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The World is filled to the brim with the most outlandish kinds of fish!

The Angler

Fishing in action.
Surface width is determined first (green rectangle), then the depth below those tiles (arrows). Tiles falling outside the originally calculated surface width are not counted (red areas).

Fishing is an activity accomplished by using a Fishing Pole at a body of liquid (water, honey, or lava) while having bait in the player's inventory. While near the body of liquid, clicking a point over the liquid will cast a line into the liquid. Click again when the bobber moves up and down in order to reel in the line and, hopefully, an item will come up with the line.

Fishing mainly provides crafting materials for potions but is also the source of several interesting items like the Weather Radio. Through crates, it can also be used as an alternative method for obtaining ores, coins, and some chest items. Fishing is however not necessary for game progression and can be entirely avoided during gameplay if desired.

Requirements[edit | edit source]

75 connected tiles of liquid are required (1,000 for oceans, 50 for honey) in order for fishing to work. The width of the top row of continuous liquid tiles (the row where the fishing bobber sits) determines the calculated pond width, and then the depth directly below those is counted. If the pond becomes wider at lower depths, that additional width is not counted. The player may successfully fish in a 1 tile-wide pond, as long as it's 75 tiles deep. The distance of the bobber to the shoreline does not matter.

It is not possible to fish when the player is submerged in liquid, even partially, and even within a completely disconnected body of water. Fishing can however be done while moving, flying, while grappled to blocks, while floating on water with the Slime Mount, or while standing on top of water, eg. using Water Walking Boots. Fishing can be done in Lava, but will only work with the Hotline Fishing Hook.

Fishing Quests[edit | edit source]

For a list of quest fish, see Angler#Quest list.

Catching a quest fish for the Angler NPC requires fishing in the proper biome and height for the day's current quest, which can be determined by talking to the Angler. Quest fish cannot be caught if the player already has that particular quest fish in their inventory, or if the quest fish was already turned in that day. However, if you put the Quest fish in your safe/bank then you may catch another Quest Fish. You can then transfer the Quest Fish to a chest if you wish. The Angler gives out special rewards when a proper quest fish is turned in. You don't need to speak with him beforehand, nor have even encountered him, but the chances of finding the correct area to fish for a quest are much lower without speaking to him first.

Factors[edit | edit source]

Given the prerequisites for fishing are fulfilled, a number of factors influence the quality/rarity of the caught item. There is a variety of relevant equipment:

  • A half-dozen accessories are useful, all of which are quest rewards from the Angler (Later combined into just two, at the Tinkerer's Workshop.)
  • Three potions help with fishing, all of which can be crafted or received from the Angler.
  • Fishing Poles can be crafted, received as Angler rewards, bought from other NPCs or found in chests.
  • Bait comes from multiple sources: Captured Critters, Angler rewards, Crates, and even crafting.

All the factors are combined into a total "Fishing Skill" or "Fishing Power" that determines the chances of higher-quality catches. Percentages in the tables below that influence Fishing Skill are marked green or red.

  • The Fishing Power of the Fishing Pole used.
  • The Bait Power of the Bait used.[fb 1]
  • Equipped items and Potions.
  • The time the player is fishing. (note that all the factor of time is multiplied by the bait power above, and will round down after the calculation of each one).
  • The size of the lake. Lakes with fewer than 300 tiles incur a Fishing Power penalty.
  • When fishing without the High Test Fishing Line, or Angler Tackle Bag, there is always a 1 in 7 chance that the fishing line will break on reel-in, forfeiting the caught item. Chances of consuming bait remain the same even if the line breaks. With the High Test Fishing Line equipped, the line never breaks.
Fishing Power Boost Gear
Item Effect Source
Angler Tackle BagAngler Tackle BagDesktop Version +10 Fishing Power Angler Earring + High Test Fishing Line + Tackle Box
Angler EarringAngler Earring +10 Fishing Power Random Angler quest reward
Angler armorAngler armor +5 Fishing Power per piece 10th, 15th, & 20th Angler quests
Fishing PotionFishing Potion +15 Fishing Power (8 min) Bottled Water + Waterleaf + Crispy Honey Block
Other Fishing Gear
Item Effect Source
High Test Fishing LineHigh Test Fishing Line Line never breaks Random Angler quest reward
Tackle BoxTackle Box -5% bait consumption chance Random Angler quest reward
Crate PotionCrate Potion +10% Crate chance (3 min) Bottled Water + Amber + Deathweed + Moonglow
Sonar PotionSonar Potion Shows hooked item name
before reel-in (4 min)
Bottled Water + Waterleaf + Coral
Fisherman's Pocket GuideFisherman's Pocket GuideDesktop VersionConsole Version Shows current Fishing Power Random Angler quest reward
Weather RadioWeather RadioDesktop VersionConsole Version Displays current weather Random Angler quest reward
SextantSextantDesktop VersionConsole Version Shows moon phase Random Angler quest reward
Fish FinderFish FinderDesktop VersionConsole Version Shows weather, moon phase, fishing power Fisherman's Pocket Guide + Weather Radio + Sextant
Factor Effect
Cloudy or Overcast +10%
Rain +20%
4:30am - 6:00am +30%
9:00am - 3:00pm -20%
6:00pm - 7:30pm +30%
9:18pm - 2:42am -20%
Full moon +10%
Gibbous moon +5%
Crescent moon -5%
New moon -10%
Lake Size [fb 2]
Water Tiles Effect
75 -75%
100 -66.6%
125 -58.3%
150 -50%
175 -41.6%
200 -33.3%
225 -25%
250 -16.6%
275 -8.3%
300+ no penalty
  1. % Bait Power also means % Fishing Power, and is combined with all other Fishing Power factors, such as the Fishing Pole's power and the Time factor, etc. Bait Power additionally determines the chances that the Bait item will be consumed from the player's inventory. Items with higher Bait Powers will tend to last through more fishing attempts: Higher Bait Power means lower chance of consumption.
  2. Lake sizes listed here are example numbers to illustrate the lake size effect, and are not thresholds. The penalty is actually determined by an equation: (tiles / 300) * Fishing Power. In effect, a lake n times smaller than 300 tiles (200 for honey) results in n times less Fishing Power. Any increase or decrease in total tiles between 75 and 300 will alter the lake size penalty.

For example, if you have the Golden Fishing Rod, Master Bait, full Angler set and Angler Earring equipped, with the buff of the Fishing Potion, and it's Raining, at 5:00 am, at New Moon, your fishing power will be calculated as following:

  1. Add the fishing power of the Fishing Rod, Bait, Equipment and buff, so it's 50+50+(5+5+5+10)+15=140.
  2. Apply the influence of the weather: 140*(1+20%)=168.
  3. Apply the influence of the time: 168*(1+30%)=218.4, round down, 218.
  4. Apply the influence of the Moon Phase: 218*(1-10%)=196.2, round down, 196.

This gives a total of 196 fishing power.

Fishing Poles[edit | edit source]

Fishing Poles are used with Bait for Fishing. Some are craftable, while others are either sold by NPCs, found in Chests, or are awarded by the Angler.

  • Fishing Pole Source Fishing Power Velocity Sell Rarity Notes
    Wood Fishing Pole Wood Fishing Pole
    Internal Item ID: 2289
    Crafted: 8 Wood   @   Work Bench 5% 9 0 Rarity Level: 0
    Reinforced Fishing Pole Reinforced Fishing Pole
    Internal Item ID: 2291
    Crafted: 8 Iron Bar or 8 Lead Bar   @   Anvil 15% 11 0 Rarity Level: 0
    Fisher of Souls Fisher of Souls
    Internal Item ID: 2293
    Crafted: 8 Demonite Bar   @   Anvil 20% 13 0 Rarity Level: 1
    Fleshcatcher Fleshcatcher
    Internal Item ID: 2421
    Crafted: 8 Crimtane Bar   @   Anvil 22% 13.5 0 Rarity Level: 1
    Fiberglass Fishing Pole Fiberglass Fishing Pole
    Internal Item ID: 2292
    Can be found in Jungle Shrines, Jungle Sanctums, Living Mahogany Trees, or Jungle Crates 27% 14 1 Gold Coin Rarity Level: 2
    Mechanic's Rod Mechanic's Rod
    Internal Item ID: 2295
    Sold by Mechanic during Hardmode (20 Gold Coin) during a waning crescent Moon Moon phase 4 (Waning Crescent) 30% 15 4 Gold Coin Rarity Level: 2
    Sitting Duck's Fishing Pole Sitting Duck's Fishing PoleDesktop VersionConsole VersionOld-gen console versionMobile Version
    Internal Item ID: 2296
    Sold randomly by Traveling Merchant (35 Gold Coin) 40% 15 7 Gold Coin Rarity Level: 2
    Hotline Fishing Hook Hotline Fishing Hook
    Internal Item ID: 2422
    1/75 chance of being obtained in Hardmode from the Angler after 25 quests 45% 16.5 10 Gold Coin Rarity Level: 3
    • Can fish in Lava.
    • Can be obtained only in Hardmode, but quests finished before also count.
    Golden Fishing Rod Golden Fishing Rod
    Internal Item ID: 2294
    Angler reward after exactly 30 Desktop VersionConsole VersionMobile Version / 50 Old-gen console version3DS version quests, or 1/250 chance after 75 quests 50% 17 20 Gold Coin Rarity Level: 3
  • Bait[edit | edit source]

  • For more information, see Bait.

    Bait Items
    Item BP Rarity
    Master Bait Master Bait
    Internal Item ID: 2676
    50 % Rarity Level: 3
    Journeyman Bait Journeyman Bait
    Internal Item ID: 2675
    30 % Rarity Level: 2
    Apprentice Bait Apprentice Bait
    Internal Item ID: 2674
    15 % Rarity Level: 1
    Blue Jellyfish (bait) Blue Jellyfish (bait) 20 % Rarity Level: 1
    Green Jellyfish (bait) Green Jellyfish (bait) 20 % Rarity Level: 1
    Pink Jellyfish (bait) Pink Jellyfish (bait) 20 % Rarity Level: 1
    Tree Nymph Butterfly Tree Nymph Butterfly 50 % Rarity Level: 3
    Gold Butterfly Gold ButterflyDesktop VersionConsole Version 50 % Rarity Level: 3
    Purple Emperor Butterfly Purple Emperor Butterfly 35 % Rarity Level: 2
    Red Admiral Butterfly Red Admiral Butterfly 30 % Rarity Level: 2
    Julia Butterfly Julia Butterfly 25 % Rarity Level: 1
    Ulysses Butterfly Ulysses Butterfly 20 % Rarity Level: 1
    Zebra Swallowtail Butterfly Zebra Swallowtail Butterfly 15 % Rarity Level: 1
    Sulphur Butterfly Sulphur Butterfly 10 % Rarity Level: 0
    Monarch Butterfly Monarch Butterfly 5 % Rarity Level: 0
    Lightning Bug Lightning Bug 35 % Rarity Level: 2
    Firefly Firefly 20 % Rarity Level: 1
    Black Scorpion Black Scorpion 15 % Rarity Level: 1
    Scorpion Scorpion 10 % Rarity Level: 0
    Gold Worm Gold WormDesktop VersionConsole Version 50 % Rarity Level: 3
    Enchanted Nightcrawler Enchanted NightcrawlerDesktop VersionConsole Version 35 % Rarity Level: 2
    Worm Worm 25 % Rarity Level: 1
    Glowing Snail Glowing Snail 15 % Rarity Level: 1
    Snail Snail 10 % Rarity Level: 0
    Gold Grasshopper Gold GrasshopperDesktop VersionConsole Version 50 % Rarity Level: 3
    Grasshopper Grasshopper 10 % Rarity Level: 0
    Buggy BuggyDesktop VersionConsole Version 40 % Rarity Level: 2
    Sluggy SluggyDesktop VersionConsole Version 25 % Rarity Level: 1
    Grubby GrubbyDesktop VersionConsole Version 15 % Rarity Level: 1
    Truffle Worm Truffle Worm 666 % Rarity Level: 3
  • Catches[edit | edit source]

    Trout.png Fish[edit | edit source]

    These items can be caught at any time. Most can serve as crafting material for Food (Cooked Fish) and other Potions. Some can also craft other item types. Jellyfish can be used as bait. Most can be sold to NPCs.

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    Slimefish.png Quest fish[edit | edit source]

    These are fish items that can be caught only when their particular quest is active, and serve no purpose other than acquiring quest rewards. Their catch chance is around 1:10. You can determine the day's quest by speaking to the Angler NPC. There are 39 distinctive variants of quest fish.

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    Scaly Truffle.png Usable Items[edit | edit source]

    These items can be used directly without further crafting. Most are Tools or Weapons, many of which are best-in-class for large parts of the game. There are also a couple of Accessories offering jump boosts, an improvement on Healing Potions, a Pet , and in Hardmode a mount summon. The Angler's rewards fill out the set somewhat, with an early mount, a top-tier (pre-Hardmode) Hook, and several items to help with fishing.

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    Wooden Crate.png Crates[edit | edit source]

    Crates are stackable grab-bag type items that each contain random loot including potions, bait, useful items, coins, metal bars, and even ores. They can be right-clicked from within the player's inventory, which will unload their contents. Rarer Crate types contain more valuable loot; however, only Wooden Crates contain ores. The biome crates can provide items otherwise found only in the matching biome chests, including Crimson Hearts/Shadow Orbs and the items found in Dungeon chests. (Not all biomes or special chests have matching crates.) Crates are one of the major sources for "alternate" metals and ores.

  • See Crates for additional information.
    Type Value Rarity Biome
    Wooden CrateWooden Crate
    Internal Item ID: 2334
    10 Silver Coin Rarity Level: 1 Any
    Iron CrateIron Crate
    Internal Item ID: 2335
    50 Silver Coin Rarity Level: 2 Any
    Jungle CrateJungle CrateDesktop VersionConsole Version
    Internal Item ID: 3208
    1 Gold Coin Rarity Level: 2 Jungle
    Sky CrateSky CrateDesktop VersionConsole Version
    Internal Item ID: 3206
    1 Gold Coin Rarity Level: 2 Sky
    Corrupt CrateCorrupt CrateDesktop VersionConsole Version
    Internal Item ID: 3203
    1 Gold Coin Rarity Level: 2 Corruption
    Crimson CrateCrimson CrateDesktop VersionConsole Version
    Internal Item ID: 3204
    1 Gold Coin Rarity Level: 2 Crimson
    Hallowed CrateHallowed CrateDesktop VersionConsole Version
    Internal Item ID: 3207
    1 Gold Coin Rarity Level: 2 Hallow
    Dungeon CrateDungeon CrateDesktop VersionConsole Version
    Internal Item ID: 3205
    1 Gold Coin Rarity Level: 2 Dungeon
    Golden CrateGolden Crate
    Internal Item ID: 2336
    2 Gold Coin Rarity Level: 3 Any
  • Tin Can.png Junk[edit | edit source]

    These items have no use or coin value. They can each be stacked up to 99 in a single inventory slot. You will only "catch" these if a lake is too small or if your Fishing Power is too low. When a lake is at least 300 tiles (200 for honey) in size or your total fishing power is at least 50 you will no longer catch junk.

    Type Value Rarity Height Biome
    Old ShoeOld Shoe
    Internal Item ID: 2337
    0 Rarity level: -1 Any Any
    Internal Item ID: 2338
    0 Rarity level: -1 Any Any
    Tin CanTin Can
    Internal Item ID: 2339
    0 Rarity level: -1 Any Any

    Note that the Seaweed junk item should not be confused with the SeaweedSeaweed pet summon item, which is not found by fishing.

    Crafting[edit | edit source]

    Used in[edit | edit source]

    Mechanics[edit | edit source]

    Catch Frequency[edit | edit source]

    When fishing, there is a hidden catch counter which tracks your progress toward making a catch. The counter starts at 0 and increases over time. When it exceeds 660, there is a ((75 + Fishing Skill) / 2) % chance that a fish will bite, capping out at 125 Fishing Skill. The counter then resets to 0, regardless of whether or not there was a bite.

    The catch counter increases every tick (there are 60 ticks per second) according to these factors:

    • 1-2 points by default (average 1.5 points per tick)
    • A 1 in 60 chance of 60 points (average 1 point per tick)
    • Fishing Skill / 30 points per tick (e.g. 1.667 points per tick at 50 Fishing Skill)
    • A (Fishing Skill / 3) % chance of increasing an additional 1-2 points (e.g. an average of 0.25 points per tick at 50 Fishing Skill)

    For example, with a Fishing Skill of 125, you can expect to catch a fish around once every 1.5 seconds:

    1. (1.5 + 1 + (125 / 30) + 1.5 * (125 / 3)% ~= 7.29 catch counter per tick
    2. 660 / 7.29 ~= 90.5 ticks per bite
    3. 90.5 / 60 ~= 1.5 seconds per bite

    Biomes[edit | edit source]

    A player can be eligible for catching fish from multiple biomes at once; however, certain biomes take priority over others. The priority order is:

    1. Lava
    2. Honey
    3. Corruption = Crimson (when in both, there is a 50% chance of each, except for crates for which Corruption takes priorityVerify)
    4. Hallow
    5. Desktop VersionConsole VersionDungeon (crates only)
    6. Snow
    7. Jungle
    8. Mushroom
    9. Ocean
    10. Sky (Forest)
    11. Underground/Cavern (Forest)
    12. Surface (Forest)

    Note that the background and music playing have a different priority order and will not necessarily match which biome is used for generating fish; for example, if Jungle music is playing but there is enough Snow nearby, you will not be able to find Jungle quest fish and will get Snow catches instead. Additionally, Mushroom Biome catches require 200 mushroom tiles nearby, which is more than is needed to display the mushroom biome background and music.

    If a player is in multiple biomes but the higher priority biome does not generate a fish, the game will proceed to checking for fish in subsequent biomes. The one exception is that Corruption and Crimson biomes will skip over Hallow in subsequent checks.

    Layers[edit | edit source]

    The height requirement (Sky/Surface/Underground/Cavern) is set by the height of the surface of the water, not by the position of the player. This can be taken advantage of by creating two adjacent pools of water on different layers. This allows the player to fish in either while standing at the same spot.

    There are five height zones for fishing (see Layers):

    Zone Height
    Sky Fishing Surface > 50% above Surface Level to the top of the world
    Surface Surface Level < Fishing Surface ≤ 50% above Surface Level
    Underground Cavern layer < Fishing Surface ≤ Surface Level
    Caverns 300' above world bottom < Fishing Surface ≤ Cavern layer
    Underworld Fishing Surface ≤ 300' from the world bottom

    Catch Quality[edit | edit source]

    There are 6 different catch quality slots for catches, each with its own associated probability:

    Catch Quality Probability
    Plentiful Default catch
    Common 1 in (150 / Fishing Skill), capped at 1 in 2
    Uncommon 1 in (300 / Fishing Skill), capped at 1 in 3
    Rare 1 in (1050 / Fishing Skill), capped at 1 in 4
    Very Rare 1 in (2250 / Fishing Skill), capped at 1 in 5
    Extremely Rare 1 in (4500 / Fishing Skill), capped at 1 in 6

    These values are rounded down. A Fishing Skill of 85, for example, would have a 1 in 52 chance of an Extremely Rare catch.

    When a new fish is generated, each different catch quality is checked for success, separately from one another. For example, the Uncommon, Rare, and Very Rare rolls might all succeed, while the Common and Extremely Rare rolls fail. Then, depending on which roll(s) succeed as well as factors such as height and biome, the game will generate a fish.

    With some exceptions, the highest catch quality roll that succeeded will take priority over lower catch quality slots in determining which fish a player receives. However, not every catch quality slot will contain a fish that can be caught; in that case, the game will move on to checking lower catch qualities. Success at the higher catch quality roll will not carry down to lower quality slots. For example, if the Rare roll succeeded but there is no Rare fish available to be caught, the game will move on to checking whether or not the Uncommon roll succeeded; if the Uncommon roll failed, it will move on to checking Common.

    Each biome has a list of available biome-specific fish that can be caught there, based on the catch quality rolls and other factors. If no biome-specific fish is generated, the game will move on to checking subsequent, lower priority biomes. Many of the fish available in catch quality slots vary based on randomness, so succeeding at a catch quality roll in a specific biome does not guarantee that you will get a specific fish of that quality, or any fish of that quality at all. If no fish is selected for the slot, the game will proceed to check more common slots instead, and move on to subsequent biomes if and only if none of those slots contain fish either.

    When fishing in water, a successful Extremely Rare roll will always check for a special catch first (Frog Leg, Balloon Pufferfish, and Zephyr Fish, in that order). If none of these checks succeed, the game will then check for biome-specific fish.

    All quest fish occupy the Uncommon slot, except the Mirage Fish and Pixiefish, which are Rare.

    There are only two Plentiful fish: Bass and Trout. If all other checks fail and you are fishing in water, you will catch one of these by default: Trout if fishing in the Ocean, and Bass otherwise. If fishing in lava or honey, no fish will be generated and there will not be a bite.

    Crates[edit | edit source]

    There is a separate roll to determine if a Crate is caught, defaulting to 10% (or 20% with a Crate Potion active). An Extremely Rare or Very Rare catch will generate a Golden Crate, a Rare catch will generate a biome-specific crate (if applicable, otherwise it will generate an Iron Crate), an Uncommon catch will generate an Iron Crate, and a Wooden Crate otherwise. Fishing in lava or honey will never generate a crate.

    Stack Sizes[edit | edit source]

    Stackable fish (i.e. Bomb Fish and Frost Daggerfish) generate in stacks that vary based on your Fishing Skill. These can vary significantly, with higher Fishing Skill levels generating higher minimum stack sizes as well as significantly higher maximum stack sizes.

    Notes[edit | edit source]

    • For pre-hardmode players, fishing can be a good way of earning money, but by mid-Hardmode, it is less competitive with enemy drops and other money-making options. However, the Scaly Truffle remains a decent money-maker, and even after getting or beating all the fishable equipment, the player may still need to restock potion ingredients and (via crates) ores/metals. Note that once the player has sufficient Master Bait, all the bait critters and jellyfish can be sold for prices well above their matching Angler baits..
    • The bobber will move two or three times per bite, after which the fish will go away, but the line will remain cast. As long as the reel-in occurs before this animation ends, the timing of the click doesn't affect the quality of the catch (the Sonar Potion shows this plainly).
    • It is possible to get a day's quest fish without having asked the Angler about it, though that would be a lucky event since the player won't know where to fish for it. Taking it to him will then successfully complete the quest.
    • Time must pass naturally from 04:29-04:30 (new day) before another quest begins.
    • The maximum possible Fishing Power is 282:
      • Equipment bonuses add to 150:
        • 50% for Golden Fishing Rod
        • 50% for Master Bait (inter alia)
        • 10% for Tackle Bag
        • 10% for Angler Earring
        • 15% for full Angler Armor
        • 15% for Fishing Potion
      • The three time-based bonuses multiply that:
        • 20% for rain: 150 × 120% = 180
        • 10% for cloudiness: 180 × 110% = 198
        • 30% for time-of-day: 198 × 130% = 257
        • 10% for Full moon: 257 × 110% = 282
    • Crate contents are determined upon opening them. Crates caught in normal mode can therefore yield Hardmode items when stockpiled and opened in Hardmode.
    • Ocean-only catches, including the Capn' Tunabeard quest fish, cannot be obtained from a Hallowed or Corrupted Ocean shoreline, but may be obtainable further out towards the map edge, where Corrupted or Hallowed sand is farther from the water surface. When the Ocean Biome music plays, Ocean fish can be caught.
    • Possible catches are determined by the biome that the player is currently within, rather than the biome the liquid body is in.
      • However, the height of the bobber is what determines the height requirements of the catch, not the height of the player.
    • There are a total of 16 different fishing locations that can yield distinct catches: Surface: Forest, Ocean, Jungle, Corruption, Crimson, Hallow, Snow, Honey; Underground: Forest, Snow, Hallow, Jungle; Cavern: Snow + Hallow/Corruption/Crimson; Floating Island; Any Layer: Lava, Mushroom.
    • On the 3DS version, you can catch many different fish in the Ocean Biome, even those not native to it, including the Jewelfish and Golden Carp.

    Tips[edit | edit source]

    • There are a number of decent ways to collect bait, and the presence of NPCs will shift to Critter spawning allowing for large amounts of bait to be collected in relative safety.:
      • The Forest in general seems to be the best biome for bait:
      • Wearing Flower Boots (obtained from a Jungle Shrine) and destroying the plants spawned by the boots will generate many Worms and Grasshoppers.
        • Shooting a Flare Gun at the player's feet can produce a massive stream of bait creatures.
      • In the Jungle, a "grass farm" will provide many large plants, many of which will drop bait when destroyed. Sluggy matches the Worm's bait value, and Buggy is even better.
      • Water Candles and Battle Potions can be used to increase the spawn rate of critters, while the NPCs still prevent enemy spawns.
      • A Crate Potion will increase the number of crates a player catches, which will include Journeyman Bait and Master Bait. With a very high fishing power (Master Bait, Golden Fishing Rod, along with fishing buffs and equipment) the player can have a net gain of Master Bait from the crates obtained.
      • The Angler himself will also reward the player with bait.
    • With Worms and a Reinforced Fishing Pole, the player's base fishing power will be 40. The player will catch a fair bit of junk, especially during the "bad" times of day and near the new moon. However, their odds can be improved by focusing on the "good" times during the daily peaks after dawn and before dusk, during rain, and near the full moon.
    • The Angler gives six different accessories as rewards, but with the Tinkerer's Workshop those can be combined into one functional and one informational accessory:
    • Use of a Sonar Potion can save time and bait, by pulling in only crates and the desired fish.
      • However, with high enough fishing skill, it may actually be faster to pull in a catch and cast again immediately, than to wait out an unwanted catch.
      • It is even faster to change to a different weapon, then back to the rod and cast again, as soon as the player sees an unwanted item - but there is a risk of accidentally discarding good catches this way!
      • by opening the inventory and discarding an item or block, the player will cast an additional two fishing lines, allowing increased chances for bites at the cost of additional bait used. This can be repeated to allow dozens of fishing lines cast at once, and when combined with a Sonar Potion can allow for rapid catch speed and increased uses from a single potion.
    • If a player gets no bites at all, they should check if they still have bait in their inventory. In Hardmode, make sure the Truffle Worm is not the first (upper-left) bait item -- if it is, move it so a real bait item is first.
    • While quest fish cannot be fished or picked up (from the ground) when that fish is already in the player's inventory, it's easy enough to stash the fish in a Chest, Piggy Bank, or suchlike, and take it back when the player is done fishing (duplicates can be taken out of a chest). This trick is useful since quests often repeat. However, note that quest fish do not stack.
    • One pre-hardmode way to tell if it's a full moon, and thus an ideal night to fish, would be to use a Deathweed's blooming as an indicator. A Deathweed only blooms under either a full moon or a Blood Moon, therefore (unless a Blood Moon is currently occurring) if a potted Deathweed is in bloom, it means the Moon is full. (Note that the herb must also be full-grown!)
    • Once the player has plentiful ore and bait, it's a good idea to save crates for opening in Hardmode, when crates drop hardmode ores and bars. This can make it substantially less difficult to start Hardmode, especially in an Expert world.
    • In multiplayer, the daily quest is the same for every character. Since the quest fish can be stored in a chest, use one character to fish up and piggy bank the quest fish, and then fish up another and bank it over and over, then move the fish from the piggy bank to a chest back in the house. Then use other characters to log in, grab the fish, and complete the quest. Rather than making different worlds to do the daily quest, a player can use different characters to drastically increase the number of fishing completes per in-game day.

    Trivia[edit | edit source]

    • The Neon Tetra and Golden Carp have no use, aside from their coin value. The Golden Carp is especially valuable at 10 Gold Coin.
    • The Clownfish quest description is a reference to the 2003 Pixar film, Finding Nemo.
    • The Batfish quest description is a reference to the iconic Batman Theme.
    • The Double Cod is required to make an Ammo Reservation Potion, possibly a reference to the acronym for the popular first-person shooter Call of Duty.

    History[edit | edit source]

    • Desktop Loot from fishing is now properly highlighted in the new items highlight system.
    • Desktop
      • Fixed bug where repeated clicks after your line broke would nevertheless produce a catch.
      • Fixed bug causing Seaweed (junk) to turn into Seaweed (pet item) if in the inventory of a dying Mediumcore character (the Seaweed now simply disappears).