OSRS Run Energy and Weight Calculator
How long your run energy lasts at your weight and Agility, how fast it comes back, your gear's weight, and every stamina and energy item priced.
A boost falls one level a minute and a lowered level comes back one a minute, on a timer that keeps running.
Filled from your gear and inventory below. Type a figure to use your own.
Your gear and inventory
Pick a slot, then search. Worn weight-reducing items count their worn weight; anything carried counts its own.
| Carried | Each | Count | Weight | Remove |
|---|
Your run at every weight
| Weight | A tick | Nothing | Ring | Stamina |
|---|
Energy back by Agility level
| Agility | A tick | No graceful | Yours | Full set |
|---|
Every item that restores run energy
| Item | Energy | Worth | Uses | A use | Your run |
|---|
Untradeable ways to restore energy
| Item | Energy | Worth | Uses | Where and when |
|---|
Forester's rations while you chop
You never eat a Forester's ration yourself. While you chop with rations in your inventory or Forestry kit and your energy is under 90%, each successful chop has a 30% chance to eat one and restore 20%.
About the logs you cut an hour, counting each chop that gives experience.
Item weights
Every item the game gives a weight, by slot. Stackable items weigh nothing.
| Item | Slot | Weight | Worn |
|---|
Energy is a number from 0 to 10,000, and the game shows it as a percentage. Running uses some every tick, more when you are heavier and less as your Agility goes up, and it comes back each tick you walk or stand still. A run lasts until the bar is empty, two tiles a tick. Agility boosts and drains count, a level at a time as they wear off. Worth is the running one use buys at your weight, in seconds; for a stamina dose that includes what its effect saves. Uses for your run count a restore eaten or drunk as the bar empties, and stamina doses the way you drink them. The white tree fruit restores 5 to 10%, so its row counts each whole percent as equally likely and is marked ~. The ration figures take a successful chop as an even chance on every tick, so they are marked ~ too. Costs use today's instant-buy prices. Mechanics checked against the OSRS Wiki on 28 October 2026.
How fast run energy drains
Every tick you run uses 60 energy at no weight, plus 67 for every 64 kg you carry, and your Agility level takes a third of that away at 100: the drain is (60 + 67 × weight / 64) × (1 − Agility / 300), rounded down. The weight is your weight in whole kilograms, the figure the equipment screen shows. Weight below 0 kg counts as 0 and anything over 64 kg as 64, so 64 kg doubles the drain. A stamina potion's effect cuts the drain to 30% of that, and a ring of endurance with at least 500 charges to 85%; the two do not stack. A full bar at 0 kg lasts 170 ticks at level 1 and 250 at 99.
| Agility | 0 kg | 0 kg, ring | 0 kg, stamina | 64 kg | 64 kg, stamina |
|---|---|---|---|---|---|
| 1 | 1:42 | 2:00 | 5:53 | 0:48 | 2:43 |
| 10 | 1:44 | 2:03 | 5:53 | 0:49 | 2:47 |
| 20 | 1:47 | 2:08 | 6:15 | 0:51 | 2:52 |
| 30 | 1:52 | 2:14 | 6:15 | 0:53 | 2:57 |
| 40 | 1:56 | 2:17 | 6:40 | 0:55 | 3:02 |
| 50 | 2:00 | 2:23 | 6:40 | 0:58 | 3:14 |
| 60 | 2:05 | 2:30 | 7:09 | 1:00 | 3:20 |
| 70 | 2:11 | 2:34 | 7:42 | 1:02 | 3:27 |
| 80 | 2:17 | 2:43 | 7:42 | 1:05 | 3:43 |
| 90 | 2:23 | 2:52 | 8:20 | 1:08 | 3:51 |
| 99 | 2:30 | 2:57 | 8:20 | 1:11 | 4:00 |
How fast run energy comes back
Each tick you walk or stand still, energy comes back by 15, plus 1 for every ten Agility levels. So it only speeds up at 10, 20, 30 and so on, and a boost past 99 adds one more step. Each graceful piece adds its own share: 3% for the hood, gloves, boots and cape, 4% for the top and legs. The full set adds 30% in all, and the Agility cape and the max cape count as the graceful cape. Nothing comes back while you run, cross an obstacle or are logged out.
| Agility | A tick | Empty to full | Graceful, a tick | With graceful |
|---|---|---|---|---|
| 1–9 | 15 | 6:40 | 19 | 5:16 |
| 10–19 | 16 | 6:15 | 20 | 5:00 |
| 20–29 | 17 | 5:53 | 22 | 4:33 |
| 30–39 | 18 | 5:34 | 23 | 4:21 |
| 40–49 | 19 | 5:16 | 24 | 4:10 |
| 50–59 | 20 | 5:00 | 26 | 3:51 |
| 60–69 | 21 | 4:46 | 27 | 3:43 |
| 70–79 | 22 | 4:33 | 28 | 3:35 |
| 80–89 | 23 | 4:21 | 29 | 3:27 |
| 90–99 | 24 | 4:10 | 31 | 3:14 |
| 100+ | 25 | 4:00 | 32 | 3:08 |
Weight and weight-reducing items
Your weight is everything you wear and carry. Stackable items such as coins, runes and arrows weigh nothing. The equipment screen rounds the figure, so a rune platebody's 9.979 kg shows as 9, and that whole figure is the one your run uses. A weight-reducing item only takes weight off while you wear it; in your inventory it weighs a little like anything else. Going below 0 kg does not help your run, but it leaves room for what you carry. The lightest you can be is −27.605 kg, in a spottier cape, boots of lightness, penance gloves and the graceful hood, top and legs. Every weight-reducing item in the game:
Every weight-reducing item, 22 items
| Item | Slot | Worn | Carried | Energy back |
|---|---|---|---|---|
| Graceful legs | Legs | −6.000 kg | 0.900 kg | +4% |
| Graceful top | Body | −5.000 kg | 0.900 kg | +4% |
| Boots of lightness | Feet | −4.535 kg | 0.340 kg | — |
| Penance gloves | Hands | −4.535 kg | 0.340 kg | — |
| Spottier cape | Cape | −4.535 kg | 0.453 kg | — |
| Agility cape | Cape | −4.000 kg | 0.453 kg | +3% |
| Agility cape(t) | Cape | −4.000 kg | 0.453 kg | +3% |
| Graceful boots | Feet | −4.000 kg | 0.400 kg | +3% |
| Graceful cape | Cape | −4.000 kg | 0.800 kg | +3% |
| Max cape | Cape | −4.000 kg | 0.453 kg | +3% |
| Desert camo top | Body | −3.000 kg | 0.226 kg | — |
| Graceful gloves | Hands | −3.000 kg | 0.100 kg | +3% |
| Graceful hood | Head | −3.000 kg | 0.600 kg | +3% |
| Jungle camo top | Body | −3.000 kg | 0.226 kg | — |
| Polar camo top | Body | −3.000 kg | 0.226 kg | — |
| Wood camo top | Body | −3.000 kg | 0.226 kg | — |
| Spotted cape | Cape | −2.267 kg | 0.453 kg | — |
| Desert camo legs | Legs | −2.000 kg | 0.226 kg | — |
| Jungle camo legs | Legs | −2.000 kg | 0.226 kg | — |
| Polar camo legs | Legs | −2.000 kg | 0.226 kg | — |
| Wood camo legs | Legs | −2.000 kg | 0.226 kg | — |
| Pufferfish | Inventory | −0.500 kg | −0.500 kg | — |
Graceful comes from Grace in the Rogues' Den for 260 marks of grace in all; the marks of grace calculator times the set on every course. Every recoloured graceful piece works the same. The pufferfish is only carried underwater.
Other ways to get energy back
| Way | Gives | When |
|---|---|---|
| A rooftop Agility obstacle | 1 to 2% | Each obstacle passed, so you can lap a rooftop course without stopping. |
| Vile Vigour | Prayer into energy | Arceuus spell: each prayer point becomes 1% energy, up to 100%, once every 10.2 seconds. |
| Energy Transfer | 100% to another player | Lunar spell: gives another player full run energy and special attack. |
| Giants' Foundry | 50% | Handing in a finished sword. |
| Tempoross | 3% every 4 ticks | Harpooning energised fish while Tempoross is down. |
| Guardians of the Rift | 1% a stone, and 1 to 11% more | Powering up the Great Guardian; the extra follows your special attack energy. |
| Barbarian Assault | Some | Drinking from the healer spring. |
These fill your energy all the way back up:
- Completing a quest
- Dying
- A revitalisation pool or better in your house
- The Pool of Refreshment in the Ferox Enclave
- Leaving a duel at Emir's Arena
- Entering or leaving Clan Wars
- Entering Nightmare Zone
- Entering the Gauntlet
- Entering or leaving the Chambers of Xeric, the Theatre of Blood or the Tombs of Amascut
- Entering a boss's chamber or clearing a challenge in the Tombs of Amascut
- The Magical Obelisk in the Hallowed Sepulchre, wearing a Saradomin item and no other god's
- A cup of tea after a Mahogany Homes contract
- The Elidinis Statuette in Nardah after Spirits of the Elid
- A strange shrine in the Stranglewood
- A strange pool in the Lassar Undercity
- A cooking stove in Neypotzli
- The green brazier in the Ancient Guthixian Temple during While Guthix Sleeps, with a stamina effect
- Tagging the Wilderness Agility Course dispenser
These take energy away or drain it faster:
What takes energy away, 16 in all
| What | Takes | When |
|---|---|---|
| A mud pie thrown at you | 25% of what you have, rounded down | Each pie that hits you. |
| Torag's set effect | 20% | A 25% chance on each successful melee hit Torag or a player in his set lands on you. |
| The abyssal whip special attack | 10%, given to the attacker | Each special that hits you, against players. |
| Morrigan's throwing axe (bh) special attack | Six times the drain | For a minute after it hits you, against players. |
| The ursine chainmace special attack | No running for 6 ticks | When it hits you; it also lowers your Agility by 20. |
| Chill | All of it | Its first hit on the Ice Path, above the God Wars Dungeon and at the Trollweiss Dungeon's cave entrance; it also lowers your Agility by 1 every 10 ticks. |
| Zalcano's orange demonic symbols | 25% of what you have | Standing on one; it also hits you. |
| The Magical Obelisk in the Hallowed Sepulchre | 100% | Using it with a Zamorak item worn; it also hits you for 3. |
| The Magical Obelisk in the Hallowed Sepulchre | 25% | Using it with an Armadyl, Bandos or Guthix item worn; it also hits you for 1. |
| Klenter's Pyramid | 15% | Each attempt, which needs 20% energy. |
| Galvek's gusts of wind | 40% | In his air phase; they also lower your stats by 2. |
| Jal-MejRah | 3% | Each hit in the Inferno, unless you pray Protect from Missiles. |
| The Blast Furnace pedals | 0.5% a tick | While you pedal. |
| The Trouble Brewing steam pump | 10% a pump | Each pump, which needs 50% energy. |
| The Warriors' Guild shot put | Some | Each throw; the more energy you have, the farther it goes. |
| The Warriors' Guild keg balance | Some | Picking up kegs; the less energy you have, the likelier they fall. |
A lower Agility level drains energy faster and brings it back slower, so these count too. Pick Lowered by something else under Agility boost and enter the levels to see your run:
What lowers your Agility, 22 in all
| What | Agility lower by | When |
|---|---|---|
| Spicy stew, yellow spice | 1 to 5 | A bad roll. |
| Braindeath 'rum' | 9% of your level + 3 | Drinking it. |
| Imperial rosé | 1 | Drinking it. |
| Aberrant, deviant, repugnant and abhorrent spectres | 40% of your level | Their attacks, without a nose peg or Slayer helmet. |
| Cockatrices, cockathrices and moonlight cockatrices | 20% of your level | Their attacks, without a mirror shield or V's shield. |
| Basilisks and monstrous basilisks | 30% of your level | Their attacks, without a mirror shield or V's shield. |
| Basilisk younglings | 20% of your level | Their attacks, without a mirror shield or V's shield. |
| Basilisk knights and sentinels | 35% of your level | Their attacks, without a mirror shield or V's shield. |
| Dust devils and choke devils | 50% of your level | Their attacks, without a Slayer helmet or facemask. |
| Smoke devils, nuclear and thermonuclear smoke devils | 50% of your level | Their attacks, without a Slayer helmet or facemask. |
| Banshees and twisted banshees | 10% of your level | Their attacks, without a Slayer helmet or earmuffs. |
| Typhor | 35% of your level | Without a mirror shield. |
| The Jormungand | 40% of your level, 20% from its special | Without a mirror shield; the special only if you do not turn away. |
| Karil the Tainted, and a player in his set | 20% | A 25% chance on a Ranged hit. |
| Kamen | 4 | Accepting his brew in the Underground Pass. |
| The ursine chainmace special attack | 20 | When it hits you. |
| Chill | 1 every 10 ticks | On the Ice Path, above the God Wars Dungeon and at the Trollweiss Dungeon's cave entrance. |
| The Brimhaven Agility Arena darts | 2 | When they hit you. |
| The rocky ledges in the Viyeldi caves | 4 to 8 | Failing one. |
| The Rogues' Den | 1 to 10 | Its obstacles: 5 for the contortion bars and a failed crusher wall, 3 for the pendulum and the blade, 1 to 7 for the ledges, 10 for the blade wall. |
| The runedoku chest of the Rogue Trader, forced | 0 to 3 | Forcing it. |
| A marble trap | 5% of your level + 1 | Failing it. |
Run energy questions
Does Agility make me run longer? Yes, since January 2025. At 0 kg a full bar lasts 1:42 at level 1 and 2:30 at 99, and energy comes back 6:40 from empty at level 1 against 4:10 at 99.
Is negative weight worth it? Only to carry more. Anything at or below 0 kg drains at the same rate, so once you reach 0 kg extra weight reduction does nothing. Graceful still helps after that, because it brings energy back faster.
Should I use a stamina potion or a super energy? A stamina dose restores the same 20% and also cuts your drain for two minutes, so it is worth more running whenever you keep running. The item table above prices both for the run you set. With a charged ring of endurance a stamina dose restores 40% and lasts four minutes, using one of the ring's charges.
Should I keep the stamina effect up or drink only when I run out? Pick either under How you drink stamina doses and the item table counts the doses and cost for your run both ways. Keeping it up spends more doses on short runs; drinking only when the bar is empty wastes none of a dose's 20% but runs the bar down at the full rate once the effect ends.
Does Deadman Mode change run energy? Only with a Nimbleness charm. Carried in your inventory or a looting bag, it gives unlimited run energy; without one, energy drains and comes back as in the main game. In a Last Man Standing game running never drains your energy at all.
What about Slayer task weight? That is a different weight: how often a Slayer master gives each task. The Slayer calculator lists every master's task weights and each task's chance.
Where do I train Agility? The Agility calculator plans every course from your level to your goal.
Update history
Every change to this calculator
- Item weights now include the insect nets and the items added in the 11 November update.
- Swords are now listed as shortswords, the removed training gear is gone, and the amulet of sight and candy onion were added.
- Added Deadman Mode and Last Man Standing, Forester's rations while chopping, stamina dosing choices, ring charges, boosts wearing off and every effect that drains your run energy.
- Calculator added