Prime 3 slots Conditional
BERSERKER
Gain up to +50% melee damage as your HP gets lower
What it does
Calculated, but only while the stated condition holds.
Melee damage that grows as your health drops, up to +50% per copy at the bottom.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | Diminishing curve on copies | C_Joker_Berserker |
Curve
C_Joker_Berserker
| Copies | 1 | 2 | 3 |
|---|---|---|---|
| Value | 0.5 | 1 | 1.5 |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in FL_Items.F_ApplyImpactDamages.
Raw record
Show the extracted row
{
"id": "jokerBerserker",
"value": 1,
"rarity": "superRare",
"requiredAmountSlots": 3,
"maxAvailable": 2,
"buyPrice": 500,
"sellPrice": 250,
"associatedChallenge": null,
"availableOnItems": [
"itemBanjo",
"itemKnuckles",
"itemLasso"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. Melee only, and it wants you hurt. Two copies is the practical ceiling.
Weapon damage by copies
Show as a table
| Copies | Weapon damage |
|---|---|
| 0 | 0% |
| 1 | +50% |
| 2 | +100% |
| 3 | +150% |
| 4 | +150% |
| 5 | +150% |
| 6 | +150% |
| 7 | +150% |
| 8 | +150% |
| 9 | +150% |
| 10 | +150% |
| 11 | +150% |
| 12 | +150% |
| 13 | +150% |
| 14 | +150% |
| 15 | +150% |
This card on its own on the Banjo, out to 15 copies. Assumes current health % at 100. The equip screen stops at 2; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate