Augments
Custom rod enchantments crafted with entropy — browse them with /fish augments, apply with /fish augment.
How augments work
Augments are crafted using entropy plus a material recipe (combined in a cauldron of water), then applied to your rod through /fish augment or the main menu. Removing every augment from a rod at once costs entropy too, so plan before you strip a rod down.
| Augment | Required Level | Max Level | Cost per Craft |
|---|---|---|---|
| Hot Spot | 10 | 13 | 5000 |
| Call of the Storm | 12 | 5 | 4000 |
| Saturate | 12 | 5 | 3500 |
| Sage | 12 | 10 | 5750 |
| Biome Disruption | 16 | 3 | 6000 |
| Precision Cutting | 22 | 8 | 7000 |
| Crab Bait | 25 | 5 | 4000 |
| Intellect | 25 | 10 | 5000 |
| Perception | 28 | 7 | 75,000 |
| Trophy | 35 | 6 | 60,000 |
| Solar Rage | 35 | 5 | 75,000 |
| Master Fisherman | 45 | 20 | 120,000 |
| Snow Globe | n/a | 5 | n/a — not craftable |
Two to know early
Hot Spot
Gives a chance to catch a second fish on the same cast — any tier, biome-dependent. Doesn't work in the rain, and won't always trigger even when active (roughly an 80% chance to actually land the bonus fish at default settings). Usually the first augment worth crafting, since more fish means more gutting income.
Call of the Storm
The rainy-weather counterpart to Hot Spot — same bonus-fish effect, but only while it's raining.
/fish augments in-game to confirm current values.