+1 Lift Rock for Treasure treasure tier list

Equip slots are limited and every treasure shows a +% bonus, while arms multiply every lift. This page ranks treasures the only honest way available — by what was actually observed in dated footage — adds the arms ladder with its third-party extension attributed, and says exactly where the unknowns are.

Bonus data observed 2026-09-27 · four publisher arm reads checked 2026-10-28

The rarity ladder (observed value bands)

TierObserved bandItemsVerdict
Common$10 – $20Rock, Coal, Gem Coin, Bone, Skull, MushroomSell. Fills backpack; equip only while nothing better exists.
Uncommon$79 – $158Iron Bar, Gem, Brass Bell, Anchor, BinocularsSell once Rare+ slots exist; early-game stopgap equip.
Rare$735 – $1.26KAnvil, Dagger, TNT, Bomb, QuartzEquip in the mid game (+26%–38% observed on ~$1K slots).
Epic$7.1K – $14.2KAncient Key, Brass Compass, Porcelain Vase, Amethyst, EmeraldEquip. +45%–47% observed on $10.7K–$13K slots.
Legendary$90.3K – $147KRing, Gold Star, CloverAlways equip. +50%–59% observed on $124K–$155K slots.

Source: value bands frame-read from 2026-09-27 gameplay footage (per-item reads on the value table); re-checked 2026-10-03. Rarity label colors in-game: Common white · Uncommon green · Rare cyan · Epic magenta · Legendary gold.

Read the bands as a ladder: each tier's floor sits roughly four to six times above the previous tier's ceiling ($20→$79, $158→$735, $1.26K→$7.1K, $14.2K→$90.3K). That steepness is the whole tier list in one sentence — holding one tier up is worth more than a pocketful of the tier below.

The equip-% evidence (what was actually seen)

Equipped treasures add a percentage bonus shown right on the slot. Every slot read in dated footage:

Slot valueBonusContext
$1.03K+37%3-slot layout, mid run
$1.13K+26%3-slot layout, mid run
$1.14K+30%3-slot layout, mid run
$10.7K+45%5-slot layout, run end
$13K+47%Amethyst, run end
$124K+55%Gold Star, run end
$147K+50%Clover, run end
$155K+59%run end (item name not readable)

Source: HUD slot labels frame-read 2026-09-27; re-checked 2026-10-03.

What is NOT known: the exact bonus roll formula. Same-value items showed different % ($1.03K→+37% vs $1.13K→+26%), so the roll appears randomized per item instance within a range that scales with value/rarity. Treat the % as a range, not a lookup table.

Slots: three early, five late

The observed run showed 3 equip slots early and 5 slots by its end. What unlocks the extra slots was never isolated in footage (rebirth count, arms, or an upgrade — the trigger is not identifiable from the recording). Plan around at least three slots and re-check your HUD after rebirths. Two practical consequences: first, every new slot is a power spike — re-run “Place Best Luck” whenever the HUD changes; second, a full 5-slot layout of Legendary-tier treasures (+50% or more each) outperforms any single big pull, so equip breadth once the slots exist.

The other half of your power: the arms ladder

Equipped treasures add bonuses; arms multiply every single lift, so arm upgrades and tier-list decisions feed each other — a better arm makes your next haul (and your next equip tier) arrive sooner. What this site's footage read directly:

ArmsMultiplierPrice (footage)Source
Dirtx2$2Arms menu, 2026-09-27 footage
Woodx5$15Arms menu, 2026-09-27 footage
Cobblestonex10 (order-implied)$50Arms menu, 2026-09-27 footage (label cut)
Brickx20not read (equipped in run)Arms grid, green ✓
GoldRare$300K unlockArms grid feature card

Source: frame-read 2026-09-27; re-checked 2026-10-03 and 2026-10-05 (second publisher). Eight or more locked cards sit below Gold in the observed grid — higher tiers exist but their names/prices were not readable.

The third-party extension, attributed. Sportskeeda's “All Arms” article (published 2026-09-30) lists the tiers our footage never reached: Glowstone x100 ($1M), Obsidian x200 ($5M), Glass x350 (59 Robux), Diamond x500 ($100M), Lava x1K ($500M), Emerald x2.5K ($6.5B), Glitch x3.75K (399 Robux), Bedrock x5K ($200B), Nuclear x10K ($1.5T), and Disco x50K ($20T).

Second publisher, checked 2026-10-05. AllThingsHow's “Every Arm and Its Power Boost” (updated 2026-10-02) lists the same 15 arms with the same costs as Sportskeeda ($100 / $1K / $25K / $100K / $300K / $1M / $5M / 59 Robux / $100M / $500M / $6.5B / 399 Robux / $200B / $1.5T / $20T) and adds explicit Power values per arm: 2, 5, 10, 20, 50, 100, 200, 350, 500, 1K, 2.5K, 3.75K, 5K, 10K and 50K. Two independent publishers now agree on the cost ladder, which strengthens it as the “published” side of the conflict below. Notably, its Power column (2 / 5 / 10 / 20 / 50…) matches what the footage read directly for the early arms (Dirt x2, Wood x5, Cobblestone x10, Brick x20) — the multipliers were never in dispute; only the prices are. It also confirms Gold at Power 50, which this site had left open, and states the Robux-only arms (Glass 59 Robux, Glitch 399 Robux) cannot be bought with in-game Cash.

Third publisher, checked 2026-10-13. Deltia's Gaming’s 2026-10-07 arms guide has the same 15-arm ladder and costs as the two above. One wording difference: Deltia's labels Emerald's rarity “Mythical” where Sportskeeda wrote “Mythic” — same arm, same $6.5B cost and x2.5K power, so the tier meaning is unchanged.

Conflict, shown both ways: all three older publisher ladders price the early arms at Dirt $100, Wood $1K, Cobblestone $25K and Brick $100K — while this site's footage shows the Arms menu selling Dirt for $2, Wood for $15 and Cobblestone for $50 on 2026-09-27. Both cannot be right at the same time; either the articles share a source that rounds differently or prices shifted with the near-daily updates. For what the footage directly shows, the frame reads above win; for tiers beyond Gold, the three agreeing publishers are cited with their dates.

Fourth read, checked 2026-10-28: the same publisher now conflicts with itself. AllThingsHow’s newer 2026-10-17 progression guide lists Lava at $300M (its own 2026-10-02 article and the other two publishers say $500M) and Emerald at $1B (the older sources say $6.5B). It also says Glass, Lava and Emerald prices have changed over time. Do not average these figures: the older three-source ladder and the newer single-source values are both shown, and the shop in your server is the final check.

Reported new arm: TNT. The 2026-10-17 guide adds a TNT Exclusive arm at 800 Robux and displays its multiplier as x6.75 or x13.5. None of the three older arm articles includes TNT, and the newer page itself presents two multiplier values. This is therefore a one-publisher reported row with an unresolved multiplier, not a verified new top tier; Disco remains the highest consistently published option at x50K.

Practical equip-vs-sell rule

Values for every item: /treasure-values/ · the grind behind it: /guide/.

Frequently asked questions

Which treasures should I equip?

The highest-value Epic and Legendary treasures you own — observed bonuses climb with slot value, from +26–38% on ~$1K Rare slots to +50–59% on $124K–$155K Legendary slots. “Place Best Luck” auto-equips your best loadout.

How does the rarity ladder work?

Five tiers with steep bands: Common $10–$20, Uncommon $79–$158, Rare $735–$1.26K, Epic $7.1K–$14.2K, Legendary $90.3K–$147K. Each tier starts roughly four to six times above the previous tier's ceiling.

How many equip slots are there?

Three early, five late in the observed run; the unlock trigger was never isolated in footage. Re-run “Place Best Luck” whenever the HUD shows a new slot.

Which arms are best?

Disco remains the highest consistently published arm at x50K ($20T). The older three-source ladder puts Lava at $500M and Emerald at $6.5B; AllThingsHow’s newer guide says $300M and $1B and adds a TNT Exclusive arm at 800 Robux with x6.75 or x13.5 shown. Those conflicts and the direct-footage early prices are all kept separate above.

Name check: this guide covers the Roblox game +1 Lift Rock for Treasure by ErEr Games (place 102555956950143) — not “+1 Loot To Forge”, “Build A Boat for Treasure!”, “Rock Fruit”, “Lift Legends Simulator”, or real-world lifting stones.