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

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
- Missions — the end-of-mission reward screen rolls one node, weighted by mission threat level
- Weapon levels — levels 3, 5, 7, 10, 12, 20 and 32 give curated or rarity-guaranteed nodes
- Crafting — from player level 9, with costs scaling by rarity
- 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
Every Mycopunk 1.0 weapon with damage, element, magazine, reserve ammo and upgrade node counts, plus how each gun and grenade unlocks.
All 48 Mycopunk Steam achievements in unlock-rate order, what each one requires, the eight-step threat ladder and the 1.0 additions.
Every Mycopunk mission with unlock level, region, category and rewards, from The Fungal Moon and Regulated Rampage to Ouroboros and X11-B.
The Au-Si Jackrabbit's full 1.0 stats, fire application, bounce mechanic, 33 upgrade nodes and every turbocharge on the starting shotgun.
Every Mycopunk boss: Amalgamation, Cranius and the Necky Wormy Boss, plus all ten abomination variants with shell health, arms and spawn maps.
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.
How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.
Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.
