OSRS 1–99 Agility Guide
Agility is one of the most patience-testing skills in Old School RuneScape — a members-only grind of point-and-click obstacle courses where the reward is not gold or combat power but quality-of-life. As your Agility level climbs, your run energy restores faster and drains slower, and you unlock dozens of shortcuts that shave minutes off trips all over Gielinor. There are no trees to chop or fish to catch here; you simply run laps, dodge traps, and watch the experience tick up.
The skill has no XP-boosting outfit (the Graceful set you will hear about is a run-energy and weight utility, not an XP multiplier), so the real decisions are which course gives the most XP at your level and how much focus you are willing to spend. The relaxed path is rooftop courses all the way to 99; the fast path layers in the Hallowed Sepulchre from the low 60s, which also pays real gold.
This guide covers the mechanics, why the skill is worth training, the Graceful outfit and Marks of grace, energy and boosting consumables, the quest skips for the early levels, every major course, the best AFK options, the free-to-play situation, and the Giant squirrel pet — with our live, drift-checked XP rates in the method table below. Plan your exact route with our Agility calculator.
Fastest route to 99 Agility
- Lvl 1 Draynor Village Rooftop 9,500 XP/hr
- Lvl 30 Varrock Rooftop 13,000 XP/hr
- Lvl 40 Canifis Rooftop 16,000 XP/hr
- Lvl 50 Falador Rooftop 32,000 XP/hr
- Lvl 52 Hallowed Sepulchre (floor 1) 45,000 XP/hr
- Lvl 60 Seers' Village Rooftop 54,000 XP/hr
- Lvl 62 Hallowed Sepulchre (floors 1-2) 56,000 XP/hr
- Lvl 70 Pollnivneach Rooftop 56,000 XP/hr
- Lvl 72 Hallowed Sepulchre (floors 1-3) 69,000 XP/hr
- Lvl 82 Hallowed Sepulchre (floors 1-4) 80,000 XP/hr
- Lvl 92 Hallowed Sepulchre (floors 1-5) 100,000 XP/hr
Rates are realistic estimates that scale with your level — the full method table below lists every option, and the calculator gives the exact XP and time from your current level to your goal.
All Agility training methods
| Method | Unlock | XP/hr | Per action | AFK |
|---|---|---|---|---|
| Gnome Stronghold Agility Course | Lvl 1 | 7,000 | gnome stronghold agility courses | AFK |
| Draynor Village Rooftop | Lvl 1 | 9,500 | draynor village rooftop courses | AFK |
| Varrock Rooftop | Lvl 30 | 13,000 | varrock rooftop courses | AFK |
| Canifis Rooftop | Lvl 40 | 16,000 | canifis rooftop courses | AFK |
| Falador Rooftop | Lvl 50 | 32,000 | falador rooftop courses | AFK |
| Seers' Village Rooftop | Lvl 60 | 54,000 | seers' village rooftop courses | AFK |
| Pollnivneach Rooftop | Lvl 70 | 56,000 | pollnivneach rooftop courses | AFK |
| Rellekka Rooftop | Lvl 80 | 61,000 | rellekka rooftop courses | AFK |
| Ardougne Rooftop | Lvl 90 | 68,000 | ardougne rooftop courses | AFK |
| Hallowed Sepulchre (floor 1) | Lvl 52 | 45,000 | — | — |
| Hallowed Sepulchre (floors 1-2) | Lvl 62 | 56,000 | — | — |
| Hallowed Sepulchre (floors 1-3) | Lvl 72 | 69,000 | — | — |
| Hallowed Sepulchre (floors 1-4) | Lvl 82 | 80,000 | — | — |
| Hallowed Sepulchre (floors 1-5) | Lvl 92 | 100,000 | hallowed sepulchres | — |
Members-only skill — every featured method needs membership.
How Agility works
Agility training is built around obstacle courses. You click obstacles in a fixed order — balance across a beam, leap a gap, swing on a rope — and each completed obstacle awards a fixed chunk of experience. On most courses, finishing a full lap pays a large completion bonus on top of the per-obstacle XP, so the goal is always to chain laps cleanly rather than wander off mid-course.
The catch is failing. On many obstacles there is a chance to slip, which deals a small amount of damage and dumps you back a step, costing time. Your failure chance drops as your Agility level rises above the course requirement, which is why the standard advice is to train on a course you comfortably out-level rather than one you have just barely unlocked. Higher-level courses give more XP per lap but punish a low level harder.
Two systems sit underneath all of this. Run energy is consumed as you move; a higher Agility level means it restores faster and drains slower, so the skill quietly makes itself easier as you go. And on most courses there is a chance for a Mark of grace to spawn somewhere along the route — a pickup currency you cash in for the Graceful outfit. Because everything is timing-based, the single biggest XP/hr lever after your level is simply keeping run on and never standing still.
It also helps to understand why some courses pay so much more than others. Experience is awarded per obstacle, but the big multiplier is the lap completion bonus — on rooftops this single payout can be larger than all the individual obstacles combined, which is why a clean lap matters so much more than rushing one obstacle. Newer or higher-tier courses (the Hallowed Sepulchre, the Wilderness course) layer extra reward systems on top, which is what pushes their rates above the rooftops at the same level. When you compare two courses, always think in XP per lap and laps per hour, not just the headline number.
One quiet quality-of-life point: most rooftop obstacles let you queue the next click the instant the previous XP drop lands, so the rhythm becomes almost automatic once you learn a course. Both RuneLite and the official mobile client offer plugins that highlight the clickbox of the next obstacle, which removes nearly all of the misclicking that slows new players down. Set those up early — they make the difference between a frustrating grind and a relaxed one. Run the numbers for any course in our Agility calculator.
Why train Agility
Agility is rarely trained for its own sake — it is trained for what it gives you. The headline benefit is run energy: comparing level 1 to level 99, your energy regenerates at close to double the speed and drains noticeably slower. That matters everywhere, but it is most valuable in high-movement content like raids, kiting bosses such as the Whisperer, and God Wars Dungeon, where staying mobile keeps you alive.
The second benefit is shortcuts. Levelling Agility unlocks agility-gated shortcuts across the map — through Taverley Dungeon, around Mount Karuulm, and inside the Revenant Caves, among many others — each one a permanent time-saver you never have to think about again.
For ironmen, Agility is effectively mandatory: there is no other way to obtain amylase crystals, the secondary ingredient for stamina potions, which come from training Agility. And for the prestige hunters, the Quest cape needs level 70 Agility for Song of the Elves, while the Achievement Diary cape needs level 90 to clear a lap of the Ardougne rooftop for the elite Ardougne Diary (boostable from 85 with a summer pie). There is also a social and collection-log angle: several courses reward cosmetic transmogs, collection-log slots, and recolours that completionists chase long after their level goals are met. Whatever your goal, our skilling gear guide covers the support kit that makes the grind smoother.
It is worth being realistic about the cost, too. Reaching 99 on the best rooftops takes roughly 230 hours of efficient play, and even the fastest blend of Wilderness course and Hallowed Sepulchre only lifts the peak rate to a little over 100k XP per hour. That makes Agility one of the longer grinds in the game per level, so most players treat it as a background project layered under other goals rather than a sprint. Knowing that up front helps you pick a route you can actually sustain — a relaxed rooftop you will stick with beats a high-focus method you abandon after an hour.
Graceful & weight reduction
The Graceful outfit is the iconic Agility set, and it is worth being clear about what it does: it is a run-energy and weight utility, not an XP boost. The full six-piece set (hood, top, legs, gloves, boots and cape) reduces your equipment weight by 25 kg and, crucially, increases your run-energy restoration rate by 30% — the individual pieces give 20%, and wearing the complete set adds another 10% on top. Lighter weight and faster recovery mean you spend more of each lap actually running, which is where the real XP/hr gain comes from.
One honest caveat: Jagex has buffed run-energy regeneration and slowed its drain in recent years, especially at lower Agility levels, which has reduced how essential Graceful is in the early game. You can comfortably start training without it and earn the set as you go. Lower-budget alternatives that cut weight include Boots of lightness from Temple of Ikov and the Spottier cape from hunting spotted/spottier kebbits — useful stopgaps, though the full Graceful set outclasses them once assembled.
Note the weight reduction does not apply on free-to-play worlds. Graceful can also be recoloured — the black variant comes from the Hallowed Sepulchre, a Varlamore recolour comes from the Colossal Wyrm course, and other dyes exist — but those are purely cosmetic and change nothing about the stats. There is no reason to chase a recolour for performance; pick whichever looks best to you.
Why does the run-energy restore matter so much in practice? On a long rooftop session, the time your character spends jogging rather than walking is almost pure XP, because walking between obstacles wastes seconds that add up across thousands of laps. Graceful keeps you topped up so you rarely drop to a walk, and the 25 kg weight cut means your energy drains more slowly in the first place. It is the closest thing Agility has to an efficiency outfit, even though it never touches the XP number directly. See the full set in context in our skilling outfits guide.
Marks of grace & earning Graceful
You buy the Graceful outfit with Marks of grace, a currency that spawns on the ground while you run laps. They appear most reliably on rooftop courses, and the higher-level rooftops generally spawn more, though the rate also depends on your level relative to the course. Grab every one you see — they are easy to miss and you need a lot of them.
The full set costs 260 Marks of grace from Grace's Graceful Clothing in the Rogues' Den beneath the Toad and Chicken pub in Burthorpe. As a rough guide, most players have the complete outfit somewhere between level 55 and 65 if they pick up marks consistently, though it varies. Until then, train in whatever weight-reducing gear you have.
Marks have a second use that ironmen care about: they can be exchanged for an amylase pack (100 amylase crystals for 10 marks), and amylase is the secondary ingredient for stamina potions. So once you have your Graceful set, surplus marks are not wasted — they become a steady supply of stamina-potion materials. Marks can also be spent with Osten in Shayzien to recolour Graceful pieces. Among the rooftops, Canifis is a long-standing favourite for farming marks at most levels, with the Rellekka course matching it around level 80 and Ardougne clearly overtaking both at 90 and above, especially with the elite Ardougne Diary completed.
Energy & boosting consumables
Two kinds of consumable make Agility faster. The first keeps you running: Stamina potions are the gold standard, cutting run-energy drain by 70% and restoring 20% energy per dose, so you spend almost the whole session at full pace. Super energy and plain Energy potions restore energy but do not reduce drain, making them a cheaper, weaker fallback. On rooftops you often need no potions at all once your Agility is high, but on busy courses like the Wilderness or Sepulchre they pay for themselves.
The second kind boosts your Agility level so you can train a higher course early. The Summer pie is the workhorse: each bite gives a +5 Agility boost and also restores 11 Hitpoints and 10% run energy, so it doubles as healing for the damage you take from failing obstacles. That +5 lets you, for example, hop onto a course 5 levels before its requirement. Agility potions give a smaller +3 boost, and the Agility mix (a barbarian-herblore variant) gives the same +3 while healing 6 HP per dose.
A standard caution applies to boosted entries: if the boost wears off mid-course you can fall off and lose time, so only boost onto a course you are a few levels short of, not the full five. A useful trick is the Preserve prayer, which extends how long a temporary boost lasts — handy when you are squeezing extra laps out of a single summer pie before re-eating. Note too that some requirements simply cannot be boosted at all (the Ape Atoll course is the classic example), so always check before relying on a pie to slip past a level gate. Used well, summer pies in particular are one of the most efficient items in the whole skill — check live prices in our GE price tracker.
Low-level training & quest skips
The fastest way out of the early levels is to skip them with quests. The Tourist Trap alone gives enough Agility experience to take you from level 1 straight to 26 (you choose Agility for its lamp rewards), and it is faster to do the quest than to grind the low courses. Following it up with Recruitment Drive, The Depths of Despair and The Grand Tree carries you to roughly level 33 — about 19,700 Agility XP in total across the four quests, all with light requirements (though each involves some combat).
If questing is not for you, the easiest starter courses are the Gnome Stronghold Agility Course and the Draynor Village Rooftop, both usable from level 1. As our table shows, Gnome Stronghold sits around 7,000 XP/hr and Draynor around 9,500 XP/hr at the very bottom — slow, but painless. The Draynor rooftop no longer has any level requirement, making it the most convenient level-1 option, and it spawns Marks of grace from the start.
There is also a much faster low-level option once you reach 15 Agility (or 20 without a boost): the spike trap in the Brimhaven Agility Arena, which can push close to 30,000 XP/hr that early — far above any standard course. It is covered in the Brimhaven section below. For most players the practical early route is: quest to the late 20s or 30s, then move straight onto the best rooftop you can use.
Rooftop courses — the relaxed route to 99
Rooftop courses are the backbone of Agility training and the route most players take to 99. They have no external requirements, they spawn Marks of grace, and they ask almost nothing of you beyond clicking the next obstacle in sequence — you can generally click the next one the moment the previous XP drop appears. They are the relaxed, semi-AFK-friendly path, and going 1–99 on the best rooftop available takes roughly 230 hours of efficient play.
The progression follows your level. From our table: Draynor (1) ~9.5k XP/hr, Varrock (30) ~13k, Canifis (40) ~16k, Falador (50) ~32k, Seers' Village (60) ~54k, Pollnivneach (70) ~56k, Rellekka (80) ~61k, and Ardougne (90) ~68k XP/hr at the top. The simple rule is: always train the highest course you can use, and you can summer-pie onto the next one a few levels early.
There is one important exception driven by Achievement Diaries. The Seers', Pollnivneach and Rellekka courses get an XP bonus once you complete the relevant diary (Kandarin, Desert and Fremennik respectively). So if you have, say, the Desert Diary done but not the Fremennik, Pollnivneach can out-pace Rellekka even though it is a lower course. The rates in our table for Pollnivneach and Rellekka are the no-diary figures, so treat them as a floor — the diary versions sit higher. And if your priority is marks rather than raw XP, Canifis is the best mark farm for most of the journey, handing over to Ardougne at 90.
A note on flow for newcomers: rooftops are deliberately forgiving, so do not over-think them. Failing an obstacle on a rooftop never sends you off the building — you simply lose a moment and continue — which is what makes them the safe default versus the Wilderness course or the Sepulchre. The practical upgrade path is to ride the best course you can use, summer-pie onto the next one when you are two or three levels short, and only deviate for diaries or a focused mark farm. Because they ask so little attention, rooftops are also the natural home for the semi-AFK player who wants to watch something on a second screen while the laps tick over. Map your whole path in our Agility calculator.
Brimhaven Agility Arena
The Brimhaven Agility Arena is a ticket-based course that edges out rooftops on XP while staying more active. You pay a 200-coin entry fee, then navigate obstacles to reach whichever ticket dispenser is currently highlighted; tagging it awards tickets you later cash in with Pirate Jackie the Fruit for experience and rewards. Roughly every 60 seconds a new dispenser lights up, and chasing each one is the core loop.
Rates scale with your level, from about 30k XP/hr at the low end up toward 70k XP/hr near 99 — competitive with rooftops, and slightly faster, though short of the Hallowed Sepulchre. From level 40 you can clear every obstacle, so you simply run dispenser to dispenser, drifting toward the centre after each tag to be close to the next one. During downtime, many players squeeze in some Fletching or Magic.
Two upgrades matter a lot here. Karamja gloves 4 (from the Elite Karamja Diary) grant +10% Agility XP from both obstacles and tickets — over a full grind that saves tens of hours, so bring them whenever you cash tickets in. The lower diary tiers (Karamja gloves 2 and 3) give the same bonus, so you do not need the elite tier to benefit; any tier above the basic gloves works. And for profit, redeem tickets for the Pirate's hook, the best gold-per-ticket reward. Bring summer pies to heal and a few Prayer potions for Rapid Heal/Rapid Restore, since the dart trap occasionally drains your Agility level.
The arena rewards a little planning. You earn two distinct ticket types — one stream you cash with Pirate Jackie for raw XP, and a separate currency for buying the reward-shop items. Because a new dispenser only lights up roughly once a minute, the obstacle-running between tags is where your time goes, so learning the fastest internal route between dispensers is the main skill expression here. Drifting toward the middle of the arena after each tag keeps you central and cuts the distance to wherever the next one appears. The arena also has the highest base Giant squirrel chance of the busy mainline courses, which makes it a popular choice for pet hunters who also want competitive XP rather than grinding the much slower Dorgesh-Kaan course.
Wilderness Agility Course
The Wilderness Agility Course is the fastest experience in the game from level 47 to 62, and since a rework it is also one of the most profitable training methods in the skill. The trade-off is obvious from the name: it sits deep in the Wilderness, so you are exposed to player killers the entire time. Treat it as a high-reward, high-risk alternative to rooftops, not a default.
The course works like a rooftop — click obstacles in order to complete laps — but failing the log balance sends you into the river, so pay attention. Around 50k XP/hr at level 47 makes it the top XP option until the Sepulchre overtakes it at 62. The money comes from an optional buy-in: paying a large coin fee at the dispenser starts a loot-per-lap reward that grows the longer your streak survives, reaching well over a million gold per hour once you have chained dozens of laps without banking or dying.
Pack light and risk little: bring stamina potions to keep running between obstacles and back to the bank, summer pies to heal and boost onto the course (level 52 normally, boostable from 47), and a Knife or Wilderness sword to slash webs on the way to the Mage Arena bank. Boots of lightness and a Spottier cape help with weight. The fastest arrival is an Ice Plateau or Ghorrock teleport. Expect occasional PKers — many players go in groups to spread the risk.
The streak mechanic is the whole point of the rework, so it is worth understanding. Early laps pay only a few thousand gold each, but the per-lap average climbs steeply the longer you survive without dying or leaving, rewarding a long uninterrupted session over short bursts. That is why dedicated players treat a death here as costing far more than the items risked — it resets the streak that was about to become genuinely lucrative. The honest summary: this is the best XP in its level bracket and can be extremely profitable, but the gold is volatile and entirely dependent on you staying alive in a PvP zone. If you have a low risk tolerance, the Hallowed Sepulchre from 62 gives comparable money in complete safety, which is why most players treat the Wilderness course as a 47–62 stopgap rather than a long-term home.
Hallowed Sepulchre — the fastest XP from 62
The Hallowed Sepulchre in Darkmeyer is the best Agility XP in the game from level 62 to 99, and it pays well over a million gold per hour on top. Unlike every other course it is not point-and-click: you race through five floors of timed, pattern-based traps — priest lightning, wizard fire lines, a knight's thrown sword, crossbow statues, and teleport tiles — so it rewards practice and punishes panic. It demands real focus, which is the only reason it is not simply the answer for everyone.
You unlock it at level 52 after Sins of the Father (which itself needs 52 Agility plus other stats), but from 52 to 62 the Wilderness course is faster, so most players arrive here at 62. From our table the rate climbs with the floors you can reach: about 56k XP/hr running floors 1–2 at level 62, 69k with floor 3 at 72, 80k with floor 4 at 82, and up to 100k XP/hr on the full floors 1–5 at level 92 — comfortably the highest in the skill.
Bring a Saradomin item like a Holy symbol (the end-of-floor pillars restore 100% run energy only for Saradomin-aligned players), a Mithril grapple and crossbow for the shortcut, plus stamina potions and food. A Lockpick — ideally the Strange old lockpick — speeds up coffin looting. Always open the Grand Hallowed Coffin on floor 5 for a shot at the Ring of endurance, worth millions and one of the best quality-of-life items in the game once charged.
The course runs on a timer: floor one starts a two-minute clock, and clearing each floor adds another two minutes. Fail to finish a floor in time and the route forward closes, ending the run, so the early goal is simply to learn the tile patterns until you stop wasting seconds second-guessing traps. RuneLite's tile-marker plugins are strongly recommended here — they show exactly where to stand for the whole course, which flattens the learning curve dramatically. Once you have around 200 Hallowed marks it is worth buying a private instance so traps always begin on the same tick and no other player disrupts your timing.
On the reward shop, spend Hallowed marks on the Hallowed Grapple first (it is the only unlock strictly needed if you are just here for the black Graceful set), then the Hallowed Focus, Hammer and Symbol in that order. Newer or less confident players should prioritise the Hallowed ring, which removes all trap damage and lets you respawn faster after a hit — it turns a punishing course into a forgiving one. For looting strategy: chests from floor 3 up are worthwhile for profit and the black Graceful set, but at 92+ Agility it is most XP-efficient to loot only floors 4 and 5 and skip the rest.
Other notable courses
Beyond the mainline route, several courses are worth knowing for their side benefits. The Prifddinas Agility Course unlocks at level 75 after Song of the Elves and is essentially a relaxed rooftop with a bonus: it rains crystal shards as you train, worth roughly 300k/hr if you convert them into divine super combat potions. XP runs from about 50k/hr at unlock to near 70k/hr at 99 — rooftop-tier rates with passive profit and almost no risk. Click the occasional portal that appears for a free shortcut and XP bump.
The Ape Atoll Agility Course (level 48, after Monkey Madness I) is the collection-log course. Reaching lap milestones rewards monkey backpacks — collecting all of them grants around 1.1 million Agility XP, enough to carry you from 48 to roughly 74. Rates sit at 40k–55k/hr with Marks of grace on the side. Note its level requirement cannot be boosted with a summer pie.
Finally, the Colossal Wyrm Agility Course in Varlamore is the semi-AFK option, with 10–15 second windows where you do nothing. The standard course unlocks at 50 (~30k XP/hr) and the advanced at 62 (~42k XP/hr), with rates fixed regardless of level since you cannot fail. Its draws are the Varlamore Graceful recolour, the bone-squirrel pet transmog, and its collection log — about 7 hours of training and ~300k XP to finish.
AFK & semi-AFK methods
Agility is a fundamentally active skill, so be warned up front: the genuinely AFK methods are slow, and none of them compete with the courses above on XP. They exist mostly for players who want to train in the background while doing something else.
The best of the bunch is the Brimhaven Arena spike trap. Standing on the floor-spike obstacle and jumping back and forth over it gives a low-intensity ~30k+ XP/hr that, with RuneLite's Detached Camera plugin, becomes a single repeated click in one spot — the closest Agility gets to a relaxed, semi-AFK grind at a decent rate. It is also the fastest method available at very low levels (from 15 with a summer pie boost), which makes it a genuinely strong early-game choice and not just an AFK curiosity. Because the camera stays fixed, you can keep clicking the same tile without ever moving the view, so it demands very little attention once set up.
Barbarian Fishing is the classic two-for-one: training Fishing there also trains Agility (and Strength) passively, and a full 99 Fishing run nets roughly 74 Agility along the way. The AFK intervals are around a minute, making it far more hands-off than any course, though the Agility XP comes slowly as a side effect. Lastly, player-owned-house Agility — using a TzHaar ranger's aggression to lure you repeatedly through dungeon floor traps — is the most AFK method in the game but also one of the slowest, at roughly 1k–12k XP/hr depending on level, and it needs babysitting every minute or so to make sure you have not broken out of the loop. For most players, semi-AFK rooftops are the sensible middle ground.
Free-to-play & members status
The short version: Agility is a members-only skill. Every training course — rooftops, Brimhaven, the Wilderness course, the Hallowed Sepulchre, Prifddinas, Ape Atoll and the rest — is locked behind membership, so there is no meaningful free-to-play training ladder. If you are on a F2P world, your Agility level stays wherever it was when your membership lapsed.
There is one nuance worth knowing, because it is a common misconception. While you cannot train Agility on free-to-play worlds, the passive benefits of the level you already have do carry over: a higher Agility level still restores run energy faster and drains it slower on F2P worlds, exactly as it does on members worlds. What does not transfer is the Graceful outfit's weight reduction, which is disabled on F2P. So a high-Agility account that drops to free-to-play keeps its better run energy but loses the weight perk from Graceful.
In practice this means Agility is a skill you must hold membership to level at all. If your account is currently free-to-play and you want to train it, membership is the prerequisite — there is no workaround, and no F2P alternative method to recommend.
Tips & the Giant squirrel pet
A handful of habits make the grind smoother. Keep run energy topped up — stamina potions on busy courses, Graceful and a high level everywhere else — because standing still waiting for energy is pure lost XP. Pick up every Mark of grace until you own full Graceful, then keep collecting them for amylase. Boost smart: summer-pie onto a new course only when you are a few levels short, never the full five, so the boost does not expire mid-lap and drop you. And train the highest course you can, with the diary exceptions noted above.
Finally, the prize at the end: the Giant squirrel, Agility's skilling pet and one of the rarer ones in the game. There is only about a 50% chance of rolling it on a full 1–99 grind, and your odds vary by course — roughly 44% doing the best rooftops, 49–50% at the Sepulchre, and a higher 59% at the Brimhaven Arena over a full journey. If the pet is your true goal, the Dorgesh-Kaan Agility Course (level 70, after Death to the Dorgeshuun) has the highest base chance per unit of XP — the wiki estimates an average of around 130 hours at level 99 — but its XP rates are slow, so it is a dedicated pet grind rather than a fast 99 route. For most players the pet is a happy accident on the way to the Agility cape at 99. Plan the final stretch in our Agility calculator, and browse the wider toolset on our guides hub.
Plan your exact grind from your current level — Agility Calculator
OSRS Agility Guide — FAQ
What's the fastest way to train Agility in OSRS?
It depends on your level. Quests like The Tourist Trap skip the early levels fast. From 47 to 62 the Wilderness Agility Course is the fastest XP (but risky, deep in the Wilderness). From 62 to 99 the Hallowed Sepulchre is the best XP in the skill, scaling up to around 100k per hour on the full five floors at level 92, and it pays over a million gold per hour too. If you want a relaxed route instead, just do the best rooftop course you can, finishing on Ardougne at 90.
Can you train Agility in free-to-play?
No. Agility is a members-only skill and every training course requires membership, so there is no free-to-play training method. The passive benefits of the level you already have do carry over to F2P worlds (faster run-energy restore and slower drain), but the Graceful outfit's weight reduction does not work on F2P.
Is the Graceful outfit an XP boost?
No. Graceful does not increase Agility XP. The full six-piece set reduces your weight by 25 kg and increases run-energy restoration by 30%, which lets you run more of each lap and indirectly raises XP per hour. You buy the set for 260 Marks of grace from Grace's Graceful Clothing in the Rogues' Den.
How do you get Marks of grace?
Marks of grace spawn randomly on the ground while you run laps, most reliably on rooftop courses. Higher rooftops generally spawn more, and Canifis is a popular course to farm them on for most of the grind. You spend marks on the Graceful outfit, and surplus marks can be traded for amylase crystals to make stamina potions.
What is the best AFK Agility method?
There is no great AFK option. The Brimhaven Arena spike trap is the best semi-AFK method at a reasonable rate. Barbarian Fishing trains Agility passively while you fish (handy if you also want Fishing). Player-owned-house Agility is the most AFK but one of the slowest at 1k to 12k XP per hour and needs checking every minute.
Why should I train Agility?
Mainly for run energy and shortcuts. A higher Agility level restores run energy faster and drains it slower, which helps everywhere and is vital in raids and at bosses like the Whisperer. It also unlocks map shortcuts that save time permanently. Ironmen need Agility to make stamina potions, and the Quest cape needs 70 Agility while the Achievement Diary cape needs 90.
Do you need 99 Agility for the Giant squirrel pet?
No, the pet can drop at any level while training, but there is only about a 50% chance of getting it over a full 1 to 99 grind. The chance varies by course, roughly 44% on rooftops, 49 to 50% at the Hallowed Sepulchre, and 59% at the Brimhaven Arena. The Dorgesh-Kaan Agility Course (level 70) has the highest base chance per unit of XP if the pet is your specific goal, though its slow rates make it a dedicated pet grind.
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