Wilderness Agility Course

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Wilderness Agility course.png
Wilderness Agility Course
Release date 28 January 2003 (Update)
Kingdom Wilderness
Members area Yes
Main music Deep Wildy
Leader None
Wilderness Agility Course entrance location.png

The Wilderness Agility Course (labelled on the world map as "Agility Training Area") requires level 52 Agility to enter. However, if you have 47 Agility, you will be able to enter the course by using a summer pie. For the first obstacle, players need 49 Agility, thus making it a requirement for those using boosts to constantly eat summer pies, so that your Agility level will not drop below 49. The course is divided into two parts: the walkway (often called "the edge") and the main course. Players who are entering the main course must balance along the walkway, giving 15 experience.

Wilderness[edit | edit source]

This course is dangerous and players can be attacked by player killers while training at it. Players may choose a world with a low population of players or a world with lots of other players training Agility, to reduce their chance of being targeted by a player killer. Players can also avoid attack by switching worlds if they see a PKer approaching. The best location to recognise PKers before they enter the course is near the entrance of the obstacle pipe. Here you can see player killers approaching from the east. Player killers may be identified if they have combat gear equipped, though equipment may be unequipped (overrides do not work in the wilderness), or if they have a combat familiar such as a pak yak or unicorn stallion summoned. Turn your Private Chat to "Friends" or "Off" to prevent player killers from using your online status to follow you from one world to another.

Players may wish to bring along a cheap and effective player killing weapon to defend themselves. Another viable strategy is to bring a blisterwood staff and some air and nature runes, and provided you are on the default spellbook, you will have some casts of Snare and the best air spell you can cast, which should help you defend against melee PKers. Antipoison potions may also be helpful.

Transportation[edit | edit source]

The Wilderness sword 4 provides unlimited teleports to the course after the Wilderness achievements have been completed.

Players can use teleports from Ancient Magicks (Ghorrock Teleport with 96 Magic) or Lunar Spells (Ice Plateau Teleport with 89 magic) to teleport themselves due west of the course.

Players who do not have the Magic level to cast the spells above can pull the Ardougne or Edgeville teleport lever, run north to an unavoidable spider web, head west to the north side of the Mage Arena, and then continue to the south-west, past the giant bats.

Once at the agility course, the player must walk up the walkway at the south side of the course to enter. You will only fail mid-way; getting past will result in you passing the obstacle. If you fail, you will fall on one side which is a pit filled with aggressive white wolves. The pit on the east side seems to be the most common side when the player fails to climb up to the arena.

Experience[edit | edit source]

The northern part of the course

With at least level 52 Agility, players may use a Demonic skull to gain a scaling increase in the amount of Agility experience gained from the course. Players can gain another 5% additional experience on their lap bonus if they have a Wilderness sword 2 or better equipped. The demonic skull does not stack with Brawling gloves (Agility). If both are equipped you will just gain the bonus from the demonic skull.

Experience per lap with Demonic skull
Agility level XP Agility level XP Agility level XP
52 891 68 1164 84 1436
53 902 69 1175 85 1447
54 925 70 1198 86 1470
55 936 71 1209 87 1481
56 959 72 1232 88 1504
57 971 73 1243 89 1515
58 994 74 1266 90 1538
59 1005 75 1277 91 1549
60 1028 76 1300 92 1572
61 1039 77 1311 93 1583
62 1062 78 1334 94 1606
63 1073 79 1345 95 1617
64 1096 80 1368 96 1640
65 1107 81 1379 97 1651
66 1130 82 1402 98 1674
67 1141 83 1413 99 1685

Experience per hour[edit | edit source]

The last section of the course

The experience per hour is based on a lap time of 44 seconds with no failures, including time taken to run back to first obstacle. The Wilderness sword 2 or better lap bonus is not included since it is negligible in comparison to the demonic skull bonus (less than 5,000 bonus experience gained per hour from the wilderness sword bonus).

Experience per hour with demonic skull
Agility level xp/hr Agility level xp/hr Agility level xp/hr
52 72,171 68 94,284 84 116,316
53 73,062 69 95,175 85 117,207
54 74,925 70 97,038 86 119,070
55 75,816 71 97,929 87 119,961
56 77,679 72 99,792 88 121,824
57 78,651 73 100,683 89 122,715
58 80,514 74 102,546 90 124,578
59 81,405 75 103,437 91 125,469
60 83,268 76 105,300 92 127,332
61 84,159 77 106,191 93 128,223
62 86,022 78 108,054 94 130,086
63 86,913 79 108,945 95 130,977
64 88,776 80 110,808 96 132,840
65 89,667 81 111,699 97 133,731
66 91,530 82 113,562 98 135,594
67 92,421 83 114,453 99 136,485

Facilities and obstacles[edit | edit source]

Ground level[edit | edit source]

The dungeon
A player crossing the stepping stones

The table below lists all the obstacles that give experience. Note that there is no experience bonus upon completing the course if the player forgets to retry an obstacle after failing it, or completes an obstacle on the course out of order.

Wilderness obstacles
Image Obstacle XP Notes
Wilderness agility course(pipe).png Obstacle pipe 12.5 Cannot be failed. CAN be used while other people are using it. Requires 49 Agility.
Wilderness agility course(Rope swing).png Ropeswing 20 Can be failed, which will send the player down a level. You will fail if the "Loading...." screen appears, as there is no failing animation. If the "Loading..." screen does not appear, you pass the obstacle. (see below)
Wilderness agility course(Stepping stones).png Stepping stone 20 Can be failed, players will not be sent down. You can only fail on the third stone. 26.6% of remaining life points will be deducted. Dealing up to a max of ? (presumably 1000+ if you have sufficient armour)
Wilderness agility course(log).png Log balance 20 Can be failed, which will send the player down a level. You will fail only at the beginning of the log. If you go past the starting point, you will not fail.
Wilderness agility course(rock climbing).png Rocks 498.9* Used to finish the course and get the bonus; cannot be failed.

*Note: You will NOT get the bonus unless you've completed every obstacle first. If you fail an obstacle, you must go back behind and redo it, otherwise you will get 0 xp for climbing the rocks.
Total 571.4 N/A

It is notable that there are two aggressive level 32 skeletons between the log balance and the rock climb that can attack before the player finishes the log balance obstacle. They attack quickly and accurately, often hitting for small amounts of damage. They will attack you regardless of your level, as it is in the Wilderness.

Underground[edit | edit source]

It is possible to fall on the ropeswing and log. If the players fail these obstacles, they will be placed in a small dungeon, with 4 bones spawns and eight aggressive skeletons. The ladder to escape is in the north-eastern part of this dungeon. The stepping stones can be failed as well, but failing these will only send players to the side of the ladder, deducting 26.6% (rounded down) of players' remaining life points at the same time.

Talent scout[edit | edit source]

Everytime you complete a lap, there is a low chance that the talent scout (near the obstacle pipe) will call you. You will then be sent to The Pit where you get the chance to complete a minigame (D&D). After you complete it, you can gamble your reward xp.

Note: If you do not talk to the talent scout after he called you, you might not get the chance to play the minigames. If you happen to fall into the lava pit while the abyssal whip is equipped there is a chance that it will start acting weird and extend itself while performing its own animation.