The short version
30-second read- Fastest XP from 20 to 47. Tag the flashing dispenser each minute and jump the floor spikes between tags for about 45,000–50,000 XP an hour at level 40.
- Each tag pays a ticket and a voucher. Tickets buy 345 Agility XP each, 379.5 with Karamja gloves 2+, and vouchers buy items from Pirate Jackie the Fruit.
- The pirate's hook costs 800 vouchers. That is at least 13 hours 20 minutes of tagging, or 12 hours 8 minutes with the elite Karamja Diary.
- Camp the floor spikes, not the pads. Pressure pads pause XP for 8 ticks after two uses in a row, and Hitpoints near 20 keep trap damage at 3.
Brimhaven Agility Arena: the Short Answer
The Brimhaven Agility Arena is the fastest Agility XP from level 20 to 47, according to the wiki's Agility training page. You pay Cap'n Izzy No-Beard 200 coins, run to the ticket dispenser with the flashing arrow, tag it, and jump the floor spikes until the arrow moves. At level 40 that is about 45,000–50,000 XP an hour.
Every tag pays three things: Agility XP on the spot, one Agility arena ticket and one Brimhaven voucher. Tickets turn into 345 Agility XP each at Pirate Jackie the Fruit. Vouchers buy items: the pirate's hook for 800, a dark blue graceful recolour for 250, amylase packs for 60 and noted herbs.
Use it from 20 to 47 for speed, or at any level if you want the hook or the blue graceful. From 52 Agility (47 with a summer pie) the Wilderness Agility Course is faster if you accept PvP risk. Rooftops are slower but pay the marks of grace you need for Graceful in the first place.
Requirements, Travel and What to Bring
There is no quest or level gate. The arena is members only, and the one cost is the 200-coin fee paid to Cap'n Izzy before every entry. You can reach dispensers with any Agility level, but level 20 opens the floor spikes, pressure pads and hand holds, and level 40 opens the spinning blades and darts. From 40 every route is yours.
The wiki lists these ways in, fastest first: the achievement diary cape teleport straight to Pirate Jackie, a spirit tree in Brimhaven, a player-owned house in Brimhaven, the boat from East Ardougne or Rimmington, an amulet of glory to Musa Point and then west, or fairy ring BLP, out of the Karamja Volcano and west.
- 1
Coins:
200 per entry, plus spares. Logging out inside puts you outside, and you must wait at least a minute before paying again.
- 2
Summer pies:
each bite heals 11 and boosts Agility by 5, and the pie restores some run energy. The boost raises tag XP and covers the darts drain.
- 3
Small food:
chocolate cake or strawberries, so you can sit near 20 Hitpoints, where failed traps hit softest.
- 4
Run energy:
stamina potions or other restores. You run for the whole session.
- 5
Karamja gloves 2, 3 or 4:
+10% XP from obstacles and from every ticket you hand in. They come from the medium Karamja Diary, whose first task is claiming a ticket here.
- 6
Weight-reducing clothing
to reach 0 kg or less. Agility potions stand in for pies if you have none.
How Tagging, Tickets and Vouchers Work
The arena has 25 pillars joined by obstacles, and 24 of them hold a ticket dispenser. Once a minute one dispenser lights up with a flashing arrow. Reach it and tag it before the arrow moves. Tagging an unmarked pillar gives nothing, and tagging the same marked pillar twice gives nothing extra.
- 1
Tag XP:
30 Agility XP for every 10 levels, counting boosts and drains. That is 120 at level 40, 270 at 99 and 300 if you boost to 100. Karamja gloves do not raise this part.
- 2
One ticket:
worth 345 Agility XP at Pirate Jackie the Fruit, or 379.5 with Karamja gloves 2+ worn.
- 3
One voucher:
spent on items in the same shop.
With the elite Karamja Diary complete, each tag has a 10% chance to pay two tickets and two vouchers. The chance comes from finishing the diary; you do not have to wear Karamja gloves 4 for it.
Two newer rules block shortcuts. Tag, hop worlds and tag again too quickly, and dispensers lock you out for 60 seconds. Teleporting out of the arena also adds a delay before you can go back in.

After each tag, head for the nearest floor spikes and jump them until the next arrow appears. The wiki notes that tagging every dispenser in time is not hard as long as you keep watching, so you do not need the route map memorised on day one.
The Floor Spikes and Other Obstacles
Obstacle XP is where the speed comes from. The table lists every obstacle with its XP per crossing (Karamja gloves 2+ in brackets) and its speed in game ticks of 0.6 seconds.
| Obstacle | Agility level | XP (with gloves) | Ticks | XP per tick |
|---|---|---|---|---|
| Pressure pad | 20 | 26 (28.6) | 4 | 6.5, but XP pauses after 2 uses |
| Floor spikes | 20 | 24 (26.4) | 4 | 6 |
| Spinning blades | 40 | 28 (30.8) | 5 | 5.6 |
| Rope swing | 1 | 20 (22) | 4 | 5 |
| Darts | 40 | 30 (33) | 10 | 3 |
| Hand holds | 20 | 22 (24.2) | 10 | 2.2 |
| Pillar | 1 | 18 (19.8) | 9 | 2 |
| Balancing ledge | 1 | 16 (17.6) | 9 | 1.78 |
| Low wall | 1 | 8 (8.8) | 5 | 1.6 |
| Log balance | 1 | 12 (13.2) | 9 | 1.33 |
| Balancing rope | 1 | 10 (11) | 9 | 1.11 |
| Monkey bars | 1 | 14 (15.4) | 13 | 1.08 |
| Plank | 1 | 6 (6.6) | 9 | 0.67 |
| Blade | 1 | 0 | 4–6 | 0 |
Why the floor spikes win
The floor spikes pay 24 XP per 4-tick jump. Done non-stop that is 1,500 jumps and 36,000 XP an hour, which matches the wiki's figure for camping them. You stop failing them at 50 Agility. Clicking outside the arena walls can route your character over the spikes, so with the camera set right you can click one spot again and again. The wiki describes a RuneLite Detached Camera setup and a zoomed-out official client setup for this.
Pressure pads after the July 2024 change
Pressure pads look better on paper at 26 XP per 4 ticks. Since 17 July 2024 they only pay XP twice in a row, then an 8-tick (4.8 second) timer starts in which crossings give nothing. Use the spikes.
Damage, darts and planks
- A failed trap hits for 5% of your current Hitpoints, rounded down, plus 2. At 20 Hitpoints that is 3 damage; at 99 it is 6.
- Failing the darts drains 2 Agility. That can drop you below a tens level and cut your tag XP, so keep a summer pie ready.
- Only one plank is safe. It changes every minute, and the bad ones have chunks missing from the sides. At 99 Agility, boosts included, any plank works.
- At 99 Agility no obstacle in the arena can be failed.
Pick Your Method: XP Rates by Level
There are five ways to use the arena. The rates are the wiki's. The elite Karamja Diary adds about 2,277 XP an hour to the tag rates at any level, which is its 10% double-ticket chance turned into XP.
| Method | Agility level | Agility XP/hr (wiki) | Vouchers/hr | Attention | Best for |
|---|---|---|---|---|---|
| Floor spikes only | 20 (15 with a summer pie) | About 36,000; up to 30,000 from 15 with a pie | 0 | Very low | Low-effort XP with no rewards |
| Tag only, idle between | Any (40 for every route) | About 28,000 at 40 (30,000 with Karamja gloves 2); about 35,000 at 80 (37,000) | 60 | Low: one trip a minute | Voucher grinding on a second screen |
| Tag + floor spikes | 40 | 45,000–50,000 at 40; up to 68,000 at 99 with the elite diary; about 70,000 boosted to 100 | 60 | High | Fastest Agility XP from 20 to 47 |
| Tag + fletching broad arrows | Any, plus 52 Fletching and the Broader Fletching unlock | Tag-only rate, plus about 180,000 Fletching XP | 60 | High | Training Fletching at the same time |
| Tag + High Level Alchemy | Any, plus 55 Magic | Tag-only rate, plus 65 Magic XP a cast | 60 | Medium | Players who alch anyway |
Verdict: pick tag + spikes if you want levels. Pick tag only, or tag + fletching, if you want vouchers and a second skill trained. Pick spikes only if you want the least clicking and do not care about rewards.
The tag-only figure is easy to check. At level 40, 60 tickets at 345 XP is 20,700 an hour, and 60 tags at 120 XP is another 7,200, so about 28,000. The ticket half stays flat while the tag half grows with your level. The broad arrow figure is about 1,200 two-tick actions an hour between tags; our Fletching guide covers that unlock, and the alching guide covers what to alch.
Brimhaven vs Rooftops vs the Wilderness Course
This is the choice most players face between 40 and 62. Rates below are from the wiki's Agility training and Wilderness Agility Course pages.
| Option | Levels | Agility XP/hr | What it pays | Attention | Risk and cost |
|---|---|---|---|---|---|
| Brimhaven, tag + spikes | 20–47 (all routes at 40) | 45,000–50,000 at 40 | 60 tickets and 60 vouchers an hour (about 8 marks of grace if spent on amylase) | High | 200 coins per entry, no PvP |
| Brimhaven, spikes only | 20+ | About 36,000 | XP only | Very low | 200 coins per entry |
| Canifis rooftop | 40–50 | 14,000–17,000 | 12.8–15.5 marks of grace an hour | Low | None |
| Falador rooftop | 50–60 | 29,000–34,000 | 9.7–11.3 marks an hour | Low | None |
| Wilderness Agility Course | 52 (47 with a pie), fastest to 62 | 50,000–60,000 with tickets | Tickets worth 200–230 XP; after a 150,000-coin fee, loot and a 1/40 medium clue per lap | Medium | Level 50–56 Wilderness: PKers and skeletons, fee lost on death or leaving |
| Ardougne rooftop | 90–99 | 66,000–70,000 | 16.8–22.1 marks an hour | Low | None |
Pick Brimhaven from 20 to 47, or at any level if you want the pirate's hook or blue graceful. Pick the Wilderness course from 52 (47 with a pie) to 62 if you accept PvP risk for faster XP and loot. Pick a rooftop if marks of grace come first: the arena drops none, and trading amylase packs to Grace works out to about 8 marks an hour, against 12.8–15.5 on Canifis.
At 99 the two ends meet. Tag + spikes with the elite diary tops out around 68,000 an hour, level with Ardougne's 66,000–70,000. Ardougne pays marks on top; Brimhaven pays vouchers on top. Our Wilderness Agility guide covers that course's loot tiers and routes.

Pirate Jackie the Fruit's Shop: Spending Tickets and Vouchers
Pirate Jackie the Fruit stands at the arena entrance and runs the Agility Arena Store. Tickets buy only Agility XP and vouchers buy only items, so spending one never costs you the other. She is also the Karamja Diary master, so the Karamja gloves come from her too.

| Reward | Price | Time to afford | With elite Karamja Diary | Use |
|---|---|---|---|---|
| Agility XP | 1 ticket | 1 minute per ticket | 10% chance of 2 per tag | 345 XP each, 379.5 with Karamja gloves 2+ worn |
| Toadflax (noted) | 3 vouchers | 20 an hour | About 22 an hour | Agility potions (34 Herblore), Saradomin brews (81) |
| Snapdragon (noted) | 10 vouchers | 6 an hour | About 6.6 an hour | Super restores (63 Herblore) |
| Amylase pack | 60 vouchers | 1 hour | About 55 minutes | 100 amylase crystals: 25 stamina potion(4) at 77 Herblore |
| Graceful recolour | 250 vouchers | 4 h 10 min | About 3 h 47 min | Turns a full uncoloured Graceful set dark blue |
| Pirate's hook | 800 vouchers | 13 h 20 min | 12 h 8 min | Cosmetic glove-slot item, tradeable |
The pirate's hook

The pirate's hook sits in the glove slot with +1 stab, +5 slash and +3 crush defence and nothing else, so it is a cosmetic and a collection log slot. It is tradeable, so a main can buy one on the Grand Exchange; the voucher route matters for ironmen and for anyone filling the arena's 9-item collection log page. With Cabin Fever done, Patchy sews it to a crab claw for 500 coins to make a crabclaw hook. It cannot be stored in a player-owned house.
The dark blue Graceful recolour
The arena colour matches the Agility cape and costs 250 vouchers for the whole Graceful outfit; single pieces are not sold. Jackie only accepts uncoloured pieces, so a set already recoloured elsewhere has to be reverted first. Recolours are not permanent unlocks either: switch colour later and you pay again. Counting the base set, the blue outfit costs 260 marks of grace plus 250 vouchers. Jackie will turn blue pieces back to grey, with no refund.
Amylase packs and herbs
An amylase pack holds 100 crystals, one per stamina dose. Grace's shop sells the same pack for 10 marks of grace and buys any pack back for 8, so vouchers convert to marks at 7.5 each, which the wiki's Mark of Grace page counts as about 8 marks an hour. That beats nothing, but a full 260-mark Graceful set this way is 1,950 vouchers, or 32.5 hours, so a rooftop is still the faster source.
Toadflax and snapdragon come noted. Six snapdragons an hour will not carry a Herblore grind, but the same 800 vouchers as a hook would buy 80 of them, which is real supply on an ironman. Our Herblore guide shows where those potions fit.
Hours to Each Level and Reward
XP needed comes from the wiki's experience table; the rates are the wiki figures above, divided out and rounded.
| Goal | Needed | Method and rate | Time |
|---|---|---|---|
| Agility 20 to 40 | 32,754 XP | Floor spikes, 30,000–36,000/hr | About 1 hour |
| Agility 40 to 47 | 37,903 XP | Tag + spikes, 45,000–50,000/hr | About 45–50 minutes |
| Agility 40 to 52 | 86,436 XP | Tag + spikes, 45,000–50,000/hr | About 1.7–1.9 hours |
| Agility 40 to 50 on Canifis instead | 64,109 XP | 14,000–17,000/hr | About 3.8–4.6 hours (Brimhaven: 1.3–1.4) |
| Agility 52 to 62 | 210,144 XP | Wilderness course, 50,000–60,000/hr | About 3.5–4.2 hours |
| Amylase pack | 60 vouchers | One tag a minute | 1 hour |
| Graceful recolour | 250 vouchers | One tag a minute | 4 hours 10 minutes |
| Pirate's hook | 800 vouchers | One tag a minute | 13 hours 20 minutes |
| Hook and recolour | 1,050 vouchers | One tag a minute | 17 hours 30 minutes (about 15 h 55 min with the elite diary) |
The hook is the number to plan around. Thirteen hours of tag + spikes at even the level-40 rate is about 600,000 Agility XP, which takes a level-40 account to about 68. The 800 tickets alone are 276,000 XP, or 303,600 with gloves. Past 47 the wiki ranks the Wilderness course and then the Hallowed Sepulchre ahead, so a hook grind costs some speed in exchange for no PvP and no fee beyond 200 coins.
Ironman, Hardcore and Pure Notes
Ironman
The arena lets an ironman earn herbs and amylase while training something else. Snapdragons feed super restores, toadflax feeds Saradomin brews later, and one amylase pack an hour covers 25 stamina potions once you reach 77 Herblore, a level the wiki notes ironmen reach late. Fletching broad arrows is already a common ironman Fletching method, so tag + fletching fits well. Spend vouchers on supplies first and the hook last.
Hardcore ironman
The wiki marks the arena as a dangerous activity, so a death here costs Hardcore status. Traps only hit for 2 to 6, but low levels fail often and the darts drain your Agility. Keep a few pies in the inventory and eat before single digits rather than sitting at 20 Hitpoints with no buffer.
Pures and skillers
Agility does not count toward combat level and the arena gives no combat XP, so any build can train here without risk to its stats. For the rest of a build plan, see the pure builds guide.
Common Mistakes
- 1
Camping the pressure pads.
They stop paying XP for 8 ticks after two uses in a row. The floor spikes have no such timer.
- 2
Training at full Hitpoints.
Trap damage is 5% of current Hitpoints plus 2, so 99 Hitpoints means 6 a fail against 3 at 20. You eat twice as much for nothing.
- 3
Handing in tickets without Karamja gloves 2+.
Each ticket is 34.5 XP short without them, which is 27,600 XP over the 800 tickets of a hook grind. Tickets have no batch bonus, so holding them until you finish the medium Karamja Diary costs nothing.
- 4
Tagging while drained by darts.
Tag XP uses your current level, so a 2-level drain from 41 to 39 cuts a tag from 120 XP to 90. One summer pie bite fixes it.
- 5
Logging out or teleporting mid-session.
You land outside, pay the 200 coins again and wait before you can re-enter. Hopping and tagging too fast locks dispensers for 60 seconds.
Where Paid Help Fits
The arena is cheap and has no PvP, and 20 to 47 takes about two hours at wiki rates, so most players can do that part themselves. The long tails are what eat evenings: 13-plus hours of tagging for a pirate's hook, or the levels past 47 that unlock shortcuts and better run energy. If that is the stretch you would rather hand off, our Agility training service does it by hand.
FAQ
How do you get tickets in the Brimhaven Agility Arena?
Tag the ticket dispenser with the flashing arrow before it moves, which happens once a minute. Each tag gives one Agility arena ticket, one Brimhaven voucher and tag XP. Tagging needs no Agility level, only the 200-coin entry fee.
Should you save Brimhaven tickets and hand them in at once?
No. Since May 2024 every ticket is a flat 345 XP, or 379.5 with Karamja gloves 2+, whatever the batch size. The bulk bonus people remember belongs to Wilderness agility tickets, which pay 230 each in batches of 101 or more. The only reason to hold Brimhaven tickets is to wait for Karamja gloves 2.
How long does the pirate's hook take?
800 vouchers at one a minute is 13 hours 20 minutes with no missed tags, or 12 hours 8 minutes with the elite Karamja Diary's double chance. The hook is tradeable, so a main can buy it instead.
Are tickets and vouchers the same thing?
No. Since the 2024 rework every tag gives one of each. Tickets only buy Agility XP; vouchers only buy items such as herbs, amylase packs, the Graceful recolour and the hook. You never have to choose between XP and rewards.
Is the Brimhaven Agility Arena AFK?
Only the spikes-only method is: about 36,000 XP an hour from clicking one spot, with no tickets. Full speed means a trip to a new dispenser every minute plus a click on the spikes every few seconds in between.
Do you need to wear Karamja gloves 4 for double tickets?
No. The 10% double-ticket chance comes from completing the elite Karamja Diary, and the wiki notes the gloves do not have to be worn for it. You do need Karamja gloves 2, 3 or 4 on for the +10% obstacle and ticket XP.
Is Brimhaven better than the Wilderness Agility Course?
Not for XP past 47. The wiki ranks the Wilderness course fastest from 47 to 62 at 50,000–60,000 an hour with tickets, and it pays loot if you pay its 150,000-coin fee. Brimhaven wins on cost and has no PvP, and it is the only source of vouchers for the hook and the blue Graceful.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Use the Brimhaven Agility Arena from 20 to 47: tag every dispenser, jump the floor spikes in between, keep Hitpoints near 20 and wear Karamja gloves 2 when you hand in tickets. Stay longer only for a reason, such as 800 vouchers for the pirate's hook, 250 for the blue Graceful, or supplies on an ironman. From 52, or 47 with a pie, the Wilderness course is faster if you accept the risk, and the full route to 99 is in our Agility guide.
Sources
Numbers and mechanics on this page come from these 17 OSRS Wiki pages:
- Brimhaven Agility Arena
- Agility training
- Agility arena ticket
- Brimhaven voucher
- Karamja Diary
- Ticket Dispenser
- Floor spikes (Brimhaven Agility Arena)
- Pressure pad (Brimhaven Agility Arena)
- Wilderness Agility Course
- Pirate Jackie the Fruit
- Agility Arena Store
- Pirate's hook
- Graceful outfit
- Amylase pack
- Mark of Grace
- Experience
- Wilderness agility ticket
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