OSRS Rogues' Den Calculator
Runs and hours to the rogue outfit from the pieces you own, Agility and Thieving experience a maze run and an hour, the safe's crate chance and the lobby safes.
Set experience directly to plan past level 99, up to 200M.
Your run through the maze
Runs to the rogue outfit
Your plan to the goal
| Levels | Route | Runs | Crate | Hours |
|---|
Every way to run it
| Way | A run | Agility | Thieving | Crate | Outfit |
|---|
What the outfit does on every target
| Target | Level | An hour | Yours | All five | Pouch |
|---|
The lobby wall safes
| An hour | No stethoscope | Stethoscope |
|---|
The crate chance and the experience follow the game's own rules. The safe rolls against the Thieving you have left when you reach it, and every Agility and Thieving level the maze drains pays 12 experience. Times are marked with a ~: a run takes about 3 minutes 40 on the long route and 2 minutes with the shortcut, plus any time spent waiting for run energy, and the lobby safes count a click and a try every four ticks with no time spent eating. Stamina potions cost today's instant-buy price, and gems sell at today's instant-sell price after the 2% Grand Exchange tax. For every other way to train these skills, use the Thieving calculator and the Agility calculator. Data checked against the OSRS Wiki on 11 November 2026.
How the Rogues' Den maze works
The Rogues' Den is below the Toad and Chicken in Burthorpe. The maze needs 50 Agility and 50 Thieving, and boosts do not count. You go in with nothing worn or carried and no follower; your Prayer drops to 0 and a mystic jewel in your pack takes you back to the lobby at any time. Each obstacle drains Agility and each trap you search drains Thieving by 1, and none of your stats restore while you are inside. If either skill would fall below 0 you are sent back to the lobby. Nothing in the maze deals damage.
When you crack the safe at the end you are teleported out with 12 experience in each skill for every level the maze drained from it. The shortcut drains 28 Agility, worth 336 Agility experience. The long route drains 44 Agility and 2 Thieving for 528 and 24. Save 6 Agility or more for the two pendulums at the end, 3 each.
Obstacles on each route, 19 rows
| Obstacle | Agility | Thieving |
|---|---|---|
| Both routes | ||
| Contortion bars | 5 | 0 |
| Pendulum | 3 | 0 |
| Hand-hold ledge | 4 | 0 |
| Floor blade | 3 | 0 |
| Pendulums | 3 | 0 |
| Tightrope ledge | 4 | 0 |
| Then the shortcut, from 80 Thieving | ||
| Locked doors, picked at 80 Thieving | 0 | 0 |
| Room of blades, run over the floor traps | 0 | 0 |
| Rogue guards, blinded with flash powder | 0 | 0 |
| Last two pendulums | 6 | 0 |
| Or the long route | ||
| Floor blade | 3 | 0 |
| Long hand-hold ledge | 7 | 0 |
| Wall traps, the first one searched | 0 | 1 |
| Floor blades | 3 | 0 |
| Mosaic door and grill room | 0 | 0 |
| Wall traps, the first one searched | 0 | 1 |
| Pendulum | 3 | 0 |
| Room of blades, rogue guards | 0 | 0 |
| Last two pendulums | 6 | 0 |
Most floor and wall traps can be run over without searching them, so a careful run searches only the two wall traps the long route asks for. At 80 Thieving you can pick the two locked doors in the west of the maze and take the shortcut. The pendulum trick is for Agility experience: at the last pendulum, jump back and forth until you have 0 to 5 Agility left, then cross to the safe. With 99 Agility on the shortcut that is 23 crossings and 94 levels drained, 1,128 Agility experience a run.
Rogue crate chance by Thieving level
The safe picks a number from 0 to 199. At or under your Thieving you get the loot roll; above it, half the time you are thrown out with nothing and half the time your Thieving drops by 1 but you still roll. The loot is a rogue kit 3 times in 8 and a rogue's equipment crate 5 times in 8. So at Thieving T the crate comes (T + 201) / 400 × 5/8 of the time: at 50, 251 / 400 × 5/8 = 39.2%. Every trap you search lowers the Thieving the safe sees. Which safe you open makes no difference. The table gives the runs to all five pieces on average and the runs by which you have them nine times in ten.
| Thieving | Crate | Kit | Thrown out | Runs | 90% by |
|---|---|---|---|---|---|
| 50 | 39.2% | 23.5% | 37.3% | 12.7 | 19 |
| 60 | 40.8% | 24.5% | 34.8% | 12.3 | 18 |
| 70 | 42.3% | 25.4% | 32.3% | 11.8 | 17 |
| 80 | 43.9% | 26.3% | 29.8% | 11.4 | 16 |
| 90 | 45.5% | 27.3% | 27.3% | 11.0 | 16 |
| 99 | 46.9% | 28.1% | 25.0% | 10.7 | 15 |
The rogue outfit
A crate lets you pick the piece you want, or a rogue kit instead, so five crates always make the set. The pieces are the mask, top, trousers, gloves and boots, with +5, +10, +7, +2 and +2 to every defence. They cannot be traded, so wearing them takes the den's 50 Agility and 50 Thieving, and the whole set fits in the costume room's armour case.
Each piece worn gives a 15% chance that a pickpocket's loot comes twice: 15%, 30%, 45% and 60% for one to four pieces, and every time with all five. Any pieces count the same. The experience is not doubled. On a coin pouch target the second loot comes as coins, the pouch's value paid at once. The outfit does nothing for chests, stalls, Pyramid Plunder, the Hallowed Sepulchre or Underwater Agility and Thieving, and it does not bring scroll boxes faster. For the seeds it brings at master farmers, use the master farmer calculator.
Lobby wall safes by Thieving level
The four safes in the lobby need 50 Thieving and give 70 Thieving experience with coins or an uncut gem. Your character keeps trying every four ticks until the safe opens or a trap springs, half of each failure, for 2 to 6 damage. So the chance of a crack over the whole try is 2p / (1 + p) when p is the chance on one try: at 50 with no stethoscope, 33.2% a try and 49.9% in all. A stethoscope from Martin Thwait works from the inventory. The hard Falador Diary asks you to crack one of these; the safes inside the maze do not count, and the achievement diaries calculator lists the tier's other tasks.
| Thieving | One try | Cracked | Stethoscope, one try | Stethoscope, cracked |
|---|---|---|---|---|
| 50 | 33.2% | 49.9% | 41.0% | 58.2% |
| 55 | 36.3% | 53.3% | 44.5% | 61.6% |
| 60 | 39.5% | 56.6% | 48.0% | 64.9% |
| 65 | 42.2% | 59.3% | 51.6% | 68.0% |
| 70 | 45.3% | 62.4% | 55.1% | 71.0% |
| 75 | 48.4% | 65.3% | 58.6% | 73.9% |
| 80 | 51.6% | 68.0% | 62.1% | 76.6% |
| 85 | 54.3% | 70.4% | 65.6% | 79.2% |
| 90 | 57.4% | 73.0% | 69.1% | 81.8% |
| 95 | 60.5% | 75.4% | 72.7% | 84.2% |
| 99 | 62.9% | 77.2% | 75.4% | 86.0% |
Shops in the Rogues' Den
Martin Thwait's Lost and Found opens to players with 50 Agility and 50 Thieving, or with 99 Thieving, and boosts do not count. It is a general store that buys at the high alchemy value, and at 99 Thieving Martin sells the Thieving cape for 99,000 coins. Prices at normal stock:
| Item | Stock | You pay | He pays |
|---|---|---|---|
| Rope | 50 | 18 | 10 |
| Lockpick | 25 | 20 | 12 |
| Chisel | 30 | 1 | 0 |
| Knife | 20 | 6 | 3 |
| Stethoscope | 25 | 10 | — |
| Bronze knife | 15 | 1 | 0 |
| Iron knife | 10 | 3 | 1 |
| Steel knife | 5 | 11 | 6 |
| Bronze claws | 3 | 15 | 9 |
| Iron claws | 2 | 50 | 30 |
| Steel claws | 1 | 175 | 105 |
| Thieving cape | 1 | 99,000 | — |
| Thieving cape(t) | 1 | 99,000 | — |
Grace sells the graceful outfit for marks of grace, 260 for the six pieces, and amylase packs at 10 marks each. The marks of grace calculator counts the laps to them, and the shop prices calculator works out what buying or selling more than one costs. Emerald Benedict's bank is one tile from an everlasting fire, a quick place to cook.
Game modes and the Deadman world
Ironmen, ultimate ironmen and group ironmen run the maze like anyone else, since nothing goes in with you; they make their own stamina potions and keep the gems from the lobby safes. A hardcore group ironman's death in the maze is unsafe, and Hardcore Worlds list the maze as unsafe too, but nothing in it can hurt you; only the lobby safes' traps deal damage. Hardcore Worlds have no experience boost. On the permanent Deadman world, 345, your experience is multiplied by 10 with protection and 5 without it, since the maze needs 50 in both skills, so the same goal takes a tenth or a fifth of the runs. The crate chance does not change.
Rogues' Den questions
How long does the rogue outfit take? At 50 Thieving the set is 12.7 runs on average on the long route, a little under 50 minutes with a stamina dose each run. With the shortcut at 80 Thieving it is 11.4 runs of about 2 minutes. Tick the pieces you already have and the calculator counts only the rest.
Does the rogue outfit work at Pyramid Plunder? No. It doubles pickpocket loot only, so Pyramid Plunder, chests, stalls and the Hallowed Sepulchre are not affected.
Can I bring a stamina potion in? No items go in, so drink a dose just before the entrance and drop the vial. Without one, the long route runs out of energy below about 55 Agility.
How do I get to the Rogues' Den? A games necklace to Burthorpe, then south to the inn and down the trapdoor by the bar. A combat bracelet to the Warriors' Guild works too: run east to the inn.
Is the maze good Agility experience? At 50 Agility a long run gives 528 Agility, so it trains Agility while you get the outfit. With the pendulum trick it reaches about 22,000 an hour at 99 Agility with the shortcut. The Agility calculator sets it against every course.
Update history
Every change to this calculator
- Calculator added