Scapewatch Atlas

Actions

Success chance

Chance an action succeeds: 70% at the activity's level, +1% per level over and per action source, capped at 100%. Anything above 100% speeds actions up instead.

See it on the systems map

Rules and numbers

  1. confirmed Success = 70% (SUCCESS_BASE) +1% per level above the activity's requirement +1% per action source, capped at 100%.success% = min(100, 70 + max(0, level - reqLevel) + sources)
    Source: Constants.js:103-111
  2. confirmed Success sources = cape/pet sources + owned tools (skill + lanterns) + Fortress Banners/Ledgers + Sure Beacons + Collector progress x 10 + Fortify Steady Hands talent.sources = capePet + tools + milestones + sureBeacons + collectorProgress*10 + talentSuccessPct
    Source: ClientState.js:2533-2540
  3. confirmed Every 1% of raw (uncapped) success above 100 removes 0.05 s from the action (SUCCESS_OVERFLOW_SPEED_PER_PCT).overflowSec = max(0, rawSuccess - 100) * 0.05
    Source: Constants.js:121-128
  4. confirmed Overflow seconds still respect the 2.0 s floor; reduction past the floor spills into double gather or material save.
    Source: Constants.js:113-118; Constants.js:1289-1294
  5. confirmed Lucky tasks never fail an action.
    Source: Constants.js:119-120; LoginScreen.js:205 (patch note)
  6. dev note A combined 30 of levels-over plus sources reaches 100%; the 70% base is meant to keep the highest tier your best XP per hour.
    Source: Constants.js:100-102

More in Actions

Action time · Alms · Bank trips · Beacons · Double gather · Inventory and satchels · Material save · Movement speed · Pets · Potions · Scraps · Skilling actions · Sleep mode and offline time · Teleport crystals · Telescopes · Tools · Vigor · XP per action

Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.