SkyFish

1.0

Player Guide

Complete reference for fishing, gear, mutations, progression, and tips - for newcomers and min-maxers alike.

SWING  ·  CATCH  ·  ESSENCE  ·  FORGE  ·  UPGRADE
Basics

Rarity System

Every creature, mutation, and item tier is tied to one of 11 rarity levels. Colors are consistent across the game.

R0 Basic R1 Common R2 Uncommon R3 Fine R4 Rare R5 Epic R6 Legendary R7 Mythic R8 Ancient R9 Aetheric R10 Obsidian

Base Spawn Weight Distribution

BaseWeightsBasic: 33.159%Common: 25.906%Uncommon: 18.652%Fine: 11.398%Rare: 5.699%Epic: 3.627%Legendary: 1.347%Mythic: 0.187%Ancient: 0.021%Aetheric: 0.004%Obsidian: 0.000%Basic 33.16%Common 25.91%Uncommon 18.65%Fine 11.40%Rare 5.70%Epic 3.63%Legendary 1.35%Mythic 0.19%Ancient 0.02%Aetheric 0.0041%Obsidian 0.0002%

Base Drop Rates

RarityBase WeightApprox. %Echo / Catch (normal)
Basic3233.16%+15
Common2525.91%+36
Uncommon1818.65%+60
Fine1111.40%+82
Rare5.55.70%+80
Epic3.53.63%+100
Legendary1.31.35%+150
Mythic0.180.19%+220
Ancient0.020.02%+800
Aetheric0.0040.00%+2,000
Obsidian0.00020.00%+75,000

Rates shift with Aether stat, weather, and time of day - see Weather & Time.

Basics

Stats Explained

Every piece of gear contributes to six stats. Understanding what each does is the foundation of good build-craft.

AE
Aether - Rarity Boost

Shifts rarity weights toward higher tiers. Effect scales as √(AE ÷ 100). Also increases mutation and size-extreme chance by up to +50%. Stack AE to fish rarer creatures.

PW
Power - Bar Fill Rate

Increases Phase 2 catch bar fill speed. Formula: base(0.04) + 0.24 × (1−0.5^(PW ÷ 100)). At max PW the fill rate is 7 × faster. Essential for Mythic+ catches.

DX
Dexterity - Phase Control

Phase 1: slows the fish's catch ring up to −60%. Phase 2: enlarges catch zone (100→530 px), slows fish speed (up to −32%), reduces chaos (up to −45%). The #1 stat for difficult tiers.

LR
Lure - Bite Frequency

Increases how often bites trigger in the air. Chance per second = (LR ÷ 100) × 2. More bites per session means more catches and more SC.

BS
Beast - Size Influence

Shifts size roll toward extreme sizes (Tiny or Colossal+). Larger fish = higher sell value multiplier. Also slightly boosts mutation chance.

SK
Skyload - Species Unlock

A minimum SK score required by certain rare species. If your gun's SK is below the threshold you simply cannot roll that species - upgrade your gun.

Build tip: AE + PW covers rarity and reeling. DX covers control at high tiers. LR covers frequency. A balanced endgame build spreads across AE/PW/DX with SK high enough for your target zone.
Basics

The Fishing Mini-Game

Catching a creature is split into two distinct phases.

Phase 1 - The Rings (Circle Mini-Game)

A bell shakes to signal a bite, then two rings appear:

  • Outer ring (white, player) - steadily shrinks toward the center.
  • Inner ring (blue, fish) - pulses back and forth between the outer and center.

Press your catch trigger when the two rings overlap. The tighter the overlap, the better your hit rating.

ResultOverlap thresholdZone spawn offset
Perfect<3% of band*0% (at fish)
Good<15%15% from fish
Fair<30%30% from fish
Poor<50%70% from fish
Miss>50%No Phase 2

*Perfect window shrinks at higher rarities. Obsidian's window is only 0.6% of the band.

Fish ring speed by rarity: Basic 0.6 ×, Common 0.8 ×, Uncommon 1.0 ×, Fine 1.3 ×, Rare 1.7 ×, Epic 2.2 ×, Legendary 2.8 ×, Mythic 3.5 ×, Ancient 4.3 ×, Aetheric 5.2 ×, Obsidian 6.5 × DX reduces the ring speed on the Phase 1 fish ring (up to −60%).
Phase 2 - The Reel (Stardew Valley-style)

A vertical track appears. Your catch zone (green bar) must overlap the bouncing fish icon.

  • Hold trigger to accelerate your zone upward.
  • Release to let gravity pull it back down.
  • The catch bar fills while overlapping, drains when not.
  • Fill the bar to 100% to land the fish.
StatPhase 2 Effect
AEHigher rarity roll → harder fish behavior
PWBar fill rate: base 0.04/s + up to +0.24/s at max
DXCatch zone 100→530 px; fish up to 32% slower; chaos −45%
LRNo effect in Phase 2
BSNo effect in Phase 2
Bar drain rate is constant (−0.16/s) regardless of rarity. Higher rarity reduces fill rate - Obsidian fills at only 40% the base rate. Missing the fish costs meaningful progress.
Treasure chests (~1 in 15 fights): A drifting chest icon appears alongside the fish. Hold overlap on the chest to fill a separate bar while fighting the fish. If the fish bar completes while you are still overlapping the chest, OVERTIME triggers - the fish bar holds briefly so you can finish filling the chest.
Basics

Tips & Tricks

🎯 Phase 1 gives a head-start

Your Phase 1 hit rating determines where your catch zone spawns at the start of Phase 2. A Perfect spawns your zone directly on top of the fish for immediate overlap. A Miss spawns it on the opposite end of the track, leaving you the entire length to cover.

⚡ Your gun build affects the Essence Forge

The Essence Forge (combining 3 same-rarity essences) uses your current gun stats when rolling the outcome creature. Equip your highest-AE build before forging for a better result.

🎲 The Gem Forge is entirely RNG

Putting gems into the Gem Forge yields a random enchantment - no stats, no conditions affect what you get. It is pure luck.

🌙 Night dramatically boosts rare spawn rates

Epic ×1.5, Legendary ×1.8, Mythic ×2.5, Ancient ×2.0, Aetheric ×2.0, Obsidian ×2.0. Basic and Common spawn rates are reduced (×0.7 and ×0.8). Fish after dark for high-tier hunts.

⛈️ Storm is the strongest rare-boosting weather

Legendary ×1.5, Mythic ×2.2, Ancient ×2.5, Aetheric ×2.0, Obsidian ×2.5. Basic ×0.7, Common ×0.8. Combine with Night for maximum rare spawns - time and weather bonuses stack.

🌀 Rift is the rarest weather of all

Legendary ×1.8, Mythic ×3.0, Ancient ×3.5, Aetheric ×3.0, Obsidian ×4.0. Basic ×0.5, Common ×0.6. Far stronger than Storm, but rarer to occur.

🐾 Low SK means rare species simply will not appear

If a species requires a Skyload (SK) score your gun cannot meet, it is gated out entirely - no amount of AE or weather will roll it. Upgrade your gun to raise SK before targeting high-tier species.

💰 Mutations multiply sell price, not rarity

A Prismatic or Charged mutation adds 5 × to a fish sell value - you can earn more from a Rare Prismatic than a plain Legendary.

📦 Sell Bonus enchantments stack with mutations

Sell Bonus 10% / 25% / 50% from enchantments applies on top of the size and mutation multipliers. Stack them for maximum SC per fish.

🌅 Dawn & Dusk boosts Rare through Legendary

A brief window around sunrise and sunset: Rare ×1.3, Epic ×1.4, Legendary ×1.5. Good mid-game farming window before committing to a full night session.

🧳 Upgrade your bag early

Bag tier unlocks more inventory slots and an achievement track. Early upgrades prevent constant sell-runs and let you fish longer sessions.

📅 Log in daily - missing a day drops you to your week start

The 56-day login calendar escalates each week: Week 7 milestone is 75k SC, Week 8 is 100k SC. If you miss a day your streak resets to the first day of your current week - you do not lose your overall week progress, but you will redo that week from day 1.

🔮 Enchantment conditions only activate in that state

Enchantments with conditions like night or storm only activate their bonus during that weather or time of day. Pair them with matching in-game conditions for full effect.

Gear

Guns (17)

Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.

#NameRarityCostAEPWDXLRBSSKLore
0Twig BoltBasicFree+4+10+10+1-50Every fisher starts here. Almost every fisher trades it in.
1Den BoltCommon1,500 SC+5+12+10+5+5100What you carve at the den, once twigs stop being enough.
2Kit's MercyUncommon6,000 SC+5-3+15+25-250Eager, but not strong.
3Hunter's DrawUncommon6,000 SC-3+15+20-3+5300A hunter wastes no time on lures. Quick to the draw, and quicker to the strike.
4Tail SaluteFine18,000 SC+10+10+15-5+401,000A flick of the tail, and it already knows where the bite is.
5Old VulpineFine18,000 SC+10+10+15+15+151,000Well-worn and even-handed.
6Reynard Mk IIRare55,000 SC-10+45+10-+608,000The second of its name, and the first that worked. All muscle and instinct, with nothing spared for luck.
7IronpawRare55,000 SC-10+45+60-10-5,000Brute force.
8Arena StandardRare55,000 SC+60-10+10+45-2,500Lures fast, lands slow.
9Stillwind RecurveEpic180,000 SC-15+50+110-+1520,000Patient work.
10Hollow BallistaEpic180,000 SC+115-15+10+50-20,000Rolls the luckiest bites.
11Aether CoilEpic180,000 SC+75-15+10-+9520,000Luck and instinct braided together.
12Last BroadcastLegendary500,000 SC-20+120+20-+13590,000Recovered from a signal tower that stopped transmitting a long time ago.
13Warden's VowLegendary500,000 SC-20+130+110-20+4060,000The oath every Drift Warden keeps, forged into a draw. Strength and speed in equal measure, and no luck to fall back on.
14NinetailMythic1M SC+180+20+20-+180150,000The Drift Wardens do not sell this. They give it.
15Vulpari ReliquaryAncient2M SC+230+20+20-+230220,000The Archive keeps one. Nobody is sure if they would part with it.
16The Final VulpineAncient10,000 SC+180+240+50+30+240550,000Unlocks at Level 100. Few have ever held one. Built to bring legends home.
Gear

Bolts / Ammo (16)

Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.

#NameRarityCostAEPWDXLRBSSKLore
0Splinter BoltBasicFree+1-+5---
1Drift ShardCommon3 SC--+5+10--Unremarkable until it lands.
2Captain's BoltUncommon6 SC-+15+5---
3Quickstitch BoltUncommon9 SC+5-+15+5--Nimble. Forgives a hasty draw.
4Breeze ShaftFine18 SC--+20-+10-Quick on the loose, easy on the shoulder.
5CinderheadFine21 SC+18---+12-Burns a little on the way out.
6Hollow BoltRare33 SC-+25--+15-Heavy-headed; lands hard.
7Ironpetal ShaftRare39 SC-+20-10+18--Slower to leave. Harder to shake.
8Gust LanceEpic75 SC--+15--1,500Reaches further than the eye.
9DuskpiercerEpic66 SC+30+20--10+20-Best at the edge of visibility.
10Skymark ShaftLegendary85 SC-+60--+25-Punches through drag, drags down weight.
11VeilshotLegendary96 SC+70-+35--15-Threads the gap between one breath and the next.
12Windfall BoltMythic130 SC+10+5---6,000Carries weight.
13Fulcrum LanceMythic145 SC-+55+55---Balanced to the gram. Unforgiving either way.
14Vulpari FangAncient165 SC+50+50-+30+30-Carved once. Never again. The Vulpari do not explain why.
15Storm LanceAetheric180 SC-+120--+50-Not for sale. They say it chooses its wielder.
Gear

Lines (20)

Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.

#NameRarityCostAEPWDXLRBSLore
0Frayed CordBasicFree+2-+2--More fray than cord. It holds, most days.
1Sky SilkCommon100 SC---+15-Spun so fine the sky barely notices it.
2IronthreadUncommon1,000 SC-+15+15-3-Stiff, reliable.
3Gale FlexUncommon1,000 SC-6+5+25--Bends with the gale instead of fighting it.
4GaleweaveFine4,000 SC-+20+22-+16Woven tight enough to hold its line through a squall.
5AmberlineFine4,000 SC+50--5--Drawn from warm amber. Patient, and slow to let go.
6StormthreadFine4,000 SC+35---5+25Threaded in foul weather. It never quite lost the temper.
7LurestringRare12,000 SC--12-+78-Anglers swear by it.
8WindknotRare12,000 SC+75--10--Every knot in it was tied by the wind, and holds like one.
9Ember FilamentRare12,000 SC-+37+38-10-Drawn glowing, and never fully cooled.
10Aurora StrandEpic28,000 SC+35+35+35--It caught the color of an aurora and never gave it back.
11NightweaveEpic28,000 SC+53-30--+52Woven after dark. The fish never see it coming.
12DaylureEpic28,000 SC+25-15-+85-Lures fish and fortune alike.
13CrystalspunLegendary70,000 SC-+70+70-20-Spun from crystal. It would rather snap than slip.
14CrystalweaveLegendary70,000 SC+100---20+70Woven from storm-clear crystal.
15Stormcore CordLegendary70,000 SC-20+23+117--Recovered from a salvaged signal tower. Still intact.
16VoidthreadMythic180,000 SC+175----Said to be spun from the edges of the Murk. A dangerous craft.
17Ancient CordMythic180,000 SC+130+60--+90Pulled from a sealed Vulpari case. Still intact.
18Vulpari Relic LineAncient700,000 SC-+150+150--One of seven the Archive is said to keep.
19Aetheric FilamentAetheric1M SC+330----A single strand from the Archive. Nobody knows how many remain.
Gear

Seekers (9)

Hint text from item lore - not acquisition instructions. All items purchasable at the Sky Market.

#NameRarityCostAEPWDXLRBSLore
0Splinter TracerBasicFree-----A whittled sliver. It finds the fish; the rest is on you.
1Captain's TracerCommon1,500 SC---+12-An old sky-captain's mark. Decades on, it still points true.
2Breeze SigilFine14,000 SC---5+35-Light enough to ride a breath of wind, and mark where it settles.
3Hollow PulseRare38,000 SC+55---+20Hollowed to ring. Each pulse comes back heavier than it left.
4Gust MarkerEpic110,000 SC+50+35--+25Holds its mark through a gust that would lose any lesser tracer.
5Skymark BeaconLegendary320,000 SC+40-15-+60-Burns a mark into open sky, still glowing long after the cast.
6Windfall TracerMythic900,000 SC+130---+30The Drift calls a sudden haul a windfall. This one earned the name.
7Storm SigilAncient1M SC+165---+50A Vulpari storm-mark. It still hums when the weather turns.
8Froggi's SigilLegendaryFree+40+25+25--Froggi's own mark, carried across a thousand lilypads. Unlocked only by code.
Gear

Enchantments / Binds (96)

Enchantments slot into your loadout and provide passive stat bonuses. Conditions (night, storm, etc.) activate only when that weather/time is active.

#NameRarityAEPWDXLRBSConditionSpecialLore
0Warden's MarkCommon+15--+3-A small stamp. The Warden has seen you. That is all.
1Ropewright's KnotCommon--+15+5-Tied by a Drift crewman. Holds, mostly.
2Calm SkiesCommon+5--+15-A crewman's idiom. You will hear it often.
3Keeper's SquintCommon--+8+3+7Look for the shape that shouldn't be small.
4Dock CinchCommon-----A strap from a Drift-dock. Issue-standard. Works.
5Signal TraceCommon+3--+15-A message-marker the Authority leaves on still air.
6Still-DrawCommon--+15-+5Wait long enough and the shot takes itself.
7Driftwind TokenCommon+15+3---Common luck, common metal. Enough to start.
8Tug-RightCommon-+15--+5What the crew shouts before a hard haul.
9BeadlineCommon+3+8-+7-A short string of dock-beads. Crewmen wear them by the dozen.
10LamphandCommon+8-+7-+3A lamp-tender's tag. Steady hands, steady light.
11Drift-Issue BindCommon-+5--+15Standard. Authority-stamped. Nothing more, nothing less.
12Stormveil CharmUncommon+30--+8-Bought off a Stormveil vendor. Warmer than it should be.
13Ironclaw CordUncommon-+30--+8Worn by dockhands who prefer short stories.
14Callwright's WhistleUncommon+8--+30-A little whistle tuned to the Drift. Something always answers.
15Eyeline SigilUncommon+18-+5-+12A sigil the Keepers hand out. Nobody remembers why.
16Warden's GripUncommon-+30+8--The hand-grip Wardens teach on day one.
17Aurora ChipUncommon+30--+8-A sliver of Aurora-glass. Cold. Lucky.
18Crewman's FavorUncommon+5-+30--A gift from an old crew. Steadies the shot.
19HalfcoinUncommon-----A broken Drift coin, folded into strap-tight.
20Quayhand BindUncommon-+18+5+12-Issued to the longshore crews. They never name it. They just use it.
21Steady LensUncommon+15-+15-+5A ground-glass piece the Keepers grade as 'serviceable'.
22Pinned MarkUncommon+5--+20+10A pin and a knot. A Warden taught the trick. Everyone forgets who first.
23Long-Watch TokenUncommon+12+5--+18A token kept by sentries through their first season.
24Keeper's FocusFine+10-+55--The Crystalspire Keepers call it a discipline. It is closer to a trance.
25Ember KnotFine+55+10---Tied where an Emberfall ember burned out. Warm for a year after.
26DriftwailFine--8-+60+8A low call. Carries farther than it should. Your arms remember.
27Stormveil GripFine-+55--+10A grip shaped by weather. You stop arguing with it.
28WardpurseFine+40--+10-+10% SellA Warden's second pocket. They keep it empty for you.
29Seer's NodFine+10-+55--A Crystalspire apprentice's acknowledgment. It is enough.
30Apprentice GlyphFine+40-+8--+25% EchoThe first mark any Archive-apprentice carves. It remembers itself.
31CrewstrongFine-+55+8-8-The hands that haul together forget to listen for the fish.
32Updraft BindingFine+32-+8-+23Bought off the same Aurora crew that lost their nets last season.
33Hauler's StrapFine-----What Drift cargo crews use. Built for weight, not finesse.
34Lamp-TrimFine+30-+25-+8A trim cut from a watch-lamp wick. Burns clean. Sees clean.
35Crystalspire TallyFine+8-+35-+20A Keeper's count-marker. It always knows where the shot landed.
36Seer's BraidRare+60-16-+10+30Sees the rare. Sees the large. Sees less of the line.
37Keeper's DisciplineRare-16+50+56-+10A Keeper's vow: hands over hope. Hope does not answer.
38Sunward HitchRare+12--+90-dayA hitch tied at first light. Loosens by dusk.
39Moonward HitchRare+12--+90-nightThe same knot, retied in moon-cold. It hears differently.
40Dawnwatch KnotRare--+144--dayCrystalspire watchers tie this before the sun crests.
41Duskwatch KnotRare--+144--nightThe evening-watch's version. Same pattern, cooler hands.
42Strange GlassRare+80-16--+12Shader Mut 2 ×Shattered Skycore fragment. It changes what you see.
43Ember CordRare-16+90--+12Braided from Emberfall rope and a grudge.
44Gemseer WireRare-16+55-+10+35Gem Drop+A Crystalspire Keeper's wire. Occasionally remembers it is treasure.
45Stormveil AnchorRare-+15--+144windySet in a Stormveil cliff. The wind tells it which way is down.
46AurorastrikeRare+144--+15-nightAimed by light no eye agrees on. Hands have to trust the line.
47Drift-Forged CinchRare-16----A Drift-issue strap, beaten flat in a forge that wasn't a forge.
48Vulpari WhisperEpic+160--22+15-Old words, half-heard. They do not quite want you to aim.
49Skyborne CoilEpic-22+95--+65For hauling what the sky was trying to keep. Luck stays behind.
50Noonstrike BindEpic+15+224---dayTied at the highest sun. The line remembers.
51Gloamstrike BindEpic+15+224---nightThe same binding, tied after the sun falls. Colder, surer.
52Gale-EyedEpic+224-+15--windyLucky on any day. Luckier when the sky is arguing.
53Beastcaller ThongEpic-+95--22+65+1 Size TierThe largest things move slow. So does the line. Too slow for bait.
54Skymark LensEpic+130--22+15+35Size Mut 2 ×A lens the old Crystalspire Keepers kept. The light bends strangely through it.
55Murkstep TwineEpic+110-22+15+50-Spun from fiber the Murk did not quite consume. It listens outward.
56Stillsky CordEpic--+15-+224calmFound in the still hour. Useless in a blow. Perfect in nothing.
57Rainwoven KnotEpic+130--+15-22rain+25% EchoA knot tied during a wet shift. The water remembers the names.
58Forge-Found CoilEpic-22+70+92-+15Recovered from a forge no one will admit to running. The metal sings.
59Skyglass FilamentEpic+15-+130-+30Gem Drop+A filament drawn from skyglass. It cuts where it shouldn't.
60Warden's Long VigilLegendary+165-30+20+60-A Warden waits. A Warden does not rush. A Warden rarely hauls.
61Great Haul CinchLegendary-30---10-The strap Drift salvagers use to pull things that should not be pulled. Luck stays on deck.
62Featherstrike CoilLegendary-30+120+120--30Specialist's bind. Brutal on small clean catches. Blind to the wild.
63Vigil of MorningLegendary+20+170--30+130dayThe day-watchers saw the biggest things leave. They say so, anyway.
64Vigil of EveningLegendary+20+170--30+130nightThe evening-watchers saw them return. They do not say more.
65Dawnbound SigilLegendary+300-30-+20-dayCarved on the sun's first side. Faces the light.
66Duskbound SigilLegendary+300-30-+20-nightCarved on the sun's last side. Faces away.
67Murk-WhisperLegendary+240-30-+20-stormMut 2 ×The Murk answers on the worst days. Its answers are strange.
68Skyforge BraceLegendary+20+100--+130Bracework from a forge that closed before the Shattering. It still bites.
69Storm VigilLegendary+220-+8-+90storm+25% EchoSet during the worst night. Carried home through it. Remembers everything.
70Crystalspire OathLegendary+110-30+85+20+45+25% SellA Keeper's oath, bound to coin and catch. They tell you the cost only after.
71Heavy Haul CordLegendary-30+150--10-+1 Size TierThe cord crews use to drag the unmoving. The line drags back.
72Skycore ShardMythic+285---+140nightA pre-Shattering shard, stable only at night. Priceless and patient.
73Skyforger's RuneMythic-+185+185--Vulpari smithmark. Two things perfected.
74Aurora SealMythic+320----+25% EchoThe lights know every catch. They say the name aloud. You hear it.
75RiftweaveMythic+315--+50-+25% EchoThe Shattering left the sky in pieces. You remember more from each catch.
76Reliquary CinchMythic-+300---The Archive salvages. The Archive straps. The Archive hauls.
77Double-Spoken OathMythic+305----Double CatchAn Archive vow made twice. Fish answer twice.
78Reliquary WrapMythic--+210-+140An Archive-keeper's wrap. Worn by the one who counts the relics. Counts every catch.
79Stormwarden MarkMythic+130+130+130--stormCarried by the watchers who do not come in from the worst nights.
80Vulpari SpoolMythic--+185-+185Wound by hand by the last spool-makers. The line knows its name.
81Lost Forge BindMythic+150+150---Gem Drop+Pulled from a forge older than the Archive. Gives back what the forge once held.
82EternalbindAncient-+470---A binding the old Vulpari knew. Strength over everything.
83Vulpari Reliquary CoreAncient+300---+170Mut 2 ×A relic-keeper's heart. All-seeing, nearly unfeeling.
84Archive LedgerAncient+370----+50% SellA scrap of the old Vulpari accounts. Every catch is priced.
85Murkwarden's SilenceAncient-+250--+180+1 Size TierA Warden's oath never spoken aloud. The Murk respects it.
86Ninetail MarkAncient+230-+230--Double CatchA mark only the Ninetail wore. The catch echoes itself.
87Skybinder's CrownAncient-+245+235--A circlet the old Skybinders kept. The line obeys before the hand moves.
88Lost Archive PlateAncient+260---+180+25% EchoA plate the Archive misplaced. It remembers being read.
89Pre-Shattering SigilAncient+360---+240nightOlder than the maps. Older than the names. Stable only when the sun is down.
90Aetheric WisdomAetheric+620----+1 RarityA single strand of pure luck. Everything you catch is somehow rarer.
91The Last SkycoreAetheric+460---+220nightMut 2 ×They say only one is still intact. They say it answers only at night.
92The UnshatteredAetheric+180+290+290--+50% EchoA Vulpari binding the Shattering did not break. Neither does anything else.
93Strand of First SkyAetheric+360---+340Mut 2 ×From before the sky learned to fall. From before falling had a name.
94The Tenfold KnotAetheric+330-+330--Double CatchTied by ten hands at once, the story says. Ten catches answer.
95Vulpari Last WordAetheric+370+200---+1 RarityThe last sentence a Vulpari spoke before the Shattering. Still being heard.
Gear

Tags / Titles (69)

Tags grant the associated title cosmetic. Most are earned through achievements, milestones, or special events.

#NameRarity
0DefaultBasic
1NewcomerCommon
2AnglerUncommon
3AdeptFine
4ExpertRare
5MasterEpic
6Sky SageLegendary
7Storm CallerMythic
8Ancient OneAncient
9AethericAetheric
100Novice CatcherCommon
101Sky FisherFine
102Drift's EternalMythic
103Codex KeeperUncommon
104CenturionEpic
105The Drifter SaintMythic
106Uncommon StalkerUncommon
107Master of Fine ThingsFine
108BluefingerRare
109Epic HandEpic
110Legend Among UsLegendary
111Mythic HunterMythic
112Spirit of the OldMythic
113AetherbornAncient
114Obsidian AnomalyAetheric
115Pattern HunterFine
116GoldenfingersRare
117VoidwatcherEpic
118Mutation HunterRare
119Echo of StrangeLegendary
120Migration ReaderRare
121Far-WandererLegendary
122AscendingFine
123ApexMythic
124Sturdy PackerUncommon
125Creel of the Deep SkyMythic
126StoriedRare
127Tale of the DriftLegendary
128Master ArmorerEpic
129FaithfulFine
130Year-ReaderMythic
131WealthyRare
132Sky TycoonLegendary
133Pearl SageRare
134Pearl SovereignMythic
135StrongarmRare
136Prime MasterLegendary
137Heavy PocketsRare
138The Sky's CustomerLegendary
139Pearl PatronRare
140Forge-FaithfulRare
141Fortune-TouchedRare
142House Always LosesMythic
143High RollerEpic
144Master LinesmanRare
145EngineerFine
146Bolt BaronRare
147Shader SageEpic
148Sky SovereignAncient
149Drift PioneerFine
150Founding DrifterEpic
151Gem KeeperUncommon
152PrismaticEpic
153GildedLegendary
154VoidmarkedEpic
155The HexedLegendary
Reference

Mutations

Mutations are rare visual variants that appear on caught creatures. They multiply sell value and are tracked in your codex. Base mutation chance is 7.5% per catch - boosted by AE and certain enchantments.

#MutationRaritySell MultWeightWeighted %
1PrismaticAetheric× 5.010.6%
2ChargedAetheric× 5.010.6%
3EmberveilAncient× 4.021.1%
4StormlitAncient× 4.021.1%
5HallowedMythic× 3.042.2%
6NebulaMythic× 3.042.2%
7AuricLegendary× 3.063.3%
8IrradiantLegendary× 3.063.3%
9ChromaveilLegendary× 3.063.3%
10GlacialEpic× 2.084.4%
11VoidtouchedEpic× 2.084.4%
12GleamingEpic× 2.084.4%
13NullRare× 2.084.4%
14CloudwovenRare× 1.8105.6%
15StormstripedRare× 1.6105.6%
16PaleFine× 1.5126.7%
17WraithFine× 1.5126.7%
18FracturedFine× 1.5126.7%
19InvertedUncommon× 1.5126.7%
20PetrifiedUncommon× 1.3147.8%
21WatermelonCommon× 1.3147.8%
22DustborneCommon× 1.2168.9%
23HexedMythic× 1.142.2%

How Mutations Roll

base chance = 7.5%
aether_mult = 1 + 0.5 × (1 − 0.5^(AE ÷ 100))
final chance = 7.5% × aether_mult × enchant_mult
// at AE=0: 7.5%  |  AE=100: ~11.25%  |  AE=200: ~13.1%

When a mutation fires, one is chosen via weighted random from the 23 named mutations. Rarer mutations have lower weights.

Mutation Rarity Groups

Aetheric × 5.0 - Prismatic, Charged
Ancient × 4.0 - Emberveil, Stormlit
Mythic × 3.0 - Hallowed, Nebula, Hexed
Legendary × 3.0 - Auric, Irradiant, Chromaveil
Epic × 2.0 - Glacial, Voidtouched, Gleaming
Rare × 2.0 - Null, Cloudwoven, Stormstriped
Fine × 1.5 - Pale, Wraith, Fractured
Uncommon × 1.5 - Inverted, Petrified
Common × 1.3 - Watermelon, Dustborne
Aetheric mutations (Prismatic, Charged) give × 5 sell value - the highest multiplier in the game. On a Titanic Aetheric fish, that's potentially 80,000 × base × 5 = 400,000 SC from one catch.
Reference

Sell Prices

Sell value is calculated from base rarity value × size multiplier × mutation multiplier × sell bonus. Sell your bag at the Market vendor.

sell_value = base_value[rarity] × size_mult × mutation_mult × sell_bonus
// sell_bonus:  1.0 (none)  |  1.10 (+10%)  |  1.25 (+25%)  |  1.50 (+50%)

Base Sell by Rarity × Size

RarityBaseTinySmallNormalLargeHugeColossalTitanic
Basic158111519263860
Common36182736456390144
Uncommon7538567594131188300
Fine13869104138172242345552
Rare200100150200250350500800
Epic4002003004005007001,0001,600
Legendary1,0005007501,0001,2501,7502,5004,000
Mythic2,2001,1001,6502,2002,7503,8505,5008,800
Ancient8,0004,0006,0008,00010,00014,00020,00032,000
Aetheric20,00010,00015,00020,00025,00035,00050,00080,000
Obsidian75,00037,50056,25075,00093,750131,250187,500300,000

Size Multipliers

SizeMultiplierExample: Epic (400 base)
🐜 Tiny× 0.5200 SC
🐟 Small× 0.75300 SC
🐠 Normal× 1.0400 SC
🐡 Large× 1.25500 SC
🦈 Huge× 1.75700 SC
🐳 Colossal× 2.51,000 SC
🌌 Titanic× 4.01,600 SC

Mutation Sell Multipliers

MultMutations
× 5.0Prismatic Charged
× 4.0Emberveil Stormlit
× 3.0Hallowed Nebula Auric Irradiant Chromaveil
× 2.0Glacial Voidtouched Gleaming Null
× 1.8Cloudwoven
× 1.6Stormstriped
× 1.5Pale Wraith Fractured Inverted
× 1.3Petrified Watermelon
× 1.2Dustborne
× 1.1Hexed
A Prismatic Titanic Aetheric: 80,000 × 5.0 = 400,000 SC. Add a × 1.5 Sell Bonus enchant for 600,000 SC from one fish.
Progression

Echo (XP) Progression

"Echo" is the in-game XP system. You earn Echo every catch based on the creature's rarity. Max level is 100.

xp_threshold(L) = 100 × max(0, L−1)^2.3
// total cumulative XP needed to reach level L
echo_per_catch[rarity] = [5, 10, 23, 30, 38, 53, 68, 75, 90, 105, 250]

XP Milestones

LevelTotal XP NeededXP This LevelAetheric Catches
21001001
34923924
41,2517598
52,4251,17412
64,0521,62716
76,1622,11021
88,7852,62325
911,9433,15831
1015,6593,71636
1119,9534,29441
1224,8434,89047
1330,3475,50453
1436,4816,13459
1543,2616,78065
1650,7007,43971
1758,8138,11378
1867,6138,80084
1977,1139,50091
2087,32410,21198
25149,44713,936133
30230,94917,908171
35332,96722,095211
40456,50826,475253
50771,70435,743341
601,182,93245,608435
701,695,71555,992534
802,314,95466,844637
903,045,06878,119744
1003,890,10289,784856

Echo Earned Per Catch

RarityEcho / Catch (normal size)Catches to Lv 2
Basic+157
Common+363
Uncommon+602
Fine+822
Rare+802
Epic+1001
Legendary+1501
Mythic+2201
Ancient+8001
Aetheric+2,0001
Obsidian+75,0001

XP Curve

022k44k67k89k102030405060708090100Level
To reach level 100 you need 3,890,102 total Echo. At Aetheric (105 XP each) that's ~37,000 Aetheric catches - or ~78,000 Mythic catches. Daily quests and achievements also award Echo.
Progression

Achievements

Achievements are tracked in the Sky Feats tab. Each has multiple tiers with increasing goals and rewards. Claiming all tiers earns the Sky Sovereign title.

AchievementCategoryTiersFinal Tier GoalFinal RewardDescription
The Casterfish total11100000Title: Drift's EternalCatch fish. The line, the wind, the patience.
The Collectorspecies unique9154Title: The Drifter SaintDifferent species hooked. The codex grows.
Uncommon Hunterfish tier41,000Title: Uncommon StalkerCatch Uncommon-tier creatures.
Fine Catcherfish tier4250Title: Master of Fine ThingsCatch Fine-tier creatures. The teal-banded.
Rare Hunterfish tier55003 Simple GemCatch Rare-tier creatures. The blue ones.
Epic Pursuerfish tier42501 Strong GemCatch Epic-tier creatures. The purple-marked.
Legendary Anglerfish tier61005 Strong GemHook Legendary-tier creatures. The orange ones.
Mythic Encounterfish tier4253 Prime GemCatch Mythic creatures. They appear barely once.
Ancient Bondfish tier352 Prime GemPull an Ancient creature from the wind.
Aethericfish tier23Title: AetherbornCatch the Aetheric. Few have.
Mutationistlifetime mutations72,000Title: Echo of StrangeTotal fish bearing any mutation, across all types.
Wandererlifetime distance750000005 Prime GemDistance traveled across the sky.
Climberlevel6100Title: ApexThe Echo carries you upward.
Pack Carrierbag tier77Title: Creel of the Deep SkyUpgrade your bag. Carry more.
Reputationtitles owned560Title: Tale of the DriftTitles earned through deed and discovery.
Armorerguns owned4172 Prime GemDifferent rod-guns owned.
Daily Drifterlifetime dailyquests5365Title: Year-ReaderDaily quests claimed.
Earnerlifetime sc earned7100000003 Prime GemSkyCoins earned across all your time aloft.
Pearl Diverlifetime pearls earned510,000Title: Pearl SovereignSky Pearls earned in your time aloft.
Strong Gemworklifetime gemsstrong earned31002 Prime GemStrong Gems earned over time.
Prime Gemworklifetime gemsprime earned35050,000 Echo XPPrime Gems are not won lightly.
Spenderlifetime sc spent510000000Title: The Sky's CustomerSkyCoins spent in pursuit of more.
Pearl Spenderlifetime pearls spent31,000Title: Pearl PatronSky Pearls cashed for deeper magic.
Gem Spenderlifetime gems spent45002 Prime GemGems committed to forge and craft, all tiers combined.
Luckylifetime gambling won51000000Title: House Always LosesCurrency won from gambling activities.
Gamblerlifetime gambling spent450010 Simple GemPearls wagered at the slot machine.
Linesmanlines owned4203 Strong GemLines collected. Different feels for different sky.
Dart Makerdarts owned383 Strong GemDifferent dart types collected.
Quartermaster's Pridebolts owned420,0002 Prime GemBolts owned across all categories.
Chromancershaders unlocked4103 Simple GemUnlock shader mutations. The Drift reveals its true colors.
Sky Sovereignachievements claimed1AllTitle: Sky SovereignClaim every other achievement tier in the game.
Drift Pioneermisc flag11Title: Drift PioneerYou were here before the skies were charted. Stay for 2 minutes to earn your mark.
Founding Driftermisc flag11Title: Founding DrifterTen hours charting unknown skies before the world was complete. The Drift remembers.
Simple Gemworklifetime gemssimple earned45002 Strong GemSimple Gems gathered over your drifts.
Prismatic Eyefish mutation430Title: PrismaticCatch Prismatic variants across different species.
Gilt Touchfish mutation425Title: GildedCatch Auric variants. The Drift gilds what it favors.
Void Sensefish mutation420Title: VoidmarkedCatch Voidtouched variants. The Murk leaves its mark on some.
Hexboundfish mutation415Title: The HexedCatch Hexed variants. Nobody knows who cast it.
Essence Catcherbubbles caught51,0001 Strong GemCatch drifting essence out of the sky.
Essence Forgerbubbles forged41501 Prime GemCombine three same-rarity essence into a guaranteed fish.
Beta players only: Drift Pioneer (2-min visit) and Founding Drifter (10 hours during beta) are special legacy titles and cannot be earned in 1.0.
Reference

Sky Pearl Void - Slot Machine

Spend Sky Pearls for a chance at SkyCoins, gems, and more. 1 Pearl per line played, 1–3 lines per spin. The jackpot symbol is Coin Jackpot (row 3).

Symbol Payouts

#SymbolDraw %Match 2Match 3
0Coin Small26.6%100 SC1,000 SC
1Coin Mid19.1%500 SC5,000 SC
2Coin Large8.5%2,500 SC25,000 SC
3Coin Jackpot ⭐4.3%50,000 SC1,000,000 SC
4Simple Gem19.1%2 Simple Gems8 Simple Gems
5Strong Gem12.8%1 Strong Gems3 Strong Gems
6Prime Gem6.4%1 Prime Gems2 Prime Gems
7Sky Pearl3.2%1 Sky Pearls5 Sky Pearls

Win Chances by Lines Played

LinesCostAny Win %3-Match %Jackpot %Jackpot Freq
11 Pearl31.3%3.6%0.0077%1 in 12,978
22 Pearls52.8%7.1%0.0154%1 in 6,489
33 Pearls67.6%10.4%0.0231%1 in 4,326
The slot machine is not profitable on average. Expected SC returns are below the cost in Pearls. Play for fun and achievements, not as a primary income strategy.

Jackpot

Three Coin Jackpot symbols on row 3 pays 1,000,000 SC. On 3 lines the odds are about 1 in 4,326 spins.

Reference

Weather & Time of Day Effects

Rarity weights shift based on current weather and time. Stack conditions for maximum rare hunting.

Time of Day

PeriodEffect on Rarity Weights
NightBasic × 0.7, Common × 0.8, Epic × 1.5, Legendary × 1.8, Mythic × 2.5, Ancient × 2.0, Aetheric × 2.0, Obsidian × 2.0
Dawn / DuskRare × 1.3, Epic × 1.4, Legendary × 1.5
MiddayBasic × 1.2, Common × 1.1, Mythic × 0.6, Ancient × 0.5, Aetheric × 0.5, Obsidian × 0.5
Other HoursNo adjustment - base weights apply

Weather States

WeatherEffect on Rarity Weights
CalmAncient × 0.7, Aetheric × 0.7, Obsidian × 0.7
WindyEpic × 1.3, Legendary × 1.4
StormBasic × 0.7, Common × 0.8, Legendary × 1.5, Mythic × 2.2, Ancient × 2.5, Aetheric × 2.0, Obsidian × 2.5
Heavy StormBasic × 0.5, Common × 0.6, Legendary × 1.8, Mythic × 3.0, Ancient × 3.5, Aetheric × 3.0, Obsidian × 4.0

Aether (AE) Effect on Rarity

aether_bonus = √(AE ÷ 100)
// Shifts weight from each tier to the one above: bonus × 0.3 × weight[i−1]
// Capped at 15% of the lower tier's weight per shift
// AE=0: no shift  |  AE=100: +100% bonus  |  AE=200: +141% bonus

The higher your Aether, the more weight "bleeds up" from low tiers to high tiers. This compounds with weather and time modifiers - a high-AE build during a Night Storm is dramatically more likely to see Mythic+ creatures.

Optimal rare hunting combo: High AE build + Night + Storm weather = Mythic × (2.5 × 2.2) ≈ × 5.5 base weight. Add Rift weather for Mythic × (3.0 × 2.5) ≈ × 7.5. Combine with AE stat for maximum rare pulls.
Reference

Mutation Rifts

Rifts are glowing spheres that appear throughout the world. Each rift is tied to one specific mutation and forces that mutation on any catch made inside its zone.

What Rifts Do

When your cast lands within a rift's influence sphere, two things happen:

  • Mutation is forced. Your catch is forced to match the rift's mutation with a 50% chance. If it doesn't trigger, a normal mutation roll fires instead. A Prismatic Rift gives Prismatic on roughly half of all catches inside it.
  • Echo bonus. Being in a rift adds +1.0 to your Echo multiplier, effectively doubling base echo from that catch (stacks with potions, enchants, and events).

Rifts are named [MutationName] Rift with a floating label and a glowing shell that matches the mutation color. You do not need to be inside the sphere - your cast target must land within the influence zone.

Spawn Mechanics

ConditionActive capSpawn cadence
Calm2Every ~300s, 40% chance/window
Windy2Every ~110s, 40% chance/window
Rain2Every ~100s, 40% chance/window
Storm2Every ~85s, 40% chance/window
Heavy Storm10Burst: every 3s until cap
Blood Moon10Burst: every 20s until cap
Laser Storm10Burst after laser fires (every 15s)

Each rift lives 10-20 minutes (600-1200s, random per spawn). When it expires it simply vanishes and a new one can spawn elsewhere. Rifts are spread across the world with a minimum spacing rule to prevent clumping.

Mutation Rarity by Weather

During normal weather, the rift spawner picks a mutation weighted by rarity - the same weights that govern which mutations appear on fish. Rarer mutations appear in rifts less often. During exclusive events the mutation pool is overridden:

🌧 Heavy Storm

No override - uses the standard rarity-weighted pool across all 23 mutations. Rarer mutations appear less often. What changes is quantity: up to 10 rifts burst-spawn every 12s, flooding the world with varied rifts.

🌘 Blood Moon

Pool locks to two mutations: Hexed (8x weight) and Hallowed (1x weight). Expect roughly 8 Hexed rifts for every 1 Hallowed rift during the event.

⚡ Laser Storm

Pool flips toward rare mutations: Prismatic and Charged at 10x weight, Emberveil and Stormlit at 8x, scaling down to common mutations at 1x. Best window for rare mutation rifts.

Tip: Rifts and rarity weather stack. Fishing a Mythic-boosting weather window (Storm, Rift weather) inside a Prismatic Rift simultaneously gets you the weather rarity boost AND a guaranteed Prismatic mutation on the catch.

Reference

Gun Reach Matrix

Shows how many species per rarity tier each gun can potentially reach (species accessible / total in tier). Higher SK and better gun rarity opens more species.

GunRaritySKCommonUncommonFineRareEpicLegendaryMythicAncientAetheric Obsidian
Twig BoltBasic5010/1314/230/340/300/180/100/90/90/70/1
Den BoltCommon10013/1323/230/342/300/181/100/90/90/70/1
Kit's MercyUncommon25013/1323/2319/342/300/181/100/90/90/70/1
Hunter's DrawUncommon30013/1323/2333/342/302/181/100/90/90/70/1
Tail SaluteFine1,00013/1323/2334/3424/302/182/100/90/90/70/1
Old VulpineFine1,00013/1323/2334/3424/302/182/100/90/90/70/1
Reynard Mk IIRare8,00013/1323/2334/3430/3015/186/101/90/90/70/1
IronpawRare5,00013/1323/2334/3430/3015/185/101/90/90/70/1
Arena StandardRare2,50013/1323/2334/3430/3012/182/100/90/90/70/1
Stillwind RecurveEpic20,00013/1323/2334/3430/3015/186/103/90/90/70/1
Hollow BallistaEpic20,00013/1323/2334/3430/3015/186/103/90/90/70/1
Aether CoilEpic20,00013/1323/2334/3430/3015/186/103/90/90/70/1
Last BroadcastLegendary90,00013/1323/2334/3430/3018/1810/107/93/90/70/1
Warden's VowLegendary60,00013/1323/2334/3430/3018/189/105/93/90/70/1
NinetailMythic150,00013/1323/2334/3430/3018/1810/109/94/93/70/1
Vulpari ReliquaryAncient220,00013/1323/2334/3430/3018/1810/109/99/95/70/1
The Final VulpineAncient550,00013/1323/2334/3430/3018/1810/109/99/97/71/1

■ Green = full reach | ■ Yellow = partial reach | ■ Dim = no reach. Species count excludes SK-gated species your Skyload cannot reach.