Fishing – The Official Terraria Wiki

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

— The Angler

Fishing in action.

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 to reel in the line and, hopefully, an item will come up with the line. The Angler NPC provides daily fishing quests and rewards their completion with an assortment of equipment, coins, and vanity items.

Fishing provides an assortment of game resources: Crafting materials for Potions and food, a variety of very useful items such as the Reaver Shark, Rockfish, and Sawtooth Shark, which provide a Pickaxe, Hammer and Chainsaw to last until Hardmode, mobility improvements such as a Frog Leg or Balloon Pufferfish, and even a pet Zephyr Fish. Through Crates, fishing also provides an alternative source for ores, coins, many chest items (Sailfish Boots can replace Hermes or Flurry Boots) and some specialties such as the powerful Falcon Blade.

While fishing is not strictly necessary for game progression, some of the Angler’s quest rewards (the Fish Finder components) are required to complete the Cell Phone.

For pre-Hardmode players, fishing can be a good way of getting money and equipment; by mid-Hardmode, it is less competitive with other money-making options, enemy drops, and advancing equipment.

Requirements[edit | edit source]

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).

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 the 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, some 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.
Time

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.

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.

  • Bait[edit | edit source]

  • For more information, see Bait.

  • Catches[edit | edit source]

    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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    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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    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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    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.

  • 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.

    Note that the Seaweed junk item should not be confused with the Seaweed 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 priority)
    4. Hallow
    5.   Dungeon (crates only)
    6. Snow
    7. Jungle
    8. Mushroom
    9. Ocean
    10. Sky (Forest)
    11. Underground/Cavern (Forest)
    12. Surface (Forest)

    Notes[edit | edit source]

    The player can “borrow” the Forest lake for the mushroom biome.

    • No fish is caught solely or especially in the Desert.
    • 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.
    • A lake can be shared between multiple biomes; what matters is what biome(s) the player is in. Remember that the lake size is figured from the bobber’s row of liquid, downwards. In the image, the single top row of water makes the Forest lake fishable from the Mushroom biome. The fishing-shack across the lake is in the Forest biome, but is just where the sky starts to darken from the nearby Mushroom biome.
    • If a player is in multiple biomes but the higher priority biome does not generate a fish, the game will proceed to check for fish in subsequent biomes. The exception is that Corruption and Crimson biomes will skip over Hallow in subsequent checks. This also does not apply to fishing in Lava or Honey, where you will only catch the fish listed for that fluid.

    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

    Fishing Power Examples[edit | edit source]

    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 196, calculated like this:

    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 to 218.
    4. Apply the influence of the Moon Phase: 218*(1-10%)=196.2, round down to 196.

    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 weather and 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

    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 the 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 the 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]

    • Fishing for Scaly Truffles remains a decent money-maker into Hardmode, and even after getting or beating all the fishable equipment, the player may still need to restock potion ingredients and (via crates) ores/metals.
    • There are a total of 16 different fishing locations that can yield distinct catches.
    • There is no overlap between “fishable” fish and critters or enemies: You may fish up a Golden Carp or Tropical Barracuda, but never a goldfish or piranha. Even if you can see a goldfish in the water, you need a Bug Net rather than a fishing rod to capture it.
    • 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.
    • It is possible to catch a day’s quest fish without having asked the Angler about it.
    • Time must pass naturally from 04:29 to 04:30 (the start of a new day) before another quest begins.
      • However, with an Enchanted Sundial, you can get a new quest immediately.
    • Crate contents are determined upon opening them. Crates caught in pre-Hardmode can, therefore, yield Hardmode items after defeating Wall of Flesh. Stocking up on crates before Hardmode can let you get an early supply of Hardmode ores without breaking altars.
    • Ocean-only catches, including quest fishes, cannot be caught from a Hallowed or Corrupted Ocean shoreline. They may be catchable 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.
    • On the  DS version, you can catch many different fish in the Ocean Biome, even those not native to it.

    Tips[edit | edit source]

    • 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:
      • The Tackle Box, High Test Fishing Line, and Angler Earring combine into the Angler Tackle Bag.
        • The Angler Tackle Bag’s fishing power bonus will stack with another Angler Earring.
      • The Fisherman’s Pocket Guide, Weather Radio, and Sextant combine into the Fish Finder.
        • The Fish Finder later combines with other items to make a Cell Phone.
    • A Crate Potion will increase the number of crates a player catches. Regardless, no crates are caught in honey or lava.
    • Sonar Potions allow players to reel in only their chosen catches. For honey or lava, this is hardly worth it, as you only have a few possibilities, and all of them useful and salable.
    • Make sure the Truffle Worm is not the upper-leftmost bait item, unless you are trying to summon Duke Fishron at the Ocean.
    • While a quest fish cannot be fished or picked up when the player already has one in inventory, it’s easy enough to stash the fish in a Chest or Piggy Bank and collect multiples.
      • Saved quest fish can be turned in the next time that quest fish comes up.
      • Similarly, the same daily quest fish will be asked of all players on a world, so one player can supply the day’s quest fish for the others.
      • Note that quest fish do not stack, but 3 chests will suffice to hold 3 copies of each quest fish.
      • A player cannot catch more of a quest fish after having turned one in for the day.
    • Opening the inventory and discarding an item or block will cause the player to cast two more fishing lines each time, allowing increased chances for bites at the cost of extra bait. Autopause is required for this to work on  Desktop version, which means it will not work in multiplayer.

    When to stop fishing[edit | edit source]

    Angler reward chances generally rise over time, but after the 150th Angler quest, most of the reward chances go back to their initial odds and stay there. Once a player has their Golden Bug Net, Golden Fishing Rod, Fish Finder, and Angler Tackle Bag (with perhaps a spare Angler Earring), it may be wise to leave off Angler quests until Hardmode, and hopefully avoid hitting the deadline before getting the Hardmode rewards. Fishing without the Angler can still be profitable, and stockpiling crates for Hardmode has its uses.

    After Hardmode, there are only a couple more weapons and a mount to catch (Toxikarp or Bladetongue, Crystal Serpent, Scaly Truffle), and a few more useful Angler rewards: The Bottomless Water Bucket and Super Absorbant Sponge for water handling, and the Hotline Fishing Hook for fishing in lava. That last can provide the makings for Inferno potions, and a short-but-deadly spear (the Obsidian Swordfish). Once a player has all that, they’re done with the Angler Quests. Fishing can still provide potion resupply, metals (especially the alternates), and money (the Scaly Truffle is a good target), but no new items after this point.

    Bait Tips[edit | edit source]

    • There are many decent ways to collect bait.
      • The presence of NPCs will cause critters to spawn in place of enemies, allowing bait to be collected in relative safety. Water Candles and Battle Potions can be used to increase spawn rates, and the NPCs will still prevent hostile spawns (except during Events). Conversely, Peace Candles, Calming Potions, or Sunflowers will all reduce critter spawns as well as enemy spawns.
      • The Forest provides numerous different sources of bait, such as Worms, Grasshoppers, Butterflies and Fireflies.
        • Butterflies primarily spawn in the morning, and Fireflies are numerous on new moon nights.
        • Worms can be crafted into Enchanted Nightcrawlers to increase their bait power.
        • In The Hallow, Lightning Bugs will replace Fireflies.
        • Wearing Flower Boots and destroying the plants spawned by the boots will produce many Worms and Grasshoppers. Shooting a Flare Gun at the player’s feet will automatically destroy the plants, yielding a continuous stream of bait critters.
      • Large plants will automatically grow on Jungle grass, and often drop bait when destroyed. In order of increasing rarity and bait power, the bait items available from Jungle plants are Grubby, Sluggy, and Buggy. Buggy in particular is better than any but the top-tier baits.
        • Note that these three are also used to make Grub Soup, a food that lasts 50% longer than Cooked Fish. However, once you do start fishing, the makings of Cooked Fish are much more common.)
        • A farm with layers of actuated jungle grass can automate harvesting.
    • However, once the player has sufficient Journeyman or Master Bait (from the Angler and/or crates), all the bait Critters (and jellyfish) can be sold for prices far beyond their matching Angler baits. Butterflies especially sell for good money.

    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 .
    • 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 1.3.0.5: Fixed a bug where the Seedler could be obtained through fishing.
    • Desktop 1.3.0.4: Loot from fishing is now properly highlighted in the new items highlight system.
    • Desktop 1.3.0.1:
      • Added Jungle Crate, Sky Crate, Corrupt Crate, Crimson Crate, Hallowed Crate, and Dungeon Crate.
      • Sky Quest Fish can no longer be caught on the Surface.
      • Reduced the number of water tiles needed to fish successfully in the sky.
    • Desktop 1.2.4.1:
      • 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).
    • Desktop 1.2.4: Introduced.
    • Console 1.0.933.1: Made changes from PS4’s 1.0.750.0 update. ()
    • Console 1.0.750.0: ()
      • Added Jungle, Sky, Corrupt, Crimson, Hallowed, and Dungeon Crates.
      • Sky Quest Fish can no longer be caught on the Surface.
      • Reduced the number of water tiles needed to fish successfully in the sky.
    • Console 1.07: Introduced.
    • Switch 1.0.711.6: Introduced.
    • Mobile 1.3.0.7:
      • Bobber mechanics updated to match Desktop 1.3.0.1.
      • Added Jungle, Sky, Corrupt, Crimson, Hallowed, and Dungeon Crates.
      • Sky Quest Fish can no longer be caught on the Surface.
      • Reduced the number of water tiles needed to fish successfully in the sky.
    • Mobile 1.2.11212: Introduced, with different bobber mechanics.
    • 3DS-Release: Introduced.

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