Fisch illustration of a low-poly seaside shrine at sunset: a fishing rod floats above a stone altar wrapped in swirling purple, teal and gold light while a blocky fisherman watches, with stone pillars and a moored boat
Illustration: AI-generated artwork, not a game screenshot

Fisch Enchantments

Tier list, the best enchant for each goal, how to enchant, every relic, and all 79 rod enchants with their exact effects.

Checked against the Fisch Wiki on October 9, 2026.

Enchanting adds a random effect to your rod. You use a relic at the Keepers Altar under the Statue of Sovereignty, and the type of relic decides the pool: an Enchant Relic rolls one of 29 regular enchants, an Exalted Relic one of 8 stronger ones, and a Cosmic Relic one of 8 secondary enchants that stack on top.

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.

SBest all-round
  • 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
AGreat at one job
  • 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
BSituational
  • 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
CNiche
  • 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.

GoalBest overallBest 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%)
ControlMagnitude Might (+0.25)Controlled (+0.15)
Fish weightStarforged Spirit (+65%)Sea King (+30%)
XPClever (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 relicsScavenger (3x Enchant Relics)Scavenger
Filling the BestiaryWormhole (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.

EnchantRelicWhere the value comes fromValue per catch
QuantumExalted Relic (primary)25% Subspace (6.4x)2.35x
EmpyreanEmpyrean Relic (primary)15% duplicate fish with Empyrean (9x)2.35x
Propensity SpiritSovereign Relic (both slots)15% duplicate fish with Sovereign (8.5x)2.27x
AnomalousExalted Relic (primary)20% duplicate fish with Anomalous (5.55x)2.11x
NoirEnchant Relic (primary)50% Albino (1.5x), 50% Darkened (1.5x), +20% weight1.80x
Starforged SpiritSovereign Relic (both slots)+65% weight1.65x
ChaoticEnchant Relic (primary)12% Chaotic (6.2x)1.62x
GreedTwisted Relic (primary)+50% weight1.50x
InsightEnchant Relic (primary)30% Purified (2.5x)1.45x
Sea OverlordExalted Relic (primary)+40% weight1.40x
DuneDune Relic (secondary)5% duplicate fish with Dune (6x)1.30x
GhastlyEnchant 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. 1

    Get a relic

    The relic decides which enchant pool you roll from. The relic list below shows where each one comes from.

  2. 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. 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. 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.

RelicChance of each enchantRelics needed at most
Enchant Relic1 in 29 (1 in 28 if the rod already has one)29
Exalted Relic1 in 8 (1 in 7 if the rod already has one)8
Cosmic Relic1 in 8 (1 in 7 if the rod already has one)8
Twisted Relic1 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

    Primary

    20% 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

    Primary

    15% 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

    Primary

    50% chance on each fish movement to freeze the fish for 3 s (2.5 s cooldown)

  • Clever

    Primary

    2.25x 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

    Primary

    25% chance of +100% progress speed, otherwise +15% progress speed

  • Ghastly

    Primary

    Every 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

    Primary

    1.5x 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

    Primary

    Each 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

    Primary

    Every 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

    Primary

    Costs health; the chance of the Sanguine mutation equals your current health

    Formerly called Blood Reckoning

  • Scavenger

    Primary

    3x chance of Rare Finds and Enchant Relics, 1.75x chance of Exalted Relics

    The enchant for farming relics

  • Scrapper

    Primary

    60% 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

    Primary

    80% 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

    Primary

    20% 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

    Primary

    30% 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

    Secondary

    20% 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

    Secondary

    Each 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

    Secondary

    1.2x 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

    Primary

    25% 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

    Primary

    25% 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 slots

    15% 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

    Secondary

    Fish 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

    Secondary

    No 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

    Secondary

    No max weight limit, +200 durability

    Needed to use the Duskwire rod

    How to get: Guaranteed with an Invincible Relic

  • Restricted

    Primary

    Put 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 2

    35% 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 2

    10% 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.

RelicsPossible Sovereign enchants
Sovereign Relic + Enchant RelicSteady Crown, Glimmering Crown, Stonewake Crown
Sovereign Relic + Enchant and Exalted RelicsImmortal Might, Magnitude Might, Swift Might
Sovereign Relic + Enchant, Exalted and Cosmic RelicsMenacing 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.

PillarTakesKeeper Level
BasicEnchant Relic1
ExaltedExalted Relic2
CosmicCosmic Relic2
TwistedTwisted or Crested Relic3
LimitedEvent relics (Frightful, Spooky, Eerie, Festive, Santa's, Cupid, Valentine's, Tropical, Paradise, Beached)4
QuestSong of the Deep, Invincible Relic or Dune Relic4

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 usedPower 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.

AffixRelicEffect
FrightfulFrightful Relic (FischFright (2025))+20% progress speed, -10% resilience, 10% chance of Frightful
SpookySpooky Relic (FischFright (2025))+0.05 control, 10% chance of Spooky
EerieEerie Relic (FischFright (2025))+5% progress speed, +5% fish weight, 10% chance of Eerie
FestiveFestive Relic (Fischmas (2025))+10% luck, +10% lure speed, +5% fish weight, 10% chance of Merry, Gingerbread or Peppermint
SantaSanta's Relic (Fischmas (2025))+10% fish weight, +15% progress speed, 10% chance of Santa, Jingle Bell, Merry, Gingerbread or Peppermint
CupidCupid Relic (Valentides (2026))+5% progress speed, +5% lure speed, 10% chance of Sweet
Valentine'sValentine's Relic (Valentides (2026))+15% progress speed, +5% resilience, 10% chance of Lovely, Sweet or Candy
ParadiseParadise Relic (Fischfest 2)+15% luck, +5% fish weight, 10% chance of Paradise
BeachedBeached Relic (Fischfest 2)+10% progress speed, 10% chance of Beached
TropicalTropical Relic (Fischfest 2)+5% forced progress speed, 10% chance of Tropical
SanctifiedSong of the Deep+10% progress speed, +10% true progress speed
TwistedTwisted Relic+30% progress speed, -0.1 control
SiftingDune RelicNo max weight limit, lets you fish in Drylands sand
UnshakeableInvincible RelicNo max weight limit, +200 durability
CrestedCrested RelicFish 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.