Navigate Home Updates Wiki Forums Suggestions Support Players
More Donate Vote Discord Players Discord Shop Ban Appeals Status
Log In Register
Wiki› VortexEnchants› Fishing Enchants

Fishing Enchants

Rod Enchantments

Rod enchantments are special upgrades applied to custom fishing rods via Enchant Crystals.

Each rod can hold multiple enchants, though some conflict with each other.

Enchant lines appear on the rod's lore between the separator lines, above the VortexArtifacts footer.


Rarity Tiers

Rarity controls how often an enchant shows up when rolling a crystal - weights are per-enchant, and higher rolls more often.

RarityRoll WeightCount
Common803
Uncommon405
Rare155
Epic55
Legendary24

Enchant Slots

Enchant slots scale with rod tier.

RodEnchant Slots
Trash Rod1
Common Rod2
Rare Rod3
Epic Rod4
Mythic Rod5
Exotic Rod6
Archangel Rod6
Satanic Rod7

Rolling a crystal past the cap doesn't block it, but cuts the base success rate by 10% (only exactly at cap) - Crystal Dust can offset this, but never above the crystal's original base.


Common

The everyday enchants. You'll see these on almost every roll.

Heavy Line I - III

Raises the minimum weight of every fish you catch.

Swift Cast I - III | Conflicts: Patient Hunter

Reduces cast time and tightens the fishing minigame window.

Merchant's Touch I - III

Increases the sell value of every fish in your inventory.


Uncommon

Solid, situational enchants. You'll roll these regularly but not constantly.

Deep Hook I - III | Conflicts: Frenzy, Cursed Line

The deeper your hook, the better your odds of a rarer fish.

Patient Hunter I - III | Conflicts: Swift Cast, Frenzy

The longer your line sits, the higher the rarity of your catch.

Bulk Fisher I - II | Conflicts: Trophy Instinct

Pulls in larger quantities of fish per catch - volume over weight.

Curious Hook I - II

Increases the rate of pulling up unidentified ??? specimens for research.

Trapper's Mark I - III

Increases the yield and effectiveness of placed fishing traps.


Rare

Specialist enchants. Strong in the right build but not something you stumble into often.

Void Lure I - II

Significantly raises the chance of Epic-and-above specimens.

Scholar's Mark I

Marks caught research specimens, reducing identification cost at a Researcher NPC.

Bounty Hunter I - II

Bonus rewards when completing active fishing bounties.

Overflow I - II

Expands trap capacity before they need collecting.

Temporal Lure I

Your rod is more effective during specific in-game hours.


Epic

High-impact enchants with real trade-offs. Rolling one is a moment worth noting.

Cursed Line I | Conflicts: Deep Hook, Frenzy

Greatly skews catches toward rare rarities - at a cost, the line takes on a life of its own.

Trophy Instinct I - II | Conflicts: Bulk Fisher

Dramatically increases the chance of a trophy-weight specimen.

Frenzy I - II | Conflicts: Deep Hook, Patient Hunter, Cursed Line

Extremely fast catch rate - overdrives the rod at the cost of any patience or curse-based enchants.

Double Haul I

Chance to reel in two fish from a single cast.

Arcane Dredge I

Small chance on each catch to pull up Crystal Dust alongside your fish.


Legendary

The rarest enchants in the game. Most players never see these roll.

First Light I

Massively increases Mythical research-specimen catches during dawn and dusk.

Midas Hook I

Chance to pull up Gold Coins or Fish Tokens directly from the water.

Soulbound I

Your rod stays in your inventory on death.

Crystal Draw I

The rarest rod enchant in existence - a small chance to pull an Enchant Crystal from the water, its tier scaling with the catch's rarity.


Conflict Reference

EnchantConflicts With
Deep HookFrenzy, Cursed Line
Patient HunterSwift Cast, Frenzy
Bulk FisherTrophy Instinct
Trophy InstinctBulk Fisher
Swift CastPatient Hunter
FrenzyDeep Hook, Patient Hunter, Cursed Line
Cursed LineDeep Hook, Frenzy

Conflicts are bidirectional and filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.