Fishing Enchants
Rod Enchantments
Rod enchantments are special upgrades applied to custom fishing rods via Enchant Crystals.
Each rod can hold multiple enchants, though some conflict with each other.
Enchant lines appear on the rod's lore between the separator lines, above the VortexArtifacts footer.
Rarity Tiers
Rarity controls how often an enchant shows up when rolling a crystal - weights are per-enchant, and higher rolls more often.
| Rarity | Roll Weight | Count |
| Common | 80 | 3 |
| Uncommon | 40 | 5 |
| Rare | 15 | 5 |
| Epic | 5 | 5 |
| Legendary | 2 | 4 |
Enchant Slots
Enchant slots scale with rod tier.
| Rod | Enchant Slots |
| Trash Rod | 1 |
| Common Rod | 2 |
| Rare Rod | 3 |
| Epic Rod | 4 |
| Mythic Rod | 5 |
| Exotic Rod | 6 |
| Archangel Rod | 6 |
| Satanic Rod | 7 |
Rolling a crystal past the cap doesn't block it, but cuts the base success rate by 10% (only exactly at cap) - Crystal Dust can offset this, but never above the crystal's original base.
Common
The everyday enchants. You'll see these on almost every roll.
Heavy Line I - III
Raises the minimum weight of every fish you catch.
Swift Cast I - III | Conflicts: Patient Hunter
Reduces cast time and tightens the fishing minigame window.
Merchant's Touch I - III
Increases the sell value of every fish in your inventory.
Uncommon
Solid, situational enchants. You'll roll these regularly but not constantly.
Deep Hook I - III | Conflicts: Frenzy, Cursed Line
The deeper your hook, the better your odds of a rarer fish.
Patient Hunter I - III | Conflicts: Swift Cast, Frenzy
The longer your line sits, the higher the rarity of your catch.
Bulk Fisher I - II | Conflicts: Trophy Instinct
Pulls in larger quantities of fish per catch - volume over weight.
Curious Hook I - II
Increases the rate of pulling up unidentified ??? specimens for research.
Trapper's Mark I - III
Increases the yield and effectiveness of placed fishing traps.
Rare
Specialist enchants. Strong in the right build but not something you stumble into often.
Void Lure I - II
Significantly raises the chance of Epic-and-above specimens.
Scholar's Mark I
Marks caught research specimens, reducing identification cost at a Researcher NPC.
Bounty Hunter I - II
Bonus rewards when completing active fishing bounties.
Overflow I - II
Expands trap capacity before they need collecting.
Temporal Lure I
Your rod is more effective during specific in-game hours.
Epic
High-impact enchants with real trade-offs. Rolling one is a moment worth noting.
Cursed Line I | Conflicts: Deep Hook, Frenzy
Greatly skews catches toward rare rarities - at a cost, the line takes on a life of its own.
Trophy Instinct I - II | Conflicts: Bulk Fisher
Dramatically increases the chance of a trophy-weight specimen.
Frenzy I - II | Conflicts: Deep Hook, Patient Hunter, Cursed Line
Extremely fast catch rate - overdrives the rod at the cost of any patience or curse-based enchants.
Double Haul I
Chance to reel in two fish from a single cast.
Arcane Dredge I
Small chance on each catch to pull up Crystal Dust alongside your fish.
Legendary
The rarest enchants in the game. Most players never see these roll.
First Light I
Massively increases Mythical research-specimen catches during dawn and dusk.
Midas Hook I
Chance to pull up Gold Coins or Fish Tokens directly from the water.
Soulbound I
Your rod stays in your inventory on death.
Crystal Draw I
The rarest rod enchant in existence - a small chance to pull an Enchant Crystal from the water, its tier scaling with the catch's rarity.
Conflict Reference
| Enchant | Conflicts With |
| Deep Hook | Frenzy, Cursed Line |
| Patient Hunter | Swift Cast, Frenzy |
| Bulk Fisher | Trophy Instinct |
| Trophy Instinct | Bulk Fisher |
| Swift Cast | Patient Hunter |
| Frenzy | Deep Hook, Patient Hunter, Cursed Line |
| Cursed Line | Deep Hook, Frenzy |
Conflicts are bidirectional and filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.