Scapewatch Atlas

Tasks

Task roll

Every new queue option is rolled in stages: a skill (or Quests), then an activity in that skill, then a node, then a quantity. Each stage is a weighted pick that the player tilts with levers.

See it on the systems map

Rules and numbers

  1. confirmed Each stage weights its candidates by effectiveWeight = 10 * 1.25^lever, so the chance of a candidate is its weight divided by the sum of all weights.P(x) = 1.25^lever_x / SUM(1.25^lever_i)
    Source: Constants.js:131, Constants.js:209; SkillCustomModal.js:1154 (client % preview)
  2. confirmed 15 skills are rollable (fish, cook, mine, smith, forage, craft, invoke, imbue, farm, brew, plunder, barter, bard, discover, vigor); combat, slay, luck, alms, delve and fortify are not.
    Source: skills.json (rollable flag)
  3. confirmed Quests join the skill roll as one extra weighted category, but only while an active quest's current step is a visit step at a node with activities (or a bank with spoke nodes); otherwise its share is 0%.
    Source: SkillCustomModal.js:1163, SkillCustomModal.js:1197
  4. dev note When Quests wins, the task goes to one active quest step location at random and the skill, activity and quantity levers are still rolled for it.
    Source: SkillCustomModal.js:765 (tooltip)
  5. confirmed Every queue row holds 3 rolled options; a fresh row rolls 2 of the lane toggle's kind plus 1 of the other kind, and the odd one sits on the left.
    Source: Constants.js:458; LoginScreen.js:128 (patch note v0.9.90); UnifiedQueuePanel.js:12
  6. confirmed Slay options roll mobs from the master selected in the queue, weighted by the per-mob slay levers; the Chaos master (Varyndra) doubles every lever pip before weighting.weight = 10 * 1.25^(lever * CHAOS_LEVER_MULT), CHAOS_LEVER_MULT = 2
    Source: Constants.js:5007; UnifiedQueuePanel.js:131
  7. confirmed Each rolled task separately rolls Lucky (see lucky-tasks); task automaters may then pick which of the 3 options is selected.
    Source: Constants.js:140, Constants.js:2454
  8. unknown The server retries a queue roll up to 20 times; what makes a roll invalid is decided server-side.
    Source: Constants.js:500
  9. dev note Reroll briefly pauses when a rolled option matches an active scroll or quest step so it is not rolled away by accident.
    Source: tips.json; UnifiedQueuePanel.js:1967

More in Tasks

Bank diaries · Luck skill · Lucky tasks · New tasks bar (Surveyor's Mark) · Quests · Reroll credits · Skill credits · Skill, activity and node levers · Skipping a task · Task automaters and relics · Task quantity · Task queue

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.