The short version
30-second read- Carry the 150k fee in your inventory. It cannot come from the bank, and the looting bag must be open or the dispenser pays nothing.
- Expect to break even around lap 20. At a 61+ lap streak the wiki lists roughly 2M gp an hour, so protect the streak above all.
- Logging out inside the course costs 10 laps. Dying or leaving loses the whole fee and the streak, so stop after two deaths in a row.
- Hold tickets until you have 101 or more. That gets 230 XP each and 3,000 extra XP per 100 tickets versus handing them in singly.
Quick Take
The Wilderness Agility Course sits in level 50 to 56 Wilderness and needs 52 Agility to open the gate. That level is boostable, and the first obstacle only needs 49, so you can get in from 47 with a boost. A full lap gives 571.4 Agility XP, and tagging the dispenser at the end of each lap gives a Wilderness agility ticket worth 200 to 230 more XP.
The money comes from the agility dispenser. Pay it 150,000 coins and every lap after that drops noted alchables and blighted supplies into your looting bag, with the value per lap going up at 16, 31 and 61 laps in a row. At a 61+ lap streak the wiki's money making guide lists roughly 2M gp an hour, and about 1.3M for the first hour while you build the streak (prices checked 12 October 2026).
Dying or leaving the course wipes both the fee and the streak. The course is singles-plus, so a PKer can attack you while a skeleton is already hitting you. Bring only what you are prepared to lose.
Getting to the Course
The course is in the far north of the Wilderness. These are the routes the wiki lists, fastest first.
| Route | Requirement | Then |
|---|---|---|
| Ice Plateau Teleport (spell or tablet) | Lunar Diplomacy, 89 Magic for the spell | Run east |
| Ghorrock Teleport (spell or tablet) | Desert Treasure I, 96 Magic for the spell | Run north-west, through the gates, then east |
| Wilderness obelisk to level 44 | None | Run north-west, through the gates, then east |
| Burning amulet to the Lava Maze | None | Run north-west, through the gates, then east |
| Edgeville lever to the Deserted Keep | Knife or slash weapon for the web | Run north, cut the web, then run west |
The wiki's hourly rate assumes a bank trip of about 2 minutes 10 seconds: leave the course, take the obelisk to Ferox Enclave, bank, then return with an Ice Plateau tablet.
Who This Guide Is For
- Players fine with PvP risk in exchange for better GP than safe skilling
- Agility trainers who want money on top of XP
- Accounts with a cheap risk setup ready to go
If losing the 150k fee plus your gear twice in an evening would ruin your week, pick a safer method.

Agility Dispenser Loot Tiers
Once you have paid, each lap rolls loot from the dispenser. The value per lap depends on how many consecutive laps you have done since paying. The wiki says you break even on the fee after about 20 laps.
| Consecutive laps | Avg loot per lap | Running total | Profit after the 150k fee |
|---|---|---|---|
| 1–15 | ~6,360 gp | ~95,400 gp | -54,600 gp |
| 16–30 | ~12,650 gp | ~285,200 gp | +135,200 gp |
| 31–60 | ~19,000 gp | ~855,400 gp | +705,400 gp |
| 61+ | ~26,040 gp | Keeps growing | Keeps growing |
- Loot is a mix of noted alchables (rune kiteshields, rune chainbodies, rune and adamant armour) and noted blighted supplies such as super restores, anglerfish, manta rays and karambwans.
- With a free inventory slot you also get one unnoted blighted item per lap.
- Each lap has a 1 in 40 chance of a medium clue scroll, or 1 in 20 with a ring of wealth (i). With a full inventory the clue drops on the floor.
- Your looting bag must be open in your inventory or you get nothing. If you do not own one when you pay, the dispenser gives you one.
Starting Capital and Running Costs
This method is unusual for a money maker: the money comes out of a dispenser you have to buy access to, so there is a real upfront number.
| Cost | Detail |
|---|---|
| Dispenser fee | 150,000 coins from your inventory (it cannot come from the bank). Lost every time you die or leave the course |
| Looting bag | Must be open for the dispenser to pay out, and cannot be destroyed inside the course |
| Food | Something cheap. Level 18 skeletons roam the course and level 25 skeletons the dungeon below, so wines and similar low-value food do the job |
| Combat gear | The wiki recommends it over weight-reducing or energy items once you have paid, for the skeletons and PKers |
| Teleports | One escape option per trip, plus the travel there |
| Risked inventory | Whatever you carry, priced on the assumption you lose it |
The fee is what makes lap discipline matter. Your lap counter starts at zero when you pay. Logging out while inside the course keeps the fee but takes 10 laps off the counter. Dying or walking out loses both the fee and the streak, so you pay again next time.
You can also run the course with no fee at all. Tagging the dispenser still gives one ticket per lap and restores your run energy, whether or not you paid.
The roughly 2M an hour figure assumes about 83 laps an hour at a 61+ streak with no PKer interruptions. Your real rate depends on how often you get killed, so check the live loot calculator on the OSRS Wiki before you commit.
Wilderness Agility Tickets
You get one Wilderness agility ticket each time you tag the dispenser after a lap, fee or no fee. You hand them back in at the same dispenser at the start of the course for Agility XP. They are untradeable but bankable, and they are kept on death; logging out or leaving the course does not touch them.
| Tickets handed in at once | XP per ticket | Bonus |
|---|---|---|
| 1–10 | 200 | 0% |
| 11–50 | 210 | 5% |
| 51–100 | 220 | 10% |
| 101+ | 230 | 15% |
Bank them until you have at least 101 and hand them in together. That is 3,000 extra XP for every 100 tickets compared with turning them in one at a time. Base course XP is about 40,000 to 45,000 an hour, and tickets add up to 18,400 an hour on top.
Risk Framework
- Risk only a planned inventory. No expensive items you forgot to bank.
- Know your escape teleport and your food plan before the first lap.
- Expect PKers at busy times, and leave a world that feels camped.
- Count deaths and lost fees in your GP per hour.
- Keep a non-Wilderness money method for days you are not in the mood.
Practical Step-By-Step Plan
- 1
Set a risk budget in GP, including the 150k fee, and stick to it.
- 2
Gear for the skeletons and an escape, not for show.
- 3
Do one lap before paying and leave if the world feels camped.
- 4
Pay the fee and keep the streak going.
The jump from 15 to 16 laps doubles the loot per lap.
- 5
Bank on a schedule rather than letting the looting bag fill with value you cannot afford to lose.
- 6
Stop after two deaths in a row.
Each one costs a fresh 150k plus the streak.
- 7
Compare your real GP per hour with herb runs or a safe boss every week.

When It Is Worth It
It is worth it when your rate after deaths still beats your safe options and you stay calm under pressure. It is not worth it when you are risking items you cannot replace or playing distracted.
- Use cheap, deliberate risk
- Play at times and on worlds you find quieter
- Pair with Agility 1–99 goals if the XP matters too

Safer Money Alternatives
Herb runs, Slayer and mid-level bosses all pay without PK risk. Start with our herb run guide or read money making 2026 if Wilderness stress is not for you.
Common Mistakes
- Bringing your expensive gear "just this once"
- No escape plan
- Paying the fee again straight after a PK to chase the loss
- Forgetting to open the looting bag, so the dispenser pays nothing
- Turning tickets in before you have 101
A death costs the 150k fee, your streak and whatever you carried, so keep all three small.
When Paid Help Makes Sense (Optional)
If you need the Agility level without Wilderness laps, our Agility training service is the alternative. Buying gold is another option. Weigh the rules and your own comfort with the risk first.
Browse OSRS gold, read client reviews, or return to the blog hub.
FAQ
What Agility level do I need for Wilderness Agility?
52 Agility opens the gate, and the obstacles themselves need 49. The gate level is boostable, so an account can get in from 47 with a boost.
Do I have to pay to use the course?
No. Laps, XP and tickets are free. The 150,000 coin fee only buys the dispenser's item rewards.
Where do you hand in Wilderness agility tickets?
At the agility dispenser at the start of the course. Hand in 101 or more at once for 230 XP each instead of 200.
Do you lose the 150k fee if you log out?
Not if you stay inside the course. Logging out there costs 10 laps from your streak. Dying or leaving the course loses the whole fee.
How much XP per hour is Wilderness Agility?
About 40,000 to 45,000 Agility XP an hour from laps, plus up to 18,400 an hour from tickets handed in at 230 XP each.
Is Wildy Agility good for irons?
The laps and tickets are free, so irons can train there risking only what they carry. Paying the fee for supplies is a bigger gamble on an iron, where 150k takes longer to earn back.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Wilderness Agility pays well once your streak passes 16 and then 31 laps, and it needs your attention the whole time.
Budget the fee and the risk, bank on a schedule, and log off when the world gets hot.
Sources
Numbers and mechanics on this page come from these 3 OSRS Wiki pages:
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