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Up to date as of January 31, 2010
(Redirected to Characteristic article)

From Dofus

A character's characteristics and professions screen. Parenthetical values are bonuses.

Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.

Contents

Basic Characteristics

The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.

Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.

How to calculate basics characteristics of a mob

Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :

  • intelligence = fire_reduction/3 - spell_reduction/3
  • X = X_reduction - spell_reduction - 2 x intelligence

4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.

Vitality (Vit)

  • Increases life by 1 (2 in the case of sacriers) per point.
For the Iop spell with the same name, see Vitality (spell).

Vitality is mostly appreciated because of its use in making fights last longer.

Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.

Wisdom (Wis)

How to calculate wisdom of a monster

Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.

  • min_wisdom = round_down (reflection_mesured /reflection_unmodified x 100 )- 100
  • max_wisdom = round_up ((reflection_mesured + 1) /reflection_unmodified x 100 )- 101

It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.

  • max_wisdom <= min (% AP loss resistance x 4 ; % MP loss resistance x 4 )


For example

Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.

  • min_wisdom = round_down (12 /6 x 100 )- 100 = 100. (99 wisdom means(100+99)/100 x 6 = 11,94 = 11 reflection )
  • max_wisdom = round_up(13 /6 x 100 )- 101 = 116. (117 wisdom means (100+117)/100 x 6 = 13,02 = 13 reflection)


If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.

In conclusion, it has between 100 and 108 wisdom.

Strength (Str)

Intelligence (Int)

Chance (Cha)

Agility (Agi)

Other characteristics

The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.

Energy

Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.

The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.

The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.

Health points (HP/Life)

Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).

Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.

Life can be restored by using certain items, the Emote /sit, Emote /rest, and certain spells. Leveling up (either your character or profession) will restore your life to maximum.

Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.

Action points (AP)

Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.

Image:Actionpoints.jpg

Movement points (MP)

Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.

Initiative (Init)

Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.

How to calculate initiative

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)

Prospecting (PP)

Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.

Pods (Carrying Capacity)

Note : In French, "poids" means weight.

This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.

A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).

Quasi-characteristics

These are attributes that could be considered characteristics, but are usually treated separately.


This article uses material from the "Characteristic" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Character Attributes article)

From EQ2i, the EverQuest II wiki


There are five Character Attributes which are fundamental to the capabilities of any character: Strength (STR), Stamina (STA), Agility (AGI), Intelligence (INT) and Wisdom (WIS).

Scope

Strength
Strength represents your character's physical strength. It affects your character's ability to deliver physical damage, and his/her carrying capacity. Strength also affects the maximum Power pool for fighters.
Agility
Agility is a measure of your character's nimbleness and dexterity. It can improve your character's ability to physically hit targets, and make your character harder to hit (avoidance). Agility also affects the maximum Power pool for Scouts.
Stamina
Stamina is your character's fortitude. It affects your maximum Health pool and how long you can hold your breath. Basically the more Stamina the more Health the more hits you can take. Stamina is very important to fighters.
Intelligence
Intelligence represents your character's powers of reasoning and overall intellect. As Intelligence increases, the damage for spells (min - max) increases as well. Intelligence also affects the maximum power pool for Mages, Bards and Shadowknights.
Wisdom
Wisdom is a measure of your character's spiritual strength and willpower. It affects your ability to avoid magical attacks (base resistances). Wisdom also affects the maximum power pool for Priest and Paladins.

Character Attributes by Race

Race Strength Stamina Agility Intelligence Wisdom
Arasai 10 10 30 25 25
Barbarian 25 25 20 12 18
Dark Elf 13 15 23 26 23
Dwarf 22 25 16 12 25
Erudite 12 15 18 30 25
Fae 10 10 30 25 25
Froglok 16 20 24 20 20
Gnome 12 16 25 27 20
Half Elf 17 18 25 21 19
Halfling 15 17 30 16 22
High Elf 10 15 22 23 30
Human 20 20 20 20 20
Iksar 18 18 22 20 22
Kerra 22 20 23 15 20
Ogre 30 25 15 15 15
Ratonga 10 15 30 25 20
Sarnak 21 23 17 15 24
Troll 25 30 18 10 17
Wood Elf 14 16 30 17 23

This article uses material from the "Character Attributes" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Agility
Fallout
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps.
related perks: Action Boy, Better Criticals, Bonus HtH Damage, Bonus Move, Bonus Ranged Damage, Bonus Rate of Fire, Dodger, Healer, Quick Pockets, Silent Death, Silent Running, Slayer, Sniper.
related traits: Gifted, Small Frame.
Fallout 2
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps
related perks: Action Boy, Better Criticals, Bonus HtH Attacks, Bonus HtH Damage, Bonus Ranged Damage, Bonus Rate of Fire, Demolition Expert, Dodger, Healer, Kama Sutra Master, Light Step, Quick Recovery, Rad Resistance, Silent Death, Silent Running, Slayer, Sniper, Weapon Handling.
related traits: Gifted, Small Frame.
Fallout Tactics
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps, Pilot
related perks: Action Boy, Better Criticals, Bonus HtH Attacks, Bonus HtH Damage, Bonus Move, Bonus Ranged Damage, Bonus Rate of Fire, Demolition Expert, Dodger, Flexible, Gain Agility, Gunner, Healer, Hit the Deck, Lead Foot, Leader, Light Step, Quick Pockets, Quick Recovery, Silent Death, Silent Running, Sniper, Stat!, Stunt Man, Tunnel Rat, Weapon Handling.
related traits: Gifted, Small Frame, EMP Shielding.
Fallout 3
modifies: Action Points available for V.A.T.S., Small Guns, Sneak
related perks: Action Boy, Gun Nut, Light Step, Silent Running, Sniper, Thief
J.E. Sawyer's Fallout RPG
modifies:  ?
related perks:  ?
related traits:  ?
Van Buren
modifies:  ?
related perks:  ?
related traits:  ?

"Never be afraid to dodge the sensitive issues."

Agility is one of the 7 Primary Statistics in the SPECIAL system. It represents coordination and the ability to move well.

Contents

Fallout, Fallout 2 and Fallout Tactics

Action point allocation is based on the AG stat. Therefore, a character that wishes to keep his enemy on its toes, or claws, needs to have a high agility in order to have multiple combat moves. It is a critical stat for anyone interested in the more mobile and visceral skills such as Unarmed and Small Guns. Other skills rely on it, but these have higher values in AG investment. In Fallout Tactics, the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the character's AG stat.

Fallout 3

Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + Agility*2, and can be raised by perks and some items). Expert FPS players may wish to forgo the use of V.A.T.S., but you should be familiar with V.A.T.S. mechanics before you decide to do this, because V.A.T.S. not only increases your reaction speed and allows for more precision shooting, but also greatly reduces damage taken while it is active.

Value Action Points Skill Modifiers
1 67 Small Guns +2, Sneak +2
2 69 Small Guns +4, Sneak +4
3 71 Small Guns +6, Sneak +6
4 73 Small Guns +8, Sneak +8
5 75 Small Guns +10, Sneak +10
6 77 Small Guns +12, Sneak +12
7 79 Small Guns +14, Sneak +14
8 81 Small Guns +16, Sneak +16
9 83 Small Guns +18, Sneak +18
10 85 Small Guns +20, Sneak +20

Agility-based Perks

Perk Required Level Additional Requirements
Gun Nut 4 2 Intelligence 4
Thief 4 2 Perception 4
Silent Running 6 12 Sneak 50
Sniper 6 12 Perception 6
Light Step 6 14 Perception 6
Action Boy 6 16 -
Nerves of Steel 7 26 -

Ways to increase Agility

Primary statistics

This article uses material from the "Agility" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Stats article)

From Final Fantasy Wiki

See Also: Stat Growth

In most RPG games, not necessarily limited to Final Fantasy games, stats, or statistics are used to represent how strong a character is. Stats are represented by numbers and are used in engagements to determine how much damage a character takes by an opponent, or deals to an opponent. As a character levels up, they get increases in each stat. Different jobs and races gain stats differently. For example, Paladins speeds are slow, while Ninjas and Assassins are fast.

Types of Stats

Terra's stats at the beginning of Final Fantasy VI
  • Level: A units level is the defining point of the character, it denotes how much it has in the other stats. For example, a unit with a low level is considerably weaker than a high level unit. Levels are usually measured one at a time, unless a considerable amount of experience/Ability Points are gained at one time. Level also affects how much damage the user deals along with the other stats in most Final Fantasy games. As the unit gains levels, the unit will gain more power in the below stats.
  • HP (Hit Points): Hit Points are used to determine if a character is able to fight. When attacked, the total damage dealt is subtracted from the current HP. When the characters current HP is 0, the characters faints and is unable to fight. Some items like Potions and most White Mage skills can restore HP. Phoenix Downs can revive a fainted unit, usually with half their max HP.
  • MP (Magic/Mana Points): Magic or Mana Points are used when a character uses magic, or special skills. Black, White, Blue, and Red Mages usually use these to utilise their skills. In some games, they are restored periodically. Sometimes items or rest stops are required to restore them.
  • Exp. (Experience Points): Experience points are gained to raise the character's levels. To level a character by one, a certain amount of Exp. is needed. This amount is rarely constant, as it grows each time the character levels. Enemies grant Exp to the party when defeated, and generally, Bosses may either give a huge amount of it, or none. The Exp. received after a battle is usually shared by the whole party, reason why if a character fight a monster alone, he would receive the same experience as all of the characters together.
  • AP (Ability Points): Ability Points are gained when a battle is complete and won. In most games, AP is used and gained to allow characters to master abilities. Generally, the stronger an opponent/group is, both in level and class (e.g.: Minions VS. Bosses), the more AP the character gains. In some games, AP is used as an alternative to Experience Points: when they reach a certain point, the character levels up by one. Also in some games, like Final Fantasy X, a character is required to attack or otherwise uses an Action to gain AP.
  • Attack Power: Also known as Vigor, Attack Power is used to indicate how strong a characters Attack is. It is compared to the opponents Defense to determine how much damage is caused, if any.
  • Defense Power: Defense Power is used to indicate how well defended you are against physical attacks. The higher Defense Power a character has, the less damage he/she takes.
  • Magic Power: Magic Power is used to indicate how strong a characters magic skills are. It is compared to the opponent Magic Resistance to determine how much damage is dealt, if any. For White Mages, it determines how much HP is restored.
  • Magic Defense: Also known as Spirit or Magic Resistance, Magic Defense is used to determine how well protected you are against magic-based attacks. The stronger it is, the less damage you will take. In some games, Defense and Resistance are combined as one stat.
  • Speed: Speed determines how fast a characters turn will come up in battle, and how often. Time Mages can be used to alter Speed for one battle, with skills such as Stop, Slow, Haste, and Quick (sometimes 'Quicken').
  • Hit Rate: This stat, also known as Accuracy, will determine how often a units attacks will connect with the target. Status ailments like Blind can reduce this stat.
  • Evasion: This stat will indicate how often a unit can avoid an attack from an opponent. The higher an evade stat is, the less a unit will be hit.
  • Magic Block: This stat will indicate how often a unit can avoid a magic attack. In some games, Magic Block and Evade are combined as one stat.
  • Accuracy: Accuracy is a measurement of how often a unit will hit. It is generally compared versus a target's evasion.
  • Magic Accuracy: Magic Accuracy, in the games where it is present, determines the likelihood that a unit will successfully inflict damage or effect an enemy with a negative status effect.
  • Absorb: A stat, which affects how much damage a character will take when hit by an enemy.
  • Agility (Agl.): A stat, which affects the stat Evade%. It is affected by the heaviness of the character’s armor. Additionally, Agility helps dodging enemy attacks.
  • Luck: Can effect many things, such as when a critical attack will land.
  • Vitality: Has been in some Final Fantasy games with different meanings like: resistance to attacks, (like the defense stat), how much HP is gained during a level up, or resistances to status effects.

This article uses material from the "Stats" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Custom Powerup article)

From Halopedia, the Halo Wiki

5.00
(5 votes)

The Custom Powerup is an object in Halo 3 multiplayer, similar to the Active Camouflage and the Overshield in the way that it seems held together by small magnets.

Overview

A custom powerup on a Halo 3 multiplayer map Guardian.

The Custom powerup is only available on Custom maps made in Forge and some MLG playlist maps. What it does is determined by a player when setting up a custom gametype. It can affect many player attributes, such as damage resistance, gravity, damage delivered, speed, etc., including multiple simultaneous effects. It can give players Active Camouflage or Overshields. It can make a player an "instant Juggernaut", or even negatively affect a player. By default, it increases the player's speed and jumping ability.

It will appear as a floating yellow orb, and its effects can be edited by tapping 'X' at the custom games lobby. To do this, go to the Game Options menu, and then to the bottom of the 'Weapons and Vehicles' tab.[1]

Trivia

  • The default settings for the custom powerup (which is a speed increase) are from a never implemented Agility Powerup.
  • On default your melee attacks are multiplied threefold and your speed is increased by 50%.
  • The Custom Powerup can be used for anything. It could also make you weak or maybe even invincible, depending on the Game Type.

Sources

  1. Bungie Podcast, 8-27-2007

This article uses material from the "Custom Powerup" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the agility skill. For information on training agility, see agility training.
Due to a recent update by Jagex, the information in this article may be out-of-date. You can help to improve this article by updating the information.
Agility
A detailed Agility logo
A player using Agility to cross over a log.

Agility is a members-only skill that gives access to various shortcuts around RuneScape. A higher Agility level makes the player's energy recharge significantly quicker. Also, the higher Agility is, the more shortcuts are accessible. This skill was released on 12 December 2002[1]. The current minimum requirement to be ranked (at approximately rank 1,929,116) on the hiscores for Agility is level 30.

Formerly, Members that entered a non-members' world would still receive the increased speed of run restoration as they would in a members world, but this is no longer the case as per the update of 9 June 2009. This update gave players an additional option to "rest" which restored the player's run energy much faster.

Furthermore, walking or standing still restored energy faster than before (as per the update), and energy potions would restore more run energy. However, this update also caused Agility to offer no extra benefits on Free-to-play worlds, energy still restores itself much faster on both F2P and P2P.

Contents

Training

Main article: Agility training

Agility courses

The training courses are identified with a running figure (File:Agility training.png) on the map.

The player's Agility level is increased by training in various agility courses. It is helpful in nearly all agility courses to take Food in case of failure, or be damage done by obstacles. Energy potions or Super energy potions made using the Herblore skill allow running continually around the courses, thus gaining experience faster, however their benefit is significantly reduced after the rest update. 

For each course a set amount of experience per obstacle completed is usually received, with a bonus reward for completing the course: In some cases this bonus reward makes up the majority of the experience gained for running the course.

On many courses, the amount of damage taken after failing an obstacle is based on remaining Hitpoints, so to conserve food; it is often worthwhile to keep the amount of Hitpoints fairly low (except at the Werewolf course). For example, falling into the lava may cause 12 points of damage in the Wilderness Agility Course  with full Hitpoints, but only cause 6 with 20 Hitpoints remaining.

Recommended items

  • An Explorer's ring can restore run energy, depending on its version.
  • Try not to bring heavy food such as fish.
  • One of the best foods to bring is Cake, as they heal 12 HP in 3 bites. Alternatively, baskets of Strawberries are effective as strawberries heal 6 HP each and baskets hold 5 of them, healing a total of 30 HP per inventory space. Pineapple Pizza can be used; it is eaten in two bites and heals 22 HP per inventory space. Summer pie heals 11 HP per bite (for a total of 22 HP), restores run energy by 20, increases Agility temporarily by 5, and is weightless, thus one of the best choices for training agility.
  • Pies are also recommended for their quantity in bites and decent-sized amount of HP in which they heal.
  • The maximum negative weight is - 38.0 kg.
A picture of the gnome agility course

Gnome Stronghold course

Gnome stronghold course

As it has no requirements, it is recommended that new Agility trainers begin here. It is located near the Grand Tree in the Tree Gnome Stronghold, north-west of Ardougne.

It is impossible to fail any of the obstacles at this course so no food is required, though some energy potions may be helpful for faster training. Whilst moving around the course, gnome trainers will shout insults and orders. Despite the simplicity of this course, the overall lack of sufficient experience gains makes it significantly less attractive for those of a higher level to train, thus this course is recommended for those just starting out. With few misclicks and no delays, this course yields roughly 9,000 experience per hour.

Obstacle XP Gain
Log Balance 7.5  
Net Climb 7.5
Branch Climb 5
Balancing Rope 7.5
Branch Climb 5
Net Climb 7.5
Tunnel 7.5
Agility Bonus 39
Total Gain 86.5
Advanced Gnome Stronghold Course

As of 22 June 2009, players with agility level 85 or above can gain access to another path in the course. Completing the course 250 times without failing will give access to the Agile legs, weight-reducing armour that has a weight of -10 kg.

Both the Agile top and the Agile legs require 35 Defence and 35 Hitpoints to wear.

A good lap time on this second course is 38.8 seconds (although 37.0 seconds is achievable with the shortest route on the pole swing section). If the Signpost run is failed, this adds a further 13 seconds to your time; At level 89 agility where there is no chance of failure, just under 60,000 experience can be gained an hour. Note that if  the Log Balance is skipped, full exp from the barrier jump is not gained, and it will not count as a completed lap, regardless of failure of the Signpost Run or not.

Obstacle XP Gain
Log Balance 7.5
Net Climb 7.5
Branch Climb 5
Branch Climb 25
Signpost Run 25
Pole swing 25
Barrier Jump 630
Total Gain 725

Brimhaven agility arena

Brimhaven agility arena

The Brimhaven agility arena is different from other agility training spots as it isn't necessarily a course. In the arena, tag pillars are separated by several agility-based obstacles. When two or more pillars are tagged consecutively, tickets are received, which are redeemable at Pirate Jackie the Fruit for various rewards. Access to the course costs 200gp on every visit. The course is free after completion of the Rocking Out quest. This is a very popular course to train Agility on.

Combining the experienced earned from agility arena tickets with the experience gained from obstacles, it's possible to earn 28,000 xp / hour. Also note that Karamja gloves 2 provide a 10% bonus to the experience earned while on the course as well as the experience gained from redeeming the tickets. This means as much as 30,800 xp / hour may be earned while wearing the gloves on this course.

It is recommended players save tickets received from this minigame, as 1,000 tickets (320,000 experience without gloves) cashed in at once can earn massive experience, often rewarding players with several levels at a time.

Once pillars are tagged consecutively, the flashing arrow will move to a different one every 60 seconds, although gaining 60 tickets an hour is rare due to random events.

To get to the Brimhaven agility course, go to Ardougne and take the boat (fare of 30gp), take the boat in Catherby (fare of 480gp) which is a short walk away from the entrance, or take a ship from Port Sarim to Musa Point (fare of 30gp) and walk around the volcano.

Agility pyramid

Main article: Agility Pyramid
Agility pyramid

The Agility pyramid is located in the Kharidian Desert and is available with a minimum of level 30 Agility. This agility course differs from others in that along with the primary goal of completing the circuit, a secondary task of retrieving an artefact for an NPC may also be performed. This artifact can then be exchanged for 1,000 coins.

It is possible to earn as much as 20,000 exp / hour using this course, though it should be noted the desert effect (water draining) is persistent throughout the course and food as well as water (or an enchanted water tiara) is recommended. Heavy armour is highly discouraged and should be replaced with light robes.

Penguin course

Penguin course

See the main article for more details.

Barbarian Outpost

Main article: Barbarian Outpost
Barbarian Outpost
The Barbarian Outpost map.

The Barbarian Outpost Agility Training Area is available with level 35 Agility and completion of the Bar Crawl miniquest. This course is a lap-based obstacle course, similar to the Gnome Stronghold agility course. A completed lap yields 135 Agility experience. Food is recommended as obstacles may be failed consecutively, quickly depleting Hitpoints and food stashes for the ill-prepared.

Obstacle XP Gain
Entrance Tunnel 10
Rope Swing 22
Balance Log 13.7
Net 8
Balance Ledge 22
Wall climb 13.5
Agility Bonus 46
Total Gain 135

The games necklace can be used to as a form of quick travel. One of the necklaces options are to teleport to the Barbarian Assault which is near the course. The necklaces are low level crafting and enchanting making them easy to obtain, as well as fairly cheap.

Doing the full circuit, this course yields about 12,000 exp / hour.

Hint:

  • Some parts of the course can repeated solely, so as to keep a continue path on a 'safe' obstacle rather than making full rounds.
  • The course may be entered with 32 Agility, and use of an Agility Potion.
Advanced Barbarian Outpost Course

This is one of the two extended/advance Agility courses released on 22 June, 2009. It requires 90 agility to use. After completing 250 laps of this course without falling/failing, shows the confirmation: "You've completed 250 perfect laps! Speak to Gunnjorn to collect your reward."

An Agile Top is rewarded. It reduces weight by -12 kg. Both the Agile top and Agile legs require 35 Defence and 35 Hitpoints to wear. As of 22 June 2009, players with agility level 90 or above can gain access to another path in the course.

Obstacle XP Gain
Rope Swing 22
Balance Log 13.7
Wall Run 15
Wall Climb 15
Crossbow Gap Cross 15
Balance Beam 15
Gap Jump 15
Roof Slide 15
Bonus 615
Full Lap 740.7

A perfect lap time of the advanced course is 37.0 seconds, which at level 93 agility failure is impossible. This totals to a maximum of 72,068 xp an hour. This is assuming the player continues to average 37.0 seconds per lap for the full hour, which can be difficult due to a lag that occurs right before sliding down the roof.

This is the best Agility experience in the game, followed by Gnome Advanced Course which ends up a few thousand less experience per hour. This assumes requirements neccessary for the course.

Ape Atoll

Ape Atoll course

The Ape Atoll agility course is available with an Agility level of 48 or higher and completion of the Monkey Madness quest. A Ninja greegree is required to begin the lap-based obstacle course. One completed lap gives 580 experience.

Obstacle XP Gain
Stepping Stone 41
Climbing Tree 40
Monkey Bars 40
Skull Slope Cliff Climb 60
Rope Swing 100
Zip Vine 300
Total Gain 580

Hint: Upon reaching 75 agility none of the obstacles on this course are failed, thus making this course a decent way to train agility at higher levels. However, the Extended Agility Courses (Gnome,Barbarian) provide better experience per hour at level 85.

The Ape Atoll course maxes at approximately 55,000 experience per hour at 75 and higher Agility with laps of about 38 seconds. Around 35,000 experience per hour can be gained with 60 Agility. Around 40,000 experience per hour can be achieved at 75 or higher Agility with no potions. Since the update of 22 June 2009, higher levels don't need energy potions as energy is regained.

Another notable benefit of this course is the pineapple tree growing to the west of the hut on which the zip vine is attached. Unlike other pineapple plants, this plant gives only one pineapple at a time but respawns at about the same amount of time as it takes to complete a single lap. Instead of bringing food, a knife can be brought to make pineapple slices. Each slice heals two health points, each pineapple produces four slices, for a total of eight hit points healed. Failing to make a jump on this course causes damage depending on the amount of hit points had at the time: For example, the more health, the more damage received. For those who do not wish to carry food, which will drain their run faster, this is a good idea.

Wilderness course

Wilderness course
The Wilderness agility course.

The wilderness course requires level 52 Agility to enter, although a temporary agility boost (e.g. with an Agility potion) is sufficient to enter the course. After the entry, there are no agility constraints on using the course, making it one of the fastest agility experience gaining methods. Its only problem is location, level 50-56 Wilderness: Revenants can attack you within, some parts of the course entering multicombat areas.

One completed lap gives 571.5 Agility experience.

Obstacle XP Gain
Obstacle pipe 12.5
Ropeswing 20
Stepping stones 20
Log balance 20
Rock climb 0
Agility Bonus 499
Total Gain 571.5

Hint:

  • Bring cakes to peak average rounds
  • Agility potions will increase speeds, generally achieving more rounds per trip. Summer pies can also be used for this effect.
  • Staying on ancient magicks will allow high magic teleportation back to location upon death.
  • Using crowded worlds or bring friends along while training, allows more targets for revenants when they appear. Multiple players stand a greater change of killing revenants. A melee weapon is simplest to bring, not requiring ammunition.
  • If the players needs to go to a bank for food or want to teleport out then go to the Mage Arena bank the player can withdraw food and other items the player might need and since its no longer part of wilderness the player can safely teleport. (the player should be sure that he/she was not teleblocked by a revenant or else the player will be unable to teleport inside the Mage Arena, although bringing a forinthry brace can negate the teleblock for the lever).
  • There are no revenants on a PvP world, but the course is still a hotspot for PKers. One should weigh up the possibility of meeting PKers versus the possibility of meeting revenants at a given time; remember, there are the same number of revenants on a player-crowded non-PVP world as on an empty one. Properly prepared PKers are also much more dangerous than revenants in many respects.
  • Using Brawling Gloves (Agility) on a PvP world will give you x4 experience than normal. Also only use the agility brawling gloves on the wall (last obstacle) so it does not wear out as fast.


Werewolf course

Werewolf course
Entrance to the Werewolf Agility Course.

The Werewolf Agility Course is located between Port Phasmatys and Canifis in the swamps of Morytania. To gain entrance, you must have completed the Creature of Fenkenstrain quest and be wearing a Ring of Charos. Although the course is due east of Canifis, swamps block the direct route. Instead, it can be reached by going South-east of Mazchna the Slayer Master, who can be found north-east of the city. The entrance to the course is a small hut in the swamp. A Werewolf guards the hut; speak to him when wearing the ring and then climb down the ladder to enter the courses there. (Werewolf Skullball is also located here.) The Werewolf Agility Course requires level 60 Agility.

When players start the course (by jumping onto the stepping stones), the nearby trainer will throw a stick. Carry on over the jumps and through the pipe and pick up the stick. Players will gain an additional 190 experience if they return the stick to the trainer at the bottom of the death-slide.

The only obstacle players can fail on this course is the death-slide. However, this can cause up to 40 damage, and players with low hitpoints are at risk of death. Strength level has no affect on failure rate. A very low weight(preferably in the negatives) is highly effective, so take any weight reducing equipment if possible. Consider bringing low-weight food items. The course is so short, super energy potions aren't necessary.

You will gain 350 experience for a successful lap, plus another 190 experience if you retrieved the stick for a total of 540 experience per lap. which makes it the best source of agility experience from level 60-70

Players can take significantly more damage from falling as opposed to the wilderness course, so they have to return to the bank more often. However, this course lacks the dangerous revenants who sometimes plague the Wilderness course.

Obstacle XP Gain
Stepping Stones 50
Hurdles 60
Tunnels 15
Skull Slope 25
Deathslide 200
Agility Bonus 190
Total Gain 540

For very fast runners, this course can max out at around 50,000 XP/hr.

Hint:

  • At level 72 Agility, players will fail the death-slide so infrequently that food is no longer necessary.

Bandos agility course

Main article: Bandos agility course

The Bandos agility course is located in the Bandos throne room and can be accessed after The Chosen Commander quest is completed. It requires a minimum of 60 agility, ranged and strength.

Dorgesh-Kaan

The Dorgesh-Kaan agility course.
Dorgesh-Kaan course

The Dorgesh-Kaan course was opened with the 20 March 2007 update. Originally the requirement to access it was 70 agility, however the update on 22 June 2009 increased the level requirement to 80. In addition, it requires completion of the quest Death to the Dorgeshuun, and a light source. The course can be used to train Agility, Ranged, or split for both skills. The basic premise of the course is to cross obstacles using one of two routes to retrieve an item requested by the goblin Turgall. Either path can also be used to return an item to Turgall, who will bestow an experience bonus depending on which route the player used to depart and return. In order to train Ranged, a mithril grapple and appropriate crossbow will be required, along with 80 Strength and 80 Ranged. The course looms above the Dorgesh-Kaan South Dungeon.

Route Time Agility Experience Ranged Experience
Agility course both ways 2.40 2375 0
Agility course there, grapple route return, or vice-versa 2.30 1444 625
Grapple route both ways 1.49 108 1250
Heavy Items Name
File:Cog2.PNG Cog
File:Lever.PNG Lever
File:Power box2.PNG Powerbox
Light Items Name
File:capacitor.png Capacitor
File:fuse.png Fuse
File:Meter.png Meter

Hints:

  • A fairy ring AJQ is present at the eastern end of the Dorgesh-Kaan South Dungeon which is just below the agility course. The ladder to the agility course is north-west of the ring.
  • A Mining helmet weighs less than a lantern, and should have no chance to become extinguished by accident. The Seers' Headband is lighter still and will never go out.
  • When Turgall tells players what to retrieve, a good strategy to remember the item is to type it in public chat (but don't say it) - then cross all the way to the other generator and the item you need to get is always at the bottom of the screen. Or, players can put a spanner in an inventory space that corresponds to the item that they are asked to retrieve.
  • It is estimated that you can obtain up to 57,000 xp per hour (24.0 laps) on the agility route. However, in practice, sometimes you will fail and you will not be able to do every single lap perfectly. At 80-85 agility, 52,000 xp per hour on average is estimated.
  • For a short time after the 22 June 2009 update, Jagex lowered the experience from 2750 to 2100. By the next day they increased it back up to 2375. Now Dorgesh-Kaan is a better place to train than Ape Atoll for levels 80-85.

Other training

Werewolf Skullball

Main article: Werewolf Skullball
Werewolf skullball

Skull ball is played in the Werewolf agility area east of Canifis. You need to be wearing the Ring of Charos gained through the Creature of Fenkenstrain quest. You must also have a minimum of level 25 Agility.

To play, talk to the Skullball boss at the start of the course. From there, you must kick the ball through a course of 10 obstacles. To kick the ball, right click on it and select how far you want to kick it. A tap advances the ball 1 space away from you, a kick is 5 spaces, and shoot is 10 spaces. You also have the option of having the map highlight the goal.

When you successfully get the ball through the final obstacle, you will get a reward based on your time. If it's under 4 minutes, you will gain the maximum 750 experience. Any more and the experience becomes less.

Gnome Ball

Main article: Gnome Ball

Gnome Ball is a small members only minigame in which one or more players aim to score goals against gnomes. This is done by throwing the gnome ball into the goal. Ranged experience is gained each time you throw the ball, you get Ranged and Agility experience when you score a goal too. When you enter the field, you should talk to the referee to get the rules, and how to play.

Toy Mouse

Main article: Toy mouse

Players can make a Toy Mouse on a Crafting Table in their house or bought from a player who can make it. Winding, releasing and catching it will give you 3 Agility experience each time. It is also randomly obtained while using Ava's Accumulator, but it is quite rare.

Blast Furnace

Main article: Blast Furnace

The multi-player blast Furnace minigame has a facility to operate a belt to transport ores into the furnace. This gives a modest amount of agility experience. See the relevant page for more details.

Barbarian Fishing

By catching leaping fish near the Baxtorian Falls you will also receive a small amount of Agility XP. Depending on the fish this will give 5-7 Agility for every fish you catch. A minimum Fishing level of 48 and a minimum Strength and Agility level of 15 is needed to train there. See the Fishing guide for more information.

Blast Furnace + Salt-water Spring

If you would like a form of semi-afk agility training, simply go to the Ogre city of Oo'glog and bathe in the salt-water spring. This will give you unlimited run energy for 10–25 minutes. Then, teleport to the Grand Exchange and use the hidden trapdoor to go to Keldagrim. Run to the blast furnace and hop on the pedals. You will get about 2 agility experience a second. This adds up to about 7k agility exp/hr, but you don't have to do much at all.

Training for skill pures

As Monkey Madness is much too hard a quest for any level 3 or 4, pures may want to do most of their training at the Agility Arena. The agility arena offers modest experience averaging at only around 10,000 experience per hour. However the tickets awarded for playing the game can be cashed in every 1000 for 320,000 experience. Assuming you miss no tickets, you can take in 60 tickets per hour(ticket changes every minute). All traps on the course will do damage of 10% of your current hp if you fail, so bring some cakes (Super restore potions or Agility potions if attempting the darts) and keep an eye on your health (It is recommended for players with 40 agility+). Some players used to bring along a toy mouse, now an update has made it impossible to release a toy mouse.

Benefits

Shortcuts

Main article: Shortcuts
A detailed logo for log balances

Shortcuts are identified with a twisting green arrow icon (File:Shortcuticon.PNG) on the minimap.

Normal Shortcuts
Level Obstacle Location Description Xp
1 Stile Various Free players can use these but, do not receive any Agility experience. Members on the other hand do. 3
5 Climbing rocks North wall of Yanille Just east of watchtower. Only accessible from south side. No shortcut icon on minimap. 25
5 Crumbling wall Falador Right next to the west bank. Provides easy access to the areas south of Taverley. It is believed the shortcut cannot be failed and has no chance of causing damage. 0.5
10 Rope swing West Brimhaven Provides access to small island with Moss Giants and respawns of two slices of cake. 3
12 Stepping stones Brimhaven Dungeon A shortcut deeper into the dungeon. Just west of the entrance. 3
13 Small hole Lumbridge cellar Need to go through to progress in the Lost Tribe quest. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
15 Monkey bars Edgeville Dungeon Provides access to the Earth Warriors. 20
16 Underwall tunnel Yanille Near the Watchtower. Gives easy access to Yanille from the teleport point. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
18 Trellis North watchtower in Yanille Click the trellis to ascend to the second level of the Watchtower (used in the Watchtower quest). Has no shortcut icon on minimap. 31
20 Log balance West of Seers' Village Near the coal trucks. Provides easier access between the mining spot and the pick-up location near Seers' Village 8.5
21 Underwall tunnel Grand Exchange North-west corner of the Grand Exchange. Gives easier access to Edgeville and the canoe transport system. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
22 Pipe squeeze Brimhaven Dungeon Provides easier access to the Moss Giants. Just west of the entrance. 8.5
25 Rope climb Agility pyramid Shortcut to Scabarite dungeon. Players must manually set it up during the Dealing with Scabaras quest. 0
25 Rock climb Eagles' Peak Shortcut from Eagles' Peak to area west of it. It is believed the shortcut cannot be failed and has no chance of causing damage. 1
26 Underwall tunnel Falador South-west corner of Falador. Provides easier travel between the west bank and Rimmington, as well as the Crafting Guild. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
28 Fence Squeeze West fence of Draynor Manor Located next to the belladonna patch. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
29 Rock passage North wall of Oo'glog Provides faster entrance when coming from the North. 0
30 Stepping stones Brimhaven Dungeon Allows access to the Red Dragons. 0
31 Stepping stones Near Draynor Manor Allows you to cross the River Lum between the Manor and Varrock. There's a chance of taking a few points of damage when using this shortcut. 3 xp,
1 xp if failed
32 Rock slide East Cairn Isle Allows access to Cairn Isle from Karamja Island. 0
33 Log balance Ardougne Allows easy passage across the river. There's a chance of taking a few points of damage when using this shortcut. 4 xp,
2 xp if failed
34 Pipe squeeze Brimhaven Dungeon Allows passage between the Red dragon and Black demon rooms. 10
37 Rocks North-east of the Grand Tree Allows easy access to Barbarian Outpost and the Lighthouse. Must have completed The Grand Tree. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
38 Rocks Al Kharid Allows easy access into the desert mining area from the north end. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
40 Balancing ledge Yanille Agility dungeon Gives access to the Chaos druid warriors. Drops you into a pit of Poison spiders if you fail. 22
41 Rocks Trollheim Allows easier travel around Trollheim. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
42 Narrow crevice Dwarven mine Provides a shortcut between the two arms of the mine. 0
43 Rocks Trollheim Allows easier travel around Trollheim. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
44 Rocks Trollheim Allows easier travel around Trollheim. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
45 Log balance Tirannwn Allows passage between different parts of the forest. 0
46 Narrow walkway Zanaris Provides faster travel to the Cosmic altar. There's a chance of taking a few points of damage when using this shortcut. 10
47 Rocks Trollheim Allows easier travel around Trollheim. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
48 Log balance North of Camelot Provides faster travel between Camelot and Fremennik province. There's a chance of taking a few points of damage when using this shortcut. 0
49 Pipe squeeze Yanille Agility dungeon Provides access to the Sinister chest. There's a chance of taking a few points of damage when using this shortcut. 0
51 Pipe squeeze Varrock Sewers/Edgeville Dungeon Allows passage between east Edgeville Dungeon and Moss Giants in Varrock Sewers. There's a chance of taking a few points of damage when using this shortcut. 0
57 Monkey bars Yanille Agility dungeon Provides access to the Chaos druids deeper in the dungeon and a lockpick respawn. There's a chance of failing this shortcut and falling into a lower level crawling with poisonous spiders. 18
58 Weathered wall Ectofuntus Provides faster travel down to the pool of slime. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
59 Rocks Arandar Allows faster travel around Arandar. 0
60 Rocks God Wars Dungeon Shortcut between God Wars Dungeon and Trollheim. There's a chance of taking a few points of damage when using this shortcut. 0
61 Spiked chain Slayer Tower Shortcut between Crawling hands and Aberrant Spectres on the second floor. Nose peg or Slayer helmet required because of the spectres. There's a chance of taking a few points of damage when using this shortcut. 0
62 Narrow crevice Fremennik Slayer Dungeon Shortcut between Basilisk area and Turoth area. 0
64 Rocks Trollheim Shortcut from Trollheim to level 20 Wilderness, but not back. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
65 Loose railing River Salve Shorter path from Varrock to Canafis. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
65 Jutting Wall Meiyerditch dungeon Shortcut from Myreque shortcut to Meiyerditch dungeon and the Blood altar. There's a chance of taking a few points of damage when using this shortcut. 0
66 Narrow walkway Zanaris Much faster travel to the Cosmic altar. There's a chance of taking a few points of damage when using this shortcut. 10
67 Pile of rubble Yanille Agility dungeon Access to Salarin the Twisted. 6
68 Rocks Arandar Allows faster travel around Arandar. It is believed the shortcut cannot be failed and has no chance of causing damage. 0
70 Pipe squeeze Taverley Dungeon Quick passage between the entrance and the Blue dragon area. There's a chance of taking a few points of damage when using this shortcut.

10

71 Spiked chain Slayer Tower Shortcut between Infernal Mage area on the second floor and Nechraeyl area on the third floor. There's a chance of taking a few points of damage when using this shortcut. 0
74 Stepping Stone Shilo Village Shortcut allows you to cross the river in Shilo, making it useful for fly fishing. 1.25
80 Strange floor Taverley Dungeon Shortcut between the entrance and the Poison spider area. 12.5
81 Chasm Fremennik Slayer Dungeon Shortcut between the Cave crawler area and the Pyrefiend area. There's a chance of taking a few points of damage when using this shortcut. 0
85 Rocks Arandar Allows faster travel around Arandar. 0
86 Wall Kuradal's Dungeon Shortcut between the southern caverns and the central cavern containing the Metal dragons ??
90 Wall Kuradal's Dungeon Shortcut between the central cavern containing the metal dragon and the northern caverns ??

Grapple Shortcuts

NOTE: Grapples will occasionally break after use.

Agility
Level
Strength
Level
Ranged Level Obstacle Location Description Xp
8 19 37 Broken raft South of Lumbridge Provides a quicker route between Lumbridge Swamp and Al Kharid. 15
11 37 19 Wall Falador Faster access from Falador to north entrance of Dwarven mines and Barbarian Village. 0
32 35 35 Rock East Catherby Allows easier passage from Catherby to Taverley. One way. Must have completed Fishing Contest. 15
36 22 39 Grapple Tree North of Water Obelisk Allows travel to Catherby from the Water obelisk island. One way. 15
39 38 21 Wall South-west of Yanille Provides easier access to Gu'Tanoth and southern areas. 15
53 21 42 Rock Karamja Provides easier travel between the Karamja volcano area and lower Karamja. 15

Skill Benefits

As of the 19 January 2010 update, Fishing, Hunter, and Thieving received agility-related updates and bonuses.

Fishing

A high agility level gives a small chance to catch two Tunas, Swordfish, or Sharks instead of one when Fishing. There’s no additional experience when this occurs. To catch two; Tuna requires level 35, Swordfish require 50 and Sharks require 76. It is currently unknown if the fishing level difficulty of the fish affects the chance of catching two at once.

Thieving

A high agility level gives a chance to pickpocketing double, triple, or even quadruple the usual amount of loot when Thieving. There’s no additional experience when this occurs.

  • the formula is = agility level equal to the thieving level required to pickpocket the npc, in addition to, ten more thieving levels than the required to pickpocket the npc.
    • for the 3x the loot, one must add 10 levels to agility and thieving in the formula above.
    • for the 4x the loot, one must add 20 levels to agility and thieving in the formula above.

Hunter

Players with 'exceptionally' high agility and Hunter levels (75+ agility and 80+ hunter for the Ruby butterfly, 80+ agility and 85+ hunter for the Sapphire butterfly, 85+ agility and 90+ hunter for the Snowy Knight butterfly and 90+ agility and 95+ hunter for the Black Warlock butterfly) can catch butterflies without using Butterfly nets. They catch butterflies in the palm of their hands before releasing them. Catching butterflies this way results in 'a large dose' of hunter experience and a little extra agility experience too.

Temporary boosts

A player wearing an Agility cape (t) and performing the Skillcape emote.

Quest XP

Total: 189,426 Experience.

Trivia

  • Each level of agility seems to reduce the time required to regenerate energy back to 100% by 1 second.  So for every 10 levels of agility, a player's energy recharges 10 seconds faster.  (A player with 70 agility will fully regenerate their run energy back to %100 after about 1 minute 47 seconds.  Compare this to a player with 90 agility, who can regenerate their energy after 1 minute 27 seconds)
  • When you gain Agility xp through the Tears of Guthix minigame, you get the message, "You feel very nimble."

References

Wikipedia
Wikipedia has an article about:

This article uses material from the "Agility" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

Agility was a Tartan-class patrol cruiser serving in the Imperial Navy during the Galactic Civil War.

Appearances

  • Star Wars: Empire at War (First appearance)

This article uses material from the "Agility" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Agility is one of six character attributes. Each point of agility grants 0.01% dodge, 0.005% parry and 0.01% evasion chance.

Agility per 100 points
Agility 100 200 300 400 500 600 700 800 900 1000 1100
Dodge 1.00% 2.00% 3.00% 4.00% 5.00% 6.00% 7.00% 8.00% 9.00% 10.00% 11.00%
Parry 0.50% 1.00% 1.50% 2.00% 2.50% 3.00% 3.50% 4.00% 4.50% 5.00% 5.50%
Evasion chance 1.00% 2.00% 3.00% 4.00% 5.00% 6.00% 7.00% 8.00% 9.00% 10.00% 11.00%

This article uses material from the "Agility" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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