
OSRS Agility.
From 1 to 99.
Find your next course and XP rate, or skip the laps with OSRS agility power-leveling (manual Discord quote).
Find your next courseThe short answer
The fastest way to train OSRS Agility depends on your goal. Quest rewards from The Tourist Trap and related quests skip many early rooftop laps. For the highest hourly XP at high levels, practiced Hallowed Sepulchre runs beat standard rooftops, while rooftop courses from Draynor to Ardougne stay the steady route for Marks of Grace and graceful.
Common Agility training questions
What quests give Agility in OSRS?
The Tourist Trap, Recruitment Drive, The Depths of Despair, and The Grand Tree reward Agility experience. Together they total 19,700 Agility XP, enough for level 33.
The Tourist Trap alone can reach level 26 if you put both XP rewards into Agility. Check each quest’s combat and skill requirements before you start.
What training method is best for Agility?
It depends on your priority. Rooftop courses from Draynor to Ardougne suit Marks of Grace and a graceful outfit at predictable rates.
Hallowed Sepulchre offers the fastest Agility XP when you can run floors cleanly. Colossal Wyrm and Prifddinas suit lower-input sessions once you meet their quest requirements.
What is the fastest way to level up Agility?
Use quest XP through the early levels, then pick a high-focus or steady rooftop route.
This guide’s faster path continues with Brimhaven or Wilderness through the mid levels. Then Hallowed Sepulchre from 62 upward gives the highest hourly XP.
Standard rooftop laps remain the alternative when those routes do not fit your account.
What to wear for Agility training in OSRS?
Wear weight-reducing gear to lower run energy use. Bring food for failed obstacles and energy restores when laps stall.
Graceful reduces weight by 25 kg and improves run recovery while worn.
01 / The rooftop route
OSRS agility courses by level
Your level. Your next rooftop.
Follow this simple path for XP and Marks of Grace. Open a course for unlocks, practical advice and when to switch.
1–20 · Draynor Village · 9–10k XP/hr
Start with rooftops or quest XP
Draynor starts your Marks of Grace collection from level 1. Complete the obstacles in order to earn the lap bonus. Bring food while falls are common.
Gnome Stronghold is an alternative if you want obstacles that cannot fail.
The Tourist Trap lets you put both XP rewards into Agility, taking a new account to level 26. Check the quest’s combat and skill requirements before planning that skip.
20–30 · Al Kharid · 11–12k XP/hr
Keep your laps moving
Al Kharid is the next rooftop step, but low run energy can interrupt the longer loop. Bring energy restores if you have them. Keep your carried weight low.
Staying at Draynor through level 30 is also reasonable if you keep running out of energy. Switch when it improves your actual XP per hour. Do not switch just to unlock another course.
30–40 · Varrock · 11–14k XP/hr
Rooftops for marks, Pyramid for coins
Varrock continues the rooftop route and your mark collection. It is a straightforward choice if graceful is the goal.
Agility Pyramid also opens at 30. Early rates can be around 25k XP/hr, and Simon Templeton pays 10,000 coins for a pyramid top.
Low-level falls slow the climb, so bring food and desert supplies before choosing it for money.
40–50 · Canifis · 14–17k XP/hr
Decide whether you still need graceful
Complete Priest in Peril to reach Canifis in Morytania. Its XP is relatively slow, but Marks of Grace are the reason to stay.
Continue here if you are working toward graceful. If your priority is Agility levels, move to Falador at 50. It offers a substantial XP increase while still giving marks.
50–60 · Falador · 29–34k XP/hr
Choose marks or fewer inputs
Falador is the next rooftop stop and gives much better XP than Canifis. Keep collecting marks as you work toward 60.
The basic Colossal Wyrm route also opens at 50 after Children of the Sun. It offers up to 31k XP/hr, no failed obstacles, and longer movement sequences.
Its termites and bone shards replace the direct Marks of Grace you would earn on rooftops.
60–70 · Seers’ Village · 40–56k XP/hr
Your diary changes the recommendation
Without the hard Kandarin Diary, expect roughly 40–44k XP/hr at Seers’ Village. The diary lets Camelot Teleport place you near the start. That raises the range to about 50–56k with consistent laps.
At 62, advanced Colossal Wyrm offers around 43–44k XP/hr with fewer inputs. Sepulchre Floor 2 also opens at 62 after Sins of the Father. Consider it if you want to learn a more demanding method.
70–80 · Pollnivneach · 47–58k XP/hr
New alternatives open through this band
Pollnivneach gives around 47–51k XP/hr normally, or 53–58k with the hard Desert Diary. The diary also helps its mark timer. Compare that with your Seers’ rate before moving just because you reached 70.
Sepulchre adds Floor 3 at 72 and Floor 4 at 77. Prifddinas opens at 75 after Song of the Elves. It offers around 60k XP/hr, crystal shards and a calmer loop.
80–90 · Rellekka · 50–63k XP/hr
Rooftop consistency or Sepulchre practice
Rellekka gives around 50–53k XP/hr without the hard Fremennik Diary, or 59–63k with it. The diary can also improve the mark timer.
Sepulchre Floor 5 opens at 87 and offers considerably more XP with clean runs. Traps, missed timings and coffin looting reduce that rate.
Rellekka or Prifddinas remain useful alternatives for sessions when you want less focus.
90–99 · Ardougne · 66–70k XP/hr
Settle into the final stretch
Ardougne is the final rooftop course, combining a repeatable loop with Marks of Grace. The elite Ardougne Diary improves the mark rewards.
For faster XP, experienced players can use Sepulchre Floor 5. The listed high rates assume clean runs with little or no looting.
Prifddinas remains viable too, reaching around 65k XP/hr from level 90. Switch between methods if that helps you keep training consistently.
Approximate XP rates · checked 22 Aug 2026. Falls, breaks and diary unlocks affect your XP.
Make the route work for you
When should you
switch courses?
- The rule
- The level bands are convenient switch points, not a rule to move immediately. Your goal, diary unlocks and the rate you can sustain matter more than a course’s maximum XP.
- First graceful set
- Follow the rooftops to Canifis and decide whether more marks are worth slower XP. Once you have the pieces you need, Falador moves your levels along faster.
- Quested main account
- Compare diary-boosted Seers’ with the next rooftop before leaving. At higher levels, choose between steady rooftop laps, the quieter Prifddinas loop and learning Sepulchre.
- Lower-input session
- Try Colossal Wyrm at 50 or 62, then Prifddinas at 75. These still need attention; choose a route you can comfortably repeat.

02 / Make the laps count
Graceful outfit and marks of grace
A lighter kit, a longer run.
Collect Marks of Grace on rooftops. Trade them with Grace in the Rogues’ Den for your graceful outfit. For mark rates by course and piece costs, see our Marks of Grace rates and graceful pieces guide.
- 260 marks: the full set costs 260 Marks of Grace.
- Chasing graceful? Canifis is a useful stop from level 40. Decide whether more marks are worth slower XP.
- Chasing levels? Move to Falador at 50 for more XP.
- Already equipped? Spare marks can buy amylase packs for stamina potions.
The full set reduces weight by 25 kg and improves run energy recovery by 30% while worn. It is useful equipment for travel, quests and longer training sessions.
03 / Beyond the rooftops
OSRS Agility beyond rooftop courses
A different kind of grind.
Choose more XP, fewer clicks or extra loot. Match the course to the session you want.
Colossal Wyrm
- Fewer inputs: there are no failed obstacles.
- Levels: the basic route opens at 50. The advanced route opens at 62.
- Quest: Children of the Sun.
- XP: up to 31k / 44k XP per hour.
- Extras: the advanced route also gives termites and bone shards.
- Why it works: longer laps keep hourly rewards similar while asking for fewer inputs.
Prifddinas
- A calmer loop (75+): train with portals and collect crystal shards.
- Quest: Song of the Elves.
- XP: around 60–65k XP per hour.
- Portals: random portals skip part of the course.
- No marks: you will not collect Marks of Grace here.
Agility Pyramid
- XP and coins (30+): earn 10,000 coins per pyramid top.
- Bring: food and desert supplies. Early levels mean more falls.
- XP: around 25–44k XP per hour.
- Later levels: failures become less frequent as you level.
- At 75: the obstacles no longer fail, so the upper end of the XP range is more achievable.

52+ / More focus, faster XP
Hallowed Sepulchre
Learn the traps, beat the timer, then add loot. Requires Sins of the Father. See our Hallowed Sepulchre guide for floors, loot and death rules.
| Floor | Agility |
|---|---|
| Floor 1 | 52 |
| Floor 2 | 62 |
| Floor 3 | 72 |
| Floor 4 | 77 |
| Floor 5 | 87 |
If XP is your priority
The faster route, step by step.
Use quest rewards for the early levels, then build toward Sepulchre. Check each method’s unlocks before travelling.
Early levels · Skip some laps with quests
The Tourist Trap, Recruitment Drive, The Depths of Despair and The Grand Tree offer 19,700 Agility XP combined, enough for level 33.
The Tourist Trap alone can reach 26 if you choose Agility for both rewards. Check combat and other requirements, especially for a restricted account.
20–47 · Train at Brimhaven
Floor spikes need level 20, or a summer-pie boost from 15, and can give up to 30k XP/hr.
At 40, every obstacle is available. Tag the lit pillar each minute and train on useful obstacles between tags for roughly 45–50k XP/hr.
Bring food and the 200-coin entry fee. Karamja gloves 2 or better add 10% to arena and ticket XP.
47–62 · Consider the Wilderness
Entry needs 52 Agility, boostable from 47 with a summer pie; the first pipe needs 49.
Complete obstacles in order and turn in tickets for roughly 50–60k XP/hr. Larger ticket turn-ins improve XP per ticket.
The course sits in deep Wilderness where players can attack you. Bring only gear you accept losing.
The optional 150k loot fee is lost when you die or leave. You do not need to pay it to train for XP.
62–99 · Progress through Hallowed Sepulchre
Entry starts at 52 after Sins of the Father; this progression moves there at 62 for Floor 2.
Learn the obstacle timings and finish consistently before adding coffin loot. Each trap hit costs time, so practiced runs matter more than theoretical rates.
Floor entry can be boosted. The Grand Hallowed Coffin on Floor 5 needs 84 Thieving, or 66 Thieving with 92 Agility. Both requirements allow boosts.
| Floor | Agility | XP per hour |
|---|---|---|
| Floor 2 | 62+ | 50–56.3k XP/hr |
| Floor 3 | 72+ | 68.9–71.7k XP/hr |
| Floor 4 | 77+ | 79.7–81k XP/hr |
| Floor 5 | 87+ | 88.5–98.5k XP/hr |
These ranges assume practiced runs with little or no looting. Learning, mistakes and collecting rewards increase the time to your goal.
A safe alternative: use Falador, Seers’ Village or Colossal Wyrm. Choose them if the Wilderness risk does not suit your account. You can still move to Sepulchre later.
04 / Before the first lap
Agility training FAQ
Just the essentials.
Agility unlocks shortcuts and improves run energy. A little preparation makes both rooftop laps and longer training sessions easier.
How many hours to 99 Agility?
Allow roughly 205–236 hours of rooftop laps using the listed rates. The higher-focus route is around 147–160 hours after level 33. Questing, learning, breaks and mistakes add time.
Train for 30 minutes and double the XP gained to estimate your hourly rate. Divide the XP left to your goal by that rate. Use the rate you can maintain across a normal session.
Hours left = XP remaining ÷ your XP per hourWhat to wear for Agility training?
Wear weight-reducing gear, bring food for failed obstacles and use energy restores as needed. Summer pies boost Agility by five levels; check whether your course allows boosts.
How to start Agility training?
The Tourist Trap, Recruitment Drive, The Depths of Despair and The Grand Tree offer 19,700 Agility XP combined, enough for level 33. Check their combat and quest requirements first.
Is the Wilderness route worth it?
It offers strong XP, but other players can attack you in deep Wilderness. Entry needs 52 Agility, or a boost from 47; the first pipe needs 49.
Bring only gear you accept losing. The optional 150k loot fee is lost on death or leaving.
Travel light
Weight-reducing gear lowers energy use; it does not improve most obstacle success rates.
Bring supplies
Food covers failed obstacles. Use energy restores when running out interrupts your laps.
Check access
Quest requirements, diaries and boost rules can change which route makes sense for your account.
Taking the Sepulchre route? Deaths are unsafe for Hardcore Ironmen. Reclaim gear from its deathbank before another unsafe death.
XP estimates retain the guide’s 22 August 2026 reference date. Floor unlocks reflect the August Agility update.
