Agility
Runs 21 obstacle courses for XP and Agility Tickets and opens 65 map shortcuts, plus an Agility Arena and a package-delivery minigame.
Agility is your run energy. The pool starts at 630 steps and grows by 30 a level, so 3,570 at 99 and 4,200 at 120. Sprinting spends one step a block and the pool refills over a minute standing still. Levels also open shortcuts all over the map, from the Lumbridge river at 10 to Neitiznot and Jatizo at 85, and courses pay tickets for gear you cannot buy anywhere else.
Level 1 to 120
Two things run in parallel. Everything you do on foot pays a trickle: a tenth of a point per block sprinted on the flat or uphill, three points a second while you crouch to get your breath back. On top of that you run courses. Start on the short Lumbridge and Draynor laps, move up to the rooftops as you learn to survive the jumps, and finish on Mort'ton and the Brimhaven hard lane, which pays 4,000 a clear.
- Running everywhere and crouching to rest 1 to 120
No setup at all. Sprinting pays a tenth of a point a block as long as you are not heading downhill, and crouching still, out of combat, while your steps refill pays three a second, about 135 XP for a full recovery.
- Lumbridge and Draynor short laps 1 to 20
The cheap courses: Lumbridge easy for 100 XP and a ticket, Varrock park for 200, the hard Lumbridge course for 550 and the Draynor rooftops for 600. Short routes, low falls, and they teach you how checkpoints work.
- Gnome stronghold, Seers' and Canifis rooftops 20 to 40
Around a thousand a clear. The Gnome stronghold course pays 1,000 XP and 3 tickets, Seers' rooftops 1,000 and 4, Canifis 650 and 3, the Ice caves under Port Sarim 1,050 and 6, the Barbarian stronghold 750 and 3, and the wilderness course 950 and 4 if you accept the company.
- Falador and the Varrock rooftops 40 to 60
The two long town runs, 1,500 and 1,750 XP for 10 tickets each. Both are real routes over the roofs with real falls, so bring food and use /cp when you slip.
- Al-Kharid and the Agility Pyramid 60 to 80
2,000 XP each. Al-Kharid pays 12 tickets, the best ticket haul outside Brimhaven, plus 100 coins, and follows a line of torches on your first run. The pyramid pays 8 tickets and 150 coins on top.
- Mort'ton Agility Training Facility, part 3 80 to 100
2,400 XP and 11 tickets on a very short circuit, with parts 1 and 2 in the same building for 350 and 550. The shortcut into the facility genuinely wants 25 agility.
- Brimhaven Agility Training Facility, part 3 100 to 120
4,000 XP and 15 tickets a clear, the best in the game. Parts 1 and 2 in the same building pay 250 and 650 as a warm-up.
Course levels are advice
The level printed on a course is a suggestion, not a lock. Walk onto the start marker and the run begins whatever your level, so a determined level 30 can attempt Al-Kharid or Brimhaven. What is actually enforced is every shortcut level on the map, including the 25 into the Mort'ton facility.
Your first clear of a course pays five times the XP. Every tenth clear after that pays two and a half times and double tickets, so pick a route and repeat it rather than sampling. Miss a checkpoint and the run cancels, /cp puts you back on your last one and /res sends you to the start.
Tickets and the gear they buy
Every clear pays tickets and /tickets shows your balance. The agility orb is 300 and works as a shortcut for /cp. Chaps and body are 500 each and give heat resistance, which is what stops the desert draining 100 stamina and 5 prayer points every second and then burning you for 5 a second once the stamina runs out. Boots are 1,000 and remove fall damage outright.
The Agility cape adds 3% to stamina regeneration, and /agility while wearing it gives a fifteen minute speed boost. Note that the desert also blocks the crouch XP trickle for two minutes after you leave it.
Two other ways to earn it
The Brimhaven Agility Arena: click the beacon in the corner, then cross the grid of obstacle lanes to whichever beacon lights up. It pays 30 XP for every grid square between where you set off and the beacon you reached, then immediately names another. Most obstacles work at any level, hand holds, pressure pads and floor spikes want 20, and the arrows and the large blade want 40. Failing dumps you back at the nearer end of the lane, and the blades, spikes, arrows and pressure pads take 10 health with it.
Shelly, a wandering snail in the Lumbridge swamp, asks you to carry her eggs to Sheldon in Varrock park for around 350 XP a delivery. Teleporting or dying sends the eggs home.
Worth knowing
- Crouch to recover: 45 seconds instead of 60, and it is the only stamina recovery that pays XP.
- Taking a hit costs you 15 steps unless you are wearing the Attack cape.
- Crouch as you land and fall damage drops by your agility level as a percentage. Agility boots remove it entirely.
- The Grand Tree pays 7,900 agility XP, the Fremennik Trials 2,812, and the Lumbridge and Al-Kharid Runner quests 500 each plus speed potions. Speed potions cancel a course run outright and are stripped from you inside the arena.
The full table
XP is shown wherever it is fixed.