Skip to content

DnT Overworld Structures

The Overworld holds the bulk of Dungeons & Taverns content. Structures are organized below by category -- environmental landmarks, biome-specific builds, full-blown dungeons, aquatic sites, and the two companion overhauls.


Environmental Structures

These structures appear across many Overworld biomes and serve as landmarks, rest stops, or early-game exploration targets.

Taverns

Your Starting Point

Taverns are the hub of the DnT progression system. Every Tavern contains a Cartographer villager who sells maps to nearby dungeons. If you're new to DnT, finding a Tavern is your first priority.

Taverns generate in common biomes like plains, forests, and meadows. They look like large inns with multiple rooms, a fireplace, and an outdoor area. Besides the Cartographer, they often contain basic supplies and a safe place to set your spawn.

Firewatch Towers

Tall wooden lookout towers found on hilltops and at forest edges. They contain modest loot and give you a great vantage point to scout the surrounding terrain.

Wells

Small stone wells scattered throughout villages and open biomes. They occasionally contain minor loot at the bottom.

Wild Ruins

Crumbling stone ruins overgrown with vegetation. They appear in forests and plains and typically hold a chest or two of basic loot.

Remnants

Extremely Rare

Remnants are one of the rarest structures in DnT. Don't expect to find one on every journey.

Mysterious, heavily weathered ruins hinting at civilizations long gone. Their loot reflects their rarity.

Underground Houses

Cozy homes carved into hillsides or buried beneath the surface. You'll spot them by a door or window peeking out of the terrain. They contain basic supplies and sometimes a bed.

Ruined Towns

Destroyed settlements with scattered buildings, broken walls, and overgrown streets. These are worth a thorough search:

  • Suspicious gravel blocks can be brushed for pottery sherds.
  • Horsemen (hostile mounted mobs) patrol the ruins.
  • Multiple chests spread across the town's remains.

Biome-Specific Structures

These structures only generate in particular biomes. If you want to find them, you need to travel to the right environment.

Jungle Ruins

Biome: Jungle

Overgrown stone temples hidden beneath the jungle canopy.

  • Contains the Photosynthesis enchantment (restores durability in sunlight).
  • Guarded by Bogged mobs -- skeletal enemies that inflict poison.
  • Dense loot rooms reward thorough exploration.

Jungle Villages

Biome: Jungle

Full villages with jungle-wood architecture, villager NPCs, and trade opportunities. A rare find in the dense undergrowth.

Desert Ruins

Biome: Desert

Half-buried sandstone complexes rising from the dunes.

  • Contains the Outreach enchantment (increases block interaction range).
  • Watch for Hamel Jockeys -- hostile mobs riding camels.

Badlands Miner Outpost

Biome: Badlands

A fortified mining camp built into the terracotta cliffs. Contains mining-themed loot, including ore and tools.

Swamp Villages

Biome: Swamp

Stilted villages above murky water, inhabited by villagers and prowled by Witches. Trade carefully -- the Witches won't hesitate to splash you with potions.

Mangrove Swamp Huts

Biome: Mangrove Swamp

Small wooden huts nestled among mangrove roots. Basic loot and atmosphere.

Witch Villa

Biome: Swamp / Dark Forest

Curse Warning

The Witch Villa contains the Curse of Conductivity -- an enchantment that causes you to attract lightning strikes during thunderstorms. Think carefully before equipping it.

A large, ominous mansion inhabited by Witches. The Curse of Conductivity is found exclusively here.


Dungeons

DnT's dungeons are the main attraction -- multi-room structures with trial spawners, vaults, custom enchantments, and challenging mobs. Difficulty ratings are provided to help you prepare.

Lone Citadel

Difficulty Hard
Enchantments Might, Aerial's Bane
Notes Largest DnT structure in the Overworld

Come Prepared

The Lone Citadel is the largest and most dangerous DnT structure in the Overworld. Bring your best gear, plenty of food, and a way to escape if things go wrong.

A massive fortress at the end of the Overworld progression chain. Expect sprawling corridors, multiple arena rooms, and relentless mobs. The rewards -- Might (Power for Crossbows) and Aerial's Bane (bonus damage to airborne targets) -- are worth the effort.

Illager Hideout

Difficulty Medium
Enchantments Illager's Bane
Notes Underground structure

A concealed underground base used by Illagers. The entrance is hidden, so look for trapdoors or suspicious clearings. Contains the Illager's Bane enchantment (bonus damage vs. Illagers).

Illager Manor

Difficulty Hard
Enchantments Illager's Bane
Notes Rarer than vanilla Woodland Mansions

Rarity

Illager Manors are rarer than vanilla Woodland Mansions. Finding one is an achievement in itself.

A grand, multi-story mansion crawling with Illagers. Similar to a Woodland Mansion but with DnT's custom layout, trial spawners, and vault rewards.

Toxic Lair

Difficulty Medium
Enchantments Antidote, Blowthrough, Tri-shot

A poison-themed underground dungeon. Three exclusive enchantments drop here:

  • Antidote -- negates Poison and Wither effects.
  • Blowthrough -- adds Piercing to Bows.
  • Tri-shot -- adds Multishot to Bows.

Shrines / Shrine Towers

Difficulty Varies (1-5 arenas)
Enchantments Traveler

Vertical combat towers with 1 to 5 arena floors. Each floor has a trial spawner wave you must clear before ascending. The Traveler enchantment (increased sprint speed + step height) can be found here.

Undead Crypts

Difficulty Easy
Enchantments Traveler

Underground burial chambers filled with undead mobs. A good introductory dungeon for newer players looking to practice dungeon-crawling.

Creeping Crypts

Difficulty Medium
Enchantments --

Similar to Undead Crypts but populated with Creeper trial spawners. Bring blast protection or keep your distance.

Bunker

Difficulty Medium
Enchantments Traveler

A Stronghold-like underground complex with narrow corridors and fortified rooms. Contains the Traveler enchantment.

Trial Dungeons

Difficulty Varies
Enchantments --
Notes 1-8 trial spawners per dungeon

Compact dungeons built around trial spawner combat. Each Trial Dungeon contains between 1 and 8 trial spawners, plus Cave Chamber Keys that unlock nearby Cave Chambers.

Cave Chamber Keys

Cave Chamber Keys are special items found in Trial Dungeon loot. They open locked vaults inside Cave Chambers -- separate underground structures that contain additional rewards.

Catacombs

Difficulty Medium
Notes Deepslate layer, below Y=0

Deep underground complexes built entirely of deepslate, found below Y=0. Dark, claustrophobic, and full of undead.

Cave Chambers

Notes Underground, requires Cave Chamber Keys

Hidden underground rooms unlocked with Cave Chamber Keys from Trial Dungeons. They serve as bonus loot rooms for players who complete the Trial Dungeon chain.


Aquatic Structures

Trident Trail Monument

Trident Farming

This is one of the best sources of Tridents on the server. The monument also contains a Heart of the Sea.

A large underwater monument guarded by guardian trial spawners. Clear the guardians and loot the vaults for tridents and a Heart of the Sea.

Conduit Ruin

A partially destroyed underwater structure that, when explored, teaches you how to build a Conduit. Contains the necessary materials and a visual guide built into the ruin's layout.


Ancient City Overhaul

Companion Pack

Ancient City Overhaul v2 reworks vanilla Ancient Cities. These changes apply to every Ancient City on the server.

The Ancient City Overhaul transforms the vanilla Ancient City into a more complex and rewarding structure:

  • Slimmer, taller walls create a maze-like layout instead of the open vanilla design.
  • Residential houses are scattered throughout, adding variety and loot opportunities.
  • Illager Camp variants (3 types) introduce Illager enemies to the Deep Dark.
  • Alarm Towers (3 types) act as hazard points -- triggering them alerts nearby mobs.
  • Big Chambers (5 types) serve as major loot rooms with unique rewards.
  • Archaeology sites let you brush suspicious blocks for exclusive finds.
  • Reduced Shrieker count makes navigation less punishing while keeping the tension.
Wardens Still Spawn

The Shrieker count is reduced, not eliminated. Wardens can still spawn if you're careless. Sneak, stay quiet, and watch where you step.


Jungle Temple Overhaul

Companion Pack

Jungle Temple Overhaul v1.2 replaces vanilla Jungle Temples with 4 new variants.

Every Jungle Temple on the server uses one of 4 redesigned layouts:

  • All variants feature 4 Bogged mobs guarding the interior.
  • Custom loot tables replace the vanilla chests.
  • 2 of the 4 variants include archaeology sites with brushable suspicious blocks.
Which Variants Have Archaeology?

There's no way to tell from the outside. If you find a Jungle Temple, explore it fully -- you might find suspicious sand or gravel inside.