Scapewatch Atlas

Strategy guide

Your first week: what to take, spend and level

Skill first and leave combat for later. Do the quests that need nothing, let your levels spread across your skills with some extra on Vigor, and keep most of your skill credits for later. Alms 25 comes quickly from quests and gold, and Luck 25 is the slow half of the +1% XP perk.

Checked against the game data from 2 October 2026

The short version
  • Skill first. Combat needs gear, so holding it back is a good choice. Most players have their first fights within the first week.
  • Have materials in your bank before you process. Processing without them runs on scraps at half XP.
  • You start with 239 total skill credits, 10 credits per skill and 200 reroll credits. Moving a lever back refunds it exactly, so nothing is locked in.
  • Twenty-four quests need no earlier quest and at most level 20. Together they pay about 77,000 skill XP, 61,875 Alms XP, 9,350 gold and 480 reroll credits. Only 5 can be active at once, so group them by location.
  • Alms 25 needs 29,798 XP and quests cover it. Luck 25 needs the same and has no such shortcut.
  • Vigor speeds up your walking, every skilling action and your attacks. Train it early.

What you start with

A new account has 239 total skill credits (200 plus a total level of 39), 10 individual credits in every skill, and 200 reroll credits. Total credits grow by 1 for every level you gain in any skill. Individual credits grow by 1 for every task you finish in that skill.

Credits pay for levers. Every lever moves in steps, from −5 to +5, and each step up multiplies a skill's weight in the task roll (its share of the queue) by 1.25. Total credits pay for the skill levers, the Luck lever and the Quests lever. Individual credits pay for the levers inside a skill: which activity, how many, which node.

The cost doubles with each step. Reaching +1 costs 25 total credits, +2 costs 75, +3 costs 175, +4 costs 375 and +5 costs 775, for weights of 1.25, 1.56, 1.95, 2.44 and 3.05 times an untouched skill. Inside a skill the same ladder costs 5, 15, 35, 75 and 155 individual credits. Moving a lever back refunds the exact difference, so trying a setting costs nothing.

What to level first

No skill is a must at the start, apart from Vigor below. These rules hold whichever you favour:

What each thing is worth depends on what you train. In XP percent, the Luck and Alms perk is +1% in every skill, a first-tier skilling tool is +0.5% in one skill, and a first-tier combat tool is +1% in one combat skill. If you train four skills, the perk gives you what eight first-tier skilling tools would.

Vigor

Vigor is rollable like the gathering skills, and it also trains while you walk, but slowly, at 1 XP per 500 pixels. It helps everything else you do:

Two early quests pay Vigor XP: The Long Haul (650, needs only level 1) and The Wanderrest Camp (4,200, needs Slay 20). The Enchanted Trainers, Vigor's tool, drop from Feeble Imp.

Spending credits

When quests pay off

A quest pays a fixed amount of XP, gold, items and 20 reroll credits, so quests matter most while levels are cheap. Thirteen quests need only level 1 and no earlier quest, and 24 need at most level 20. Those 24 are almost all visit steps; only The Wanderrest Camp has a kill. They pay about 77,000 XP across your skills, 61,875 Alms XP, 9,350 gold and 480 reroll credits. Burnt Supper, for example, pays 1,100 Cook XP and 1,100 Alms XP, and Sandscale Burnt Supper pays 9,100 of each.

Luck and Alms 25

When Luck and Alms both reach 25, every skill gets +1% XP. Each needs 29,798 XP.

Combat, tools and the Fortress

Combat needs gear: a weapon for your style, ammo for ranged and magic, and food in your bank. Holding it back until you have those is a good choice, and most players have their first fights within the week. When to start combat covers what it costs and when it pays.

Skilling tools drop from Feeble mobs on slay tasks, at 1 in 100 each, and those mobs need Slay level 9 to 28 depending on the mob. A first-tier tool gives +0.5% XP in its skill and 0.1 s off each action. Treasure chests also give tools, and Tools has every source.

The Fortress is open to everyone, but early on you won't do well in it. It is a five-player skilling run: each player works a gather and process pair and feeds one army stat, with the first wave at two minutes and another every 20 seconds. It pays Fortify XP only, not XP in the skills you work with, so a run is time away from them. The prizes are milestone pieces: a first-tier Banner (your team reaches wave 20) and a first-tier Ledger (800 stat points of your own deposits in one run) each give +0.25% XP to every skill and +0.25% movement speed. Every Fortify level also gives a point for the Fortify tree.

A plan

  1. Leave most of your credits unspent. Add a step where you know you want one, such as the Quests lever.
  2. Accept up to five quests that need only level 1, grouped by location.
  3. Let the queue roll and take what comes. Reroll when a task isn't one you want; each skilling task earns a credit back.
  4. Keep materials in your bank before processing, and give Vigor some of your time.
  5. Put quest gold you don't need into Alms, and claim the Alms Path item each 5 levels.
  6. Take the skills you use most to 10, then to 20, and do the level-20 quests as they open.
  7. When you have gear and want tools, run slay tasks on the Feeble mobs that match your skills.