Wiki

Guide

Fishing

Rods, waters, fish banks, prize fish, serpents, bottles and sunken wrecks.

Casting

  • Walk into water with a rod equipped to cast. Each cast wears the rod by 1.
  • Rods: Fishing Pole (tier 0), Willow Rod (1), Ironwood Rod (2).
  • Lava can only be fished with a tier 2 rod (Ironwood). Lesser rods "would burn to ash".
  • Each water has a minimum skill. Its maximum is the minimum + 40.
  • Success is the standard curve (20% at the minimum, up to 95% at the maximum), plus 3% per rod tier, capped at 95%. The rod bonus doesn't apply below the minimum.
  • Below the minimum, a failed cast scares the fish off and uses up one catch from the stretch.

Waters

Each zone's water has its own table. Open sea uses "ocean".

Water Min skill Fish (skill needed, weight) Prize fish Serpent
Havenbrook Meadows 10 River Trout (0, 10), Silver Perch (15, 4) Golden Trout River Serpent
Whisperwood 10 River Trout (0, 5), Silver Perch (15, 10) Moon Perch River Serpent
Stonehollow Hills 25 Silver Perch (15, 4), Stone Carp (30, 10) Elder Carp River Serpent
Mirefen Swamp 35 Mire Eel (40, 10), Stone Carp (30, 4) Great Mire Eel Bog Serpent
Ocean 40 Sea Bass (45, 10), Silver Perch (15, 3) Sailfin Sea Serpent
Frostspire Peaks 55 Ice Pike (60, 10), Sea Bass (45, 3) Glacier Pike Frost Serpent
The Emberlands 60 Sea Bass (45, 6), Ghost Koi (70, 6) Sailfin Sea Serpent
Shadowmarch 65 Ghost Koi (70, 10), Mire Eel (40, 4) Phantom Koi Bog Serpent
Lava 85 (Ironwood Rod) Magma Carp (85, 10) Phoenix Carp Magma Serpent

Fish banks and refill

  • Each 8×8 stretch of water holds a fixed number of catches, between 6 and 12. The number is set per stretch by the world seed.
  • Each successful catch, and each cast that scares the fish off, uses one.
  • When the stretch is empty, you see "Fished out". It fills up again 5 minutes after its current cycle began, so moving to another stretch of water is the usual answer.

What bites

On a successful cast, the game checks these in order and stops at the first that happens:

  1. Wreck: if you're within 3 tiles of a wreck you marked, there's a 35% chance to haul up its chest. Otherwise your hook "scrapes something heavy".
  2. Serpent: a 1.2% chance to wake the water's serpent, if its level is no more than 6 above your character level. You catch nothing that cast.
  3. Message in a bottle: needs Fishing 30. The chance is 0.5% + 0.01% per skill point. It only happens while your marked wrecks plus the bottles you carry come to fewer than 3.
  4. Junk: 12% − 0.1% per skill point, never below 2%. The junk is an Old Boot (weight 5), a Pine Log (3), Silkweed (3) or a Bone (2).
  5. Pearl: a 3% chance of a Glimmer Pearl.
  6. Prize fish: only when your skill is at least 20 above the water's minimum. The chance is 0.4% + 0.02% per point above the minimum. An innkeeper pays well for prize fish.
  7. A fish: drawn by weight from the fish your skill allows. You get a second fish with a chance of min(0.6, (skill − minimum)/80) + 0.06 × rod tier, capped at 90%.

Messages in bottles and sunken treasure

  • Read a bottle on the surface to mark a wreck. It lands on a water tile with walkable shore, 18–48 tiles away. The note gives the distance and a compass direction, and the wreck appears on your map.
  • You can have 3 wrecks marked at most.
  • Fish within 3 tiles of the mark to haul the chest up. Each successful cast there has a 35% chance.
  • The chest's level is Fishing × 0.55, kept between 6 and 55. It holds:
    • gold: a random amount from 8 × level to 20 × level + 20
    • two rolls of treasure loot for that level
    • 4 Glimmer Pearls
    • a 20% chance of a named unique