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Revision as of 19:59, 23 June 2024

Training

Total Costs

This is the total cost to build or change all obstacles as listed in the guide below, assuming no cost reductions. Note that this could be lower in practice if Mastery Pool checkpoints are active or if the same obstacle is constructed multiple times.

Cost Base Game
Level 1-99
TotH.svg
Level 100-120
Total
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Gold Pieces
46,110,000 510,000,000 556,110,000
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Slayer Coins
150,000 500,000 650,000
Raw Herring 300 N/A 300
Raw Salmon 300 N/A 300
Mind Rune 500 N/A 500
Mahogany Logs 1,000 N/A 1,000
Iron Arrows 2,000 N/A 2,000
Chaos Rune 2,000 N/A 2,000
Watermelons 3,000 N/A 3,000
Barrentoe Herb 5,000 N/A 5,000
Crab 2,500 N/A 2,500
Coal Ore 5,000 N/A 5,000
Diamond 2,000 N/A 2,000
Bones 1,000 N/A 1,000
Dragonite Bar 10,000 N/A 10,000
Redwood Logs 10,000 N/A 10,000
Emerald 2,000 N/A 2,000
Lava Fish N/A 8,000 8,000
Corundumite Bar N/A 6,000 6,000
Oricha N/A 5,000 5,000
Magic Logs N/A 5,000 5,000
Cerulean N/A 5,000 5,000
Palladium Bar N/A 15,000 15,000
Pure Essence N/A 20,000 20,000
Meteorite Bar N/A 10,000 10,000
Meteorite Javelin N/A 15,000 15,000
Revenant Logs N/A 25,000 25,000

Total Skill Requirements

In order to follow this guide, you'll need the following skills:

  • Level 1-99 (Base Game)
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      Level 70
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      Level 70
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      Level 60
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      Level 99
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      Level 99
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      Level 60
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      Level 60
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      Level 60
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      Level 80
  • Level 100-120 (TotH.svg Throne of the Herald Expansion)
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      Level 100
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      Level 100
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      Level 110
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      Level 110
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      Level 110
    • Level 118-120 (See note below)
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        Level 115
        +
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        Level 115
        +
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        Level 115
        or
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        Level 120
        +
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        Level 120
        or
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        Level 120

Obstacles

The following guide was created assuming level 50 Mastery for each obstacle. In practice, obstacles will start at level 1 Mastery and will end up far above level 50 (especially for later level blocks), but although that effects the actual XP rates gained it will not ultimately change which courses are best at a given level block in practice.

This changes from

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Level 80

onwards, which are chosen assuming you'll hit 99 Mastery partway through the level block. In practice, you will not hit level 99 Mastery in all obstacles in the course, but you should hit level 99 Mastery in the most relevant obstacles, which are the ones with penalties that affect the speed at which you gain Agility XP.

Note: Special attention should be given to the final two levels and Agility Obstacle 15 as you go for 120. The main reason for this is that the level requirements in other skills are so high, you really want to think through your situation and goals before committing to one of them. Please note the other charts in this guide assume you've chosen Mountain Trail, as it is the still best for Agility in a vacuum. There are three major options:

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    Mountain Trail
    (
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    Level 115
    +
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    Level 115
    +
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    Level 115
    )
    • This option is certainly best one for Agility skill experience with no other context. And often it can be the best one if you have decided to level Crafting to 115 anyway for Stamina Pouch.
    • However, the bonus, while strong for these skills, is also not extremely relevant since you've already invested so much in leveling these skills, before getting your Elite Pillar (which, in the case of
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      Elite Pillar of Expertise
      , will help a lot in leveling these skills, arguably as much as this obstacle will).
    • Strongly consider if leveling all three of these skills up this much is really what you want to do, as compared to the other two options below.
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    Waterfall Crossing
    (
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    Level 120
    )
    • This option is the strongest combat obstacle in the entire game. Especially if you can get it to 99 mastery to cut the large hit point penalty in half.
    • Since you usually want to be getting this obstacle to 99 mastery anyway, accumulating mastery experience on it while you get the final 2 levels for your pillar can very often be more efficient - as opposed to getting Agility 120, then getting Herblore 120, then coming back to get Agility mastery XP on this obstacle.
    • On the other hand, this option is the slowest of the three good choices for leveling to 120.
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    Lava Trail
    (
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    Level 120
    ,
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    Level 120
    )
    • Most people, by the time they are trying to get Agility 120, will already have Farming 120. Likely, because leveling Astrology early is a strong bonus across all skills, most people will already have at least Astrology 117 if not all the way to 120. Therefore, this obstacle tends to be by far the easiest to build when people first hit Agility 118.
    • The drawback of negative mastery can matter to you depending on what you're doing with the other obstacles and how perfectly precisely you're following this guide. If you're following it to the letter, it's likely you already have most of your other obstacles at 99 mastery anyway so it doesn't matter that much.
    • For Agility Skill XP itself, this obstacle is in between options 1 and 2. Since you likely won't have to wait for three other skills, this obstacle is most likely your fastest route to your Elite Pillar in calendar time (even if it's a little slower in Agility time).

All three of these obstacles will make sense to different people in their different situations. Please read all three and consider all three for your situation before choosing.

Full Completion (100% Mastery)

This section is about how to optimally get 100%

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Mastery

. Agility is more interesting than the other skills in this regard because you need to run an obstacle at every level starting from tier 1, so getting full Mastery requires more planning. It is difficult to give very specific advice like for skilling, because this guide has no way to know what your current Mastery situation is (for instance, some players will have already full mastered obstacles like

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Waterfall Crossing

,

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Lava Jump

and so on, in order to cut the penalties in half, and other players will not have done so). Instead, this guide will provide... guidelines! There are two schools of thought for how to get Agility Mastery. The first is to focus on +Mastery bonuses like Traps Potion,

Eagle SynergyIcon.png
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Devil

,

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Tree Climb

and so on, and the other is to maximize pool income from Mastery Token (Agility) by reducing interval as much as possible. It turns out that Tokens actually can generate between 2.5% and 3.4% of pool per hour, depending on the active obstacles and other bonuses, whereas another +20% mastery or so will not generate nearly that much mastery. See the Action Time section for a list of all the bonuses. With the

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Elite Pillar of Expertise

active, you have a total of 96% interval reduction, and without it, you have 93%.

With all this in mind, here are the guidelines:

  1. You will want to run Clue Chasers Insignia and AoD.png Ghostly Parrot the entire time (except when switching obstacles, of course).
  2. Apart from interval reduction, it is almost always better to run obstacles that are not 99 over ones that are 99, even if the obstacle has a high duration or a mastery penalty.
  3. You will want
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    Mountain Climb
    and
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    Tree Balance
    active for the entire time of getting your 100% mastery.
    • Therefore, you want to spend pool on the other obstacles at tier 5 and 6 all the way to 99.
  4. You will want to completely pool
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    Balance Trap
    to 99 without ever running it, so you don't get the 10% penalty.
  5. You want to prioritize running fast obstacles for their tier (e.g.
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    Mountain Trail
    ) over slow obstacles (e.g.
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    Freezing Rafting
    . Pay attention to the base interval when choosing your next obstacle to run & pool.
  6. You don't ever want to run an obstacle at less than 90 mastery, if you can help it.
    • It is probably still better to run an obstacle at 70-89 mastery over a 99 obstacle, however.
    • Make sure to prioritize pooling the next obstacles you will run so that when you finish 99 something, you can switch to something at 90.
      • Apart from the tier 5/6 &
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        Balance Trap
        exception, you don't want to spend pool on any obstacle beyond 90 (until the very end).
    • Try hard to balance which levels you spend pool on, so that all levels always have another obstacle ready to go.
  7. Eventually, all obstacles will be at 90 or above. When this happens, spend your pool on higher tier, slow TotH.svg obstacles like
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    Freezing Rafting
    and
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    Rooftop Climb
    so you can run the fast ones instead.
  8. Because you spent your pool from your previous step on TotH.svg obstacles, and because these obstacles are slower, eventually you will finish mastering the TotH.svg obstacles first. When this happens, and not before, it's better to destroy tiers that are full 99 than run the best obstacle, even though this loses your access to
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    Elite Pillar of Expertise
    .
    You will still have 93% interval reduction. Example:
    • You finish mastering all obstacles tier 11-15, so you destroy obstacle 11.
    • Then you finish mastering all obstacles in tier 10, so you destroy obstacle 10
    • ... and so on

Following this strategy should keep your pool XP per hour at around 6.7% between tokens and normal pool XP combined for most of the whole time you are going for 100% mastery completion.

Boosters

XP

GP

The Fine Coinpurse can be equipped instead of the Book of Scholars if the player's preference is a +25% bonus to GP GP gained (+10% from the Coinpurse, and effectively +15% from the removal of the Book which provides a 15% decrease) instead of the +3% skill XP provided by the Book. This increase to GP gained can become quite significant at later Agility levels, as the amount of GP provided by higher tier obstacles becomes larger.

Action Time


Melvor Idle Skill Guides
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Combat
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Prayer
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Farming
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Township
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Woodcutting
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Fishing
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Firemaking
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Cooking
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Mining
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Smithing
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Thieving
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Fletching
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Crafting
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Runecrafting
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Herblore
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Agility
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Summoning
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Astrology
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Alternative Magic
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Cartography
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Archaeology
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Harvesting