmode spread would.
- There is a chance for the corruption biome to be replaced with Crimson biome in a world on generation.
- Thorny Bushes in growing from Corruption are now destroyed on contact with the player.
- The Corruption's music has been changed.
- 1.0.4: Number of chasms generated in the world is decreased, but each chasm now has 100% chance to spawn a Shadow Orb.
- Pre-Release: Introduced.
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