Scapewatch Atlas

Tooltips explained

The game's tooltips show a number and leave the rest to you. Here is what each number actually does, from the game's own files and, where the files can't tell, from recorded play.

Evidence: confirmed in the game files observed in recorded play dev note from a developer comment, tooltip or patch note inferred from the rest

Actions and speed

Does double gather give XP for both items?

Yes, full XP
The tooltip saysDouble Gather: 12.0%
What actually happensThe extra item pays full XP and counts 2 toward the task. The task pays the same XP but needs fewer actions: +12% double gather is +12% XP per hour while gathering.
Example: 12% double gather on a 60-item task: about 54 actions instead of 60, for the same XP.
  • Measured from recorded tasks: each double paid 1.0× the success XP (41 doubles across Bard, Plunder and Vigor).
  • +1% per action source (capes, pets, tools, Fortress Banners and Ledgers, Bounty Beacons) plus the Fortify Bounty talent, capped at 85%.
XP per hour while gathering ∝ (1 + double gather) × XP per success ÷ action time

What does material save actually do?

Only materials
The tooltip saysMaterial Save: 20.0%
What actually happensA save keeps the input. No extra XP, no extra task progress, no speed. It only stretches your materials.
Example: 20% save on a 100-item processing task: about 80 inputs used instead of 100. Same XP, same time.
  • The processing skills' version of double gather, from the same action sources (Thrift Beacons in place of Bounty).
  • +0.5% per source, capped at 55%.

Is success chance over 100% wasted?

Not wasted
The tooltip saysAction Success: 100%
What actually happensThe chance stops at 100%, but the rest keeps counting: every 1% above 100 makes the action 0.05 s faster.
Example: Raw success of 110%: you never fail, and each action is 0.5 s faster.
  • Success = 70% + 1% per level above the activity's requirement + 1% per action source.
  • A failed action pays 10% of the success XP and adds no task progress.
  • The speed-up still stops at the 2.0 s floor.
success = min(100%, 70% + levels over requirement + sources) time cut = 0.05 s × (raw success − 100)

How fast can actions get?

2.0 s floor
The tooltip saysAction Speed: 2.00s
What actually happens2.0 s is the limit, but cuts past it aren't lost: each second past the floor adds +3% double gather (gathering) or +1.5% material save (processing).
Example: Level 50 starts at 9.5 s. With 8 s of cuts you'd be at 1.5 s: the action runs at 2.0 s and the extra 0.5 s becomes +1.5% double gather.
  • Base time is 10 s minus 0.01 s per skill level; the activity's level requirement doesn't change it.
  • Capes and pets cut 0.1 s each (up to 8), tools 0.1–0.6 s by tier, plus Ledgers, Haste Beacons, Vigor, the Momentum talent and success overflow.
action time = max(2.0 s, 10 − 0.01 × level − every cut)

XP

Why do higher tiers pay more?

×1.41 per tier
The tooltip saysXP on Success for each activity.
What actually happensEach tier pays about 1.41× the XP per success of the one before, at the same action time. The catch is success: a tier you just unlocked fails more often.
Example: Going up a tier while success drops from 95% to 80% still pays about 21% more XP per action, counting the 10% a fail pays.
XP per success = base XP × 2^(tier ÷ 2)

Do XP bonuses multiply?

They add
The tooltip saysEach source lists its own bonus.
What actually happensAll XP bonuses add up into one, applied once: tools, capes, pets, perks, telescopes, beacons, Fortress milestones and talents.
Example: +10% from tools and +5% from telescopes is +15%, not +15.5%.
  • A Lucky task doubles on top; whether it doubles before or after the bonus is decided on the server.

What does a Lucky task really do?

2× XP, no fails
The tooltip saysA Lucky badge on the task.
What actually happensTwice the XP and rewards, and it never fails, at normal action speed.
Example: At a 1.9% Lucky chance, about 1 task in 53 is Lucky.
  • Chance: 0.5% + 0.2% per Luck weight step (skilling only) + 0.05% per luck unlock + 0.01% per Luck level, capped at 5% for skilling and 3% for slay.
  • Lucky Protractors (+0.1% each), telescopes (+0.05% each) and per-skill lucky tools (+0.5% each) add on top of the cap.
  • A developer note says the task's own XP is also mirrored into Luck XP.

Why did that processing task pay half XP?

It used scraps
The tooltip saysThe normal XP for the activity.
What actually happensWith none of the real input, Cook, Smith, Craft, Imbue and Brew fall back to scrap materials, which pay half XP.
Example: An activity worth 30 XP per success pays 15 on scraps.
  • Scraps are virtual and unlimited. Barter falls back to scrap coins the same way, also at half XP.

Tasks and travel

How big will my task be?

50–150% of base
The tooltip saysOnly the quantity you rolled.
What actually happensEach task rolls between half and one and a half times a base that grows with your total level and your quantity weights.
Example: Total level 526 adds 5 × 6 = 30, so gathering's base is 90: tasks roll 45–135.
  • Base: 60 for gathering, 40 for processing and 40 for slay; every 100 total levels adds 6, 6 and 3.
  • Each quantity weight step moves the base by 10 (never below 10).
quantity = 50%…150% × (base + bonus per 100 total levels + 10 × quantity step)

When do teleport crystals fire, and where do they send you?

Long trips only
The tooltip saysFar destinations teleport to the nearest bank
What actually happensA charge is used only when the route is longer than your best crystal's threshold, best tier first, and each tier lands differently.
Example: Holding Faulty and Stable crystals, a 13,000-step route uses Stable (over 12,000) and lands you at the nearest bank. An 11,000-step route walks.
  • Faulty (15,000 steps) sends you to a random bank, Stable (12,000) to the nearest bank, Perfect (10,000) straight to the destination.
  • Each crystal adds 5 charges, but only once you use it from your bank. A crystal sitting in the bank does nothing.

Is movement speed capped?

No cap
The tooltip saysEach source lists its own +%.
What actually happensVigor sets a base speed and every other bonus adds into one multiplier on top, with no cap.
Example: Vigor 33 walks 13.96 steps/s; +10% from other bonuses makes it 15.4.
  • Base: 10.2 steps a second at Vigor 1, about 25 at 99. Walking pays 1 Vigor XP per 500 steps.
speed = (10 + (V + 1) × (0.1 + 0.0005 × V)) × (1 + all bonuses)

Drops and risk

Why didn't the mob drop its rare?

Some only drop once
The tooltip says1/100
What actually happensRares roll on slay-task kills, and all combat is on slay tasks now. Tools, conduits, amulets, rings and capes drop once per mob; gems, gear and resources can drop again on any kill.
Example: A 1/100 tool on a 55-kill slay task: 42% chance that task.
  • Every roll is independent: a dry streak doesn't raise the next kill's chance.

What do I lose when I die?

Plunder: inventory
The tooltip saysNothing about dying.
What actually happensDying to Plunder wipes the inventory you're carrying; your bank is safe. Other deaths aren't marked to wipe it, so combat keeps it.
Example: A failed T3 Plunder action hits you for 4 (tier + 1).
  • You respawn at Longha Bank; a patch note says only the task you died on is cancelled.

Sleep, log off or hibernate?

Sleep wins
The tooltip saysSleep mode uses no offline hours.
What actually happensSleep keeps the connection open, so everything keeps running. Logging off or a computer that hibernates drops it, and that time comes out of your offline budget.
Example: A hibernated 8-hour night uses 8 of your 16 offline hours; Sleep uses none.
  • Offline time: 16 hours, +16 per pack (8 hours on a free account). When it runs out, progress stops.