Course and mark ledger

OSRS Agility Lap Calculator

Enter current Agility XP and a target level to compare laps across ten courses. Rooftop rows also estimate marks of grace and apply the published over-level reduction.

Set the Agility goal

Laps remaining

1,141
LEVEL 1TARGET 60

273,742 XP at 240 XP per lap.

Estimated marks of grace: 456.4

Laps by course

The requirement column is informational; the ledger keeps every course visible for route planning.

CourseReq.XP/lapLapsMarks est.
Gnome Stronghold186.53,165
Draynor Village rooftop101202,282163.8
Al Kharid rooftop201801,521117.5
Varrock rooftop302381,151142.8
Canifis rooftop402401,141456.4
Falador rooftop50440623155.8
Seers' Village rooftop60570481129.9
Pollnivneach rooftop7089030877.0
Rellekka rooftop8078035187.8
Ardougne rooftop90793346114.2

How it works

The Agility lap calculator compares the same remaining-XP target against each course’s complete-lap experience. It always rounds up because a partial lap cannot award the finishing course bonus. The selected-course result and the full table use the exact cumulative XP threshold, not current level alone. Marks of grace are a planning estimate because rooftop marks spawn over time and player routing changes the observed marks per lap. The stored rates are rounded session-planning averages, shown openly in the course data rather than presented as guaranteed drops. When current Agility reaches 20 levels above a rooftop course requirement, the game reduces mark spawn rate by 80%; the calculator splits a plan at that XP threshold and gives later laps one fifth of the normal estimate. The Gnome Stronghold course is not a rooftop course, so it shows no marks. Course requirements remain visible even when the entered account cannot yet use a row.

laps=target XPcurrent XPcourse XPestimated marks=normal laps×marks/lap+reduced laps×marks/lap×0.2\begin{aligned} \text{laps} &= \left\lceil \frac{\text{target XP} - \text{current XP}}{\text{course XP}} \right\rceil \\ \text{estimated marks} &= \text{normal laps} \times \text{marks/lap} + \text{reduced laps} \times \text{marks/lap} \times 0.2 \end{aligned}
Inputs are kept at full precision. Discrete counts round up when a partial action cannot complete the goal; probabilities and rates keep their fractional meaning.

Worked example

Level 10 begins at 1,154 XP. From zero XP, Draynor Village’s 120 XP course needs 10 complete laps because 1,154 ÷ 120 rounds up. At the planning rate of 0.30 marks per lap, those laps estimate about 3.0 marks before any over-level reduction.

Interpreting the result

Start by checking that each field describes the same scenario as the result: levels are visible base levels, bonuses are entered separately, costs are per unit, and a one-in-X rate means one divided by X on each eligible roll. The calculator updates immediately and writes the complete input state into the address bar. “Copy link” preserves those assumptions; “Copy result” copies a short summary rather than the entire method.

Do not treat a rounded count as an hourly rate. A required-action total says how many successful units complete the target under the entered reward. Banking, movement, failed attempts, animation timing, missed ticks and setup changes affect elapsed time. When time matters, measure a representative session with the same method and divide the required count by the observed successful actions per hour.

Economic outputs are arithmetic scenarios rather than live market quotations. Check current item values before buying supplies, include any outputs that can be sold, and consider limits or low-volume price movement. Probability outputs describe repeated independent trials; they do not promise that a result arrives at the displayed attempt count. The visible formula is the authority for what this page includes.

Read this as a planning estimate. Game updates, equipment effects, failures, travel, downtime and live prices can move a real session away from the mathematical result. Check the inputs against the account and use the output as a reproducible baseline.

Questions about OSRS Agility Lap Calculator

How many Agility laps do I need for level 99?
Enter exact current XP and select level 99. Each course row divides the remaining XP to 13,034,431 by its per-lap XP and rounds up.
How accurate is the marks of grace estimate?
It is a planning average, not a per-lap guarantee. Mark spawns depend on time and collection, so measured sessions can vary.
Why did the mark estimate drop on a low-level course?
At 20 Agility levels above most rooftop requirements, marks spawn at 20% of the normal rate. The calculator applies that reduction after the threshold.
Does the table hide courses above my current level?
No. Every course stays visible so you can compare future milestones; check the requirement column before choosing a route.

Sources

Mechanics and fixed tables were reviewed in 2026. Price-like inputs are user-controlled or approximate rather than live quotes. Source links name the public reference used for the page; the visible formula states the exact implementation.

  1. Old School RuneScape Wiki — Agility trainingCourse requirements and complete-lap XP, reviewed 2026.
  2. Old School RuneScape Wiki — Marks of graceRooftop spawn behavior and 80% over-level reduction, reviewed 2026.
  3. Old School RuneScape Wiki — ExperienceCumulative level thresholds, reviewed 2026.

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