How Mycopunk weapon mods work: the 5x5 hex grid, six rarity tiers, 618 nodes, rotation milestones, pattern infusion and crafting costs.
Mycopunk Weapon Mods: What Each Slot Does
"Mycopunk weapon mods" is what most players call the hex upgrades that slot into a gun, and the name is slightly misleading: there are no named mod slots, no attachments and no scopes. A weapon has one 5×5 hex grid, and everything you put in it is a mod node drawn from the same pool every other player draws from.
How Mycopunk weapon mods work: the 5x5 hex grid, six rarity tiers, 618 nodes, rotation milestones, pattern infusion and crafting costs.

The grid is the mod system
Each weapon has 25 cells. Nodes are shapes, not single cells: a node can cover two, three or five hexes, and the pattern decides what fits next to it. That is the whole build system — where a node goes determines what else you can fit, and the game shows you the shape before you commit.
Grid size grows with player level, not with the weapon:
| Player level | Grid |
|---|---|
| 0–2 | 5×5 |
| 3 | 6×5 |
| 6 | 6×6 |
| 10+ | 7×6 |
The six rarity tiers
The 1.0 build contains 618 weapon mod nodes across 19 upgradeable gear entries, split by rarity:
| Rarity | Nodes |
|---|---|
| Standard | 85 |
| Rare | 205 |
| Epic | 167 |
| Exotic | 96 |
| Oddity | 22 |
| Contraband | 43 |
Standard and Rare make up nearly half the pool and are the nodes you will see most; Exotic and above are what a build is actually built around. Oddity is the red-tier pool (9 unique nodes) and Contraband the purple one (7 unique nodes); both are endgame-only and both cost Saxonite to reroll.
What the tiers mean in practice
- Standard — small numeric bumps, one or two cells, available from the first mission
- Rare — conditional effects, wider shapes, rotation unlocked at level 8
- Epic — the first nodes that change how a weapon behaves, rotation at level 16
- Exotic — one per weapon usually, often with a turbocharge attached
- Oddity — red-tier, 800 scrip per upgrade, needs 200 rare resource
- Contraband — purple-tier, 800 scrip, 60 rare resource, cleansed for free in Ouroboros
Rotation and pattern infusion
Rotation is a keyboard action: A and D spin the node before you place it, and the tier you can rotate is gated by player level (3 for Standard, 8 for Rare, 16 for Epic, 30 for Exotic and above). The colour of the A/D tooltip in your inventory tells you which tier you are currently allowed to spin.
Pattern infusion arrives at player level 13 and is the other half of the mod system: you can infuse one upgrade's pattern into another, keeping the effect and changing the shape. Patch 2.0.2 rebalanced the stat penalty for infusing a bigger pattern into a smaller one, which made infusion far more usable than it was at launch.
Where mods come from
Nodes drop from four sources: mission rewards, weapon levels (levels 3, 5, 7, 10, 12 and 32 give curated or rarity-guaranteed nodes), crafting, and the weekly Amalgamation. Crafting costs scale with rarity and with whether the roll is new to your collection:
| Operation | Cost |
|---|---|
| Random craft | 4 scrap + 1 of each regional resource |
| Weapon craft | 6 scrap + 1 of each regional resource |
| Upgrade craft | 8 scrap + 1 of each regional resource |
| Random craft (new node) | 4 scrap + 5 of each resource + 2 Saxonite |
| Upcraft to Rare | 10 Standard scrap |
| Upcraft to Epic | 10 Rare scrap |
| Upcraft to Exotic | 10 Epic scrap |
FAQ
Are weapon mods shared between guns?
No. Every node belongs to one weapon or one employee. A Cycler node cannot go into the Trident S2, and the game does not let you infuse across weapons.
Can you remove a mod once placed?
You can overwrite it, but you do not get the node back. Placement is permanent for that copy, which is why the rotate preview matters more than it looks.
What is the maximum number of mods on a weapon?
25 cells, minus whatever the node shapes waste. In practice a full 7×6 grid with well-shaped nodes holds six to nine nodes; the record builds squeeze in more by using one-cell Standard nodes.
If you are planning what to open next, the upgrade grids explained page covers node shapes and rarity, while the threat levels page shows what the harder tiers actually pay.
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
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.
How employee upgrades work in Mycopunk: six tiers, 5/9/14/18 skill-point gates, per-class node counts, drop-only nodes and the Amalgamation exclusive.
Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.
All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.
Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.
The hidden Mycopunk achievements with exact conditions: Roachard waving, killing a teammate, the Hornet slap, the fall deaths, Ground Zero and X11-B.
