Guide · mid game
Mid-game guide — slayer, smithing and permanent bonuses
Mid-game is about stacking permanent bonuses. Three skills grant some that apply EVERYWHERE (Agility, Astrology, Summoning), while Slayer pays for Auto Eat II (5,000,000 GP) then III (20,000,000 GP).
The three global-bonus skills
Agility: the 115 obstacles are built per slot and their bonuses run permanently — from slot 1, the Cargo Net grants "+3% Global GP (except Item Sales)" and "+2% Fishing Mastery XP". Astrology: 29 constellations, each purchased star (stardust) is a permanent XP/mastery bonus for the linked skills. Summoning: 53 familiars + 36 synergies — always equip a familiar matching your current skill.
Suggested order: build the GP/mastery-oriented Agility obstacles first, then push Summoning to the familiars of your engine skills, and keep Astrology as an overnight idle task (slow, but its stars are never lost).
Slayer
Slayer hands hunting tasks paid in Slayer Coins, the currency of the Slayer shop gear. Each of the 38 Slayer areas has a permanent effect (Zones table) — read the effect BEFORE camping there: some heal enemies or require an entry item. It is the stage's best idle GP/hour, and it levels combat stats at the same time.
Prayers & safety
The 87 prayers (Prayers & Magic page) cost points per action — gather bones to refill. In dungeons, run a defensive prayer matching your combat style AND keep the golden rule: Auto Eat + food covering twice the monster's max hit ("Max hit" column of the Bestiary).
Goal: god dungeons
Exiting mid-game goes through Volcanic Cave (8 monsters) then the 4 god dungeons — Air God Dungeon, Water God Dungeon, Earth God Dungeon, Fire God Dungeon — each a 21-monster run whose reward gear prepares the next one. The dungeon order in the Zones table is the game's real difficulty order.