Obsidian Knight Treasure Run Guide
Prioritize reliable Treasure Run clears over the highest difficulty
Official version history added a new Treasure Run difficulty. Public guides and community discussions repeatedly use Daily Treasure as a Gold source, but moving up and failing early can be worse than consistently finishing a lower selectable difficulty.
This guide is for players farming Gold in Treasure Run, deciding whether to raise the difficulty, or losing clear consistency after equipping Gold Drop gear.
Record four items before the run
- The selected Treasure Run difficulty.
- Equipment and the main Skill Card trigger.
- Whether Gold Drop effects are equipped.
- The previous stopping point and whether the run finished.
Comparing only the reward total hides whether difficulty, equipment, or the card draw created the difference. Begin with the same difficulty and equipment.
Change the part matching the first failure
First stopping point | Check first | Change one item |
|---|---|---|
Regular enemies take too long | Main trigger frequency | Focus on a frequent source such as Critical |
Enemy groups remain | Multi-target chain | Add one Stun or Explosion route |
The run ends early | Armor, HP, and Potions | Replace Gold Drop gear with survival gear |
Potions run out late | Incoming damage and healing frequency | Review one Dodge, Stun, or Potion chain |
The run clears but the reward difference is unclear | Gold under the same conditions | Compare two runs with and without Gold Drop |
Secure the damage and survival required to clear before adding more Gold-oriented choices.
Test Gold Drop equipment in this order
- Finish the same difficulty twice with normal equipment.
- Replace only part of the setup with Gold Drop equipment.
- Attempt the same difficulty twice.
- Compare both completion rate and Gold gained.
- Restore the first replaced piece if the run ends early.
More Gold Drop does not guarantee better collection when the setup loses a large part of the run.
When to try the new difficulty
Official history confirms a new Treasure Run difficulty but does not publish the current unlock requirement or reward table.
Compare the next selectable difficulty only when:
- the current difficulty is cleared reliably across multiple attempts;
- the run ends without exhausting Potions;
- Gold Drop gear does not reduce the stopping point;
- the current screen shows the next difficulty's entry condition and reward.
If only one unusually good draw cleared the run, repeat the same conditions before moving up.
Do not require optional ad rewards
Community discussions mention end-of-run reward multipliers, but official public information does not establish their current availability, frequency, regional behavior, or relationship with ad-removal purchases. This guide does not require an ad view or purchase.
If an option appears, decide independently and record the base reward separately from any multiplier.
Check these details in your current version
- daily attempt count or reset time;
- fixed Gold, XP, or chest rewards by difficulty;
- every Treasure Run level and chest behavior;
- ad multiplier frequency or display condition;
- one fixed best equipment or Skill Card setup.
Use the labels and values shown in your current version. Attempt limits, rewards, and ad options can change between updates.