Agility
“A coach, a patch of open ground, and reps until your legs shake. What you build here you carry into everything else.”
Every skill uses the same XP table: 951,207,314 XP for level 99. Past 99 the XP keeps counting.
How it works
Pick a coach. Every input is one rep, and nothing can fail. When you finish a circuit (a set number of reps) you get the circuit's XP and a chance at a Grace token. Better coaches unlock as you level; if you're training with your best coach when a new one unlocks, you move up on your own.
Grace buys perks that make every other skill a little easier, which is the real point of Agility.
Coaches
| Level | Coach | Reps | XP per circuit | XP / input | Grace per circuit |
|---|---|---|---|---|---|
| 1 | 6 | 68 | 11.3 | 1.32% | |
| 10 | 6 | 110 | 18.3 | 1.44% | |
| 20 | 7 | 208 | 29.7 | 1.75% | |
| 30 | 7 | 337 | 48.1 | 1.89% | |
| 45 | 8 | 623 | 77.9 | 2.32% | |
| 60 | 8 | 1,010 | 126.3 | 2.48% | |
| 75 | 9 | 1,840 | 204.4 | 2.88% | |
| 90 | 10 | 3,313 | 331.3 | 3.4% |
The Champion's Trials
From level 52, the Trials are a coach of their own that always runs the hardest trial you qualify for. They pay less XP per input than your best coach (roughly 80 to 92% of it), but more Grace, a purse of gold every circuit, and they are the only place the Agility pet can turn up.
| Level | Trial | Reps | XP per circuit | Grace per circuit | Purse |
|---|---|---|---|---|---|
| 52 | Trial I | 9 | 631 | 3.6% | 135 gold |
| 62 | Trial II | 10 | 1,007 | 4.4% | 280 gold |
| 72 | Trial III | 11 | 1,277 | 5.28% | 517 gold |
| 82 | Trial IV | 12 | 2,257 | 6.36% | 924 gold |
| 92 | Trial V | 13 | 3,875 | 7.54% | 1,560 gold |
Perks
Five perks, four tiers each. A tier costs 120 / 480 / 840 / 1,260 Grace, so the whole set is 13,500 Grace. Once every perk is maxed, the trial marshal buys your spare Grace for 2,000 gold each (up to 500 at a time).
| Perk | What it changes | Base | I | II | III | IV |
|---|---|---|---|---|---|---|
| Light Feet | How long a failed steal freezes you (Thieving) | 3 s | 2.55 s | 2.1 s | 1.65 s | 1.2 s |
| Second Wind | How long you wait after dying in combat | 15 s | 13 s | 11 s | 9 s | 7 s |
| Sharp Eyes | How often a missed gathering try still rolls the rare finds (Woodcutting, Mining, Fishing, Hunter) | 0% | 25% | 50% | 75% | 100% |
| Careful Hands | How often a finished recipe keeps its materials | 0% | 10% | 20% | 28% | 35% |
| Hot Pursuit | How long until the next monster appears after a kill | 2.5 s | 2.2 s | 1.9 s | 1.6 s | 1.3 s |
Careful Hands never saves gear used as a material, cooking fuel, the item you enchant or alchemise, Superheat's ore and coal (only its runes), or seeds and herbs you sort in batches. Sharp Eyes works for Woodcutting, Mining, Fishing and Hunter.
Pet
Giant Squirrel is rolled on every Champion's Trials circuit, at 1 in (2,000,000 − 25 × your level): 1/1,997,525 even at level 99, so it's normal to get there without one. Rare find bonuses raise the odds a little.
Fastest XP
The most XP per input at every level, worked out from the numbers above. Nothing fails in Agility: this is XP per circuit over its reps.
| Levels | Best | XP per input |
|---|---|---|
| 1–9 | Village Drillmaster | 11.3 |
| 10–19 | Militia Sergeant | 18.3 |
| 20–29 | Harbor Strongman | 29.7 |
| 30–44 | Legion Taskmaster | 48.1 |
| 45–59 | Gladiator Trainer | 77.9 |
| 60–74 | Royal Guard Captain | 126.3 |
| 75–89 | Master-at-Arms | 204.4 |
| 90–99 | Grandmaster Champion | 331.3 |
Every number on this wiki is read from RuneClick 3.3.0's own game files, so it matches what the game does. It updates itself when a new version ships. Spot something off? Tell us on the Discord.
