Mycopunk Carver Upgrades: All 32 Nodes and Blood Loop

Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.

Last Updated: 2026-10-25

Mycopunk Carver Upgrades: Paths

The Carver is Mycopunk's chainsaw: 32 upgrade nodes, a 100-round magazine, 21.85 damage per tick and a 4–5 m falloff window. Its node pool is the most thematically consistent in the game — almost every node either generates blood, spends blood or rewards standing still inside something's hitbox.

Quick answer

Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.

The Carver sawing through a fungal enemy
The Carver sawing through a fungal enemy

Carver stat block

Stat Value
Damage 21.85
Element Normal
Fire Rate (RPM) 526
Fire Interval (s) 0.114
Magazine Size 100
Ammo Capacity 200
Reload Duration (s) 3
Bullet Speed 28
Charge Time (s) 0.15
Falloff Start (m) 4
Falloff End (m) 5
Max Damage Range (m) 5
Max Falloff Damage Multiplier 0.4
Spread (Horizontal) 1.8
Spread (Vertical) 1.8
Recoil X 2 – 2
Recoil Y 2 – 2
Ammo Pickup Multiplier 2
Ammo Generation Efficiency 0.31
First Shot Spread Multiplier 0.2
Firing Restrictions can aim while sliding

The 3 s reload is the slowest in the game and it happens while you are standing next to whatever you were sawing. That single number explains why the Carver's node pool is full of survivability: the gun forces a trade that only its own upgrades can pay for.

Level rewards

Gear level Reward
Level 2 Standard upgrade
Level 3 Rare skin
Level 5 Rare upgrade
Level 7 Epic upgrade
Level 9 Epic skin
Level 12 Exotic upgrade
Level 15 1 Saxonite
Level 20 Exotic upgrade
Level 32 Upgrade: 1042560

Note the difference from other weapons: the Carver gives a Standard node at level 2, then Rare at 5, Epic at 7, Exotic at 12 and another Exotic at 20. Two Exotics in one weapon's track is unusual and it is why a Carver at level 20 already feels finished.

The blood package

Four nodes form the core loop:

  • Blood Bucket (Standard) — hold more stacks of blood
  • Blood Efficiency (Standard) — kills give more blood
  • Blood Rampage (Rare) — damage up per stack
  • Blood Coating (Rare) — damage resistance up per stack

Two more convert stacks into movement: Bloody Jumping (Epic) raises jump height per stack, and Slippery Blood (Epic) consumes all stacks at a threshold to trigger your movement ability. Turkey's Bloodlust (Exotic, added in 1.0) spends the whole pool on a damage window instead.

Deflector and survivability

Deflector (Exotic) makes you deflect incoming projectiles and gain damage resistance while sawing. Big Deflector (Epic) increases the size and resistance but slows you down. Nutritious Cores (Exotic) drops health chunks on kill, and Sharing Lunch (Epic) turns those chunks into ally heals.

The 2.0.2 patch fixed Sharing Lunch so its health chunks actually healed allies; before that the node was dead weight.

Range and area nodes

  • Blade Extenders (Standard) — range up
  • Aim For The Liver (Rare) — much smaller area, more damage
  • Swinging Technique (Rare) — damage area up
  • Rush (Rare) — faster movement while sawing, more damage taken
  • Safety Warning (Rare) — more damage, more damage taken

Aim For The Liver and Swinging Technique pull in opposite directions and cannot both be maxed on a 7×6 grid, which is the closest the Carver gets to a build decision.

Element and status nodes

Overheat System (Epic) applies fire with potency that grows the longer the saw runs. Blood Lightning (Epic) fires a shocking bolt on kill. Ignition Recharge (Rare) refunds ammo while you are ignited, and Corrosive Coating (Rare) extends range after you are corroded. Shocking Adrenaline (Epic) speeds up sawing after you are electrocuted.

That is a weapon that gets stronger the more status effects are on the player, which pairs unusually well with the elemental grenades.

Grid notes

The Carver uses the same 5×5 grid as every other gear entry and grows with player level to 7×6. Its patterns lean toward wide three-cell shapes, so a full grid holds slightly fewer nodes than a Cycler grid with the same cell count. Heavy Pockets (Epic) is the one stackable Carver node.

FAQ

How many upgrades does the Carver have?

32 in the 1.0 build, more than the Jackrabbit (33 is close) and fewer than the Cycler (41).

How do you unlock the Carver?

Through The Broken Frame achievement, which is tied to assembling the frame the saw is built on. See /guides/mycopunk-secret-weapons.

Does the Carver stack with heavy weapons?

Heavy Pockets generates reserve ammo for your equipped heavy weapon when you kill a core, so the Carver is the only primary that directly feeds the A16 Beam Ripper.

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 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.

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.

Mycopunk Employees: All Five Classes and Their Abilities

Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.

Mycopunk Enemy Types: Full Bestiary and Part Stats

All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.