====== Dungeon Provisions and Treasure Chests ====== The dungeon system takes its preparation-and-loot approach from **Darkest Dungeon**. Its currently documented provisions are **Skeleton Keys** and **Antidotes**: keys improve chest claims, while Antidotes protect against new poison applications. Neither replaces suitable gear or attention to enemy skills. ===== Skeleton Keys ===== Skeleton Keys have two forms: the provision bought outside the dungeon and the in-dungeon key. Bringing the provision through an active dungeon entrance converts it into the dungeon form, which must stay in the **hotbar** and stacks to **4**. For an ordinary dungeon treasure chest: - Clear the local monsters and wait for the room to be marked cleared. - Hold an in-dungeon Skeleton Key and right-click the chest without sneaking. - The chest consumes **one key** and awards enhanced loot, including hidden-compartment rewards. - Collect the drops with enough hotbar space available. A key does not bypass the room-clear lock. It is spent only on a fresh, eligible chest claim. The two halves of a double chest are **one claim**, not two independently lootable chests. ===== Opening Without a Key ===== You can force an eligible treasure chest without a key, but risk losing its contents: ^ Chance ^ Outcome ^ | 25% | A trap applies **Poison VI for 10 seconds**; no chest loot is awarded. | | 25% | A hidden mechanism destroys the valuables; no chest loot is awarded. | | 50% | The chest gives ordinary treasure, with fewer loot rolls than a keyed opening. | **The claim is used before this roll.** A trap or destroyed valuables does not leave the same chest available for a second attempt with a key. Antidote can prevent the poison effect, but cannot undo the failed claim or recover the missing loot. ^ Chest size ^ Keyed loot rounds ^ Successful unkeyed loot rounds ^ | Single chest | 4 | 2 | | Double chest | 10 | 5 | Each round is a loot roll, not a guaranteed number of items. Keys give access to enhanced rewards as well as more rolls. A chest can be claimed only once per run; re-clicking does not generate another reward. Unused in-dungeon keys disappear during exit redemption and are **not converted into money**. Bring enough for your plan, but do not treat leftover keys as cash treasure. ===== Antidotes ===== Antidotes are ordinary consumables and can be carried in the main inventory. Drink one **before** a poison attack or risky chest attempt. * Protection lasts **150 seconds (2 minutes 30 seconds)** from consumption. * It prevents new applications of the **Poison** potion effect while active. * It **does not remove poison already affecting you**. * A warning appears with **10 seconds** remaining. * Drinking another refreshes protection from the new consumption time; durations are not added together. * The item defines **Hunger III for 10 seconds** as its side effect and leaves a glass bottle. Bring food. Antidote does not prevent direct attack damage, Wither, Slowness, blindness, knockback, or every effect with a poison-themed name. For example, a projectile called acid spit may simply deal direct damage. Read the encounter guide rather than assuming every green effect is covered. ===== Crafting and Buying ===== The Antidote recipe uses the [[enhanced_crafting_table|Enhanced Crafting Table]]: ^ Slot row ^ Left ^ Center ^ Right ^ | Top | Empty | Azure Bluet | Empty | | Middle | Fermented Spider Eye | Spider Eye | Fermented Spider Eye | | Bottom | Empty | Sunflower | Empty | The **Supplies Trader** sells one Antidote for **$275** and one Skeleton Key provision for **$500**. Selected traders also offer heirloom or ingredient exchanges. Check the trader and Slimefun Guide for available trades. ===== Preparation Checklist ===== * Ruins: prepare Antidotes and food; recheck protection before fighting insects or claiming chests. * Fire: prepare Fire Resistance and enough supplies for a longer run; poison protection does not replace fire preparation. * Other encounter sets: distinguish poison from wither, slows, life drain, and direct damage. * Every run: reserve hotbar space for converted keys and the loot you hope to carry out. ===== Related Pages ===== * [[dungeons|Dungeons]] * [[dungeon_loot|Loot, Heirlooms, and Inventory]] * [[ruins_dungeon|Ruins Dungeon]] * [[fire_dungeon|Fire Dungeon]]