The Fishing Pole is the tool for Fishing. It comes in the five metals: stone, bronze, iron, steel and endurium. A finer rod casts further, has a stronger line, lasts longer and reaches rarer catches. Spirits bound into a rod at the Spiriting Table give it fishing abilities.
Rods by metal
| Rod | Cast | Reel | Line strength | Line uses |
|---|---|---|---|---|
| Stone | 80 px (5 tiles) | 100% | 100% | 65 |
| Bronze | 90 px (about 5.6 tiles) | 100% | 125% | 98 |
| Iron | 100 px (about 6.3 tiles) | 110% | 150% | 143 |
| Steel | 110 px (about 6.9 tiles) | 110% | 180% | 195 |
| Endurium | 120 px (7.5 tiles) | 120% | 220% | 293 |
| Rod | Pulls up | Wager it carries | Spirit tiers per element | Trait slots |
|---|---|---|---|---|
| Stone | common fish, stone gear | 25 spirits | 2 | 2 |
| Bronze | up to uncommon fish, bronze gear | 50 spirits | 3 | 3 |
| Iron | up to rare fish, iron gear | 100 spirits | 4 | 4 |
| Steel | up to very rare fish, steel gear; can bring up a legendary fish | 150 spirits | 5 | 5 |
| Endurium | every fish, endurium gear; can bring up a legendary fish | 200 spirits | 5 | 6 |
"Pulls up" is shown on the rod's page in the pack as PULLS UP (metal) AND BELOW. A finer rod also brings up fewer fishbones and more gear. See Fishing for the full odds.
What each stat does
- CAST: how far the float flies. A longer cast is also slightly luckier.
- REEL: how fast you reel in what you've hooked.
- BITE: how soon things bite. The wait is divided by BITE, so 130% means about 23% less waiting.
- LUCK: how much more often the rarer things bite.
- LINE: line strength. A stronger line fills with strain more slowly when you reel against a run.
- EDGE (line uses): how many catches the line has left. Each catch uses 1 and a snap uses 2. A worn-out line is half as strong. Only the rod's own material repairs it.
Making one
Fishing poles are made at a crafting table, on the TOOLS page (see Crafting). Making one teaches 30 Swim XP and 10 Endurance XP, times the metal's step (stone 1, endurium 5).
| Rod | Cost |
|---|---|
| Stone | 3 Wood, 1 Stone, 1 Earth spirit, 1 Water spirit |
| Bronze | 1 Bronze Ingot, 2 Beechwood Planks, 1 Earth spirit, 1 Water spirit |
| Iron | 1 Iron Ingot, 2 Ironwood Planks, 1 Glue, 3 Water spirits, 1 Earth spirit |
| Steel | 2 Steel Ingots, 2 Rimewood Planks, 2 Glue, 1 Fire spirit, 3 Water spirits, 2 Earth spirits |
| Endurium | 1 Iron Ingot, 1 Endurium Ingot, 2 Ghostwood Planks, 2 Glue, 1 Fire spirit, 5 Water spirits, 2 Earth spirits |
Rods also come up on the line now and then (waterlogged), and traders sell them (see Traders).
Spirits in a rod
Bind spirits into a rod at the Spiriting Table to wake its tiers: 4 spirits of one element wake tier I, 10 tier II, 20 tier III, 36 tier IV and 60 tier V. A rod can only wake as many tiers of each element as its metal allows (the table above). Each tier of each element has one ability, picked at random from three when the rod is made. So two rods of the same metal can differ.
Every ability is about fishing. The three choices for each tier:
Fire
| Tier | One of these |
|---|---|
| I | Ember Float: the float glows, lighting the water. Quick Spark: about 17% less waiting for a bite. Kindled Line: each catch also gives 1 Fire spirit. |
| II | Hot Hook: catches flee 10% slower, with 10% shorter runs and 20% longer reeling windows. Warm Hands: reels 20% faster. Smelter's Eye: ore comes up 50% more often. |
| III | Rekindle: each catch repairs 3 line uses. Fire Sense: hooked things glow by how rare they are. Forge Luck: adds 10 percentage points to the chance of each spirit tier on caught gear. |
| IV | Hearth Float: the float lights the water; about 17% less waiting for a bite. Kiln Spirits: each catch also gives 3 Fire spirits. Firebrand Hook: catches flee 20% slower, with 20% shorter runs and 40% longer reeling windows. |
| V | Phoenix Line: the line never wears. Sunken Sun: a bright float; +30% luck. Pyre Haul: each catch gives up its spirits, doubled. |
Water
| Tier | One of these |
|---|---|
| I | Still Water: 0.25 seconds longer to set the hook. Easy Reel: reels 15% faster. Brook Line: each catch also gives 1 Water spirit. |
| II | Lifeline: 16% chance to heal 20 health per catch. Patient Float: about 23% less waiting for a bite. Current Sense: reels 25% faster. |
| III | Deep Cast: casts about 1.9 tiles farther. Tidewise: 0.5 seconds longer to set the hook. Wellspring Hook: each catch also gives 3 Water spirits. |
| IV | Font Hook: each catch heals 20 health. Riverborn: about 29% less waiting for a bite; reels 20% faster. Spring Tide: 1 in 5 chance a fish comes up two at once. |
| V | Ocean's Mercy: each catch heals 1,980 health. Undertow Lure: catches flee 40% slower, with 40% shorter runs and 80% longer reeling windows. Deluge: 40% chance to catch two fish at once. |
Earth
| Tier | One of these |
|---|---|
| I | Sturdy Line: line strength +25%. Stonegrain: the line lasts 50% longer. Rooted Stance: yanks pull back 40% harder. |
| II | Heavy Sinker: casts about 0.9 tiles farther; about 9% less waiting for a bite. Bedrock Line: line strength +50%. Prospector's Hook: ore comes up 60% more often. |
| III | Stoneset: the line lasts twice as long. Treasure Sense: gear comes up 50% more often. Mudsifter: 60% fewer fishbones. |
| IV | Mountain Line: line strength doubled. Deep Quarry: ore comes up twice as often, gear 30% more often. Old Roots: each catch also gives 3 Earth spirits. |
| V | Unbreakable Line: the line never wears. Worldline: line strength tripled; reels 30% faster. Sunken Hoard: gear comes up about twice as often; adds 15 percentage points to the chance of each spirit tier on it. |
Wind
| Tier | One of these |
|---|---|
| I | Light Rod: reels 20% faster. Long Cast: casts about 1.3 tiles farther. Quick Wrist: 0.15 seconds longer to set the hook. |
| II | Whisper Line: about 23% less waiting for a bite. Spirit Snare: spirits are hooked twice as often. Gust Reel: reels 30% faster. |
| III | Far Cast: casts 2.5 tiles farther. Self-Setting Hook: 35% chance to set the hook automatically. Breeze Luck: +25% luck. |
| IV | Gale Reel: reels 50% faster. Spirit Net: spirits are hooked 2.5 times as often, each holding 50% more. Skimming Cast: casts about 1.6 tiles farther; about 17% less waiting for a bite. |
| V | Tempest Line: reels 80% faster; 50% chance to set the hook automatically. Sky Hook: +50% luck; spirits are hooked twice as often. Windfall Haul: 30% chance a fish comes up two at once; gear comes up 50% more often. |
Pairings
When two elements in the same rod are both at tier II or higher, the rod gains a pairing ability as well:
| Pairing | Elements | What it does |
|---|---|---|
| Hot Spring | Fire + Water | Every catch heals 20 health and repairs 3 line uses. |
| Forge Lure | Fire + Earth | Gear comes up about twice as often; adds 30 percentage points to the chance of each spirit tier on it. |
| Will-o-Wisp | Fire + Wind | Spirits are hooked twice as often, and each holds twice as many. |
| Anchor Line | Water + Earth | A worn line holds at full strength; 50% chance to set the hook automatically. |
| Downpour | Water + Wind | 40% chance to catch two fish at once; catches also give up their spirits. |
| Lodestone | Earth + Wind | Ore comes up twice as often; +50% luck. |
Abilities add together. Heals use the largest one. "Lasts longer" line abilities multiply.
Traits and charms
Like other gear, a rod has trait slots (see Traits and Augmentation). An Angler's Charm can add cast distance, reel speed, yank strength and luck to whatever rod you hold (see Charms).
Tips
- For Legendary Fish, you need a steel or endurium rod, and the rod must carry a wager of at least 100.
- Line strength abilities matter most for heavy catches, which strain the line faster.
- Phoenix Line and Unbreakable Line stop line wear completely: the line never runs out.