Skill Training Guides

OSRS Agility Training Guide: 1โ€“99 Routes, Graceful & Sepulchre

Choose an OSRS Agility route for your goals: quest starts, rooftop progression, Graceful, low-intensity options and current Hallowed Sepulchre requirements.

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The best OSRS Agility training route depends on what you want next: a quest requirement, Graceful, a shortcut, faster experience or an activity you can sustain. Rooftops are a straightforward default, but they are not automatically the fastest method at every level.

This guide gives you a practical 1–99 plan and explains when to change it. Experience rates below are approximate active-training ranges, not promises. Learning, failed obstacles, banking, interruptions and diary unlocks all affect your own results.

Pick a goal before choosing a course

Your priority

Start with

Main trade-off

Quest or diary requirement

Quest rewards, then a suitable nearby course

Stop at the actual requirement rather than grinding an unrelated target

Graceful and straightforward laps

Rooftop progression

Usually lower experience than focused alternatives

Focused high experience

Brimhaven options, then Hallowed Sepulchre when unlocked

More attention, timing and preparation

Lower-intensity training

Colossal Wyrm from 50/62

Longer animations; verify current reward and rate details

Wilderness rewards and experience

Wilderness course with a deliberately small risk

Player attacks and interruptions change the outcome

Agility is a members skill. Before a session, remove unnecessary weight, enable running, bring appropriate recovery supplies and choose an easy return route. Weight at zero or below helps; carrying ever more negative weight does not justify sacrificing a useful supply slot.

Levels 1–33: use quest rewards where practical

Putting both eligible experience rewards from The Tourist Trap into Agility provides enough experience to reach level 26 from level 1. Combining that with Recruitment Drive, The Depths of Despair and The Grand Tree gives 19,700 total Agility experience, reaching level 33.

These quests include combat or other requirements. Check your account's readiness before treating them as a free opening sequence. An Ironman may also need more time to obtain the required supplies. The point is to compare useful quest progress with slow early laps, rather than postponing every quest until after training.

If you prefer courses immediately, Draynor Village rooftops are available from level 1. Older routes sending every beginner to the Gnome Stronghold until level 10 are no longer required for access. Start at the rough wall north of Draynor's bank, follow each obstacle and finish at the crate. A complete lap gives 120 experience.

A player navigating the Draynor Village rooftop Agility course

A straightforward rooftop route from 1 to 99

Use this as a familiar progression, then adjust for quests, diary benefits and your Graceful goal. Unlocking the next rooftop does not always mean it is the best immediate switch. Compare both your completed laps and the reward you care about.

Level

Course

Approximate XP per hour and decision

1–20

Draynor Village

9,000–10,000; useful before quest rewards or the next course

20–30

Al Kharid

11,000–12,000; a small early improvement

30–40

Varrock

11,000–14,000; straightforward next step

40–50

Canifis

14,000–17,000; prioritises marks over strong experience

50–60

Falador

29,000–34,000; substantially faster experience than Canifis

60–70

Seers' Village

40,000–44,000 without the start teleport; about 50,000–56,000 with it

70–80

Pollnivneach

47,000–51,000; around 53,000–58,000 with hard Desert Diary

80–90

Rellekka

50,000–53,000; around 59,000–63,000 with hard Fremennik Diary

90–99

Ardougne

66,000–70,000; strong marks, improved further by elite Ardougne Diary

The hard Kandarin Diary lets you change the Camelot teleport landing point to the front of Seers' bank, close to the course start. That teleport is what supports the faster Seers' rates. Budget its rune cost and do not compare a no-teleport session against the teleported benchmark.

Hard Desert and Fremennik Diary benefits improve their corresponding courses, so a diary unlock can be a better next project than another block of identical laps. These rates assume active navigation. High Alchemy or fletching between obstacles is optional; add it only when it does not cause missed movement or make the session uncomfortable.

Graceful: earn the set without confusing marks and experience

The full Graceful outfit costs 260 marks of grace from Grace in the Rogues' Den beneath The Toad and Chicken in Burthorpe. Its pieces reduce weight, and the complete set provides a total 30% increase to natural run-energy restoration. It is not an Agility experience outfit.

Canifis is popular for marks at level 40, but its experience is much slower than later courses. Staying there until the set is complete is a deliberate marks-focused choice. Moving to Falador and Seers' gives more experience while you continue collecting marks, which can be preferable for longer-term level goals.

Most rooftop courses reduce mark-spawn rate once you are 20 levels above their requirement, to 20% of the normal rate. Canifis is an exception: its mark rate does not receive that reduction at level 60. Do not tell yourself you must leave Canifis because marks suddenly disappear, or that every other low-level course keeps its original rate forever.

Pick marks up as they appear. They normally despawn after ten minutes. Ardougne's single spawn tile has stacking behaviour that refreshes the timer when another mark appears, but collecting them remains a simple way to avoid losing track when stopping.

Spend marks according to your goal. Amylase packs offer a tradeable alternative, while recolours are cosmetic. If you want the full outfit soon, reserve its 260 marks before buying optional rewards. Do not assume a recolour improves experience or the basic set effect.

Brimhaven: an early alternative to repetitive rooftops

The Brimhaven Agility Arena costs 200 coins to enter. The floor-spikes obstacle requires level 20 and can be repeated for experience, with food available for failures. Summer pies can temporarily bridge some level gaps, but require attention to the boost expiring.

At level 40 you can pass every obstacle in the arena. Tagging the active dispenser and using the spikes during downtime can be much faster than early rooftops when executed well. The active pillar changes approximately once per minute, so watch its position rather than clicking one obstacle indefinitely if your goal includes tickets.

Karamja gloves 2 or above improve relevant obstacle and ticket-exchange experience by 10%. Repeated obstacle training, active ticket chasing and a relaxed arena visit are different methods; judge your actual session rather than borrowing the highest rate from a different approach.

Hallowed Sepulchre: current access and progression

Hallowed Sepulchre lobby beneath Darkmeyer

Hallowed Sepulchre requires Sins of the Father and 52 Agility to enter. It becomes a particularly strong experience option from level 62, provided you learn the traps. It is a movement activity with timing decisions, not a rooftop course with a different background.

Floor

Agility requirement

What to prioritise

1

52

Read projectile timing and learn clean movement

2

62

Link the first two floors consistently

3

72

Reduce hesitations before adding more optional looting

4

77

Practise harder trap combinations and watch the timer

5

87

Separate floor access from the additional Grand Coffin requirement

Floor-entry Agility requirements are boostable. Current access differs from older guides that list 82 for floor four and 92 for floor five. The Grand Hallowed Coffin additionally requires either 84 Thieving or 92 Agility, with those requirements boostable. Reaching floor five at 87 Agility does not by itself guarantee you can open that coffin; bring a plan for the relevant requirement.

Other coffin routes have their own skill and equipment checks, including Construction, Prayer, Magic, Ranged and Thieving. Prepare the route you intend to loot. A crossbow and grapple, bridge materials or enchantment runes are not interchangeable supplies, and you do not need to carry every possible item for a pure experience run.

Begin by learning consistent completion. Watch the direction and rhythm of projectiles, move through safe windows and avoid adding a second unfamiliar action while passing a trap. Save a note of the obstacle that repeatedly costs time, then practise that section rather than changing your whole setup after every failure.

Time remaining carries into the next floor. When the timer expires, you can finish the current floor for its experience but cannot continue down or loot coffins. Completion experience is awarded by descending the stairs or leaving through an appropriate magical obelisk, so finish the floor properly.

A suitable Saradomin item allows run-energy restoration at the magical obelisks; equipment associated with other gods can interfere. Stamina supplies are an alternative when speed matters. Check your actual equipment instead of assuming every light combat item is neutral.

Hallowed marks come from looting coffins, so an experience-only run will not generate the same rewards as a looting route. The hallowed ring helps when mistakes are frequent; the grapple helps avoid grapple failures. A private instance costs 200 hallowed marks once and provides consistent trap rotations, which can support long-term practice.

Experienced late-floor players can approach roughly 90,000–100,000 experience per hour depending on routing and looting. Learning sessions will be lower. Do not include rare ring drops in a guaranteed hourly income claim or value a beginner's session at a perfected route's experience rate.

Lower-intensity and money-oriented alternatives

Colossal Wyrm: after Children of the Sun, speak to Worm Tongue before starting. The basic course requires 50 Agility and the advanced route 62. Longer animations and no obstacle failures make it a useful alternative when you want fewer rapid decisions. Termites support its reward shop. Recent course changes make old lap counts and reward-rate claims particularly unreliable, so this guide does not attach a fixed hourly profit to it.

Agility Pyramid: available from level 30, it gives pyramid tops that Simon Templeton buys for 10,000 coins each. Early failures slow progress. Bring food, water or suitable desert-heat protection and enough recovery supplies. Sell collected tops before extending a trip unnecessarily; a successful high-level session is not a reliable beginner benchmark.

Prifddinas: the course requires 75 Agility and Song of the Elves access. It offers another training environment and crystal-shard rewards. Choose it for the combination of training and rewards you want, rather than expecting rooftop marks from every course.

Wilderness: the course normally requires 52 Agility to enter, with boosted entry possible earlier. It can offer strong early experience and rewards, but player attacks can interrupt laps and affect streaks. Use a deliberate risk budget, check the current reward rules and count deaths and escapes in your results. Do not take your full expensive training setup by habit.

Measure progress with a short test session

  1. Choose one goal: level, marks, rewards or learning a new floor.

  2. Prepare transport, lightweight equipment, food and run recovery appropriate to that course.

  3. Train for 20–30 minutes without switching methods halfway through the comparison.

  4. Record completed laps, experience gained, marks or rewards and time lost to failures.

  5. Change one issue, such as camera angle, return teleport or supplies, then compare again.

For example, gaining 15,000 experience in a complete 20-minute session projects to 45,000 per hour at the same pace. It does not become 60,000 because you exclude the minutes spent walking back or restocking. Use the rate that matches the time you actually spend playing.

Agility questions

Should I finish Graceful before doing anything else?

Only if it is your immediate goal. Quest rewards and useful unlocks can be better priorities, and you can continue collecting marks while earning faster experience on later rooftops.

Is Sepulchre worth learning before the final floor?

Yes, earlier floors build the movement skills needed later and can provide strong experience. The final coffin is a separate reward target, not the only reason to enter.

Can passive Agility replace all course training?

Barbarian Fishing provides some Agility experience alongside Fishing and Strength, so consider planned Fishing training before grinding early Agility. Whether it reaches your target depends on where you start and how much Fishing you complete.

Independent guide: Onyx Services is an independent service provider and is not affiliated with, endorsed by, or sponsored by Jagex Ltd. RuneScape and Old School RuneScape are trademarks of Jagex Ltd.

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