Minions
Companions that fish alongside you. Never on their own.
The core rule
A minion can ONLY fish as a direct result of YOU actively using /fish or .fish. There is no "send fishing" button and no way to leave a minion running while you're offline. Every catch a minion makes happens in the same moment as one of your own casts, and its results never affect yours or vice versa.
Getting a minion
All three minions are bought from the Museum Shop (/museumshop) with Ancient Museum Coins: Nimbus-Hauler for 1,800, Fen-Sifter for 4,500, and Lure-Kin for 9,000. You can own all three at once, and manage any of them from /minion (aliases .minions/.companion).
The three minions
Nimbus-Hauler is the accessible, dependable option. Reliable fishing speed and decent rod-durability efficiency, but the weakest odds at rare fish. Fen-Sifter sits in the middle with better speed and noticeably better rare-fish odds to justify its higher price. Lure-Kin is the specialist: the fastest of the three and the best shot at Legendary/Mythic catches, at the highest cost.
Fishing speed & the hard cap
Every minion's attempts-per-minute grows slowly as it levels, but is hard-capped well below what an active player can achieve. Even a maxed-out Level 100 Lure-Kin never approaches, let alone exceeds, your own fishing rate. Minions are built to make active fishing more rewarding, not to replace it.
Rarity ceiling
Minions can never catch Ancient, Celestial, or Divine fish. Mythic is the hardest cap. They also never find treasure chests, lockboxes, artifacts, keys, gems, golden fish, pet eggs, enchantments, or sea monsters; they only ever produce ordinary fish for their own backpack. Chasing the rarest tiers, and every non-fish reward in the game, still requires you to fish yourself.
Leveling
Minions have their own independent level and XP, earned by catching fish, up to Level 100. Leveling does NOT add rare-fish chance. Instead it raises fishing efficiency (within the hard cap above), grows the minion's own backpack capacity at set milestones (Levels 10, 20, 30, 50, 75 and 100), and unlocks the ability to equip stronger rods.
Rods & durability
Give a minion one of your own rods from /minion → Manage Rod. Stronger rods need a higher Minion Level to unlock. A fresh Level 1 minion can only use the earliest rods, while your best endgame rods need a Level 60-100 minion. Handing a rod to a minion makes an independent copy with its own fresh durability; your own copy (and any enchantments on it) is untouched and works normally again the moment you take the rod back. A minion's rod loses durability as it fishes and stops working entirely at 0. Repair it any time from the minion's profile for coins, the same rate as repairing your own rod. Minion rods do NOT activate enchantments while assigned. The enchantment isn't removed or consumed, it's simply inactive until the rod is back in your own hands.
Collecting the catch
Each minion has its own separate backpack. Once it's full the minion stops catching fish (your own fishing continues normally) until you collect it from the minion's profile, which moves everything into your own backpack. Space allowing.
Prestige
A minion's level, XP, and ownership all survive Prestige. You keep every minion you've raised. Its assigned rod and its backpack contents are cleared on Prestige, exactly like your own gear and inventory, since a world-specific rod or a bag of last-world's fish wouldn't make sense in the new world.
Related articles
Backpacks
Inventory capacity for your caught fish. Separate from Energy and separate from fishing power.
Rods, Stats & Enchanting
Your most important tool, and how to improve it.
The Economy & Museum
Making money, dynamic prices, and preserving history.
Prestige
Ascend to a new world once you've mastered this one.