Fisch Enchantments - Full List, How to Get, & More
Boost your rods with the power of magic!
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In Fisch, enchantments serve as potentially powerful modifiers that can turn even mediocre rods into useful tools for grinding specific fish and/or mutations. In this guide, we'll be going over everything you need to know about enchantments, starting with how to get them.
How to Enchant Rods
Getting Enchant Relics
To enchant a fishing rod, you first need to get an Enchant Relic. These can be acquired through many ways, but the most common and reliable methods are the following:
- Fishing them randomly from any source (1/350 chance)
- Buying them from Merlin at Sunstone Island (Level 30 required)

There are other types of Enchant Relics as well (Twisted, Exalted, etc.), but we will cover those in their respective sections further down.
Where to Enchant Rods
With your Enchant Relics on hand, you must head to the Statue of Sovereignty to start using them on your rods. It can be found just north of Moosewood, and it's hard to miss.

Once there, make your way down the mine shaft just behind the Shipwright.

Inside, you will eventually find an elevator. Speak with Cole, who is standing beside it. He will allow you to use the elevator at the cost of $400, though you can unlock permanent access by paying him $100,000.

Once below, you'll find the Keepers Altar. Simply hold out your Enchant Relic and interact with it to enchant the rod you currently have equipped!
IMPORTANT: The Keepers Altar can only be used at night!

Full List of Enchantments
There are many kinds of enchantments in Fisch, and regular Enchant Relics will grant you a random standard one. Most of them have benefits that are tailored towards specific types of rods or for applying specific mutations, while some, like the Chaotic enchant, can be fairly good all-arounders.
Below is a full list of all the standard enchantments, then we'll go over each of the other types in their own subsections further down.
If you are looking for the best enchants overall, make sure to check out our tier list of enchantments in Fisch to learn more!
Standard Enchantments
Enchant Name | Effects | Best For |
|---|---|---|
Abyssal | 80% chance to add +30% weight, 20% chance to reduce weight by -40%, and 20% chance to grant the Abyssal mutation. | Any rod with mediocre or no mutation chance. Also okay for moneymaking. |
Blessed | 5% bonus chance to catch Shiny or Sparkling fish, +5% Lure & Progress Speed. | Grinding Shiny and/or Sparkling fish. |
Breezed | +50% Luck, +20% Lure Speed, +10% Progress Speed. These bonuses are doubled whenever it is Windy. | Rods that have low luck. |
Chaotic | 12% chance to grant the Chaotic mutation, 15% chance to stab per fish movement. | Rods that don't have mutation chances or those without stabbing capability. |
Chronos | 50% chance to freeze a fish every few seconds. | May be good for catching certain annoying fish. |
Clever | x2.25 XP bonus on all catches. | Any rod if you still need to grind XP. |
Controlled | +0.15 Control | Rods with low control stat, especially those that are in the negative. |
Divine | +50% Luck, +25% Lure Speed, and +20% Resilience. | Rods that have low luck. |
Flashline | +25% chance for a 100% Progress Speed bonus, and a 75% chance for a smaller 15% Progress Speed buff. | Rods with low Progress Speed. |
Ghastly | 100% chance to grant the Translucent mutation, +10% chance to duplicate any fish. | Stacking with other fish duplicating rods or just any rod without mutation chances. |
Hasty | +55% Lure Speed. | Any rod with low Lure Speed. |
Hunter | +2 Disturbance | Any rod if you are trying to stack Disturbance for hunts. |
Insight | x1.5 XP bonus, +30% Lure Speed, and a 30% chance to grant the Purified mutation. | Any rod if you are still grinding XP and/or have low Lure Speed |
Long | +150 Line Distance, +35% Resilience, and +15% Progress Speed. | Moments when you need a long line for whatever reason, or if you need more resilience. |
Lucky | +50% chance for mutations, +25% Luck, and +15% Lure Speed | Any rod with low luck or for whenever you want to farm natural mutations. |
Momentum | On perfect catch: Grants +2% Lure Speed, Resilience, and Progress Speed (caps at 40%). Regular catch reduces these buffs by 4%. | Rods that have relatively low speed and resilience. |
Mutated | +90% Natural Mutation chance | Any rod without a mutation chance. |
Noir | 50/50 chance to grant either the Albino or Darkened mutation. Also grants +20% Fish Weight. | Any rod without a mutation chance. |
Quality | +20% Luck, +20% Lure Speed, +10% Resilience, and +5% Progress Speed. | Any mediocre rod or those with poor luck in general. |
Resilient | +35% Resilience and +10 % Fish Weight. | Rods with low resilience. |
Sacrificial | Sacrifices some of your HP to give a chance to grant the Sanguine mutation. | Some rods that don't already have mutation chance but have other buffs to further boost value. |
Scavenger | Increased chance to catch Enchant Relics, Treasure Maps, Threads, Rotted Seeds, and Nukes. | Any rod if you are trying to get these non-fish items. |
Scrapper | 60% chance to not consume Bait. Also increases Bait effectiveness by 1.25x. | Saving expensive and/or rare bait. |
Sea King | +30% Fish Weight | Rods that already have mutation chance. |
Steady | +20% Progress Speed and +0.05 Control. | Rods with slow Progress Speed and/or low control (not negative) |
Storming | +50% Luck, +25% Lure Speed, and 25% chance to grant the Electric mutation. These bonuses are doubled during Rain, or tripled while Stormy. | Any rod with low luck and/or no mutation chance of their own. |
Swift | +30% Lure Speed and +10% Progress Speed. | Slow rods in general. |
Unbreakable | +10,000 Max KG, +50 Durability, and +0.1 Control. | Any rod with low weight and/or control. |
Wormhole | 80% chance to catch fish from random locations. Also grants a small chance to get natural mutations from other places. | Any rod if you really need to complete the Bestiary and love staying in one spot. |
Exalted Enchants
Unlike regular enchantments, you can get Exalted Enchants by using an Exalted Relic at the Keepers Altar. Exalted Relics can be acquired through most of the same methods as normal Enchant Relics, but with a much lower chance.
Here are all the Exalted Enchants:
Enchant Name | Effects | Best For |
|---|---|---|
Anomalous | +20% chance to generate a duplicate fish with the Anomalous mutation. | Any rod that doesn't already have a mutation chance or on rods with their own duplication mechanic. |
Ferocious | +4 Disturbance | Any rod if you are trying to trigger more hunts. |
Herculean | +25,000 Max KG, +10% Progress Speed, and +0.2 Control. | Rods with low control or any rod with low max weight. |
Immortal | +75% Luck, +30% Progress Speed | Any rod with low luck and/or Progress Speed. |
Mystical | +45% Resilience, +25% Luck, +15% Lure Speed, and +10% Progress Speed | Any rod in general, especially those with mediocre stats. |
Piercing | 30% chance to stab on fish movement, and +15% Progress Speed. | Rods that have no stab ability of their own. |
Quantum | 25% chance to grant the Subspace mutation and +15% Resilience. Perfect cast grants an extra 10% Subspace chance and +10% Initial Progress. | Any rod without its own mutation chance. |
Sea Overlord | +40% Fish Weight | Rods that already have a chance to get mutations. |
Twisted Enchants
Twisted Enchants all grant some form of negative modifier and typically do not have any positives. While this may sound undesirable, there are some niche uses where they truly shine.
These can be acquired by heading to the Keepers Altar and using a Twisted Relic, which can be bought from Merlin for $500,000 each. Here are all the Twisted Enchants:
Enchant Name | Effects | Best For |
|---|---|---|
Fractured | +50% Progress Speed and -0.1 Control. | Slow rods with high control. |
Greed | +50% Fish Weight, -30% Lure Speed, and -5% Progress Speed. | Any rod with already high Lure Speed, particularly if you need higher weight on fish. |
Putrid | 2% chance to grant the Putrid mutation and -10% Luck. | Farming trash items or getting Putrid quest-related catches. |
Pharaoh's Curse | 25% chance to grant the Sandy mutation. | Any rod without its own mutation chance. |
Rage | 25% chance to stab a fish on movement, -50% Luck, and -20 Resilience. | Rods with already high luck, assuming you really need stab. |
Weak | -10% Max KG | Nothing, really. |
Wobbly | -0.05 Control | Equally bad as Weak |
Cosmic Enchants
As you've probably guessed by now, Cosmic Relics are needed to get Cosmic Enchants. These special relics can be acquired through various means, but mainly by:
- Fishing with a Rod of the Cosmos (0.1% base chance)
- Claiming Fallen Stars during a Starfall event (20% chance)
Cosmic Enchants are Secondary Enchantments, which means that they stack on top of primary ones (e.g. Standard and Exalted). Here is a list of all Cosmic Enchants in the game:
Enchant Name | Effects | Best For |
|---|---|---|
Cryogenic | 20% chance to freeze a fish. | Catching certain annoying fish. Sometimes used in combination with Chronos for more potent freezing. |
Glittered | +3% chance to catch Shiny/Sparkling fish. | Farming Shiny and/or Sparkling fish. Best used alongside Blessed. |
Overclocked | +5% Forced Progress Speed. | Catching fish that ignore Progress Speed buffs. |
Sea Prince | +15% Fish Weight | Rods that already have a mutation chance. |
Tenacity | +20% Progress Speed for each snapped reel. Can stack infinitely. | Catching fish that aren't Progress Locked. |
Tryhard | +50,000 Max KG, +30% Progress Speed, -0.1 Control. | Rods with high control. |
Vicious | +10% Progress Speed and +1 Disturbance | Players who want to grind hunts. Best used with other Disturbance primary enchants. |
Wise | x1.2 XP from catches. | Any rod if you still need to grind XP. |
Quest Enchants
Unlike other enchantments in Fisch, Quest Enchants can usually only be acquired by completing certain repeatable quests or are temporarily applied to specific rods during a one-off quest.
The following are all of the Quest Enchants and their related tasks:
Enchant Name | Effects | Source | Type |
|---|---|---|---|
Blessed Song | +20% Progress Speed and True Progress Speed | Song of the Deep Relic - Often acquired from Captain Ahab. | Primary |
Dune | Infinite Max KG, +5% chance to duplicate a fish with the Dune mutation, and allows you to fish in Drylands Sand. | Dune Relic - Paleontologist Petri's repeatable quest. | Secondary |
Invincible | Infinite Max KG, +200 Durability | Invincible Relic - Often obtained from the Apprentice Archaeologist's repeatable quest. | Secondary |
Restricted | Blocks any mutations and prevents enchantments from being applied. | Automatically applied to certain rods until you complete their related questlines. | Primary |
Limited Enchants
These enchantments can be acquired whenever their related events are currently active. Outside of that, you may be able to get their respective relics by trading with other players.
Enchant Name | Effects | Related Event | Type |
|---|---|---|---|
Frightful | +50% Progress Speed, 10% chance to grant the Frightful mutation, and -20% Resilience. | FischFright | Primary |
Eerie | +10% Progress Speed and Fish Weight, and 10% chance to grant the Eerie mutation. | FischFright | Secondary |
Spooky | 30% chance to stab on fish movement, 10% chance to grant the Spooky mutation, and +0.1 Control. | FischFright | Primary |
Merry | +35% Lure and Progress Speed, and 10% chance to grant the Merry mutation. | Fischmas | Primary |
Gingerbread | +40% Fish Weight, +10% Progress Speed, and 10% chance to grant the Gingerbread mutation. | Fischmas | Primary |
Peppermint | 40% chance to stab on fish movement, +25% Luck, and 10% chance to grant the Peppermint mutation. | Fischmas | Secondary |
Santa | +30% Fish Weight and Progress Speed, and 30% chance to give either the Santa, Jingle Bell, Merry, Gingerbread, or Peppermint mutation. | Fischmas | Primary |
Valentine's | +30% Progress Speed, +10% Resilience, and 45% chance to apply either the Lonely, Sweet, or Candy mutation. | Valentides | Primary |
Cupid | +30% Progress Speed, +25% Lure Speed, and 10% chance to apply the Sweet mutation. | Valentides | Primary |
Beached | 10% chance to apply the Beached mutation, 10% chance to duplicate a fish with the Sandy mutation, and +10% Progress Speed. | Fischfest 2 | Secondary |
Paradise | +60% Luck, +40% Fish Weight, and 10% chance to grant the Paradise mutation. | Fischfest 2 | Primary |
Tropical | 35% chance to stab on fish movement, +10% Forced Progress Speed, and 10% chance to grant the Tropical mutation. | Fischfest 2 | Primary |
Sovereign Enchantments
Sovereign Enchants are among the most powerful enchantments in the game, and they require significant effort to not only apply, but to maintain. Their powers are limited, and your rods must be recharged constantly to benefit from their bonuses.
These enchantments take up both the Primary and Secondary slots. They also turn rods into Keeperbound Rods, which will eventually need to be recharged by offering any relic at the Keepers Altar.
Here are all the Sovereign Enchants, as well as the additional relics you need to add in order to get a chance at receiving them:
Enchant Name | Effects | Required Relics |
|---|---|---|
Steady Crown | +25% Resilience and Progress Speed, and +0.1 Control. | Enchant Relic, Sovereign Relic |
Glimmering Crown | +20% chance to apply mutations and +10% chance to catch Shiny/Sparkling fish. | Enchant Relic, Sovereign Relic |
Stonewake Crown | +35% Resilience, +20% Fish Weight, and reduces fish movement. | Enchant Relic, Sovereign Relic |
Immortal Might | +90% Luck, +35% Progress Speed, and +30% Lure Speed | Enchant Relic, Exalted Relic, Sovereign Relic |
Magnitude Might | +35% Resilience, +25% Fish Weight, and +0.25 Control. | Enchant Relic, Exalted Relic, Sovereign Relic |
Swift Might | +55% Lure Speed, +50% Progress Speed, and +10% Forced Progress Speed. | Enchant Relic, Exalted Relic, Sovereign Relic |
Menacing Spirit | 30% chance to stab on fish movement, +20% Progress Speed, and +7 Disturbance. | Enchant Relic, Exalted Relic, Cosmic Relic, Sovereign Relic |
Starforged Spirit | +65% Fish Weight, +15% Resilience, and +5% Forced Progress Speed. | Enchant Relic, Exalted Relic, Cosmic Relic, Sovereign Relic |
Propensity Spirit | 15% Chance to fully freeze a fish, 15% chance to duplicate fish with the Sovereign mutation, and 35% chance to stab every 0.8 seconds. | Enchant Relic, Exalted Relic, Cosmic Relic, Sovereign Relic |

All Affixes
Affixes are additional bonuses that you can add to Sovereign Enchants, essentially acting as their own unique version of secondary enchantments.
Here is a full list of all Affixes, as well as their associated Limited/Quest Relics:
Affix Name | Effects | Required Relic |
|---|---|---|
Beached | 10% chance to grant the Beached mutation, and +10% Progress Speed. | Beached Relic |
Cupid | 10% chance to grant the Sweet mutation, and +5% Lure and Progress Speed. | Cupid Relic |
Eerie | 10% chance to grant the Eerie mutation, and +5% Progress Speed and Fish Weight. | Eerie Relic |
Festive | 10% chance to grant Merry, Gingerbread, or Peppermint mutation, +10% Luck and Lure speed, and +5% Fish Weight. | Festive Relic |
Frightful | +20% Progress Speed, 10% chance to apply the Frightful mutation, and -10 Resilience. | Frightful Relic |
Paradise | +15% Luck, 10% chance to grant the Paradise mutation, and +5% Fish Weight. | Paradise Relic |
Sanctified | +10% Progress Speed and True Progress Speed. | Song of the Deep |
Santa | +15% Progress Speed, +10% Fish Weight, and a 10% chance to grant either the Peppermint, Merry, Gingerbread, Jingle Bell, or Santa mutation. | Santa's Relic |
Sifting | Infinite Max KG and allows Drylands fishing. | Dune Relic |
Spooky | 10% chance to apply the Spooky mutation, and +0.05 Control. | Spooky Relic |
Tropical | 10% chance to apply the Tropical mutation, and +5% Forced Progress Speed. | Tropical Relic |
Twisted | +30% Progress Speed and -0.1 Control. | Twisted Relic |
Unshakeable | Infinite Max KG and +200 Durability. | Invincible Relic |
Valentine's | +15% Progress Speed, 10% chance to grant either the Lovely, Sweet, or Candy mutation, and +5% Resilience | Valentine's Relic |
How to Acquire Sovereign Relics
You will need a Sovereign Relic in order to get these special enchantments, and they are mainly acquired by fishing at a Sovereign Beam Pool during certain special weather events.
While fishing at these Sovereign pools, you'll have a roughly 1/150 base chance to catch a Sovereign Relic. Outside of that, fishing anywhere will yield an extremely low 0.01% chance.

How to Use Sovereign Relics
Unlike regular Enchant Relics, you must wait for a Sovereign Power Burst before you can use your Sovereign Relic, and you'll also need other relics ready alongside that.
When a Power Burst occurs, the pillars around the Keepers Altar will start floating, and this lets you offer varying relics to them. The following are all the relic types you can insert, as well as the Keeper Level required to use them:
Keeper Level | Usable Relics |
|---|---|
1 | Enchant Relic |
2 | Exalted & Cosmic Relic |
3 | Twisted Relic |
4 | All Limited/Event & Quest Relics |

Increasing Your Keeper Level
To increase your Keeper Level, you must find the Keeper Warden deep in the Enchanted Crevice part of the Sovereignty Mines. He will give you varying quests that you must complete to earn more Keeper XP.
Here are all of the tasks he will give you, in the order you'll be doing them on the way to Keeper Level 4:
- Speak to all of the miners in the Enchanted Crevice.
- Catch 5 fish in the Enchanted Crevice
- Finish a Keeper's Ritual
- Witness a Keeper's Weather and enchant a rod with more than 1 pillar active
- Restore power to a Keeperbound Rod
- Catch a Sovereign fish

Non-Rod Enchantments
You can also enchant some of your other tools, as there are other fishing activities that don't use a rod. In the next couple of sections, we'll go over each of them.
Spear Enchants
Spear Enchants are those that can exclusively be acquired on a spear. To get them, you use either a regular Enchant Relic or a Cosmic Relic at the Keepers Altar. The following are all of the Spear Enchants:
Enchant Name | Effects | Enchant Type |
|---|---|---|
Blunt | +25% Handling, -10% Piercing, -5% Power. | Standard |
Finisher | +50% to every stat when over 70% progress. | Cosmic |
Forgiving | Upon reaching 5 correct inputs in a row, any input will count towards progress. | Cosmic |
Frenzy | +10% Progress Speed for each successful input in a row. | Standard |
Lunging | +50% Range | Standard |
Pointy | +15% Piercing and x1.25 Power | Standard |
Savage | 25% chance to strike twice per input. | Standard |
Sharpened | +5% Power and Piercing. | Cosmic |
Splintered | +25% Piercing and -10% Handling. | Standard |
Superior | +20% to all stats | Standard |
Harpoon Enchants
Same as the Spear Enchants, there are a few enchantments exclusive to the Harpoon Gun. Enchant Relics and Cosmic Relics can give you the following:
Enchant Name | Effects | Enchant Type |
|---|---|---|
Aberrant | +20% Mutation Rate, -25% to +35% Fish Size. | Cosmic |
Ballistic | +128% Range and +30% Velocity. | Standard |
Barbed | +10% chance to instantly pull. | Standard |
Chainshot | Perfect Catches grant a stacking bonus Velocity, Resilience, and Progress Speed. | Standard |
Deadeye | +20% Accuracy and Velocity. | Standard |
Lightened | +25% Velocity, -50% Reload Time, and -10% Power. | Standard |
Polished | +5% to all stats and bonus Shiny/Sparkling chance. | Cosmic |
Reinforced | +10% Resilience and power, and -5% Velocity. | Cosmic |
Stable | +20% Resilience. | Standard |
Weighted | +25% Power. | Standard |
