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Lures

Lures help you choose what to fish for. Some improve your chances of rarer fish in the right conditions; others help you find treasure or heavier catches.

Fishing anywhere? Universal Lure adds one rarity roll in every region and dimension.

Fishing in a river? Start with Calm Water Lure. Its bonus works there throughout the day.

Combine 2 String, 1 Feather, and 1 raw fish at a crafting table to make 1 Lure Base. Cod, Salmon, Tropical Fish, or Pufferfish work. Put each string in its own slot; the arrangement doesn’t matter.

CraftingShapeless recipe
String
String
Feather
Cod
Lure Base

Combine your Lure Base with one extra ingredient to give it an effect. For example, 1 Lure Base + 1 Lily Pad makes 1 Calm Water Lure:

CraftingShapeless recipe
Lure Base
Lily Pad
Calm Water Lure

These lures give extra chances to roll a rarer fish, keeping the rarest result for your bite. Their bonus only applies when the listed condition is met.

Lure Add to a Lure Base When it helps
Universal Iron Nugget Everywhere, in every region and dimension: 1 extra roll.
Calm Water Lily Pad In a river: 2 extra rolls.
Night Echo Shard When it’s dark outside in the Overworld: 3 extra rolls.
Storm Copper Ingot Overworld rain: 3 extra rolls; thunderstorms: 4.
Deepwater Prismarine Crystals In a deep-ocean biome: 3 extra rolls.
Moonlit Phantom Membrane Dark Overworld with a full moon: 5 extra rolls; a waxing or waning gibbous moon: 3. Other phases give no bonus.
Voidtouched Chorus Fruit In the End: 4 extra rolls. Requires the End Fishing charm effect and an active End fishing spot.
Nether Blaze Rod In the Nether: 4 extra rolls. Lava fishing still requires the Magma Fishing charm effect.

Deepwater checks the biome at your hook, so digging a deeper pond won’t activate it.

Lure Add to a Lure Base Effect
Heavy Iron Block Moves the fish’s weight halfway toward its rarity’s maximum. Also adds 1 rarity roll everywhere.
What’s That Lure Nautilus Shell Catches treasure instead of fish, including books, potions, and crafting materials. Keeps the better of 2 treasure-rarity rolls.

For example, if a Rare fish would weigh 4 kg, Heavy moves it halfway toward the Rare maximum of 10 kg, giving you 7 kg.

With your Reed Rod or a higher-tier rod, open Rod Configuration using the keybind in your game’s Controls settings. Put your finished lure in the lure slot.

You can equip one lure at a time. Swap it when your fishing spot or goal changes. Each finished lure has 256 durability and can carry enchantments, including Luck of the Sea. Lure Conservation and Unbreaking can reduce wear. The Lure Base is an ingredient; craft it into a finished lure before equipping it.

Wandering Traders can also sell the finished lures.

Each bite starts with one rarity roll. Your rod, active lure bonus, and Luck of the Sea can add more rolls. The game keeps the highest rarity it rolled — you still catch just one fish.

For example, a Reed Rod with Calm Water in a river gets 3 rolls. If they come up Common, Uncommon, and Rare, the fish that bites is Rare. Your fishing region determines which species that rarity produces.

Try a preset in the setup lab below, or choose your own gear, fishing spot, and enchantments. Rare or better includes Rare, Epic, and Legendary. Pin a setup to compare it with your next combination, or expand Compare all lures at this spot to see your options side by side.

The results also show waiting-time adjustments, reeling control, fish weight, and resource use. An enchantment can help in one of those areas without changing rarity odds.

Fishing setup lab

Build a setup, pin it, and try another. Rarity odds describe what gets hooked; your reeling decides what you land.

Your gear
Fishing spot
Lure enchantments

Choose one bite timing enchantment and one casting style. Their alternatives are mutually exclusive in the game.

Charm totals & access effects

Enter the summed stats from your equipped charms. This explores their effects; it doesn't check whether a particular set of charms fits your rod.

The pending bonus is the effect triggered after ten successful catches. It is spent on the next bite, even if that fish escapes.

Storage enchantment & server weights

Spare Thread repairs stored Mending lures first when collecting XP. Spare Spool supplies replacement line when a held bag's rod runs out. Neither enchantment changes catch rarity.

Defaults are prefilled. Weights are relative; they don't need to total 100. Use your server's rod-fishing values, not its net weights.

Your results

    Common
    Uncommon
    Rare
    Epic
    Legendary
    No reward

    Timing, control & rewards

    EffectCurrentPinned

    Timer values describe the initial 100–600 tick wait after enchantment and charm adjustments, assuming 20 ticks per second. Rain, sky exposure, fish approach time, and your reeling also affect time per catch. These are not catches-per-hour predictions.

    Reeling rates by rarity

    Gauge points per second. Lower gauge means closer to landing the catch. Positive values move toward escape; negative values move toward success.

    RarityHold greenHold redHold orangeIdle redIdle orangeIdle green

    Weighted Line adds assistance only for Rare and above. It does not reduce rare-fish odds or weight in the current code. Steady Hand affects idle drift; Aggressive Cast speeds up movement in both directions.

    Compare all lures at this spot

    Same rod, enchantments, charms, and server weights; only the lure changes. Sorted by Rare-or-better fish odds. Treasure is shown separately from fish.

    LureRare+ fishLegendary fishMean fish weight

    Rarity results use the mod's current bounded retry rules, including the charm’s Rare-floor retries. They describe one reward-selection attempt with your chosen conditions. Bonus copies and treasure are awarded after a successful catch. Setup comparisons last until you leave or reload this page.

    An extra roll is another chance, not a guaranteed improvement. With the default settings, a Reed Rod’s chance of Rare or better rises from 4.30% with no active bonus to 12.35% with Calm Water in a river. Losing the minigame still means losing that fish.

    The exact calculation

    The default weights are 77,700 Common, 18,000 Uncommon, 3,600 Rare, 600 Epic, and 100 Legendary. Divide each weight by their total to get its chance on a single roll. Server owners can change these weights.

    Your total rolls are:

    1 + max(0, rod bonus + active lure bonus + Luck of the Sea level)

    Rod bonuses are 0 for Reed, 1 for Journeyman, 2 for Master Angler, 3 for Nether, and 4 for End. Luck of the Sea is read from your equipped lure.

    If a single roll has probability p of reaching your target rarity or better, N rolls give 1 − (1 − p)ᴺ. For an exact tier, subtract the chance of getting a higher tier from the chance of getting that tier or better.

    For example, Master Angler + full-moon Moonlit + Luck of the Sea III gives 11 rolls. The Legendary chance is 1 − 0.999¹¹ ≈ 1.09% per bite, using the default weights.

    Special cases: treasure and guaranteed rarities
    • What’s That Lure keeps the better of two treasure-rarity rolls using the same server weights, then chooses an item from that rarity’s treasure pool. It doesn’t use the rod and lure rarity rerolls above.
    • A charm’s Rare guarantee applies to the next bite after ten successful catches. If the selected fish is below Rare, the game tries up to five new rolls and uses the first Rare-or-better result. If none qualifies, it keeps the original best result. This is not an absolute guarantee, and the pending bonus is spent even if the fish escapes.
    • Overworld lava variants have named species only at Common, Uncommon, and Rare. The Nether has its own fish at all five tiers, including Infernal Ray. See the species reference for the distinction; the calculator models rarity rolls, not the location-specific species selection.

    The calculator shows the main fish or treasure roll. Double Catch duplicates a successful catch; it doesn’t make another rarity roll. Bonus treasure is a separate reward.