Mycopunk Upgrades List: All 618 Weapon Nodes by Gun

The full Mycopunk upgrade database: 618 weapon nodes by gun, rarity split, drop sources, grid sizes, rotation, infusion and stacking.

Last Updated: 2026-10-25

Mycopunk Upgrades List: The Full Node Database

Mycopunk has 618 weapon upgrade nodes across 19 upgradeable guns plus roughly 500 character nodes across the five employees. Every node is a hex pattern with a rarity, an effect and a shape, and all of them drop from the same four sources. This page is the index: what exists, how many per weapon, and which page has the detail.

Quick answer

The full Mycopunk upgrade database: 618 weapon nodes by gun, rarity split, drop sources, grid sizes, rotation, infusion and stacking.

Upgrade inventory showing hex node patterns
Upgrade inventory showing hex node patterns

How many upgrades are in Mycopunk?

618 weapon nodes and about 500 character nodes in the 1.0 build. The commonly quoted "587 upgrades" figure comes from the Steam store blurb at Early Access launch; the current tables are larger because 1.0 added nodes to existing weapons as well as the two new ones.

Weapon node counts

Weapon Slot Nodes
The Cycler Primary 41
Au-Si Jackrabbit Primary 33
The Accelerator Primary 35
DMLR Primary 38
Diffraction Driver Primary 31
Trident S2 Primary 34
Swarm Launcher Primary 34
FR.15833 Plate Launcher Primary 35
Globbler Primary 29
Gunship Cannon Primary 33
Lead Flinger Primary 35
The Carver Primary 32
A16 Beam Ripper Heavy 10
Photon Disc Throwable 30
Acid Grenade Throwable 27
Shock Grenade Throwable 27
Incendiary Grenade Throwable 27
Snowball Grenade Throwable 26
Caustic Grenade Throwable 27
Shocklance Primary 34

The Cycler has the most (41) and the A16 Beam Ripper the fewest (10), but node count is not a power score: the Count includes Standard filler that only exists to fill awkward cells.

Rarity breakdown

Rarity Weapon nodes
Standard 85
Rare 205
Epic 167
Exotic 96
Oddity 22
Contraband 43

Oddity and Contraband are endgame tiers and have their own pages: /guides/mycopunk-red-upgrades covers the red Oddity pool, /guides/mycopunk-secret-upgrades covers Contraband and the Ouroboros-only nodes.

Where upgrades drop

  1. Missions — the end-of-mission reward screen rolls one node, weighted by mission threat level
  2. Weapon levels — levels 3, 5, 7, 10, 12, 20 and 32 give curated or rarity-guaranteed nodes
  3. Crafting — from player level 9, with costs scaling by rarity
  4. Amalgamation — the weekly boss drops ten nodes and guarantees one Exotic

There is no vendor and no reroll token. If you want a specific node, crafting is the only repeatable path.

The grid

Every weapon and every employee uses a hexagonal grid that starts at 5×5 and grows to 7×6 by player level 10. Nodes occupy one to five cells in a fixed pattern, so the constraint is geometric rather than numeric: two players with identical node pools end up with different guns because their shapes did not fit the same way.

Rotation, infusion, stacking

Three mechanics change what your nodes can do:

  • Rotation — A/D spins a node before placement; tier access unlocks at levels 3 (Standard), 8 (Rare), 16 (Epic) and 30 (Exotic and up). Details on /guides/mycopunk-rotate-mods.
  • Pattern infusion — from level 13, you can move a node's effect onto another node's shape. Patch 2.0.2 cut the stat penalty for infusing a smaller pattern.
  • Stacking — a small set of nodes can be placed more than once, usually with diminishing returns. Shell Packer (Jackrabbit), Globblin (Globbler), Heavy Pockets (Carver) and most of the Shocklance and Accelerator pools are stackable.

Turbocharges

Some Exotics carry a turbocharge: a second effect that only applies when the node is charged. 1.0 added six turbocharges across the Jackrabbit, Swarm Launcher, Gunship Cannon, Globbler and Incendiary Grenade. Turbocharge effects are listed on each weapon's page.

Character upgrades

The five employees have their own node pools that never mix with weapon nodes. Wrangler, Bruiser and Scrapper each have around 120 nodes across six tiers, Glider has 118 and Mycologist 97, which is why the employee pages read like small skill trees rather than a shared pool.

FAQ

How many upgrades does Mycopunk have?

618 weapon nodes plus roughly 500 character nodes in the 1.0 build.

Do upgrades carry between weapons?

No. Nodes are bound to the weapon or employee that dropped them.

Can you farm a specific upgrade?

Only through crafting. Mission rewards and weapon levels roll from a pool, and the Amalgamation guarantees an Exotic but not a chosen one.

For the rest of the reference set, the enemy database lists every body and breakable part, and the resources guide explains where each map material drops.

Sources

Upgrade shapes, rarity tiers and cost values were read from the live upgrade inventory in Mycopunk 1.0 and cross-checked against the official patch notes and the Steam store page. Community reports on rolled nodes come from the Steam guide index.

More Mycopunk Guides

Mycopunk Weapons List: All 21 Guns, Grenades and Stats

Every Mycopunk 1.0 weapon with damage, element, magazine, reserve ammo and upgrade node counts, plus how each gun and grenade unlocks.

Mycopunk Achievements List: All 48 With Unlock Rates

All 48 Mycopunk Steam achievements in unlock-rate order, what each one requires, the eight-step threat ladder and the 1.0 additions.

Mycopunk Missions List: All 17 Missions and Unlock Levels

Every Mycopunk mission with unlock level, region, category and rewards, from The Fungal Moon and Regulated Rampage to Ouroboros and X11-B.

Au-Si Jackrabbit: Stats, Mods and Turbocharges

The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.

Mycopunk Bosses: All 3 Bosses, Spawns and Rewards

Every Mycopunk boss: Amalgamation, Cranius and the Necky Wormy Boss, plus all ten abomination variants with shell health, arms and spawn maps.

Mycopunk Cycler: Stats, Upgrade Nodes and Level Rewards

The Cycler's full 1.0 stat block, all 41 upgrade nodes by rarity, weapon level rewards and why the starting SMG stays in the loadout.

Mycopunk Decay Element: +20% Damage and Part Loss

How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.

Mycopunk Elements: All 7 Elemental Effects and Numbers

Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.