The short version
Quest to 33, use Brimhaven to 47, run the Wilderness course to 62, then live in the Hallowed Sepulchre. That is the fastest realistic path in October 2026 and it gets you a lot of gold on the way once your Thieving is high enough to loot the last coffin. If you hate the Wilderness or the Sepulchre's timing puzzles, rooftops still work, they are just slower.
| Levels | Method | XP/hr at start | Why |
|---|---|---|---|
| 1-33 | The Tourist Trap, Recruitment Drive, The Depths of Despair, The Grand Tree | Quest XP | 19,700 Agility XP for a few hours of questing |
| 33-40 | Brimhaven Agility Arena, floor spikes | 30,000 | Single obstacle, very low effort |
| 40-47 | Brimhaven Agility Arena, full pillar route | 45,000 | Every obstacle is open from 40 |
| 47-62 | Wilderness Agility Course | 50,000 | Summer pie gets you in at 47 |
| 62-72 | Hallowed Sepulchre, floors 1-2 | 56,300 | Needs Sins of the Father |
| 72-77 | Hallowed Sepulchre, floors 1-3 | 68,900 | |
| 77-87 | Hallowed Sepulchre, floors 1-4 | 79,700 | |
| 87-99 | Hallowed Sepulchre, floors 1-5 | 98,500 | Grand coffin pays well with 84 Thieving |
Rates are for the first level of each band, and you speed up as you level within it. Plug your own level into the agility calculator to see laps or floors needed to your next goal.
Skip the slow start with quests
Low-level Agility is the worst part of the skill. Draynor rooftop at 9,000-10,000 XP/hr is genuinely tedious, so let quests do it. The Tourist Trap alone takes a fresh account to level 26, which is faster than running laps. Add Recruitment Drive, The Depths of Despair and The Grand Tree and you land on 33 with 19,700 XP in total. All four involve a bit of combat but have low requirements.
The Tourist Trap lets you choose the skill for both of its XP rewards. Put both into Agility. Players who split them usually regret it after a few laps of the Gnome Stronghold.
Brimhaven Agility Arena (20-47)
Entry costs 200 coins to the arena owner. From 20 (or 15 with a summer pie) the floor spikes give roughly 30,000 XP/hr from repeated passes, which is three times a rooftop at that level. At 40 every obstacle opens and tagging pillars while filling the downtime with floor spikes pushes you to 45,000-50,000 XP/hr.
Karamja gloves 2 or better add 10% to obstacle and ticket XP, so do the medium Karamja diary first if you are close. Tickets are worth 345 XP each when handed in, which matters later if you return here as an alternative to rooftops at high levels.
Wilderness Agility Course (47-62)
The course needs 52 Agility, and a summer pie boost lets you start at 47. You need 49 for the pipe, so bring a second pie. Rates sit around 50,000-60,000 XP/hr including the completion bonus and tickets, which beats every rooftop until Seers' Village with a diary teleport.
The catch is player killers. Bring nothing you mind losing, keep protect item in mind, and hop when a skulled player shows up. An Ice Plateau Teleport tablet drops you a short run from the start. The lap bonus, ticket and energy refill only count when you clear every obstacle in order.
Hallowed Sepulchre (52 entry, 62 onwards for training)
You need Sins of the Father finished. Floor 1 opens at 52 Agility and each floor above it at 62, 72, 77 and 87. It is the fastest Agility XP in the game outside tick-perfect play: about 56,000 XP/hr when you can do floors 1-2, rising to around 98,500 XP/hr on all five floors. Players who skip the grand coffin and only run laps see 105,000-108,000 XP/hr at the top end.
Coffins are optional. On floors 1-3 they are only worth opening for hallowed marks, but the grand coffin on floor 5 is where the gold is. It needs 84 Thieving with 87 Agility, or 66 Thieving with 92 Agility. If your Thieving is low, fit some Thieving training in alongside so you are ready by 87.
The Sepulchre punishes lag and inattention, and it is not a skill for watching videos. Spend a few runs learning each new floor before chasing rates, because one failed attempt on floor 4 or 5 costs far more time than a careful one.
Rooftops instead: the marks of grace route
| Levels | Course | XP/hr | What helps |
|---|---|---|---|
| 1-20 | Draynor Village | 9,000-10,000 | Nothing, just start |
| 20-30 | Al Kharid | 11,000-12,000 | |
| 30-40 | Varrock | 11,000-14,000 | |
| 40-50 | Canifis | 14,000-17,000 | Best mark rate for its level |
| 50-60 | Falador | 29,000-34,000 | |
| 60-70 | Seers' Village | 50,000-56,000 | Hard Kandarin diary teleport to the bank |
| 70-80 | Pollnivneach | 53,000-58,000 | Hard Desert diary |
| 80-90 | Rellekka | 59,000-63,000 | Hard Fremennik diary |
| 90-99 | Ardougne | 66,000-70,000 | Elite Ardougne diary for extra marks |
Rooftops are slower, but they hand out marks of grace, and you need 260 marks for the full graceful set. Marks spawn less often once you are 20 levels above a course, except at Canifis, so do not stay on a low course long after it has stopped being useful. Ardougne stacks uncollected marks on one tile, which suits players who look away for a lap or two.
Diaries change the rooftop picture more than anything else. Without the hard Kandarin diary Seers' Village drops to 40,000-44,000 XP/hr, and the hard Desert and Fremennik diaries each add a meaningful jump to Pollnivneach and Rellekka.
Other courses worth knowing
- Colossal Wyrm course (50 basic, 62 advanced): needs Children of the Sun. Up to about 31,000 and 42,000 XP/hr. Termites buy amylase packs that convert to marks of grace, the quickest way to finish graceful before Ardougne.
- Prifddinas (75+): needs Song of the Elves. Up to about 60,000 XP/hr at 75 and 65,000 from 90, plus crystal shards.
- Werewolf course (60+): Creature of Fenkenstrain and a ring of charos. 50,000-55,000 XP/hr early, nearer 67,000 later.
- Agility Pyramid (30+): about 25,000 XP/hr at 30-50. Simon Templeton buys each pyramid top, which makes it a decent early earner.
- Rockslide shortcut (78+): after The Blood Moon Rises with Drakan's medallion, 550 XP roughly every 7.5 minutes. Weave it into Sepulchre or Ardougne for an extra 3,500-4,000 XP/hr.
Supplies for every stage
Agility needs very little gear, but three consumables earn their bank space. Summer pies give +5 Agility and are how you get into Brimhaven at 15 and the Wilderness course at 47. Agility potions give +3, handy for borrowing a higher rooftop a few levels early. Stamina potions keep run energy topped up; without them, Sepulchre floors 4 and 5 and the Brimhaven pillar route both slow down badly.
Wear as much graceful as you have, carry nothing heavy, and bring a little food for courses that hit back, such as the Wilderness and the Sepulchre. The Giant squirrel pet can drop from any course, so long Ardougne or Sepulchre sessions are as good a place as any to chase it.
Low effort and passive Agility
Nothing in Agility is truly AFK. The closest options are Brimhaven floor spikes, which only need a click every pass, and barbarian fishing, which gives Agility and Strength alongside Fishing. Taking Fishing from 58 to 99 with a barbarian rod lifts Agility from 30 to 74 without a single lap. See the fishing training route if that suits you.
What Agility opens up
Every level restores run energy a little faster. On top of that you get shortcuts all over the map, the Sepulchre loot table, the Prifddinas course, and requirements for quests such as Song of the Elves. Graceful cuts your weight and boosts run energy restore, which pays off in every skill. Keep stamina potions handy on the faster courses, since running out of energy mid-floor ruins Sepulchre rates.