Gear and Zones
Your rod, bait, and the weather and time of day all do one job: help you land rarer, more valuable fish. What a fish sells for is set by the market, not your gear - see Selling below.
Three things gear can boost:
- Rare raises the chance of a rarer, pricier catch.
- Multi-catch (rods only) is the per-bite chance to land two fish at once.
- XP levels you up faster.
Buy in /fishing shop, equip with /fishing rod. Each tier needs a higher level and
pulls in rarer fish.
| Rod | Level | Price | Rare | Multi-catch | XP |
|---|---|---|---|---|---|
| Old Rod (starter) | 1 | Free | +0% | +0% | +0% |
| Sturdy Rod | 3 | 25,000 | +5% | +3% | +5% |
| Carbon Rod | 8 | 150,000 | +10% | +5% | +10% |
| Pro Rod | 15 | 600,000 | +18% | +8% | +15% |
| Golden Rod | 28 | 2,500,000 | +28% | +12% | +20% |
| Diamond Rod | 45 | 9,000,000 | +40% | +18% | +30% |
| Celestial Rod | 70 | 40,000,000 | +60% | +25% | +50% |
Equip with /fishing bait. One bait is spent per catch, so a 30-minute idle
session works through a stack.
Glowworm and the plain common baits drop free while you fish. The lures below are
bought with /fishing buybait (up to 1000 at a time), and the premium ones can be
crafted from spare fish with /fishing craft. What you pay for is the rare bonus:
the pricier the lure, the harder it tilts you toward rare, valuable fish. Roe biases
the pool toward salmon.
| Bait | Rare | XP | Price |
|---|---|---|---|
| Spinner Bait | +2% | +2% | 100 |
| Plankton Cloud | +4% | +3% | 250 |
| Glowworm | +5% | +4% | 350 |
| Magic Lure | +8% | +5% | 550 |
| Chum Bucket | +9% | +6% | 600 |
| Golden Bait | +11% | +8% | 800 |
| Void Pellet | +13% | +9% | 900 |
| Celestial Bait | +15% | +12% | 1,050 |
/fishing travel moves between zones (reel in your line first). Each holds its own
fish, and higher zones hold rarer, more valuable ones - that is the reason to move up,
not a sell bonus.
| Zone | Level |
|---|---|
| Tranquil Pond | 1 |
| Winding River | 5 |
| Misty Lake | 12 |
| Open Ocean | 22 |
| Coral Reef | 32 |
| The Deep | 45 |
| Sunken City | 60 |
| Celestial Rift | 80 |
Selling
Section titled “Selling”A fish is worth its base value wherever you caught it and wherever you sell it - your rod, bait, and the weather never change the price. Two things do:
- Market surges. Now and then the market spikes in a random zone. Sell there while
it is hot for a bonus (usually +10% to +30%). Live surges show in
/fishing weather. - Weekends. Sales pay +25% all weekend, everywhere.
So there is no reason to haul a catch around to sell it, unless you are chasing a live surge.
Weather, time, hotspots
Section titled “Weather, time, hotspots”/fishing weather shows what is live. Weather and time of day boost your catch
(rarer fish and a little XP); they do not touch sell prices.
| Weather | Rare | XP |
|---|---|---|
| Sunny | +0% | +0% |
| Cloudy | +3% | +2% |
| Light Rain | +8% | +5% |
| Foggy | +10% | +6% |
| Thunderstorm | +18% | +10% |
| Aurora | +30% | +20% |
| Time | Rare | XP |
|---|---|---|
| Day | +0% | +0% |
| Dawn | +12% | +8% |
| Dusk | +12% | +8% |
| Night | +18% | +12% |
Hotspots pop up at random and add +50% rare in a zone while active.
Journal
Section titled “Journal”/fishing journal tracks every species caught, per zone. Completing a zone’s list
pays a one-time reward. It is permanent even if you sell everything.