Traps and curios are the risk-reward layer of dungeon crawling. Some are free loot, some are deadly.
Why this matters
Curios can heal, buff, or afflict your party. Knowing which to touch is a real skill.
Step-by-step
- Scout rooms to spot traps and curios.
- Interact with curio only when the party is healthy.
- Keep antidotes and shovels in provision slots.
- Retreat from traps you cannot disarm.
- Take loot from curio even when it risks stress.
- Cure afflictions from bad curio immediately.
- Note which curio are safe on each route.
Tips
- Curios pay best when the party is healthy
- Antidotes and shovels prevent most bad rolls
- Not every trap is worth the loot
- Learn safe curio per dungeon
Common mistakes
- Touching curio at low health
- Carrying no antidotes or shovels
- Treating every curio as free money
- Ignoring afflictions until they break a hero
Practical notes
Scout before you interact, since some curios need a specific item and others are traps. A wrong choice costs health or loot. Carry keys, shovels, and medicine for common curios. A prepared party turns traps into free rewards. Scout reveals the safe interaction, so never guess at a curio. A read curio pays instead of hurts.
A wrong choice can afflict a hero or waste a valuable reward. Carry keys, shovels, and medicine for the common curios so you can take the safe option. A prepared party turns traps into free rewards and avoids the random deaths that curios can cause.