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Fishing

Fishing is the central activity in Mollybot. Every cast produces a catch, which you sell for coins. Better bait and better rods produce higher-rarity, higher-value fish.

Run /fish cast to fish. You can optionally specify a water type and a bait:

  • waterfresh for freshwater, salt for saltwater. Different fish species appear in each habitat. Defaults to freshwater.
  • bait — the name of the bait to use. Defaults to the cheapest bait you have in stock.

Casting is a two-step catch. Your line goes out and the embed shows a grayed-out Hook button — watch the water. After a short wait (5 to 10 seconds), the fish bites: the button lights up green and reads HOOK!. You have about 3 seconds to click it.

  • Click in time and you land the fish — the usual catch result appears with rarity, weight, and value.
  • Miss the window and the fish escapes with your bait. You never find out what it was. Your line also needs untangling: fishing goes on cooldown for half the usual time.

One line in the water at a time: running /fish cast while a cast is still playing out just reminds you to finish it, and never costs extra bait. If an earlier cast got interrupted (say, the bot hiccuped mid-wait), your next /fish cast settles it — the fish counts as escaped, with the same half cooldown as any other miss.

There is a cooldown between casts. The embed will tell you how long to wait if you cast too soon.

Every fish has a rarity tier, shown by its emblem wherever the fish appears. From lowest to highest: Common, Uncommon, Rare, Epic, Legendary, and the vanishingly rare Mythical.

Rarity affects base sell value. Better bait shifts the distribution toward higher rarities.

Some catches have a mutation, which modifies the fish’s stats:

MutationEffect
Giant3x weight
Shiny5x sell value
Albino1.5x sell value
Shadow2x sell value
Spotted1.2x sell value

A mutated catch shows the mutation as a separate field in the cast embed. The sell value displayed already includes the mutation multiplier.

Sell value is determined by the fish’s base value, its weight relative to the species min and max, and any mutation multiplier. Heavier fish are worth more within their species. The value of your equipped rod is also baked in at cast time, so swapping rods after catching a fish does not change what you get for it.

  • /fish inventory shows your current catches, paginated. The footer shows how many coins the current page is worth.
  • /fish sell with no ID sells everything at once. You will be asked to confirm before the sale goes through.
  • /fish sell id:F-42 sells a specific catch. You can use the short format (42) or the full format (F-42).
  • /fish view id:F-42 shows full details for a specific catch without selling it.

/fish bait shows your current bait stock and quantities.

/shop bait name:Worm amount:10 buys bait in one command. To browse available bait types and their rarity effects before buying, use /shop browse.

/fish log shows your fish compendium: every species you have caught and their stats. You can filter by rarity, habitat, and catch status (caught or not yet caught).

The first player to catch each species in a server is permanently credited in the compendium, and the catch itself gets a SERVER FIRST celebration. The record belongs to whoever caught it first in that server — owning a fish from elsewhere (or from a trade) claims nothing, and records stay on the board even if the record holder later leaves.

Not every fish is for selling. /fish aquarium slot:1 id:F-42 puts a catch on permanent display: it shows on your /profile, and it can’t be sold or traded until you take it down. Three slots; curate wisely.

Fish can be sold to other players with /fish trade — see the command reference. Traded fish change hands, but compendium progress and server-first records always belong to whoever originally caught the fish.

Each day (UTC) the water rolls a weather condition that tweaks fishing. Non-clear days are announced in the morning, shown on your cast, and visible any time with /events:

ConditionEffect
☀️ Clear SkiesNothing special (most days)
🌫️ Morning FogRarer catches bite in salt water
🌧️ RainstormRarer catches bite in fresh water
🥵 HeatwaveFish bite less, but weigh ~10% more
🌕 Full MoonMutation chances doubled
🐟 Migration DayOne species schools and is far easier to catch
🪞 Glass Calm+25% XP per cast
⛈️ Storm SurgeRare: legends surface while common fish hide

Conditions stack with bait and admin events — learning which combination works under which sky is part of the game.

Once a week, on a surprise day, a fishing tournament runs for 24 hours (UTC). The heaviest single catch in your server wins. Watch for the announcement in your server’s announcements channel on the morning it begins.

  • Every catch you make that day counts automatically; there is no signup. Only fish caught in that server count for that server.
  • Check the live leaderboard any time with /fish tournament.
  • Prizes: 50 silver for first place, 25 silver for second, 10 silver for third, plus 2 silver 50 copper for everyone who catches at least one fish. Winnings are paid automatically when the tournament ends, and the results are posted to the announcements channel.
  • Ties go to whoever caught their fish first.

Tournaments are per-server: if your server doesn’t have a tournament channel configured, ask an admin to set one with /settings announcements-channel.

Tournaments aren’t the only visitor on the calendar: a traveling merchant also wanders in every couple of weeks with a one-day stall of bait bundles, runes, and oddities. See /merchant.

And every Sunday evening, the announcement channel gets The Week on the Water: your server’s weekly recap of total catches, the biggest fish, the busiest angler, any server firsts claimed, and the tournament podium if one ran.

Your equipped rod provides stat bonuses that are applied at cast time. See the Mining and Crafting guide for how to obtain and equip rods.

The traveling merchant occasionally carries a rod you will not find in any shop — at most one per visit, priced accordingly. Gimmick rods carry the strongest stats in the game, but each replaces the hook click with its own challenge:

  • Math Rod — when it bites, hit Reel! and solve an arithmetic problem before the timer runs out. Bigger fish bring harder problems (and more time).
  • Memory Rod — the water flashes an emoji pattern once, then hides it behind a shuffled grid. Repeat the pattern in order; one wrong tap and the fish is gone. Bigger fish mean longer patterns.
  • Patience Rod — the Hook button is live from the moment your line goes out, but gray. Click while it is gray and you scare the fish off — the only early-click failure in the game. When it flashes red NOW!, you have a heartbeat to strike.

You never know what is on the line — but the difficulty of the challenge is a tell. Failing a challenge costs the same as any miss: the bait is gone and your line needs untangling for half the usual cooldown.