OSRSPlan

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.

Prices updated · Tool added 11 Nov 2026

Your levels

Agility
Thieving
Goal

Set experience directly to plan past level 99, up to 200M.

Rogue pieces you have
How you run it

Crate chance a run—
Runs to the outfit—
Time to the outfit—
Agility XP an hour—

Your run through the maze

One run of the Rogues' Den maze at your levels: route, drains, the safe's chances, experience and time

Runs to the rogue outfit

Runs and time to the rogue pieces you still need

Your plan to the goal

Runs and hours at each band of levels in your plan
LevelsRouteRunsCrateHours
What your whole plan takes and brings back

Every way to run it

Each route with and without the pendulum trick: run time, experience an hour, crate chance and time to the outfit
WayA runAgilityThievingCrateOutfit

What the outfit does on every target

Every pickpocket target: successful pickpockets an hour and the doubled loots an hour with your pieces and with all five
TargetLevelAn hourYoursAll fivePouch

The lobby wall safes

An hour at the four lobby wall safes, without and with a stethoscope
An hourNo stethoscopeStethoscope

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
The obstacles on the way to the safe and what each drains
ObstacleAgilityThieving
Both routes
Contortion bars50
Pendulum30
Hand-hold ledge40
Floor blade30
Pendulums30
Tightrope ledge40
Then the shortcut, from 80 Thieving
Locked doors, picked at 80 Thieving00
Room of blades, run over the floor traps00
Rogue guards, blinded with flash powder00
Last two pendulums60
Or the long route
Floor blade30
Long hand-hold ledge70
Wall traps, the first one searched01
Floor blades30
Mosaic door and grill room00
Wall traps, the first one searched01
Pendulum30
Room of blades, rogue guards00
Last two pendulums60

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.

The safe's chances and the runs to the whole rogue outfit at each Thieving level
ThievingCrateKitThrown outRuns90% by
5039.2%23.5%37.3%12.719
6040.8%24.5%34.8%12.318
7042.3%25.4%32.3%11.817
8043.9%26.3%29.8%11.416
9045.5%27.3%27.3%11.016
9946.9%28.1%25.0%10.715

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.

The lobby safe's chance on one try and over the whole try, with and without a stethoscope, at each Thieving level
ThievingOne tryCrackedStethoscope, one tryStethoscope, cracked
5033.2%49.9%41.0%58.2%
5536.3%53.3%44.5%61.6%
6039.5%56.6%48.0%64.9%
6542.2%59.3%51.6%68.0%
7045.3%62.4%55.1%71.0%
7548.4%65.3%58.6%73.9%
8051.6%68.0%62.1%76.6%
8554.3%70.4%65.6%79.2%
9057.4%73.0%69.1%81.8%
9560.5%75.4%72.7%84.2%
9962.9%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:

What Martin Thwait's Lost and Found sells, with its stock and the price each way
ItemStockYou payHe pays
Rope501810
Lockpick252012
Chisel3010
Knife2063
Stethoscope2510—
Bronze knife1510
Iron knife1031
Steel knife5116
Bronze claws3159
Iron claws25030
Steel claws1175105
Thieving cape199,000—
Thieving cape(t)199,000—

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

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