Far Far West Jokers: Rarities, Slots and Sources
What Jokers Are
Jokers are equippable cards that buff the player (Hero Jokers) or a specific weapon (Weapon Jokers) — extra power, on-hit effects, new abilities. They’re the build system of Far Far West: your weapon decides your base pattern, Jokers decide what it scales into.
Rarities and Slots
Six rarities: Normal, Fine, Prime, Mythic, Legendary, Unique.
- 14 Joker slots on your Hero and on each weapon by default.
- +2 slots unlockable through the Prestige system (16 max).
- Only one slot is usable at level 1 — more unlock as the Hero or weapon levels.
Where to Get Jokers
| Source | What | Cost |
|---|---|---|
| Dr. Spark-Twist’s Lab | Hero Jokers (buy/sell) | Gold |
| Gunsmith | Weapon Jokers (buy/sell) | Gold |
| Gamba Machine | Random Joker | 250 Souls |
| Mission drops | Enemies, Haunted Structures, Wishing Wells, Chests | Free (temporary) |
| Wandering Trader | Mid-mission purchase | Gold (or Uranium since Frostburn) |
Town Jokers are permanent until sold. Mission Jokers are temporary — they auto-apply during the run, ignore slot and duplication limits, and vanish when the mission ends. Some Jokers only exist as mission finds and can never be bought in the Lobby.
Sharing With Your Posse
Mid-mission you can drop a Joker for a teammate: open the Minimap and click the Joker in the top-right. Certain Jokers can’t be dropped — support pieces flow better in co-op if the right player picks them up in the first place.
Uranium Changed Joker Copying
Since Frostburn, copying a Joker can be paid with Uranium instead of gold — one of Uranium’s three sinks. If you find a Unique that defines your build, copying is how you keep the pattern across loadouts.
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