
Mechanics glossary
WEBFISHING's mechanics defined: quality rolls, value bands, junk and treasure rolls, events and camp tiers, at patch 1.12.
Quality (Normal → Alpha)
Every fish lands in one of six qualities, and each step up multiplies both its worth and its fight. The full ladder:
| Quality | Worth × | Difficulty mult × | Flat bump |
|---|---|---|---|
| Normal | ×1 | ×1 | +0 |
| Shining | ×1.8 | ×1.5 | +3 |
| Glistening | ×4 | ×2.5 | +8 |
| Opulent | ×6 | ×4 | +14 |
| Radiant | ×10 | ×5 | +24 |
| Alpha | ×15 | ×5.5 | +32 |
The quality roll
A catch's quality walks its bait's chance ladder with every rung rolling independently: each higher rung flips its own coin and a pass overwrites the quality, so the walk lands on the highest rung that passed, never below where it started. The published per-bait odds already compound that walk, so 8.42% of Gilded Worm catches come out Glistening even though Glistening sits third on the ladder. Full tables live in the quality-rolls guide.
Ripple
Ripples preserve the surrounding water’s fish type and improve the bite check and quality rolls. The spot is consumed when a bite starts, before the fishing minigame is won.
A 50% initial selection; meteor, rain and portal selections can replace it. Its bite check is multiplied by ×26; quality-roll thresholds by ×1.5. Higher successful quality rolls replace lower ones.
Duration: Unknown
Size value bands
Sell value multiplies by the band your fish's size falls in, measured against its species average. The thresholds are:
| Size vs average | Multiplier |
|---|---|
| 0–0.1× | ×1 |
| 0.1–0.25× | ×1.75 |
| 0.25–0.5× | ×0.6 |
| 0.5–1× | ×0.8 |
| 1–1.5× | ×1 |
| 1.5–2× | ×1.5 |
| 2–3× | ×2.5 |
| 3+× | ×4.25 |
Size prefixes
Size names and sell-value bands use separate thresholds. A size name alone does not determine the sell multiplier:
| Prefix | Range (vs avg) |
|---|---|
| – | 0–0.1× |
| Microscopic | 0.1–0.25× |
| Tiny | 0.25–0.5× |
| Small | 0.5–1× |
| – | 1–1.5× |
| Large | 1.5–1.75× |
| Huge | 1.75–2.25× |
| Massive | 2.25–2.75× |
| Gigantic | 2.75–3.25× |
| Colossal | 3.25+× |
Loot weight & weight stacks
Loot weight controls a species’ share of its pool. For resources with generated prices, base value follows (5 × (1 + 0.25 × tier))^(2.5 − loot weight), before the low-weight, size and quality multipliers. Resources with fixed prices use their own base value.
Fish tier
Tier affects bait eligibility and generated sell value. Worms reach tier 1; higher-tier fish require suitable bait. Lure selection also matters: Sparkling Lure chooses the highest-tier result among the 3 draws.
Compare catch chancesJunk roll
In unlocked water, the junk roll is 5% before rain and treasure replacements. Magnet Hook multiplies that roll by 3. In dry water, junk remains 4.9% per bite, or 14.4% with Magnet Hook, after treasure.
Rain can replace the junk pool while retaining its tier and average-size restrictions. Final species odds depend on the bait and lure.
Treasure roll
After fish selection, treasure replaces the result with a Normal-quality chest at 2% per bite, or 4% with Magnet Hook. Meteor water’s type lock blocks this replacement. Opening the chest selects an eligible, unowned cosmetic or title reward.
Rain ratchet
Rain becomes more likely after failed weather rolls. Portal selection takes precedence; an existing roaming raincloud prevents another from spawning.
Rain improves the bite check and can replace the catch with a rain fish. A type-locked meteor keeps its fish type. Shower Lure can summon a local raincloud after a successful catch. The rain-pool roll is 8% before treasure and bait eligibility affect the final catch.
Cloud duration: Unknown
Void portal
A 0.25% selection roll takes precedence over the other world events. An existing portal prevents another from spawning. A portal grants access to the Void. It appears at a hidden spawn point on the main island; only one portal may be present.
The Void starts with freshwater catches, with an alternate CREATURE roll that later lure, junk, rain or treasure effects can replace.
Portal duration: Unknown
Meteor strike
Meteor water catches Unidentified Fish Object. Fresh Lure, Salty Lure and Magnet Hook do not replace its fish type. The spot is consumed when a bite starts, before the fishing minigame is won.
A 0.4% selection roll when no meteor is present and its cooldown permits. Rain and portals can replace that selection. Its bite-check multiplier is ×6.
Duration: Unknown
Reel minigame
Difficulty controls up to 5 yank spots and a health basis of ceil(difficulty² × 0.7). Each spot receives a random share. Rod Power affects damage; Rod Speed, reel effects and Quick Jig affect reeling.
Player rank
XP needed for the next rank follows 100 + (rank − 1) × 50 + nearest50(rank² × 11.25). Reaching rank 50 from rank 1 requires 518,500 XP. Rank advancement stops at 50, although XP can still accumulate. Catches and quests award XP.
Camp tiers
Camp Tier unlocks store stock. Pay toward each upgrade at the Fishing Store:
| Camp Tier | Cost |
|---|---|
| 2 | $250 |
| 3 | $2,500 |
| 4 | $10,000 |
Favored sell
Favored-item sale bonus: Unknown
Regular sales use the item’s base value, size band and quality. Check those values in the sell-price calculator.
Shop rotation
The General Store’s current cosmetic categories use fixed stock. Prices and requirements belong to each offer; an item missing from those categories may instead be a quest, rank, chest or other reward. Its acquisition page identifies the known routes.
General Store stockScratch-offs
Each ticket draws 5 winning numbers from 50, with 20 distinct scratch spots. A match pays that spot’s independently rolled prize. Higher tiers require consecutive successful advancement rolls. Any win occurs on 43.478% of tickets in the model.
The $350 ticket has an expected return of $242.51 and an expected loss of $107.49. A particular ticket may still win much more. See the ticket comparison.