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Corruption cards is a part of "roguelike" card system featured in Back 4 Blood.

The Director draws unique cards at the outset of every single level. Corruption cards apply various randomized game parameters related to the Ridden, the weather, etc, and these cards stack additional dangers with every passing chapter. These cards are said to offer the player replayability.

After the Director picks their cards, player will draw three cards and can pick one of them.

List of corruption cards

Corruption Cards - Ridden (Common Infected)
Title Description
Ridden What remains of the Living, aim for the head to put them down quickly.
Armored Joggers SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.
Armored Ridden SWAT Armour was meant to protect against bullets, not devil worms. There Ridden are going to be harder to take down.
Armored Runners SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.
Armored Sprinters SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.
Armored Walkers SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.
Blighted Ridden A Mutation has turned the Ridden blood into acid, they leave behind pools of caustic acid on death.
Charred Ridden These burning Ridden ignore the flames entirely. Keep your distance or burn alive.
Jogger Swarm What remains of the Living, aim for the head to put them down quickly.
Runners What remains of the Living, aim for the head to put them down quickly.
Volatile Ridden These Ridden have developed an Unstable Cyst on their Skull Cavity. Head Trauma will cause them to Explode Violently.
Shambling Ridden Swarm What remains of the Living, aim for the head to put them down quickly.
Sprinters What remains of the Living, aim for the head to put them down quickly.
Ferocious * Ferocious Ridden have 25% increased Health and deal 2 additional damage per hit.
Ferocious Jogging Ridden This is what remains of the living. Aim for the head to put them down quickly. Ferocious*
Ferocious Running Ridden This is what remains of the living. Aim for the head to put them down quickly. Ferocious*
Ferocious Shambling Ridden This is what remains of the living. Aim for the head to put them down quickly. Ferocious*
Ferocious Sprinting Ridden This is what remains of the living. Aim for the head to put them down quickly. Ferocious*
Monstrous * Monstrous Ridden have 50% increased Health and deal 4 additional damage per hit.
Monstrous Jogging Ridden This is what remains of the living. Aim for the head to put them down quickly. Monstrous*
Monstrous Running Ridden This is what remains of the living. Aim for the head to put them down quickly. Monstrous*
Monstrous Shambling Ridden This is what remains of the living. Aim for the head to put them down quickly. Monstrous*
Monstrous Sprinting Ridden This is what remains of the living. Aim for the head to put them down quickly. Monstrous*
Corruption Cards - Mutations (Special Infected)
Title Description
Armored * Weakspots are covered by durable Armor.
Ferocious * Ferocious Mutations have 25% increased Health and deal 50% increased damage.
Monstrous * Monstrous Mutations have 50% increased Health and deal 100% increased damage.
Hockers Melee teammates to free them from Hocker Pins.
Heartpiercer * Hocker Pin deals an additional 10 damage on impact.
Monstrous effect TBC Monstrous effect TBC
Armored Hockers Melee teammates to free them from Hocker pins. Armored*
Ferocious Hockers Melee teammates to free them from Hocker Pins. Ferocious*, Heartpiercer*
Ferocious Armored Hockers Melee teammates to free them from Hocker Pins. Ferocious*, Armored, Heartpiercer*
Monstrous Hockers Melee teammates to free them from Hocker Pins. Monstrous*, Heartpiercer*, TBC*
Stingers Stinger spit toxic spittle from long distances or high vantage points.
Congeal * Stinger Spittle blinds and has an increased slowing effect.
Predator * Stingers attack 50% faster.
Armored Stingers Stinger spit toxic spittle from long distances or high vantage points. Armored*
Ferocious Stingers Stinger spit toxic spittle from long distances or high vantage points. Ferocious*, Congeal*
Ferocious Armored Stingers Stinger spit toxic spittle from long distances or high vantage points. Ferocious*, Armored*, Congeal*
Monstrous Stingers Stinger spit toxic spittle from long distances or high vantage points. Monstrous*, Congeal*, Predator*
Stalkers A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates.
Blooddrinker * Stalkers heal whenever they deal damage.
Meat Shield * Stalkers take less damage while grabbing a Cleaner
Armored Stalkers A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. Armored*
Ferocious Stalkers A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. Ferocious*, Blooddrinker*
Ferocious Armored Stalkers A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. Ferocious*, Armored*, Blooddrinker*
Monstrous Stalkers A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. Monstrous*, Blooddrinker*, Meat Shield*
Bruisers Stay away from Bruisers, especially when they go into a Frenzy.
Tenacious * Bruiser's regenerate while in a Frenzy.
Fearsome * Bruisers reduce the damage of nearby Cleaners
Armored Bruisers Bruiser's can take a lot of punishment. Keep moving and don't let them get close. Armored*
Ferocious Bruisers Bruiser's can take a lot of punishment. Keep moving and don't let them get close. Ferocious*, Tenacious*
Ferocious Armored Bruisers Bruiser's can take a lot of punishment. Keep moving and don't let them get close. Ferocious*, Armored*, Tenacious*
Monstrous Bruisers Bruiser's can take a lot of punishment. Keep moving and don't let them get close. Monstrous*, Tenacious*, Fearsome*
Crushers Getting crushed is the worst way to die. Attack the Crusher to free your teammates.
Traumatic * Crushers deal 100% Trauma damage.
Stubborn * Crushers no longer release a grabbed Cleaner from bullet stumble
Armored Crushers Getting crushed is the worst way to die. Attack the Crusher to free your teammates. Armored*
Ferocious Crushers Getting crushed is the worst way to die. Attack the Crusher to free your teammates. Ferocious*, Traumatic*
Ferocious Armored Crushers Getting crushed is the worst way to die. Attack the Crusher to free your teammates. Ferocious*, Armored*, Traumatic*
Monstrous Crushers Getting crushed is the worst way to die. Attack the Crusher to free your teammates. Monstrous*, Traumatic*, Fearsome*
Tallboys These towering mutations can take alot of punishment and surge into powerful slam attacks. Aim for the weakspot or use fire to take them out quickly.
Hardened * Tallboys take 75% reduced damage from Explosions
Quick * Tallboys attack 50% faster
Armored Tallboys These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. Armored*
Ferocious Tallboys These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. Ferocious*, Hardened*
Ferocious Armored Tallboys These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. Ferocious*, Armored*, Hardened*
Monstrous Tallboys These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. Monstrous*, Hardened*, Quick*
Retches Acid spew leaves Dangerous Bile Pools.
Gunk * Direct hits with vomit also reduce Reload, Swap, and Use speed by 35%.
Adhesive * Acid pools also reduce move speed by 75%
Armored Retches Acid spew leaves dangerous Bile Pools. Armored*
Ferocious Retches Acid spew leaves dangerous Bile Pools. Ferocious*, Gunk*
Ferocious Armored Retches Acid spew leaves dangerous Bile Pools. Ferocious*, Armored*, Gunk*
Monstrous Retches Acid spew leaves dangerous Bile Pools. Monstrous*, Gunk*, Adhesive*
Exploders Stay away from these two-legged death bombs.
Shockwave * Explosion knockback increased by 100%
Concussive * Cleaners hit by explosion are briefly blinded
Armored Exploders Stay away from these two-legged death bombs. Armored*, Shockwave*
Ferocious Exploders Stay away from these two-legged death bombs. Ferocious*, Shockwave*
Ferocious Armored Exploders Stay away from these two-legged death bombs. Ferocious*, Armored*, Shockwave*
Monstrous Exploders Stay away from these two-legged death bombs. Monstrous*, Shockwave*, Concussive*
Reekers Reeker guts can call the horde if they explode on you.
Viscous * Cleaners hit by Reeker explosions are slower by an additional 30%.
Irritant * Cleaners hit by Reeker explosions also take 25% increased damage for 1 minute.
Ferocious Reekers Reeker guts can call the horde if they explode on you. Ferocious*, Viscous*
Monstrous Reekers Reeker guts can call the horde if they explode on you. Monstrous*, Viscous*, Irritant*
Bosses Bosses
Boss Mutation Defeat the Boss and complete the level to earn +500 Copper.
Boss Mutation Defeat the Boss and complete the level to earn +500 Copper. +10 Supply Points.
Boss Mutation Defeat the Boss and complete the level with all cleaners alive to earn +500 Copper.
Boss Mutation Defeat the Boss and complete the level with all cleaners alive to earn +500 Copper. +10 Supply Points.
Boss Mutation Defeat the Boss and complete the level within the time limit to earn: +500 Copper
Ferocious Boss Defeat the Boss and complete the level to earn +500 Copper. +10 Supply Points. (Ferocious* , Armored*)
Monstrous Boss Defeat the Boss and complete the level to earn +500 Copper. +10 Supply Points. (Monstrous* , Armored*)
Breaker ?
Hag A Hag is stalking you.
Ogre You've drawn the attention of the Ogre.
Ferocious Ogre You've drawn the attention of the Ogre. (Ferocious* , Armored*)
Monstrous Ogre You've drawn the attention of the Ogre. (Monstrous* , Armored*)
Corruption Cards - Challenge & Rewards
Title Description
Blood Samples Find and bring the Specimen Container to the end of the level to earn 500 Copper.
Blood Samples - Elite Find and bring the Specimen Container to the end of the level without any Cleaners being incapacitated to earn: +500 Copper, +10 Supply Points
Blood Samples - Expert Find and bring the Specimen Container to the end of the level within the time limit to earn 500 Copper.
Blood Samples - Survival Find and bring the Specimen Container to the end of the level with all 4 Cleaners alive to earn: +500 Copper, +10 Supply Points
Blood Samples - Timed Find and bring the Specimen Container to the end of the level within the time limit to earn 500 Copper and 10 Supply Points. +10 Supply Points.
Cut The Red Wire Complete the level within the time limit without triggering any birds, Snitches, Car Alarms, or Alarmed doors to earn 500 Copper.
Cut The Red Wire Complete the level within the time limit without triggering any birds, Snitches, Car Alarms, or Alarmed doors to earn 500 Copper. +10 Supply Points.
Hasty Exit Complete the level within the time limit with all cleaners alive to earn: +500 Copper, +10 Supply Points
No One Left Behind Complete the level with all four Cleaners alive to earn 500 Copper.
No One Left Behind Complete the level with all four Cleaners alive to earn 500 Copper. +10 Supply Points
Safety First Complete the level without the cleaners being incapacitated more than 4 times to earn 500 Copper.
Safety First Complete the level without the cleaners being incapacitated more than 4 times to earn 500 Copper. 10 Supply Points.
Safety First Complete the level without the cleaners being incapacitated more than 3 times to earn 500 Copper.
Safety First Complete the level without the cleaners being incapacitated more than 3 times to earn 500 Copper. +10 Supply Points.
Safety First - Elite Complete the level without the cleaners being incapacitated 2 times to earn: +500 Copper.
Safety First - Elite Complete the level without the cleaners being incapacitated 2 times to earn: +500 Copper. +10 Supply Points
Safety First - Flawless Complete the level without the cleaners being incapacitated to earn: +500 Copper. +10 Supply Points
Safety First - Veteran Complete the level without the cleaners being incapacitated more than once to earn 500 Copper. +10 Supply Points
Silence is Golden Complete the level without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper.
Silence is Golden Complete the level without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper. +10 Supply Points
Silence is Golden - Survival Complete the level with all clearners alive and without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper.
Silence is Golden - Survival Complete the level with all clearners alive and without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper. +10 Supply Points
Speed Run Complete the level within the time limit to earn 500 Copper.
Speed Run Complete the level within the time limit to earn 500 Copper. +10 Supply Points
Corruption Cards - Events
Title Description
Biohazard Your health drains away quickly. But kills grant you a small reprieve.
Gloom Power is out in most of the area. Only emergency door alarms remain active.
Hunted There are rampaging hordes in this area. It's only a matter of time before they find us. (Horde Spawns every 3 minutes)
Mist An Unnatural fog has settled on this area.
Onslaught The horde is right on our heels, move fast or be overrun.
Reeker Hordes Huge hordes of Reekers, Retches, and Exploders will attack on a timer.
Slumber Party The area is infested with Sleepers, stay together and keep your eyes open.
Stinger Hordes Huge hordes of Stingers, Stalkers, and Hockers will attack on a timer.
Tallboy Hordes Huge hordes of Tallboys, Crushers, and Bruisers will attack on a timer.
Tattlers The mindless babbling of Snitches can be heard constantly here. Work together to avoid notice.
The Birds Large flocks of crows have gathered in this area to feast on the dead. Startling them could call the horde down on you.
The Dark The Power is out and a new Snitch mutation has emerged that will instantly call a horde when alerted. Stay quiet and you may make it through.
The Fog Beware of what awaits you in The Fog. (Mist level and Hag Spawn)
The Lockdown Entering a High Security Area. Many of the Alarmed doors are still intact. Proceed with Caution.
Timed Reeker Horde Reekers horde this area.
Toxic Spill Your health slowly rots away, but kills grant a small reprieve.
Corruption Cards - Finales
Title Description
The Devil's Return Escape across the Evansburgh Bridge toward Finleyville with a horde on your heels.
Search and Rescue Create a distraction in the Bar so the survivors can escape to Fort Hope.
The Dark Before The Dawn Reestablish supply lines to the Diner.
Blue Dog Hollow Collapse the mine to cutoff the source of the Ridden.
The Armory Gain access to the armory in the Police Station. The hordes are increasingly aggressive here.
Plan B Secure the weapons cache and send it back to Fort Hope.
Job 10:22 Meet with Phillips' operative at the Church. Stay alert, there's a new Snitch mutation in the area that will always call the horde when alerted or killed.
Dr. Rogers' Neighbourhood Hold back the horde to buy time to secure Roger's Research.
Remnants Take the weapon to the heart of the Ridden Infestation.
The Abomination Defeat the Ridden Abomination to save Fort Hope.
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