+1 Lift Rock for Treasure treasure values
Every treasure label observed in gameplay footage on 2026-09-27, with its rarity and dollar value exactly as the game displays them. Sort the direct table, filter by rarity — or read it plain, it works without JavaScript. Later publisher-reported tiers and multipliers are separately labeled below.
Values observed 2026-09-27 · later-tier source read 2026-10-28The observed value table
| Treasure | Rarity | Observed value | Seen in |
|---|---|---|---|
| Rock | Common | $10 | starter + zone pools |
| Coal | Common | $12 | x2 Luck room |
| Gem Coin | Common | $14 | x2 Luck room / starter |
| Bone | Common | $16 | x2 Luck room |
| Skull | Common | $18 | x2 Luck room / starter |
| Mushroom | Common | $16 and $20 | x2 Luck room (two labels — per-instance variance or two variants) |
| Iron Bar | Uncommon | $79 | starter + x2 room |
| Gem | Uncommon | $95 | zone pools |
| Brass Bell | Uncommon | $126 | starter / x2 room |
| Anchor | Uncommon | $142 | blue-metal zone |
| Binoculars | Uncommon | $158 | x2 Luck room |
| Beaded Bracelet | Uncommon | not read (occluded) | x10 Luck zone |
| Anvil | Rare | $735 | x10 Luck zone |
| Dagger | Rare | $840 | red zone |
| TNT | Rare | $945 | x10 zone |
| Bomb | Rare | $1.05K | blue-metal / magenta zones |
| Quartz | Rare | $1.26K | x10 / magenta zones |
| Ancient Key | Epic | $7.1K | red zone |
| Brass Compass | Epic | $8.28K | magenta zones |
| Porcelain Vase | Epic | $9.47K | magenta zone |
| Amethyst | Epic | $13K | magenta zone |
| Emerald | Epic | $14.2K | red zone |
| Ring | Legendary | $90.3K | red zone |
| Gold Star | Legendary | $124K | red zone |
| Clover | Legendary | $147K | x20 Luck zone |
| “…con Chain” (name occluded) | Epic or higher | $102K | red zone (name prefix never readable) |
| Music Box | not read | $1.86K fragment | red zone (rarity line occluded) |
Source: floating item labels (name / rarity / $value) frame-read from gameplay footage captured 2026-09-27, two runs (desktop and mobile); re-checked against the same footage 2026-10-03. Occluded rows carry explicit “not read” markers instead of guesses.
How these values were read (methodology)
Every row above came from the same procedure, so you can judge the precision yourself:
- The label is the datum. Broken rocks spawn treasures with a floating three-line label — name, color-coded rarity, green $value. The table copies those lines verbatim, including the game's own K/M notation.
- Occlusions are marked, never guessed. Beaded Bracelet's value, Music Box's rarity and the “…con Chain” prefix were unreadable in every frame where the item appeared; the rows say so explicitly.
- Conflicting reads are shown both ways. Mushroom appeared at $16 and at $20 — the table lists both rather than picking one, which suggests per-instance variance or two variants.
- One observation per value. Each price was read once in dated footage; no value here is a guaranteed drop price, and the game updates near-daily, so later rebalances are possible (an “[UPD]” build was live per the Roblox API on 2026-10-03).
The tier ladder these values form
Sorted by value, the items snap into five clean bands — Common $10–$20, Uncommon $79–$158, Rare $735–$1.26K, Epic $7.1K–$14.2K, Legendary $90.3K–$147K — with each band's floor roughly four to six times the previous band's ceiling. Two consequences for play: a single Clover sale ($147K) outearns hundreds of Common pickups, and the inventory's $↑ sort plus the value bands make sell decisions instant — anything outside your top band goes to the stall when the backpack (4→5 slots, capacity upgrade $500K + 49 gems) fills. Equip-side value: the tier list.
How selling works
Treasures are sold at the green Sell stall at spawn. Observed conversion: “Sold 5 items for $1.13M!” — an endgame run selling Legendary-tier items. Selling converts the item's value to Cash; equipping instead adds a +% bonus to your slots (see /treasure-tier-list/). Cash is the only currency the stall produces, and it feeds everything: arms ($2 → $300K observed), upgrades ($25K–$500K + gems), and headroom for the next rebirth cycle — which is why the standard loop is lift, fill the backpack, sell, re-invest, repeat.
Which zone drops what?
Treasure pools shift by luck zone — the zone changes which rarity drops, not the item's label price:
| Zone (palette) | Rarity focus | Observed examples |
|---|---|---|
| x1 spawn (green lawn) | Common | Rock, Iron Bar, Brass Bell |
| x2 room (dark green) | Common + low Uncommon | Coal, Gem Coin, Bone, Skull, Mushroom, Binoculars |
| blue-metal | + Uncommon/Rare | Anchor, Bomb, Beaded Bracelet |
| x10 / red brick | Rare → Epic/Legendary | Anvil, TNT, Quartz, Ancient Key, Emerald, Ring, Gold Star |
| magenta (x20) | Epic + Legendary | Brass Compass, Porcelain Vase, Amethyst, Clover |
Source: item pickups matched to zone floors in the 2026-09-27 footage; re-checked 2026-10-03. Zone thresholds: /luck-zones/.
Beyond Legendary: publisher-reported tiers and variants
The earlier claim that no outlet had an item-level table is now outdated. A 2026-10-17 AllThingsHow guide publishes base-value ranges for three later rarities and names Golden/Galaxy variants. These are attributed ranges, not rows silently mixed into the direct-footage table above:
| Rarity | Example items | Reported base-value range |
|---|---|---|
| Mythic | Sands Of Time, Bottled Ship | $3.3M – $6.41M |
| Secret | Crown, Robot Head | $50M – $71.4M |
| Celestial | Crystal Geode, Cursed Box | $473M – $580M |
Golden Ruby, Golden Clover and Galaxy Coal are examples of variants that sell above their normal versions. The publisher also reports that cash multipliers can make the same item sell for different amounts: one Secret Robot Head sold for $299M and one Celestial Cursed Box was worth $2.44B after multipliers. Those two totals are run-specific examples, not base rows. Source: AllThingsHow, published 2026-10-17, read 2026-10-28.
Frequently asked questions
What is the most valuable treasure?
The highest complete item label directly observed here was Clover — Legendary, $147K, from the x20 Luck zone (2026-09-27 footage). AllThingsHow’s later-tier table reaches Celestial items at $473M–$580M base value, with higher run-specific totals after cash multipliers.
How were these values measured?
The main table was frame-read from floating item labels in footage captured 2026-09-27 (two runs, desktop and mobile). Occluded labels are marked “not read” instead of guessed, and Mushroom's two labels ($16 / $20) are both listed. Later-tier ranges are publisher-reported and kept outside that direct table.
Should I sell or equip?
Both, in order: equip your highest-value Epic and Legendary items (their +% bonuses climb with value, +26% to +59% observed), then sell the rest at the green stall — one observed sale converted 5 items into $1.13M. On a base pedestal, compare the item’s luck bonus with its sale value first.
Do values change per zone or update?
Direct footage showed one consistent label price across zones except Mushroom. AllThingsHow adds Golden/Galaxy variants and reports that cash multipliers change sale totals for the same item. Keep the evidence types separate: direct label, variant, and multiplied sale are not interchangeable.
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.