Fisch Enchant Tier List
Our ranking of the 29 Enchant Relic and 8 Exalted Relic enchants for everyday fishing, where luck, speed and sell value matter most. Weather enchants are rated at their normal values. It is our reading of the numbers on this page, not an official list.
- ImmortalExalted — +75% luck and +30% progress speed: the most luck of any primary enchant outside Sovereign enchanting
- QuantumExalted — 25% Subspace (6.4x), about 2.35x value per catch, plus resilience
- Divine — +50% luck with resilience and lure speed in any weather: the safest Enchant Relic roll
- Storming — +50% luck and Electric mutations; doubles in Rain and triples in Stormy weather
- Breezed — +50% luck plus lure and progress speed; doubles in Windy weather
- MysticalExalted — +25% luck and +45% resilience, the most of any primary: for hard-to-reel fish
- AnomalousExalted — 20% duplicate fish with Anomalous (5.55x): about 2.11x value per catch
- Noir — Every fish Albino or Darkened plus extra weight: about 1.80x, the best money roll from an Enchant Relic
- Clever — 2.25x XP: the fastest way to level
- HerculeanExalted — +25,000 kg max weight and control: for heavy fish and the Tryhard Rod
- PiercingExalted — Frequent slashes plus progress speed: quick catches on low-resilience rods
- Chaotic — 12% Chaotic (6.2x) plus slashes: about 1.62x value per catch
- Sea OverlordExalted — +40% fish weight, so every catch sells for more
- Scavenger — Triples your chance of Enchant Relics: the enchant for farming more relics
- Abyssal — 20% Abyssal (5.5x), but its weight roll can also make fish 40% lighter
- Insight — XP, lure speed and 30% Purified (2.5x)
- Quality — A little of everything; Divine gives more luck, resilience and lure speed
- Lucky — Luck, lure speed and natural mutation chance, all smaller than the top picks
- Mutated — Raises the natural mutation chance, which starts small; Noir or Chaotic add more value per catch
- Hasty — +55% lure speed for slow-biting rods
- Swift — Lure and progress speed
- Long — +150 line distance and resilience
- Resilient — Resilience and a little weight
- Steady — Progress speed and a little control
- Sea King — +30% fish weight
- Ghastly — Every fish Translucent (1.3x) and 10% duplicates
- Unbreakable — +10,000 kg max weight, control and durability
- Controlled — Control for rods that have too little, like the Tryhard Rod
- Flashline — Random progress boost
- Momentum — Only pays off on long streaks of perfect catches
- Wormhole — Fish from random locations: for filling the Bestiary, not for money
- Chronos — Freezes the fish now and then
- Blessed — Small Shiny and Sparkling boost
- Scrapper — Saves bait
- Hunter — Disturbance, which only matters for spawning hunts
- FerociousExalted — More disturbance, same niche as Hunter
- Sacrificial — Costs health for a Sanguine chance
Twisted Relic enchants are left out: only Fractured (+50% progress speed) and Greed (+50% weight) are worth keeping; the rest mostly lower your stats.
Best Enchant for Each Goal
The highest number for each stat among the enchants you can still get, and the best you can roll from a normal Enchant Relic. Event enchants are left out.
| Goal | Best overall | Best from an Enchant Relic |
|---|---|---|
| Luck (rarer fish) | Immortal Might (+90%) | Breezed, Divine and Storming (+50%) |
| Lure speed (faster bites) | Hasty and Swift Might (+55%) | Hasty (+55%) |
| Progress speed (faster reeling) | Fractured and Swift Might (+50%) | Steady (+20%) |
| Resilience (easier minigame) | Mystical (+45%) | Long and Resilient (+35%) |
| Control | Magnitude Might (+0.25) | Controlled (+0.15) |
| Fish weight | Starforged Spirit (+65%) | Sea King (+30%) |
| XP | Clever (2.25x) | Clever (2.25x) |
| Sell value per catch (our estimate) | Quantum and Empyrean (2.35x) | Noir (1.80x) |
| Heavy fish (max weight) | Invincible or Dune (no weight limit, secondary slot) with Herculean (+25,000 kg, primary) | Unbreakable (+10,000 kg) |
| Spawning hunts (disturbance) | Menacing Spirit (+7) | Hunter (+2) |
| Farming relics | Scavenger (3x Enchant Relics) | Scavenger |
| Filling the Bestiary | Wormhole (fish from random locations) | Wormhole |
For luck, Storming beats them all in bad weather. Rain: +100% luck, +50% lure speed, 50% Electric. Stormy: +150% luck, +75% lure speed, 75% Electric.
Best Enchants for Money
Average sell value of one catch compared with no enchant, worked out from each enchant's mutation chance, the mutation's multiplier and its weight bonus. This is our estimate: it assumes your rod has no mutation chance of its own (the setting these enchants suit best) and leaves out luck, speed and Shiny or Sparkling.
| Enchant | Relic | Where the value comes from | Value per catch |
|---|---|---|---|
| Quantum | Exalted Relic (primary) | 25% Subspace (6.4x) | 2.35x |
| Empyrean | Empyrean Relic (primary) | 15% duplicate fish with Empyrean (9x) | 2.35x |
| Propensity Spirit | Sovereign Relic (both slots) | 15% duplicate fish with Sovereign (8.5x) | 2.27x |
| Anomalous | Exalted Relic (primary) | 20% duplicate fish with Anomalous (5.55x) | 2.11x |
| Noir | Enchant Relic (primary) | 50% Albino (1.5x), 50% Darkened (1.5x), +20% weight | 1.80x |
| Starforged Spirit | Sovereign Relic (both slots) | +65% weight | 1.65x |
| Chaotic | Enchant Relic (primary) | 12% Chaotic (6.2x) | 1.62x |
| Greed | Twisted Relic (primary) | +50% weight | 1.50x |
| Insight | Enchant Relic (primary) | 30% Purified (2.5x) | 1.45x |
| Sea Overlord | Exalted Relic (primary) | +40% weight | 1.40x |
| Dune | Dune Relic (secondary) | 5% duplicate fish with Dune (6x) | 1.30x |
| Ghastly | Enchant Relic (primary) | 100% Translucent (1.3x) | 1.30x |
Abyssal is left out because its weight roll can also make fish 40% lighter and the wiki does not say how that roll lines up with the mutation. Ghastly's figure does not count its 10% duplicate fish. To see what a multiplier means for a real fish, try the fish value calculator.
How to Enchant in Fisch
- 1
Get a relic
The relic decides which enchant pool you roll from. The relic list below shows where each one comes from.
- 2
Go to the Statue of Sovereignty
It is the island north of Moosewood in the First Sea. Walk into the mines under the statue (GPS 20, 160, -1040) and follow them to Cole at the end.
- 3
Pay Cole and take the elevator down
One trip costs a 400 C$ token; 100,000 C$ buys unlimited trips. Ride the elevator down to the Keepers Altar. Do not jump down the shaft: the fall kills you.
- 4
Enchant at night
The altar only works at night. With the rod you want to enchant equipped, hold out the relic and use the altar. The relic is used up and the rod gets a random enchant from that relic's pool.
- Enchant Anywhere: this 239 Robux gamepass lets you use relics without going to the altar.
- Spears and harpoon guns: hold the one you want to enchant when you use the altar. They only take Enchant and Cosmic Relics (their enchants are listed below).
How the roll works
Each relic type has its own pool. When an enchant comes up it leaves the pool until every enchant in it has come up once, then the pool refills. So the enchant you want takes at most one relic per enchant in the pool, and if your rod already has an enchant from that pool, that one is skipped and your odds improve.
| Relic | Chance of each enchant | Relics needed at most |
|---|---|---|
| Enchant Relic | 1 in 29 (1 in 28 if the rod already has one) | 29 |
| Exalted Relic | 1 in 8 (1 in 7 if the rod already has one) | 8 |
| Cosmic Relic | 1 in 8 (1 in 7 if the rod already has one) | 8 |
| Twisted Relic | 1 in 7 (1 in 6 if the rod already has one) | 7 |
At Merlin's prices, the worst case for one regular enchant is 29 relics: 319,000 C$ buying them one at a time, or 288,000 C$ in five-relic packs.
Primary, secondary and Sovereign slots
- Primary: Enchant, Exalted, Twisted and Empyrean Relics. A new primary replaces the old one.
- Secondary: Cosmic Relics (plus the Crested, Dune and Invincible Relics). It stacks with your primary, so a rod can have one of each.
- Sovereign: fills both slots at once. You can add up to three affixes next to it.
Every Relic and Where to Get It
Relics are single-use items; a greenish-cyan exclamation mark shows you have hooked one. Some rods also need them for their puzzles, like the five Enchant Relics for the Trident Rod.
Enchant Relic
Gives: 1 of 29 regular enchants (primary slot)
- Any water: 1 in 350 per catch, plus a luck-based chance in The Depths
- Merlin on Sunstone Island from level 30: 11,000 C$ each or 5 for 48,000 C$
- Daily Shopkeeper: 8,800 C$
- Angler quests, treasure hunting, the Personal Aquarium and the Daily and Weekly Challengers
- Scavenger triples the catch chance and the Relic Construct companion doubles it
Exalted Relic
Gives: 1 of 8 Exalted enchants (primary slot, replaces a regular enchant)
- Any water: 1 in 2,000 per catch (10x with the Rod Of The Exalted One, 2x with the Relic Construct, 1.75x with Scavenger)
- Kaito's Weekly Shop: 50,000 C$ when it is in the weekly stock
- Daily Shopkeeper: 110,000 C$ when in stock
- Angler quests, treasure hunting and the Daily and Weekly Challengers
- The Keepers Secret puzzle rewards 3
Cosmic Relic
Gives: 1 of 8 Cosmic enchants (secondary slot, stacks with your primary)
- Fallen Stars during Starfall weather: 20% each
- Rod of the Cosmos: 0.1% per catch, 2% during Starfall
- The daily login bonus after 7 days
- Black Market: 500,000 C$
- Treasure hunting (0.6%)
Twisted Relic
Gives: 1 of 7 Twisted enchants (primary slot); most are drawbacks
- Merlin from level 30: 500,000 C$, one every 30 minutes
- Personal Aquarium rewards (0.05%)
- The Twisted Relics and Keepers Krypt admin events
Sovereign Relic
Gives: 1 of 9 Sovereign enchants (both slots), applied during a Power Burst
- Any water: 1 in 10,000 per catch
- Sovereign Beam pools during Sovereign Surge, Storm or Reckoning: 1 in 150
- The Keepers Krypt admin event
Crested Relic
Gives: Crested (secondary slot); also fits the Twisted pillar for an affix
- Skycrest: about 1 in 182 per catch
- Any water: 1 in 2,000
- Kaito's Weekly Shop: 90,000 C$
Empyrean Relic
Gives: Empyrean (primary slot)
- Skycrest: about 1 in 938 per catch
- Any water: 1 in 15,000
- Kaito's Weekly Shop: 1,500,000 C$
Song of the Deep
Gives: Blessed Song (primary slot)
- Captain Ahab's quest: bring him a Moby or a Humpback Whale (repeatable)
Invincible Relic
Gives: Invincible (secondary slot)
- The Apprentice Archaeologist's quest (repeatable)
Dune Relic
Gives: Dune (secondary slot)
- Paleontologist Petri's quest: bring him a Photic Terrosunder (repeatable)
The Crested and Empyrean Relics come from Skycrest; the Skycrest guide shows how to get there.
All Fisch Enchantments
The full enchant list: all 79 rod enchantments grouped by the relic that gives them (affixes have their own table). Mutation multipliers come from our mutation list.
Enchant Relic enchants
Random roll from an Enchant Relic, 1 in 29 each. Primary slot.Abyssal
Primary20% chance of the Abyssal mutation; weight roll: 80% chance of +30% fish weight, 20% chance of -40%
Mutation value: Abyssal 5.5x
Blessed
Primary+5% chance of Shiny or Sparkling, +5% lure speed, +5% progress speed
Breezed
Primary+50% luck, +20% lure speed, +10% progress speed; every bonus doubles in Windy weather
Windy weather: +100% luck, +40% lure speed, +20% progress speed
Chaotic
Primary15% chance on each fish movement to slash for +6% progress and stun the fish for 0.35 s; 12% chance of the Chaotic mutation
Mutation value: Chaotic 6.2x
Chronos
Primary50% chance on each fish movement to freeze the fish for 3 s (2.5 s cooldown)
Clever
Primary2.25x XP from every catch
Controlled
Primary+0.15 control
One of the few enchants that make the Tryhard Rod usable
Divine
Primary+50% luck, +20% resilience, +25% lure speed
Flashline
Primary25% chance of +100% progress speed, otherwise +15% progress speed
Ghastly
PrimaryEvery catch gets the Translucent mutation; 10% chance to catch a duplicate fish
Mutation value: Translucent 1.3x
Hasty
Primary+55% lure speed
Hunter
Primary+2 disturbance (raises the chance of hunts spawning)
Insight
Primary1.5x XP, +30% lure speed, 30% chance of the Purified mutation
Mutation value: Purified 2.5x
Long
Primary+150 line distance, +35% resilience, +15% progress speed
Lucky
Primary+25% luck, +15% lure speed, +50% mutation chance
Momentum
PrimaryEach perfect catch adds 2% lure speed, resilience and progress speed (up to 40%); each other catch takes 4% away
Mutated
Primary+90% natural mutation chance
Noir
PrimaryEvery catch gets Albino or Darkened (50% each), +20% fish weight
Mutation value: Albino 1.5x, Darkened 1.5x
Quality
Primary+20% luck, +10% resilience, +20% lure speed, +5% progress speed
Resilient
Primary+35% resilience, +10% fish weight
Sacrificial
PrimaryCosts health; the chance of the Sanguine mutation equals your current health
Formerly called Blood Reckoning
Scavenger
Primary3x chance of Rare Finds and Enchant Relics, 1.75x chance of Exalted Relics
The enchant for farming relics
Scrapper
Primary60% chance to keep your bait, +25% bait effectiveness
Sea King
Primary+30% fish weight
Steady
Primary+20% progress speed, +0.05 control
Storming
Primary+50% luck, +25% lure speed, 25% chance of the Electric mutation; doubled in Rain, tripled in Stormy weather
Mutation value: Electric 2.1x
Rain: +100% luck, +50% lure speed, 50% Electric. Stormy: +150% luck, +75% lure speed, 75% Electric
Swift
Primary+30% lure speed, +10% progress speed
Unbreakable
Primary+10,000 kg max weight, +0.1 control, +50 durability
One of the few enchants that make the Tryhard Rod usable
Wormhole
Primary80% chance the fish comes from a random location (most hunt, Limited and Special fish excluded); small chance each cast to add a location mutation
Useful for filling the Bestiary
Exalted Relic enchants
Random roll from an Exalted Relic, 1 in 8 each. Primary slot; replaces a regular enchant.Anomalous
Primary20% chance to catch a duplicate fish with the Anomalous mutation
Mutation value: Anomalous 5.55x
Ferocious
Primary+4 disturbance (raises the chance of hunts spawning)
Herculean
Primary+25,000 kg max weight, +0.2 control, +10% progress speed
One of the few enchants that make the Tryhard Rod usable
Immortal
Primary+75% luck, +30% progress speed
Mystical
Primary+25% luck, +45% resilience, +15% lure speed, +10% progress speed
Piercing
Primary30% chance on each fish movement to slash for +6% progress and stun the fish for 0.35 s; +15% progress speed
Quantum
Primary+15% resilience, 25% chance of the Subspace mutation; a perfect cast adds 10% more Subspace chance and 10% starting progress
Mutation value: Subspace 6.4x
Sea Overlord
Primary+40% fish weight
Cosmic Relic enchants
Random roll from a Cosmic Relic, 1 in 8 each. Secondary slot, so it stacks with your primary.Cryogenic
Secondary20% chance to freeze a hooked fish completely during the first second
Glittered
Secondary+3% chance of Shiny or Sparkling
Overclocked
Secondary+5% forced progress speed, which still works on fish that ignore progress speed boosts
Sea Prince
Secondary+15% fish weight
Tenacity
SecondaryEach perfect catch adds 1% lure speed, resilience and progress speed (up to 15%); each other catch takes 3% away
Tryhard
Secondary+30% progress speed, -0.1 control, +50,000 kg max weight
Vicious
Secondary+1 disturbance, +10% progress speed
Wise
Secondary1.2x XP from every catch
Twisted Relic enchants
Random roll from a Twisted Relic, 1 in 7 each. Primary slot; most of them lower your stats.Fractured
Primary+50% progress speed, -0.1 control
Greed
Primary+50% fish weight, -30% lure speed, -5% progress speed
Pharaohs Curse
Primary25% chance of the Sandy mutation
Mutation value: Sandy 1.2x
Putrid
Primary-10% luck, 2% chance of the Putrid mutation (which lowers the sell price)
Mutation value: Putrid -0.5x
Rage
Primary25% chance on each fish movement to slash for +8% progress and stun the fish for 0.25 s; -50% luck, -20% resilience
Weak
Primary-10% max weight
Wobbly
Primary-0.05 control
Sovereign Relic enchants
Sovereign Relic during a Power Burst. Fills both slots; the relics in the pillars decide which three you can roll.Steady Crown
Both slots+25% resilience, +0.1 control, +25% progress speed
How to get: Sovereign Relic + Enchant Relic
Glimmering Crown
Both slots+10% chance of Shiny or Sparkling, +20% chance of every mutation
How to get: Sovereign Relic + Enchant Relic
Stonewake Crown
Both slots+35% resilience, +20% fish weight, fish move less
How to get: Sovereign Relic + Enchant Relic
Immortal Might
Both slots+90% luck, +30% lure speed, +35% progress speed
How to get: Sovereign Relic + Enchant and Exalted Relics
Magnitude Might
Both slots+25% fish weight, +0.25 control, +35% resilience
How to get: Sovereign Relic + Enchant and Exalted Relics
Swift Might
Both slots+55% lure speed, +50% progress speed, +10% forced progress speed
How to get: Sovereign Relic + Enchant and Exalted Relics
Menacing Spirit
Both slots+7 disturbance, +20% progress speed, 30% chance on each fish movement to slash for +6% progress (0.35 s stun)
How to get: Sovereign Relic + Enchant, Exalted and Cosmic Relics
Starforged Spirit
Both slots+15% resilience, +5% forced progress speed, +65% fish weight
How to get: Sovereign Relic + Enchant, Exalted and Cosmic Relics
Propensity Spirit
Both slots15% chance to freeze a hooked fish, 15% chance to catch a duplicate fish with the Sovereign mutation, and every 0.8 s a 35% chance to slash for +5% progress (0.2 s stun)
Mutation value: Sovereign 8.5x
How to get: Sovereign Relic + Enchant, Exalted and Cosmic Relics
Crested and Empyrean Relics enchants
Guaranteed from their own relic; both relics come from Skycrest.Crested
SecondaryFish move 30% slower (15% slower on rods with a slash penalty)
How to get: Guaranteed with a Crested Relic
Empyrean
Primary+30% progress speed, +10% forced and +10% true progress speed; 15% chance to catch a duplicate fish with the Empyrean mutation; also slashes for a little progress (exact numbers not confirmed yet)
Mutation value: Empyrean 9x
How to get: Guaranteed with an Empyrean Relic
Quest relics enchants
Guaranteed from quest relics. Restricted is a lock some quest rods carry, not an enchant you choose.Blessed Song
Primary+20% progress speed, +20% true progress speed
How to get: Guaranteed with a Song of the Deep
Dune
SecondaryNo max weight limit, lets you fish in Drylands sand, 5% chance to catch a duplicate fish with the Dune mutation
Mutation value: Dune 6x
How to get: Guaranteed with a Dune Relic
Invincible
SecondaryNo max weight limit, +200 durability
Needed to use the Duskwire rod
How to get: Guaranteed with an Invincible Relic
Restricted
PrimaryPut on some quest rods until their questline is finished: the rod can only fish certain places, may not get mutations, and cannot be enchanted
How to get: Added by a rod questline and removed when it is complete
Event relics enchants
Only from event relics.Tropical
PrimaryFischfest 235% chance on each fish movement to slash for +7% progress (0.4 s stun), 10% chance of the Tropical mutation, +10% forced progress speed
Mutation value: Tropical 7x
How to get: Guaranteed with a Tropical Relic
Paradise
PrimaryFischfest 2+60% luck, +40% fish weight, 10% chance of the Paradise mutation
Mutation value: Paradise 8x
How to get: Guaranteed with a Paradise Relic
Beached
SecondaryFischfest 210% chance of the Beached mutation, +10% progress speed, 10% chance to catch a duplicate fish with Sandy
Mutation value: Beached 6x, Sandy 1.2x
How to get: Guaranteed with a Beached Relic
Valentine's
PrimaryValentides (2026)45% chance of Lovely, Sweet or Candy, +10% resilience, +30% progress speed
Mutation value: Lovely 8x, Sweet 7x, Candy 2x
How to get: Guaranteed with a Valentine's Relic
Cupid
PrimaryValentides (2026)10% chance of the Sweet mutation, +25% lure speed, +30% progress speed
Mutation value: Sweet 7x
How to get: Guaranteed with a Cupid Relic
Santa
PrimaryFischmas (2025)30% chance of Santa, Jingle Bell, Merry, Gingerbread or Peppermint, +30% fish weight, +30% progress speed
Mutation value: Santa 8.5x, Jingle Bell 8x, Merry 5x, Gingerbread 5x, Peppermint 5x
How to get: Guaranteed with a Santa's Relic
Gingerbread
PrimaryFischmas (2025)10% chance of the Gingerbread mutation, +40% fish weight, +10% progress speed
Mutation value: Gingerbread 5x
How to get: Festive Relic (random, 1 of 3)
Merry
PrimaryFischmas (2025)10% chance of the Merry mutation, +35% progress speed, +35% lure speed
Mutation value: Merry 5x
How to get: Festive Relic (random, 1 of 3)
Peppermint
SecondaryFischmas (2025)10% chance of the Peppermint mutation, +25% luck, 40% chance on each fish movement to slash for +1% progress (0.1 s stun)
Mutation value: Peppermint 5x
How to get: Festive Relic (random, 1 of 3)
Frightful
PrimaryFischFright (2025)10% chance of the Frightful mutation, +50% progress speed, -20% resilience
Mutation value: Frightful 6x
How to get: Guaranteed with a Frightful Relic
Spooky
PrimaryFischFright (2025)10% chance of the Spooky mutation, +0.1 control, 30% chance on each fish movement to slash for +3% progress (0.25 s stun)
Mutation value: Spooky 6x
One of the few enchants that make the Tryhard Rod usable
How to get: Guaranteed with a Spooky Relic
Eerie
SecondaryFischFright (2025)10% chance of the Eerie mutation, +10% progress speed, +10% fish weight
Mutation value: Eerie 6x
How to get: Guaranteed with an Eerie Relic
Sovereign Enchanting, Pillars and Keeper Level
Sovereign enchants are the strongest in the game and fill both slots. To apply one you need a Sovereign Relic and a Power Burst at the Keepers Altar: the pillars around the altar rise for 5 minutes and you place relics in them. The chance of a Power Burst builds up over time, faster when you catch fish in the Enchanted Crevice next to Cole and much faster during Sovereign weather. Each set below has three enchants, 1 in 3 each.
| Relics | Possible Sovereign enchants |
|---|---|
| Sovereign Relic + Enchant Relic | Steady Crown, Glimmering Crown, Stonewake Crown |
| Sovereign Relic + Enchant and Exalted Relics | Immortal Might, Magnitude Might, Swift Might |
| Sovereign Relic + Enchant, Exalted and Cosmic Relics | Menacing Spirit, Starforged Spirit, Propensity Spirit |
Pillars and Keeper Level
More pillars rise as your Keeper Level goes up. You raise it with the Keeper Warden's quests in the Enchanted Crevice.
| Pillar | Takes | Keeper Level |
|---|---|---|
| Basic | Enchant Relic | 1 |
| Exalted | Exalted Relic | 2 |
| Cosmic | Cosmic Relic | 2 |
| Twisted | Twisted or Crested Relic | 3 |
| Limited | Event relics (Frightful, Spooky, Eerie, Festive, Santa's, Cupid, Valentine's, Tropical, Paradise, Beached) | 4 |
| Quest | Song of the Deep, Invincible Relic or Dune Relic | 4 |
Keeperbound and Power Level
A rod with a Sovereign enchant becomes Keeperbound: its normal enchants switch off. Talk to the Keeper Warden with the rod to switch back; nothing is lost. Using more relics on a Keeperbound rod charges its Power Level instead of rolling a new enchant. At 0% power every enchant effect is halved, the bad ones too. Catching fish in the Enchanted Crevice can also restore a little power.
| Relic used | Power Level |
|---|---|
| Twisted Relic | -10% or +10% |
| Enchant Relic | +5% |
| Exalted Relic, Crested Relic | +10% |
| Dune Relic, Invincible Relic, Song of the Deep | +15% |
| Cosmic Relic, Empyrean Relic | +25% |
| Sovereign Relic, Admin Relic | +100% |
Affixes
Affixes add extra effects next to a Sovereign enchant. When you apply the Sovereign enchant, put a relic in the Twisted, Quest or Limited pillar (one relic each) and you get that relic's affix. They need Keeper Level 4.
| Affix | Relic | Effect |
|---|---|---|
| Frightful | Frightful Relic (FischFright (2025)) | +20% progress speed, -10% resilience, 10% chance of Frightful |
| Spooky | Spooky Relic (FischFright (2025)) | +0.05 control, 10% chance of Spooky |
| Eerie | Eerie Relic (FischFright (2025)) | +5% progress speed, +5% fish weight, 10% chance of Eerie |
| Festive | Festive Relic (Fischmas (2025)) | +10% luck, +10% lure speed, +5% fish weight, 10% chance of Merry, Gingerbread or Peppermint |
| Santa | Santa's Relic (Fischmas (2025)) | +10% fish weight, +15% progress speed, 10% chance of Santa, Jingle Bell, Merry, Gingerbread or Peppermint |
| Cupid | Cupid Relic (Valentides (2026)) | +5% progress speed, +5% lure speed, 10% chance of Sweet |
| Valentine's | Valentine's Relic (Valentides (2026)) | +15% progress speed, +5% resilience, 10% chance of Lovely, Sweet or Candy |
| Paradise | Paradise Relic (Fischfest 2) | +15% luck, +5% fish weight, 10% chance of Paradise |
| Beached | Beached Relic (Fischfest 2) | +10% progress speed, 10% chance of Beached |
| Tropical | Tropical Relic (Fischfest 2) | +5% forced progress speed, 10% chance of Tropical |
| Sanctified | Song of the Deep | +10% progress speed, +10% true progress speed |
| Twisted | Twisted Relic | +30% progress speed, -0.1 control |
| Sifting | Dune Relic | No max weight limit, lets you fish in Drylands sand |
| Unshakeable | Invincible Relic | No max weight limit, +200 durability |
| Crested | Crested Relic | Fish move 15% slower, with no slash penalty |
Spear and Harpoon Gun Enchantments
Spears and harpoon guns have their own enchants. Hold the spear or harpoon gun when you use the altar; only Enchant Relics (main enchant) and Cosmic Relics (stacks on top) work.
Spear
- Blunted (Enchant): +25% handling, -5% power, -10% piercing
- Frenzy (Enchant): +10% progress speed for every correct input in a row
- Lunging (Enchant): +50% spear range
- Pointy (Enchant): 1.25x power, +15% piercing
- Savage (Enchant): 25% chance to strike twice on one input
- Splintered (Enchant): +25% piercing, -10% handling
- Superior (Enchant): +20% to every stat
- Finisher (Cosmic): +50% to every stat once progress passes 70%
- Forgiving (Cosmic): After 5 correct inputs in a row, any input counts toward progress
- Sharpened (Cosmic): +5% power, +5% piercing
Harpoon gun
- Ballistic (Enchant): +30% velocity, +128% range
- Barbed (Enchant): 10% chance to finish a pull instantly
- Chainshot (Enchant): Perfect catches raise velocity, resilience and progress speed step by step
- Deadeye (Enchant): +20% accuracy, +20% velocity
- Lightened (Enchant): -50% reload time, +25% velocity, -10% power
- Stable (Enchant): +20% resilience
- Weighted (Enchant): +25% power
- Aberrant (Cosmic): +20% mutation chance, fish size from -25% to +35%
- Polished (Cosmic): +3 Shiny and Sparkling chance, +5% to every stat
- Reinforced (Cosmic): +10% resilience, +10% power, -5% velocity
- Foraging (Cosmic): 4x chance of Rare Finds
Frequently Asked Questions
How do you enchant a rod in Fisch?
Get a relic, then go to the Keepers Altar deep under the Statue of Sovereignty, north of Moosewood. Pay Cole 400 C$ for a token (or 100,000 C$ for unlimited trips), take the elevator down, and use the altar at night while holding the relic. Your equipped rod gets a random enchant from that relic's pool.
What is the best enchant in Fisch?
For luck, Immortal Might (+90%) is the strongest, but it needs Sovereign enchanting. From an Exalted Relic, Immortal gives +75% luck and +30% progress speed. From a normal Enchant Relic, Breezed, Divine and Storming all give +50% luck, and Storming triples in Stormy weather. For money, Quantum and Empyrean add the most value per catch by our estimate (about 2.35x), and Noir is the best money roll from an Enchant Relic (about 1.80x).
How many relics does it take to get a specific enchant?
At most 29 Enchant Relics. Each roll takes that enchant out of the pool until all 29 regular enchants have come up, then the pool refills. Exalted and Cosmic pools have 8 enchants each and the Twisted pool has 7. At Merlin's prices the worst case for one regular enchant is 319,000 C$ buying relics one at a time, or 288,000 C$ in five-relic packs.
Can a rod have two enchantments in Fisch?
Yes. A rod has a primary slot (Enchant, Exalted or Twisted Relic) and a secondary slot (Cosmic Relic), so it can have one of each. A Sovereign enchant fills both slots, but you can add up to three affixes next to it.
What does a Cosmic Relic do in Fisch?
It rolls one of 8 secondary enchants (Cryogenic, Glittered, Overclocked, Sea Prince, Tenacity, Tryhard, Vicious and Wise) that stack on top of your primary enchant. You get Cosmic Relics from Fallen Stars during Starfall, the Rod of the Cosmos, the 7-day login bonus, or the Black Market for 500,000 C$.
What does a Sovereign Relic do in Fisch?
It applies a Sovereign enchant, the strongest kind, during a Power Burst at the Keepers Altar. The relics you put in the pillars decide the set: an Enchant Relic gives a chance at Steady Crown, Glimmering Crown and Stonewake Crown; adding an Exalted Relic gives Immortal Might, Magnitude Might and Swift Might; adding an Exalted and a Cosmic Relic gives Menacing Spirit, Starforged Spirit and Propensity Spirit.
Where is the Keepers Altar in Fisch?
Deep under the Statue of Sovereignty, the island north of Moosewood in the First Sea. Walk through the mines under the statue to Cole, pay for a token, and take the elevator down. Do not jump down the shaft: the fall kills you.
Can you still get event enchantments like Spooky or Paradise?
They only come from event relics: Tropical, Paradise and Beached Relics from Fischfest 2, Valentine's and Cupid Relics from Valentides 2026, Santa's and Festive Relics from Fischmas 2025, and Frightful, Spooky and Eerie Relics from FischFright 2025. The wiki lists the Fischfest 2 and FischFright relics as no longer obtainable.
Source: the Fisch Wiki Enchanting page and the pages it links to, checked October 9, 2026. Effects are written in our own words.




