Every joker, every weapon, and what actually stacks

Read straight from the shipped files of version 0.2.0.4 - CL 559. 149 joker cards, 13 weapons, and the exact rule the game uses to decide which cards work where.

How eligibility works

Each card carries a list of the items it can be equipped on. The game checks that list and nothing else. There is no weapon class, no shared tag, no hidden second rule. If a card is not on your weapon's list it contributes exactly zero, whether you slot it in the equipment screen or pick it up mid-run.

The builder applies that same check, so what it shows is what the game does.

Weapons

Knuckles Primary · melee · 42 cards fit Lasso Primary · melee · 42 cards fit Quad Cylinder Primary · 57 cards fit Shotgun Primary · 50 cards fit Leveredge Primary · 54 cards fit Long Ranger Primary · 55 cards fit Minigun Primary · 47 cards fit Banjo Sidearm · melee · 41 cards fit Revolver Sidearm · 56 cards fit Bow Sidearm · 39 cards fit Dual Revolvers Sidearm · 54 cards fit Boomerang Sidearm · 27 cards fit Sheriff Star Sidearm · 42 cards fit

Weapon-exclusive cards

Each unique card belongs to exactly one weapon.

AIMING BURST Unique · 5 slots · One copy only BARDBARIAN Unique · 5 slots · One copy only CHONKY THROW Unique · 3 slots · One copy only EAGLE LEVER Unique · 4 slots · One copy only

What this site knows

68 cards fire on events rather than changing a standing stat, and 19 have effects this project has not decoded. Those are labelled wherever they appear rather than guessed at.