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Fisher

The Fisher lands the islands' own catches (fish, shellfish, crustaceans, even a whale) with an ordinary fishing rod, measures each one in centimetres, and at the top of the trade hooks the Sea Kings of the deep sea and fights them.

Workstation none: any fishing rod
Rods made by the Inventor at the Workshop
Levels 1 to 100; new catches up to level 50

Fisher XP comes only from Cruise's catches, from Sea Kings and from the Bestiary (see Bestiary and Log Book). A vanilla cod, salmon or pufferfish, and any junk or treasure, gives none.

How a catch is decided

There is no fishing minigame: you cast, wait for the bite and pull in exactly as in vanilla. Cruise decides only what comes up.

  1. When vanilla's roll gives you a fish, Cruise may swap it for one of its own catches. Junk and treasure are never swapped.
  2. Each possible catch is checked against where your bobber is:
    • Biome: the biome the bobber is in. The sky fish and the lava fish ignore it.
    • Depth: how many blocks of water (or lava, for the lava fish) lie straight down from the bobber, up to 256. A bobber on a one-block puddle fishes at depth 1: deep-sea catches need a real column of water under the hook, not just a deep-ocean biome.
    • Height: a few catches need the bobber above or below a height (the sky fish want y 150 and up; some cave fish want low water).
    • Your Fisher level: a catch above your level stays in the water.
  3. Every catch that passes gets its chance. If the chances of everything that bites there add up to less than 100 %, each comes up with its own chance and the rest of the time you keep vanilla's fish. If they add up to more, they share the catch in proportion and you never get a vanilla fish there.
  4. Anything that raises chances (see Better odds) multiplies all of Cruise's chances in that spot at once, so it pushes out vanilla fish, not other Cruise fish.

In Crew mode, a player of another trade still lands the level-1 catches (Forked-Tail Killifish, Striped Clam) but earns no Fisher XP; their catches still fill their Bestiary.

Size

Every Cruise catch comes up with a size in centimetres, shown in its tooltip ("Size: 12.3 cm"). Sizes are drawn between the catch's minimum and maximum, most often near the middle. Two fish of different sizes don't stack.

  • Fisher XP: a catch pays 75 % of its XP at the smallest size, up to 125 % at the biggest.
  • Price: the Fishmonger pays 75 % of the average price for the smallest, up to 150 % for the biggest (see Merchants and contracts).
  • Cooking: a dish's quality depends on where its fish sit in their size ranges, on average: halfway up or more gives a Fine dish, four fifths up or more a Superb one. A fish with no size (bought, or given by command) counts for nothing.

The bigger-catch bonuses (rods, rod parts, the level-10 perk) pull each catch toward the top of its range: a bonus of 0.35 closes 35 % of the gap between the rolled size and the maximum. Once the bonuses add up to 1, every catch comes up at the maximum size.

The rods

Any fishing rod works, the vanilla one included. The two Cruise rods are made by the Inventor at the Workshop, so in Crew mode a Fisher gets them from an Inventor.

Rod Made from (Workshop) Inventor level Durability Bigger catches Special
Fishing Rod (vanilla) crafting table — 64 — —
Whopper Fishing Rod Reel, Raw Iron 5 128 +0.35 turns steel-coloured with a Whopper Rod Upgrade
Sea King Fishing Rod Ultimate Reel, Cola 32 320 +0.50 the only rod that fishes in lava

No special rod is needed to hook a Sea King: any rod brings one up once your level and the water are right.

Rod parts

Rod parts are made at the Workshop and fitted at the Upgrade Bench: the rod goes in the left slot, the part in the middle, and the fitted rod comes out on the right. The rod keeps its wear, its enchantments and its other parts, and its tooltip lists what is fitted. Each part fits only once per rod. Before you take the rod, the bench shows what the part does on that rod.

Every part fits every rod, but works best on the rod it was made for ("bigger" adds to the bigger-catch bonus, "chance" multiplies every Cruise catch's chance):

Part (Inventor level) on the Fishing Rod on the Whopper on the Sea King rod
Fishing Rod Upgrade (8) bigger +0.20 bigger +0.10 bigger +0.05
Fishing Line Upgrade (8) chance ×1.50 chance ×1.35 chance ×1.25
Whopper Rod Upgrade (18) bigger +0.10 bigger +0.25 bigger +0.15
Sea King Rod Upgrade (40) bigger +0.10, chance ×1.10 bigger +0.20, chance ×1.15 bigger +0.30, chance ×1.25

With all four parts, the Whopper reaches bigger +0.90, and +1.00 with the level-10 perk. The Sea King rod reaches +1.00 on its own. At +1.00, every catch comes up at its maximum size.

Better odds

All of these multiply together and apply to every Cruise catch at once:

Source Effect
Fishing Line Upgrade, Sea King Rod Upgrade see the parts table
Fisher level 25 ×1.20
Bait (made by the Hunter at the Tannery) ×1.35 for 2 minutes
Riding a Fishing Boat (made by the Carpenter) ×1.25

Luck of the Sea and the Musician's Lucky Tune still work on vanilla's own fish, junk and treasure, but do not change Cruise's catch chances.

Level perks

Level Perk What it does
10 "Catches run 10% bigger" adds 0.10 to the bigger-catch bonus: each catch moves 10 % of the way from its rolled size toward the maximum (it does not make every catch 10 % bigger)
25 "This addon's fish bite 20% more often" every Cruise catch's chance ×1.20, common ones included
40 "10% chance of a second fish on the line" one catch in ten brings up a second fish of the same kind, with its own size (XP paid once; never a Sea King)

The catches

The catches open level by level, water by water: rivers and swamps, jungles and the lush caves, forests and seas, then warm seas, taigas, cherry groves, caves, the frozen north, the deep oceans, the sky and the lava.

How to read the table:

  • Level: the Fisher level from which it can bite.
  • Where: the biomes (or groups: all rivers, all oceans…) where it bites; "anywhere" means it ignores the biome.
  • Depth: the blocks of water under the bobber it needs, and a height when there is one.
  • Chance: its share of the bites vanilla would have turned into a fish, before any bonus.
  • Size: the range in centimetres it is drawn from.
  • XP (first catch): the Fisher XP for an average-sized catch, and the one-time bonus the first time you land it. A catch that lives in two places (the Lovely Angel: forest waters and the sky) has two rows, and pays its bonus once for each.
Catch Level Where Depth Chance Size (cm) XP (first catch)
Forked-Tail Killifish 1 rivers, beaches, oceans, swamps 1–64 35 % 4–8 10 (50)
Striped Clam 1 beaches, oceans 1–8 30 % 4–9 10 (50)
Fist Crayfish 6 rivers, swamps 2–64 30 % 8–16 20 (100)
Cutie Piranha 8 jungle, sparse jungle, bamboo jungle, lush caves 1–32 28 % 15–35 24 (120)
Glistening Saury 9 forests, oceans 2–64 30 % 25–45 26 (130)
Scissor Shrimp 10 rivers, beaches, stony shore, windswept hills 1–24 25 % 10–30 28 (140)
Autumn Leaves Salmon 11 river, frozen river, taigas, cherry grove 2–32 18 % 45–80 30 (150)
Butterflyfish 12 warm ocean, lukewarm ocean, deep lukewarm ocean 3–48 22 % 10–20 32 (160)
Pumpkin Octopus 14 beaches, warm ocean, lukewarm ocean 4–32 16 % 35–70 36 (180)
Adventure Fish 16 rivers, beaches, oceans, lush caves, dripstone caves, mountains 1–64 20 % 40–90 40 (200)
Treasure Pargai 18 beaches, forests, warm ocean, lukewarm ocean 2–48 14 % 12–30 44 (220)
Bone Fish 20 desert, warm ocean, lukewarm ocean, deep lukewarm ocean 1–64 12 % 20–40 48 (240)
Smiley Jellyfish 20 oceans 8–256 10 % 20–40 48 (240)
Balloon Catfish 22 warm ocean, lukewarm ocean, deep lukewarm ocean, swamp, mangrove swamp 6–20 8 % 30–60 52 (260)
Lantern Trilobite 22 lush caves, dripstone caves 1–32 (below y 45) 35 % 8–18 52 (260)
Guidance Monkfish 24 lush caves, dripstone caves, deep dark 2–64 (below y 30) 18 % 40–90 56 (280)
Caltrop Starfish 25 warm ocean, lukewarm ocean, beach, desert 2–256 6 % 15–30 58 (290)
Lovely Angel 26 forests, cherry grove, river 2+ 8 % 15–30 60 (300)
Lovely Angel 26 anywhere 1+ (above y 150) 10 % 15–30 60 (300)
Icefish 27 frozen river, frozen ocean, deep frozen ocean, snowy plains, snowy taiga, snowy slopes, jagged peaks, frozen peaks, ice spikes 1–64 20 % 25–50 62 (310)
Ice Sunfish 28 cold ocean, deep cold ocean, frozen ocean, deep frozen ocean 10–256 8 % 80–180 64 (320)
Shark 30 deep oceans 16–256 5 % 150–400 68 (340)
Missile Manta Ray 32 deep oceans 20–256 6 % 150–400 72 (360)
Hydramandrake 34 swamp, mangrove swamp 2–256 4 % 80–200 76 (380)
Salamandrake 36 desert, badlands, warm ocean, deep lukewarm ocean 3–256 4 % 40–90 80 (400)
Sky Fish 38 anywhere 3+ (above y 150) 8 % 30–70 84 (420)
Lava Flounder 40 lava 1–64 35 % 30–70 88 (440)
Great Terigius 42 deep cold ocean, deep frozen ocean, deep ocean 24+ 3 % 200–500 92 (460)
Giant Sky Fish 44 anywhere 5+ (above y 150) 3 % 150–350 96 (480)
Sea King Scale — summons a Sea King 44 deep oceans 20–256 1 % — 200 (1000)
Skull Knight 45 stony shore, windswept hills, windswept gravelly hills, river, dripstone caves 6–64 (below y 60) 3.5 % 20–45 98 (490)
Beat Alligator 46 swamp, mangrove swamp 3+ 2.5 % 250–600 100 (500)
Burning Dragon 47 lava 2–64 12 % 200–420 102 (510)
Sea King Scale — summons a Sea King 47 deep oceans 24–256 0.7 % — 300 (1500)
Aurora Sunfish 49 deep frozen ocean, frozen ocean, deep cold ocean 12–256 2.5 % 180–330 106 (530)
Golden Whale 50 deep oceans 24–256 1.5 % 800–1400 108 (540)
Sea King Scale — summons a Sea King 50 deep oceans 28–256 0.4 % — 450 (2250)

Every catch is food, like a raw cod, except two you open:

  • Adventure Fish (level 16), "Use it to empty its pocket": one random item, from bone and string to, rarely, a Heart of the Sea.
  • Treasure Pargai (level 18), "Use it to take the pearl out": one random item, from a nautilus shell and prismarine to, rarely, a Heart of the Sea.

The sky catches (the Lovely Angel's second home, the Sky Fish, the Giant Sky Fish) bite in any water at y 150 or higher, whatever the biome. The natural place is the sky lakes: some of Mine Mine no Mi's sky islands now carry a lake, up to seven blocks deep, dug into their cloud ground.

Fishing junk can also bring up Iron Scrap (1–2, half the time, on top of the vanilla junk) and now and then a Torn Rumor Map for a treasure hunt (see Treasure hunts). This works for everyone, with any rod.

Lava fishing (level 40)

With the Sea King Fishing Rod in either hand, the bobber floats on lava, with smoke and flames instead of spray.

  • Lava has its own loot instead of vanilla's: charcoal, blackstone, gravel, iron nuggets, Iron Scrap, gold nuggets, magma cream, obsidian, now and then a gold ingot, and magma blocks.
  • The two lava fish replace that loot when they bite: the Lava Flounder (level 40, 1+ block of lava) and the Burning Dragon (level 47, 2+ blocks), in any lava, Nether included. Each pull gives a lava fish or a piece of lava loot, never both. Below Fisher level 40, the rod only pulls lava loot.
  • Nothing burns on its way out, and the lava fish are fireproof items.

The Sea Kings (level 44)

Sea Kings are hooked; the only other way to meet one is when one surfaces on its own off a coast for two days, announced in the chat (see Events at sea). That one is fought without a rod, and killing it pays the same Fisher XP. In a deep-ocean biome, with enough water straight under the bobber, a bite can bring up a Sea King instead of a fish: the line comes up empty and the beast surfaces where the hook was, with a roar. Hooking one pays Fisher XP on the spot, and much more the first time you hook each kind.

Sea King Level Water under the hook Chance Health Blow (damage)
Sea King 44 20+ blocks 1 % 140 (70 hearts) 8
Extra-Large Sea King 47 24+ 0.7 % 200 (100 hearts) 11
Goldfish Sea King (a giant carp) 50 28+ 0.4 % 260 (130 hearts) 14
Sea King Fisher XP on the hook First hook bonus On the kill
Sea King 200 +1 000 900
Extra-Large Sea King 300 +1 500 1 400
Goldfish Sea King 450 +2 250 2 000

The kill XP goes to the player who lands the killing blow (arrows count), if they practise Fisher. The kill also drops 60 vanilla experience.

The fight

A boss bar shows its name and health. It never strays more than 32 blocks from the spot where it was hooked, never comes ashore, and fights the nearest player within 32 blocks (in survival or adventure mode).

It fights in a loop:

  1. Circling: it circles you about 9 blocks out, its back above the water.
  2. Rearing: for about 2.25 seconds, with a bellow; the water foams along the 14-block line it will take. Halfway through it stops turning: step off the line.
  3. Charge: it runs the line. Anyone it touches takes its full blow and is thrown. A boat in its way takes 100 damage: a vanilla boat breaks and throws its crew into the water; a Carpenter hull that holds keeps its crew aboard.
  4. Winded: after the charge it lies at the surface, 3 seconds if it hit someone, 5 seconds if it missed. Every blow lands in full, and its body is solid: climb on its back and fight standing. When it comes to, it dives out from under you.

It also has two answers to where you stand:

  • Tail sweep: against anyone within about 4.5 blocks. It winds its tail up for 1.2 seconds while the water whitens along the arc (from one flank round the back to the other), then strikes for 60 % of its blow. Stand at its head and the tail goes past you. It can sweep again 3 seconds later.
  • Water jet: below 60 % health, against a target more than 8 blocks away (up to 30). It aims for 1.25 seconds along a line of bubbles, then fires down it for 50 % of its blow. Step off the line.

Below 30 % health it charges twice as often.

Where to hit: the head takes ×1.4, the chest ×1, the tail ×0.8 and the tail tip ×0.6. While it is not winded it takes only half of a melee blow and a quarter of an arrow's: the fight is won in the winded windows, not from the shore.

If you leave: with nobody within 32 blocks it waits at the surface for a minute, then dives and is gone.

What it drops

Sea King Sea King Scale Sea King Fin Sea King Head Crest
Sea King 4–8 1–2 —
Extra-Large Sea King 8–14 2–4 1 (half the time)
Goldfish Sea King 12–20 3–6 1–2

The Cook makes feasts of them (Delicacy Assortment, Meat-Lover's Delight, Roasted Meat Festival), the Tailor Arlong's Shoes, the Master's Sail and the Bastille Mask, and the Musician the Hymn of Resolve scores. The Fishmonger buys a Scale for 1 500 Belly, a Fin for 4 000 and a Head Crest for 15 000 (see Merchants and contracts).

Selling your catch

The Fishmonger, a travelling merchant, buys Cruise's fish at prices set by how rare they are (about 30 Belly for the commonest, 20 000 for a Golden Whale of average size), times the size factor. See Merchants and contracts.

Advancements

The Fisher tab opens at Fisher level 1: one advancement per notable catch (Clam Up, Pack a Punch, Cute but Deadly, Jaws, Head in the Clouds…), challenges for the rarest (Living Fossil, See You Later, Giant of the Skies, Where the Fire Swims, Colours of the Aurora, All That Is Gold), and King of the Sea for killing a Sea King. The catch advancements trigger as soon as the fish is in your inventory, however you got it.