Fishing

Tutorial

Start Fishing

Select a location and a fishing spot to begin catching Fish.

Random Catches

Many fishing spots contain multiple types of Fish. Each catch randomly determines which Fish you receive.

Junk

There is a chance to catch Junk instead of Fish.

Special Items

Some fishing spots offer special items that you can collect while fishing.

Requirements

Skill level
Woodcutting2

Mastery Guild ranks

RankMastery points required
Fishing Initiate0%
Apprentice Angler40%
Journeyman Angler60%

Mastery Guild bonuses

Bonus
Fishing Rank 2
Rank
Apprentice Angler
Skill
Fishing
Bonus
+10% Fishing XP
Bonus
Fishing Rank 3
Rank
Journeyman Angler
Skill
Fishing
Bonus
+10% Output Doubling chance in Fishing
Bonus
25% Increased Special Item chance in Fishing

Scenery

Scenery
Day

Tooltips

Perform a catch attempt. If you catch the Priority Fish, continue as normal. If not, immediately perform another standard catch attempt. Special Item rolls only occur once during this whole process.

Your chance to catch a fish.

Your chance to catch Junk.

How Fishing works

  • A cast that catches junk still pays its XP.

Fishing cast

  1. Each cast waits a uniform time between the minimum and maximum of Interval.
  2. With a priority fish set, the cast first rolls Fish chance and one fish by weight; when that fish is the priority fish it is caught, a uniform quantity between its minimum and maximum, doubled with Output Doubling Chance.
  3. Otherwise the cast catches junk unless Fish chance or Junk Reroll Chance succeeds. Junk is one item, two with Output Doubling Chance. A fish is chosen by weight, a uniform quantity between its minimum and maximum, doubled with Output Doubling Chance.
  4. With Junk to GP (%) above 0, junk is sold at once for its sale price × quantity × Junk to GP (%) instead of entering the bank.
  5. Every cast then checks the Special product chances in ascending chance and awards the first that succeeds, doubled with Output Doubling Chance. After an award, Second Special Item Chance runs the check once more.
  6. Every cast pays XP, junk included.

Game messages

Each Item is rolled individually per catch attempt

Under a spot's special items. Each cast rolls them one at a time from the lowest chance up and stops at the first success, so a cast finds one at most, unless Second Special Item Chance runs the check again.

Base experience
Recipe base experience
Base random product chances
Recipe random products
Base special product chances
Recipe special products
Special product chances
Chanceclamp(Base special product chances chance + Flat special product chance + Base special product chances chance × Increased Special Item Chance, 0, 1)
QuantityBase special product chances quantity + trunc(Flat special product quantity)
Interval
Min(floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) if floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) > floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))), otherwise floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%)))) if floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))) < floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))), otherwise floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))) if floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) > floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))), otherwise floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%)))
Max(floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) if floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) > floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))), otherwise floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%)))) if floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))) < floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))), otherwise floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))) if floor((Recipe base min interval + Min Interval (Flat)) × (1 + Min Interval (%))) > floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%))), otherwise floor((Recipe base max interval + Max Interval (Flat)) × (1 + Max Interval (%)))
Fish chance
clamp((Recipe fish chance + Flat fish chance) × (1 + Increased fish chance), 0, 1)
Junk chance
clamp(1 − Fish chance, 0, 1)
Modifiers and base values

Mastery Guild points

Guild points

  1. Each completed task adds its category's base points to its skill's guild; a task that stops being complete takes them back.
  2. A skill's total points are the base points of every task it lists. A rank is reached at ceil(total × the rank's point percent) points.
Points per rank
SkillTask pointsRanks
Fishing58Fishing Initiate 0; Apprentice Angler 24; Journeyman Angler 35
Mastery Guild points

Prayer XP

Prayer XP

  1. While any prayer is active, each of your hits that deals damage pays XP from Base experience, with that hit's damage and the summed base cost of the active prayers.
Prayer XP

Mechanics

Toolbelt bonuses from

Bait bonuses from

Required by

Obtained from

Quest objective of

Objective of

Constellations

  • AmeriaAstrology
    Base XP
    10
    Base knowledge
    1
    Minor nodes per major node
    4
    Base interval
    3 s

Found in

Actions and recipes

Mastery Guild tasks