Treasure plays an important role in your dungeon. Treasure has three main purposes, all involving encouraging invader to:
- Visit certain rooms (luring them in with useful or valuable items)
- Turn back and leave instead of going further (by giving them a treasure that's too big to carry while fighting)
- Come back later (by making them greedy to get more)
Some dungeons put lightly guarded treasure in their first few rooms to encourage invaders to quickly leave, while others place their treasures deeper in to lure invaders into more dangerous parts of the dungeon. Both of these methods are workable depending on what kind of reputation you want to spread.
Monster drops do serve as a type of treasure, though for most invaders only Elite or Boss Monster drops are worth specifically searching out. Normal monster drops are seen as a bonus at best since the chances of them appearing is random.
A dungeon that's all dangers and no rewards will scare off weaker, casual adventurers, meaning that only the strongest (and more dangerous) invaders will bother visiting you. If you fail to offer a suitable reward for their efforts, you may be classed as a rogue or defective dungeon, which will lead to groups coming in specifically to destroy your core.
Treasure can be added as a feature in any of your rooms. This feature represents not only generic dungeon treasure like gold and jewels, but also more exotic resources like herbs and mana crystals or even "Rest" features such as fruit trees with magical healing apples or fountains with healing waters.
The more slots a Treasure takes, the bigger it is and the harder it becomes to move.
- 1 Slot: small enough for a single invader to take and use. Example: a bag of coins.
- 2 Slots: must be carried in both hands. During combat, the invaders must drop the item or take a penalty to all attacks. Example: a large mirror.
- 3 Slots: too large for a single person to carry, but can be lifted by multiple invaders as long as they're not in combat. Example: a big treasure chest full of loot.
- 4 Slots: too large to be feasibly moved. However, invaders can take parts of it instead. Example: a tree that can be harvested for healing fruits.