Steal From The Rich! Treasures Guide: Label Fields, Uses & Recorded Entries
Reference for Steal From The Rich! treasures: what they are, the fields on their labels, display income and the SELL stall, My Items and plot capacity, plus the treasure entries gameplay footage shows.
Treasures are the valuable collectibles that come out of stolen crates in Steal From The Rich!. Their job in the game's loop is to be displayed at your base, where they generate money per second while you push toward richer areas and greater finds.
Quick answer
Treasures are the collectible valuables that come out of stolen crates. Displayed at your base, they earn passive income; the loop is to steal crates, collect treasures, build your base with them, and reach richer areas for better loot.
- The official loop: 'Steal crates from the rich', 'Collect valuable items like treasures', 'Build and decorate your dream base with your stolen treasures', 'Reach richer areas and discover greater treasures'.
- Treasures are described as 'Gold, gems and other valuables' that 'power your income'.
- Each unboxed collectible generates $X per second, shown on its label once placed.
From stolen crate to displayed treasure
Keep this as brief context — the crate route itself is an adjacent topic. What matters here is where a treasure comes from before it reaches your display:
Roadmap
- 1
Steal a crate
Take a crate from a rich NPC or wealthy area.
- 2
Appraise it at your base
Return the crate, check its appraisal timer, and open it when it is ready.
- Watch for the 'READY!' marker on a placed crate
- Use the Open Crate prompt once appraisal finishes
- 3
Unbox the treasure
Stolen crates are appraised to reveal the treasures hidden inside — an item with rarity, income, condition and odds.
- 4
Review before displaying
Read what you received before deciding what to put on display.
Treasure label fields
Treasure labels expose a fixed set of fields, each with a practical purpose when comparing finds:
Comparison
| Label | Practical use |
|---|---|
| Item name | Identifying which treasure you are comparing |
| Rarity | Reading the item's stated rarity |
| Quality descriptor | Distinguishing the condition shown on this item |
| Dollar-per-second value | Comparing its displayed income with your other treasures |
| Odds label | Reading the chance label without assuming a complete loot table |
One naming note: some write-ups list the fields as name, rarity, quality descriptor, odds label and income rate, while others summarize what opening unboxes as rarity, income, condition and odds. The "condition" and "quality descriptor" wordings refer to the same label field, not two separate attributes. The practical rules that come with these fields: separate crate class, treasure rarity, quality, odds and income before comparing your finds, read the odds label without assuming a complete loot table, and remember that rarity matters because rarer finds are worth more when displayed at your base. The biggest-looking object is not automatically the one you should put on display.
What treasures are used for
Two uses are confirmed once you hold a treasure. The first is display for passive income: place the treasure you opened, read its dollar-per-second label and compare it with the items already displayed at your base. Placed items generate money every second ($X/s on each label), and shown treasures turn stolen loot into income. Comparison should be based on the income rate, not appearance — do not choose from object size alone.
The second is selling. The SELL stall buys items for cash, with floating sell amounts observed, so it is an alternative outlet if you would rather not display an item.
One boundary belongs with these numbers: your wallet, treasure rates and the daily offline estimate each describe something different. A displayed treasure's rate must not be conflated with your balance or an offline estimate.
Managing displayed treasures
Equipped and displayed treasures are managed through My Items. The menu lists equipped treasures with their income rates and UNEQUIP buttons, and its capacity counter shows how much equipped space you are using and whether your display is full. It also holds UNEQUIP controls and an Equip Best button; after a replacement, the confirmation reports how many items were placed and removed.
Capacity is a hard limit on displaying treasures. If you cannot equip another treasure, check the equipped count in My Items — if your plot is full, compare your equipped treasures and inspect the Upgrade Plot offer or the +1 EQUIP control. A full base can leave you holding a new treasure with nowhere to place it; follow the full-plot warning to the capacity controls rather than trying to place the item repeatedly.
How treasures connect to base building and progression
Treasures are wired into base building and progression as the loop's currency of display: income from displayed loot funds base and treadmill upgrades, higher Speed opens richer zones, and richer zones hide more valuable crates to steal. Every richer zone you unlock gives the base better treasures to show.
The collection side is tracked separately from the display. The Item Index records your collection, and Item Index rewards can also give you money and Speed — but claiming one does not mean your displayed treasures now earn at a higher rate. Check the display, collection rewards and wallet separately. The official loop ends with "Reach richer areas and discover greater treasures"; the specific zone thresholds behind that step are not documented, so treat any specific number you see elsewhere as unconfirmed and check the offer in-game.
Treasures recorded in gameplay
Only a small set of named treasure entries is visible in recorded gameplay so far, and these finds come from a player's first session, so treat them as observed entries rather than the game's full catalog:
Tips
Antique
The player picks up 'this antique thing' and, after placing it, finds the base works 'like a museum and it makes you money per second'.
Fossil
Placed with the words 'let's put this fossil down so it'll make us even more money'.
Quality words shown
An appraisal 'said good' ('they could be better, but they could be worse'), and 'divine' is treated as near-unobtainable ('divine. No one can get divine.'). 'Epic' appears as a crate class, not an item name — these spoken words are not an official tier list.
Per-second figures
'48 per second. 11 per second.' appear for placed items, without a clear name-to-rate pairing, so neither figure should be attached to a specific treasure.
Mentioned but unconfirmed
'Perfume bottle, maybe.' is said speculatively before opening a crate and is not a confirmed entry.
None of these finds comes with a confirmed rate, rarity or odds value attached to its name, and the two named entries are not a complete catalog. Exact in-game names, label fields and rates can change with updates, so confirm what a treasure's label actually shows in your current game before relying on any figure here.
Related Guides
Treasure Values: Observed Income-per-Second Table
Check observed income-per-second values for displayed treasures and pick which loot deserves your limited plot slots.
Selling Guide: How to Sell Goods at the SELL Stall
Sell surplus goods at the SELL stall with confidence \u2014 here is how the stall works and when to use it.
Base Building Guide: Placing and Displaying Stolen Treasures
Set up your base the right way: place stolen crates, display treasures, and keep every slot producing income.