A Corrupted Dungeon is a solo instance where another player can be matched in to hunt you. "Ratting" means you go in for the mobs and chests, and when an invader arrives you banish them instead of fighting. Played well it is one of the steadiest solo silver farms in the game, and most of your runs end without trading a single blow.
Difficulties and entry
You can enter from the Antiquarian's Den in any royal city or from open-world entrances. Since Abyssal Depths the requirement checks your base Item Power, not your average with food and spec bonuses.
| Difficulty | Base IP to enter | Loot rules | Boss bar |
|---|---|---|---|
| Hunter | 700 | Non-lethal | Small; use it to practise |
| Stalker | 900 | Full loot | 500 points |
| Slayer | 1,100, plus 100,000 Infamy | Full loot | 2,000 points |
Infamy is your Corrupted rating. It unlocks Slayer and gives at most 20% extra fame, but since Abyssal Depths it no longer makes chests richer. Base loot and fame went up at the same time to make up for it, so a fresh character's chests match a veteran's at the same difficulty. Both lethal tiers soft-cap Item Power, so the last hundred IP on a set costs far more than it adds. Read the cap in the entrance panel before you pay for it.
Changes that shape the mode now
- Abyssal Depths: entry from the Antiquarian's Den, faster matchmaking, PvP in Corrupted Dungeons counts toward Antiquarian Standing, map items salvage for 100% of their value, and you heal and lose debuffs after a win.
- Abyssal Depths Patch 2: Book Chests and Hidden Treasures were removed. Every treasure spawn is now a Treasure Chest.
- Abyssal Depths Patch 3: trading inside is disabled, and Hunter bosses and minibosses hit softer.
- Realm Divided Patch 3 (January 2026): the healing debuff in Corrupted Dungeons rose from 30% to 40%. Self-heal builds lost more than burst builds.
- Dragonfire: mob debuff caps dropped (most damage reduction on a mob 80% to 50%), so builds that leaned on debuffing bosses need more sustain of their own.
Gear that farms and escapes
A rat build needs fast pack damage and at least two ways to open distance. Three tested setups:
- Soulscythe rat build:
with a
Druid Robe for burst and Shoes of Tenacity. Its Tornado got about 10% faster in Radiant Wilds Patch 2. - Bear Paws rat build:
with the same robe. Razor Cut is both damage and movement. - Battle Bracers rat build:
with an
Assassin Jacket and its Ambush.
The library shows them at T8 for reference. For Stalker, a specced weapon at roughly T7-equivalent IP keeps the pace up. For Slayer, aim around 1,400 to 1,500 displayed IP and no further. Buy T4 or T6 Poison Potions for clears; T8 is wasted on a farming loop. Eat Avalonian Beef Stew, and step up to
the .1 version in Slayer if the margin allows. Other current Corrupted setups are in Builds by activity under Corrupted Dungeons.
The four-chest route
Each layout has two minibosses with a chest each, a mob-guarded treasure chest and the final boss chest. Open all four every run. More chests per hour beats a full clear.
- Read the map before you move. Mark both minibosses, the treasure room and the boss room.
- Kill the nearest miniboss and open its chest. Take compact packs on the way and skip lone mobs in dead ends.
- Clear the guarded treasure room if it is on your path.
- Before the second miniboss, bring the boss bar to 400 of 500 in Stalker or 1,600 of 2,000 in Slayer.
- Kill the second miniboss. Its 100 (Stalker) or 400 (Slayer) points fill the bar, spawn the final boss and close the invasion window.
- Kill the boss, open chest four and chain into the next dungeon.
A good repeatable pace is five to six minutes a run, so one food buff covers five or six runs. If your average is ten minutes, fix the route or the build before you spend on Slayer gear.
Counting the boss bar
Normal mobs come in three weights, and Slayer values are four times Stalker values.
| Mob group | Examples | Stalker | Slayer |
|---|---|---|---|
| Low | Malicious Imp, Hellhound | 5 | 20 |
| Medium | Mage, Arbalist, Slaver, Mauler, Thief, Predator | 15 | 60 |
| High | Demonic Sorcerer, Heretic Brawler | 25 | 100 |
| Miniboss | Infernal Horror, Demonic Underlord | 100 | 400 |
The two minibosses give 200 of 500 in Stalker and 800 of 2,000 in Slayer, so normal mobs must supply the other 300 or 1,200. Count in units (low 1, medium 3, high 5): you need 60 units in either tier. Imps are cheap progress for their health and Mages are good medium targets; long detours for a lone Predator rarely pay. Trust the live bar over your count, since it already includes what you killed on the way.
When the invasion warning appears
Leave the invasion shrine alone; using it only volunteers you to invade others. You can still be invaded until the final boss spawns. When the warning shows:
- Stop the route. Do not drag a pack behind you.
- Swap your cloth helmet to Force Field and, on Druid Robe builds, the robe to Frost Shield. Do it out of combat and early, and let the ability-change cooldown finish.
- Pick three of the five Demonic Shards on the minimap. An outer loop usually keeps you away from the invader.
- Break one, move at once, break the next. Three shards banish the invader.
- Swap your PvE skills back before the next pull.
Force Field knocks a chaser off you and Frost Shield protects you while you hit a shard. Your weapon's movement skills are part of the plan, so stop spending them on mobs once the warning shows. A
Tornado in a Bottle thrown into a corridor the invader has to cross buys several seconds.
Commit to the banish. Breaking two shards and then turning to fight gets you the worst of both plans.
Moving up: Hunter, Stalker, Slayer
- Hunter: five to ten runs teach the boss attacks, the route and the shard run. Experienced players can skip it.
- Stalker: farm full runs until Infamy reaches 100,000. Write down your rating before and after a few runs to learn your average.
- Slayer: move up once your gear, pace and banish plan hold. Drop back to Stalker if lost sets eat the profit.
Runs left to Slayer = (100,000 − current Infamy) ÷ your average net Infamy per run, rounded up.
Know when to bank
After each boss chest, decide:
- Chain if the food lasts, the loot is ordinary and you still have the consumables an invasion needs.
- Bank if one drop or the whole bag is worth more than you are willing to risk.
- Reset if the food or potions ran out, or the last invasion showed a hole in the build.
Judge the method over twenty runs, never one jackpot or one death. Log banked loot, time, consumables and lost sets, then work out silver per hour. Price your set's replacement in the Market Explorer before you go in, and save your final loadout with Create a build.
Game balance changes between patches. Check requirements, yields and costs in game.



