Back 4 Blood Wiki

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, players will draw their cards. In Trial of the Worm, all Corruption Cards have a level, which reflects the approximate beneficial or detrimental potency. The higher the level, the stronger the positive or negative impact of the card.

Common Ridden[]

To simplify the overview, variants of cards have been excluded from this list.

Card Art Title Description
CCardArt01 ArmoredJoggers Armored Joggers Campaign:
SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.

Swarm:
This card is not available in Swarm mode.

CCardArt01 ArmoredRunners Armored Runners Campaign:
SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.

Swarm:
This card is not available in Swarm mode.

CCardArt01 ArmoredSprinters Armored Sprinters Campaign:
SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.

Swarm:
This card is not available in Swarm mode.

CCardArt01 ArmoredWalkers Armored Walkers Campaign:
SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down.

Swarm:
This card is not available in Swarm mode.

CCardArt01 BlightedRidden Blighted Ridden Campaign:
A Mutation has turned the Ridden blood into acid, they leave behind pools of caustic acid on death.

Swarm:
This card is not available in Swarm mode.

link Blitzing Campaign:
This is what remains of the living. Aim for the head to put them down quickly.

Swarm:
This card is not available in Swarm mode.

CCardArt01 CharredRidden Charred Ridden Campaign:
These burning Ridden ignore the flames entirely. Keep your distance or burn alive.

Swarm:
This card is not available in Swarm mode.

CCardArt01 FesteringRidden Festering Ridden Campaign:
Festering Common attacks cause a stacking loss of Stamina and Healing Efficiency. Medkits, First Aid Cabinets, and Doc's healing ability can remove the effects.

Swarm:
This card is not available in Swarm mode.

Card 01 InfectedTroops Infected Troops Campaign:
Military Ridden are heavily fortified from head to toe. Resistant to Razor Wire and sporting heavy duty helmets, be sure to focus them down before they get too close.

Swarm:
This card is not available in Swarm mode.

CCardArt01 JoggingRidden Jogging Ridden Campaign:
This is what remains of the living. Aim for the head to put them down quickly.

Swarm:
This card is not available in Swarm mode.

CCardArt01 RunningRidden Running Ridden Campaign:
This is what remains of the living. Aim for the head to put them down quickly.

Swarm:
This card is not available in Swarm mode.

CCardArt01 ShamblingRidden Shambling Ridden Campaign:
This is what remains of the living. Aim for the head to put them down quickly.

Swarm:
This card is not available in Swarm mode.

CCardArt01 SprintingRidden Sprinting Ridden Campaign:
This is what remains of the living. Aim for the head to put them down quickly.

Swarm:
This card is not available in Swarm mode.

CCardArt01 VolatileRidden Volatile Ridden Campaign:
These Ridden have developed an unstable cyst in their skull cavity. Head trauma will cause them to explode violently.

Swarm:
This card is not available in Swarm mode.

Cultists & Mutations[]

Cards with other variants due to enhancements have been removed from this list to keep the overview clearer.

Card Art Title Description
Card 01 ArmoredBruiser Armored Bruiser Bruisers can take a lot of punishment. Keep moving and don't let them get close.
Card 01 ArmoredCrusher Armored Crusher Getting crushed is the worst way to die. Attack the Crusher to free your teammates.
CCardArt01 ArmoredExploder Armored Exploder Stay away from these two-legged death bombs.
CCardArt01 ArmoredHocker Armored Hocker Melee teammates to free them from Hocker pins.
Card 01 ArmoredLobber Armored Lobber The Lobber hurls sticky bombs that damage and burn any Cleaners caught in its large blast radius. Mind your ammo and give these explosives a wide berth!
CCardArt01 ArmoredRetch Armored Retch Acidic spew leaves dangerous bile pools.
CCardArt01 ArmoredRipper Armored Ripper This Warped Ridden flings spiked cysts in a line from his massive arm to attack from afar.
CCardArt01 ArmoredShredder Armored Shredder This subterranean Warped Ridden launches adhesive tendrils that pull Cleaners toward it, applying the Pus Covered status.
CCardArt01 ArmoredStalker Armored Stalker A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates.
CCardArt01 ArmoredStinger Armored Stinger Stinger spit toxic spittle from long distances or high vantage points.
Card 01 ArmoredSwarmer Armored Swarmer Lurking Swarmers send out Clouds of insects from behind cover to track down Cleaners. Burn these pests and hunt down the Swarmer before you're consumed.
CCardArt01 ArmoredTallboy Armored Tallboy These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out.
CCardArt01 ArmoredUrchin Armored Urchin This subterranean Warped Ridden hurls Urchin Mines that damage and slow Cleaners. Damage the Mines to clear them!
Card 01 ArmoredWailer Armored Wailer This minelayer births Gas Sacs that track any enemies foolish enough to get close. Destroy the Gas Sacs before you're overwhelmed.
CCardArt01 BossMutation Boss Mutation Beware, a dangerous Boss Mutation lurks nearby.
Card 01 Breaker Breaker Rumor is, some Cleaners beat up a Breaker, but didn't finish it.
Card 01 Bruiser Bruiser Bruisers can take a lot of punishment. Keep moving and don't let them get close.
Card 01 Crone Crone Fires silent arrows which deal significant damage
Card 01 Crusher Crusher Getting crushed is the worst way to die. Attack the Crusher to free your teammates.
Card 01 Exploder Exploder Stay away from these two-legged death bombs.
Card 01 Hag Hag A Hag is stalking you.
Card 01 Hocker Hocker Melee teammates to free them from Hocker pins.
Card 01 Lobber Lobber The Lobber hurls sticky bombs that damage and burn any Cleaners caught in its large blast radius. Mind your ammo and give these explosives a wide berth!
Card 01 Ogre Ogre You've drawn the attention of the Ogre.
Card 01 Pusflinger Pusflinger Lobs jars full of a Cultist Concoction that attract Ridden to the target and drain a Cleaner's Stamina.
Card 01 Reeker Reeker Reeker guts can call the horde if they explode on you.
Card 01 Retch Retch Acidic spew leaves dangerous bile pools.
Card 01 Ripper Ripper This Warped Ridden flings spiked cysts in a line from his massive arm to attack from afar.
Card 01 Shredder Shredder This subterranean Warped Ridden launches adhesive tendrils that pull Cleaners toward it, applying the Pus Covered status.
Card 01 Slasher Slasher Uses long Claws to slash at targets, inflicting a Bleed effect which causes damage over time.
Card 01 Sniper Sniper Eliminates targets using a Hunting Rifle with a Laser pointer from the relative safety of their hunting blinds.
Card 01 Stalker Stalker A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates.
Card 01 Stinger Stinger Stinger spit toxic spittle from long distances or high vantage points.
Card 01 Swarmer Swarmer Lurking Swarmers send out Clouds of insects from behind cover to track down Cleaners. Burn these pests and hunt down the Swarmer before you’re consumed.
Card 01 Tallboy Tallboy These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out.
Card 01 Urchin Urchin This subterranean Warped Ridden hurls Urchin Mines that damage and slow Cleaners. Damage the Mines to clear them!
Card 01 Wailer Wailer This minelayer births Gas Sacs that track any enemies foolish enough to get close. Destroy the Gas Sacs before you're overwhelmed.

Challenge & Rewards[]

Cards that have multiple variations have not been listed for clarity.

Card Art Title Description
CCardArt01 BloodSamples Blood Samples Find and bring the Specimen Container to the end of the level to earn 500 Copper.
Card 01 CutTheRedWire 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.
Card 01 HastyExit Hasty Exit Complete the level within the time limit with all cleaners alive to earn: +500 Copper, +10 Supply Points
Card 01 NoOneLeftBehind No One Left Behind Complete the level with all four Cleaners alive to earn 500 Copper.
Card 01 RazorWorms Razor Worms Clusters of Razor Worms grow and spread throughout the area. Crouch through them to avoid their effects.
Card 01 SafetyFirst Safety First Complete the level without the cleaners being incapacitated more than 4 times to earn 500 Copper.
Card 01 SilenceIsGolden Silence Is Golden Complete the level without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper.
Card 01 SkullTotems Skull Totems Find Skull Totems Skull Totems and cash them in at any exit.
Card 01 SpeedRun Speed Run Complete the level within the time limit to earn 500 Copper.

Events[]

Card Art Title Description
CCardArt01 Biohazard Biohazard Ridden deal 25% extra damage.
3 Temporary Health granted by kills.
100% Team Bolstered Health.
Temporary Health decay rate increased by 200%.
CCardArt01 BreakTime Break Time Health set to 60
Regenerate 10 Health per second
+ 100%Trauma Resistance
+ 2Lives
- 150% Incap Bleed Damage
CCardArt01 CaveIn Cave In Rocks line the ceiling. Watch out when the ground starts shaking!
CCardArt01 CostOfAvarice Cost of Avarice Copper piles are replaced by Warped Copper. For each pile picked up, that player's Damage Resistance is reduced by 5%. For every 100 Copper carried by any player, Move Speed, Sprint Speed, and Sprint Efficiency are reduced by 2%.
CCardArt01 CultistHordes Cultist Hordes Waves of Cultists attack on a timer and additional Bear Traps are spawned.
CCardArt01 Gloom Gloom Power is out in most of the area. Only emergency door alarms remain active.
CCardArt01 Hunted Hunted There are rampaging hordes in this area. It's only a matter of time before they find us. (Horde Spawns every 3 minutes)
CCardArt01 Mist Mist An Unnatural fog has settled on this area.
CCardArt01 NoxiousFumes Noxious Fumes Noxious gas fills the air. Fill up on oxygen at generators found throughout the map before moving forward. Breathing the fumes without oxygen will have increasing negative effects.
CCardArt01 Onslaught Onslaught The horde is right on our heels, move fast or be overrun.
CCardArt01 PureChaos Pure Chaos Timed Hordes
Healing Efficiency reduced by 50%
Large quantities of Frags or Molotovs appear in the map
CCardArt01 Ravenous Ravenous Every 30 seconds you become more hungry, eating food reverses this.
You take 1 Trauma Damage every 15 seconds for each stack of Hunger, but recover 1 Trauma Damage for each stack of Well Fed.
Card 01 ReekerHordes Reeker Hordes Huge hordes of Reekers, Retches, and Exploders will attack on a timer.
CCardArt01 SlumberParty Slumber Party The area is infested with Sleepers, stay together and keep your eyes open.
Card 01 StingerHordes Stinger Hordes Huge hordes of Stingers, Stalkers, and Hockers will attack on a timer.
Card 01 TallboyHordes Tallboy Hordes Huge hordes of Tallboys, Crushers, and Bruisers will attack on a timer.
CCardArt01 Tattlers Tattlers The mindless babbling of Snitches can be heard constantly here. Work together to avoid notice.
Card 01 TerrifyingHordes Terrifying Hordes Campaign:
Terrifying Hordes have been roaming the area. If a Horde is called, your team accumulates Trauma over time and suffers from negative combat effects. However, Cleaners receive powerfull buffs by staying close to each other.

Swarm:
This card is not available in Swarm mode.

CCardArt01 TheBirds 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.
CCardArt01 TheDark 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.
CCardArt01 TheFog The Fog Beware of what awaits you in The Fog.
Card 01 TheLockdown The Lockdown Entering a High Security Area. Many of the Alarmed doors are still intact. Proceed with Caution.
Card 01 ReekerHordes Timed Reeker Horde Reekers horde this area.
Card 01 StingerHordes Timed Stinger Horde Packs of Stingers hunt the players.
Card 01 TallboyHordes Timed Tallboy Horde Tallboys appear sooner, and in greater numbers.
Card 01 ToxicSpill Toxic Spill Your health slowly rots away, but kills grant a small reprieve.

Finales[]

Card Art Title Description
Card 01 TheDevilsReturn The Devil's Return Campaign:
Escape across the Evansburgh Bridge toward Finleyville with a horde on your heels.

Swarm:
This card is not available in Swarm mode.

Card 01 SearchAndRescue Search and Rescue Campaign:
Create a distraction in the Bar so the survivors can escape to Fort Hope.

Swarm:
This card is not available in Swarm mode.

Card 01 TheDarkBeforeTheDawn The Dark Before The Dawn Campaign:
Reestablish supply lines to the Diner.

Swarm:
This card is not available in Swarm mode.

Card 01 BlueDogHollow Blue Dog Hollow Campaign:
Collapse the mine to cutoff the source of the Ridden.

Swarm:
This card is not available in Swarm mode.

Card 01 TheArmory The Armory Campaign:
Gain access to the armory in the Police Station. The hordes are increasingly aggressive here.

Swarm:
This card is not available in Swarm mode.

Card 01 PlanB Plan B Campaign:
Secure the weapons cache and send it back to Fort Hope.

Swarm:
This card is not available in Swarm mode.

Card 01 Job1022 Job 10:22 Campaign:
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.

Swarm:
This card is not available in Swarm mode.

Card 01 DrRogersNeighbourhood Dr. Rogers' Neighbourhood Campaign:
Hold back the horde to buy time to secure Rogers' Research.

Swarm:
This card is not available in Swarm mode.

Card 01 Remnants Remnants Campaign:
Take the weapon to the heart of the Ridden Infestation.

Swarm:
This card is not available in Swarm mode.

Card 01 TheAbomination The Abomination Campaign:
Defeat the Ridden Abomination to save Fort Hope.

Swarm:
This card is not available in Swarm mode.

Card 01 AwaitingOurJustice Awaiting Our Justice Campaign:
Locate the Truck and escape through the mines.

Swarm:
This card is not available in Swarm mode.

Warped Chests[]

Card Art Title Description
Card 01 Chronic Injuries Chronic Injuries Campaign:
Trauma Resistance is reduced by 20%
Damage Resistance is reduced by 5%

Swarm:
This card is not available in Swarm mode.

Card 01 Deep Wounds Deep Wounds Campaign:
Instantly receive Trauma Damage

Swarm:
This card is not available in Swarm mode.

Card 01 Sluggish Sluggish Campaign:
Max Stamina is reduced by 20%
Stamina Regeneration is reduced by 20%
Move Speed is reduced by 5%

Swarm:
This card is not available in Swarm mode.

Card 01 Sticky Sticky Campaign:
Reload Speed is reduced by 20%
Weapon Swap Speed is reduced by 20%

Swarm:
This card is not available in Swarm mode.

Boons & Curses[]

The Trial of the Worm mode features two new types of Corruption Cards in the form of Boons, which are beneficial, and Curses, which have detrimental effects upon Cleaners.

Boons[]

Boons are powerful enhancements for the Cleaners that increase their chances of successfully completing a Mission.
To keep the overview simple, variants of Boon cards have been omitted from the list.

Card Art Title Description
Card 01 BonusAgility Bonus Agility Swap Speed, ADS Speed, and Reload Speed are increased by 25%
Card 01 BonusCurrency Bonus Currency Additional Copper spawns in the environment
Card 01 BonusDamage Bonus Damage Damage dealt to Ridden is increased by 25%
Card 01 BonusIntel Bonus Intel More Intel spawns in the environment
Card 01 BonusLifeAndReviveSpeed Bonus Life And Revive Speed All Cleaners receive 1 Extra Life and have 100% faster Revive Speed
Card 01 BonusMaxAmmo Bonus Max Ammo Trauma Resistance is increased by 25%
Card 01 BonusTraumaResistance Bonus Trauma Resistance Trauma Resistance is increased by 25%
Card 01 Flamethrower Flamethrower A Flamethrower spawns in the Safe Room and additional Gas Cans are added to the environment
Card 01 LegendaryAccessories Legendary Accessories Legendary Accessories can be found in a Prepper Stash
Card 01 LegendaryAttachments Legendary Attachments Legendary Attachments can be found in a Prepper Stash
Card 01 LegendaryWeapon Legendary Weapon A Legendary Weapon can be found in a Prepper Stash
Card 01 TraumaRecovery Trauma Recovery Instantly recover 25 Trauma

Curses[]

Curses are the polar opposite of Boons. These cards make it more difficult for the Cleaners to successfully complete Missions.
For clarity, variants of Curse cards have been excluded from the list.

Card Art Title Description
Card 01 ADSDisabled ADS Disabled ADS is disabled
Card 01 ExtraLivesReduced Extra Lives Reduced Cleaners permanently lose an Extra Life
Card 01 FastBleedOut Fast Bleed Out Incap Bleed out Speed is increased by 25%
Card 01 HealingReduced Healing Reduced Healing Efficiency is reduced by 12.5%
Card 01 IncreasedIncomingDamage Increased Incoming Damage Incoming Damage is increased by 12.5%
Card 01 InstantTrauma Instant Trauma Cleaners receive Trauma Damage upon opening the Saferoom Door
Card 01 LossOfOffensiveSlot Loss Of Offensive Slot Offensive Slots are reduced by 1
Card 01 LossOfQuickSlot Loss Of Quick Slot Quick Slots are reduced by 1
Card 01 LossOfSupportSlot Loss Of Support Slot Support Slots are reduced by 1
Card 01 MaxAmmoReduced Max Ammo Reduced Max Ammo is reduced by 12.5%
Card 01 MaxHealthReduced Max Health Reduced Max Health is reduced by 12.5%
Card 01 NoCopper No Copper No Copper spawns in this Chapter
Card 01 NoExtraLives No Extra Lives Cleaners start with no Extra Lives
Card 01 ReducedAgility Reduced Agility Weapon Swap Speed, ADS Speed, and Reload Speed are reduced by 12.5%
Card 01 ReducedMobility Reduced Mobility Used Speed and Melee Speed are reduced by 12.5%, and Sprint Cost is increased by 12.5%
Card 01 RiddenStumbleResistance Ridden Stumble Resistance Ridden Stumble Resistance is increased by 12.5%
Card 01 SprintDisabled Sprint Disabled Sprint is disabled
Card 01 StaminaReduced Stamina Reduced Max Stamina and Stamina Regen are reduced by 12.5%
Card 01 StrongLockedDoors Strong Locked Doors Locked Doors are much harder to destroy
Card 01 VendorDisabled Vendor Disabled The Vendor is disabled
Card 01 VendorPermanentlyDisabled Vendor Permanently Disabled The Vendor is permanently disabled for the rest of this run