Dungeons and Taverns Mod Guide: All Structures, Enchantments & Loot
Dungeons and Taverns adds over 100 vanilla-styled structures across every dimension, from biome-specific Taverns to the continent-spanning Lone Citadel and the terrifying End Castle. The mod introduces a Cartographer map system that guides players through a full progression of dungeons, hidden keys and Vaults inside every structure, and 17 unique enchantments found nowhere else in the game. Every biome gets new points of interest, making exploration feel purposeful and deeply rewarding.
Overview
Dungeons and Taverns replaces Minecraft's sparse exploration landscape with over 100 hand-crafted structures designed to feel like they shipped with the base game. Overworld biomes get Taverns, buried ruins, and fortified outposts. The Nether gains imposing keeps and ports. The End receives standalone ships, lighthouses, and a sprawling castle with a boss. Every structure has purpose: loot, Vaults that require specific Keys, and Librarian villagers who teach exclusive enchantments not found anywhere else.
The mod overhauls several existing vanilla structures as well, including the Ocean Monument, the Desert Temple, and the Ancient City (via a separate add-on datapack). Players can browse all items and recipes using the tabs above on this page.
Getting Started
- 1
Find a Tavern
Taverns spawn in virtually every Overworld biome and are typically your first encounter with the mod. Head upstairs in any Tavern to find a Cartographer villager. This Cartographer is the gateway to the rest of the mod's content, so treat every Tavern as a waypoint worth visiting early in a playthrough.
- 2
Level the Cartographer to Apprentice
Unlike older versions of the mod that placed maps in chests, the Cartographer must be traded with and leveled up to Apprentice before map trades unlock. Gather a few Emeralds and Paper early, then work through the Novice trades until the Apprentice tier becomes available. Once there, the Cartographer offers maps pointing to specific DnT structures in the surrounding world.
- 3
Collect Structure Keys from Loot
Each DnT structure uses one or more Key types to unlock its Vaults, which hold the best loot. Shrine Keys, End Ship Keys, Trident Trial Keys, and others drop from chests, mobs, and boss chambers within the matching structure. Keep every Key you find; running a structure without the right Keys means missing the premium rewards.
- 4
Follow the Progression from Easy to Rare
Start with Shrines (the surface copper-bulb markers lead to underground dungeon networks), then explore Overworld ruins and forts with iron or diamond gear. The Nether structures require strong armor and fire resistance. Save the End Castle and the Lone Citadel for your best loadout, as both are among the hardest and most rewarding structures in the mod.
- 5
Hunt Enchantments from Structure Librarians
Certain DnT structures contain a Librarian villager with an exclusive trade tied to that building. Level the Librarian from Novice to Apprentice while staying inside the structure to unlock the trade. This is the only renewable source for most of the mod's 17 custom enchantments, so it is worth keeping these Librarians alive and accessible.
The Tavern & Cartographer System
Taverns are the mod's navigation hubs. They generate in every major Overworld biome and come in multiple architectural variants suited to their surroundings, from Cherry Grove cottages to Savanna lodges. Inside, players can rest at beds, use a crafting station, and trade with regular villagers on the ground floor.
The Cartographer upstairs is the most important NPC in the entire mod. After reaching Apprentice rank through initial trades, the Cartographer unlocks treasure maps for nearby DnT structures such as the Illager Manor, the Desert Ruins, and deeper-tier dungeons. The Cartographer can be carried to a new location in a Boat or Minecart after leveling, making it possible to bring their services to a base.
If a structure cannot be located by map, the command "/locate structure nova_structures:[structure_name]" works for any DnT building. Structure names use lowercase with underscores, for example "nova_structures:illager_manor" or "nova_structures:lone_citadel".
After leveling a Tavern Cartographer to Apprentice, place them in a Boat or Minecart to transport them to your base. They keep all their unlocked trades, letting you purchase structure maps from home without having to hunt another Tavern.
Overworld Structures
Shrines
Shrines appear as small surface platforms marked by a number of Copper Bulbs that indicate their difficulty tier, from one bulb (Level 1) to five bulbs (Level 5). Each Shrine is the entrance to a multi-room underground dungeon with fully themed chambers inspired by the Tricky Trials update.
Inside, each room contains Trial Spawners and at least one Vault. Using a Shrine Key on the Vaults yields exclusive loot including the Traveler enchantment book. A Level 5 Shrine has five progressively larger chambers, ending in a grand treasure room. Shrine Towers are taller above-ground variants that lead to the same dungeon type.
Jungle Ruins
The Jungle Ruins overhaul replaces the vanilla Jungle Pyramid with a sprawling ruined settlement surrounding a central pyramid structure. Crumbling buildings with Pots and Chests dot the outer area, rewarding thorough exploration before the pyramid itself. The pyramid interior is full of traps and rewards, including the Photosynthesis enchantment book from its Vault.
Desert Ruins
The Desert Ruins reimagine the vanilla Desert Temple as an ancient excavation site buried in the sand. The structure holds the Outreach enchantment book and a Librarian who can teach Outreach renewably once leveled to Apprentice. Coming prepared with Fire Resistance and a shield is advisable for the traps within.
Badlands Miner Outpost & Firewatch Towers
The Badlands Miner Outpost spawns in Mesa Badlands biomes and serves as an early-game loot stop with multiple floors and Pillager-style defenders. Firewatch Towers appear across Overworld biomes as tall wooden observation posts, typically containing a chest or two and a hostile patrol. Both are manageable in Iron Armor and make for good first-night objectives.
Witch Villa & Pale Residence
The Witch Villa is a sinister manor guarded by Witches that holds the Curse of Conductivity enchantment. The Pale Residence is a haunting Pale Oak Forest structure containing the Spiteful enchantment book and a Librarian who can sell it. Both structures require some preparation since their defenders deal Poison or strong melee damage.
Illager Hideout & Illager Manor
The Illager Hideout is a smaller underground installation where Illagers camp with their Pillager patrols. It contains the Illager's Bane enchantment and a corresponding Librarian trade. The Illager Manor is a far rarer and much larger structure built in Dark Oak biomes, dwarfing the standard Woodland Mansion in scale.
The Illager Manor is the kind of target worth planning a Nether highway to reach. Its Librarian also sells Illager's Bane, making either structure a valid route for obtaining that enchantment. Both reward groups of two or more players.
Undead Crypt & Bunker
The Undead Crypt is an underground tomb guarded by Skeletons and Zombies, offering the Traveler enchantment as its primary reward. The Bunker is a reinforced underground outpost with multiple corridors, also containing Traveler loot. Both are good mid-game targets when hunting for boot enchantments.
Lone Citadel
Overworld, extremely rare, thousands of blocks from spawnThe Lone Citadel is the crown jewel of the Overworld, a direct recreation of the Lone Fortress from Minecraft Dungeons. It generates extremely far from spawn, often requiring 20,000+ blocks of travel, and towers over everything around it. Inside, dozens of Vaults, spawner rooms, and treasure halls await. Strays and Breezes patrol the upper floors alongside standard Pillager forces. Finding this structure in survival is a major achievement; conquering it is a campaign-ending accomplishment.
Nether Structures
Nether Keep
The Nether Keep is a sprawling Nether fortress variant, significantly larger and more maze-like than a standard Fortress. Wither Skeletons here carry Enchanted weapons, making them noticeably more dangerous than their vanilla counterparts. The structure contains Vaults loaded with Nether-themed loot and is the primary source for Hydro Veil, Swift Soar, and Wither Coated enchantment books.
The Nether Keep also has a Librarian who can teach Hydro Veil, Swift Soar, and Wither Coated renewably. Bring Fire Resistance Potions and full Diamond or Netherite Armor, as the combination of Enchanted Wither Skeletons and dense room layouts makes this one of the more punishing structures in the Nether.
Nether Port
The Nether Port is a fortified waystation built around a Nether Portal, themed as a transit hub between the Overworld and Nether. It contains the Swift Soar and Wither Coated enchantment books and a Librarian that sells Swift Soar. The structure is generally smaller than the Keep and serves as an earlier Nether target.
Piglin Donjon & Sealing Halls
The Piglin Donjon is a Piglin-run fortification that contains a Librarian with a Soul Speed trade, letting players obtain Soul Speed boots without hunting for ancient debris trades. The Sealing Halls is arguably the richest single structure in the Nether, holding Vaults tied to Aerial's Bane, Ghasted, Hydro Veil, Swift Soar, and Wither Coated. Its Librarian can teach any of those five enchantments, making it the single best stop for enchantment hunting in the Nether.
Nether structures spawn enemies considerably stronger than their Overworld equivalents. Wither Skeletons in the Nether Keep carry Enchanted swords. Bring at least a full set of Diamond Armor, Fire Resistance Potions, and a shield before attempting any DnT Nether structure.
Ocean Monument Overhaul: Trident Trial Monument
The vanilla Ocean Monument is transformed into the Trident Trial Monument, one of the most distinct structures in the mod. The overhauled Monument is dramatically larger, adding entire wings of new underwater chambers that use Trial Spawners to flood rooms with Drowned and Guardians. Think of it as an underwater Trial Chamber with significantly higher mob density and far better loot.
Clearing the spawner rooms drops Trident Trial Keys, which open standard Vaults scattered through the structure containing copper blocks, Gold, and Sponges. The boss chamber at the heart of the Monument contains an Elder Guardian spawner; defeating it yields the Trident Trial Boss Key, which unlocks two Ominous Vaults. One Ominous Vault is guaranteed to contain a Trident, and the other guarantees a Heart of the Sea.
Trident Trial Monument
Ocean biomes, replaces vanilla Ocean MonumentThe Trident Trial Monument is the definitive fix for the vanilla Trident acquisition problem. Bring Water Breathing Potions, Depth Strider boots, and Respiration armor to survive the extended underwater combat. Players with an Elytra can drop in from the top; otherwise swim through the outer wings. The guaranteed Trident from the Ominous Vault makes every cleared Monument worth the effort.
Stock up on Water Breathing Potions (eight minutes or more), and enchant your helmet with Aqua Affinity and Respiration before attempting the Trident Trial Monument. The combat inside lasts far longer than a vanilla Monument clear. Conduits placed in the structure's water chambers provide permanent Water Breathing if you want a more comfortable run.
End Structures
End Lighthouse
End Lighthouses function as the End dimension's equivalent of Overworld Taverns: waypoints with Shulker spawners, lootable Shulker Boxes tucked in side areas, and a Vault that accepts an End Ship Key. The Vault reward is a map pointing to an End Castle. Like Taverns, Lighthouses act as navigational stepping stones to the more dangerous End content.
End Ships (Standalone)
In addition to the ships docked at vanilla End Cities, Dungeons and Taverns scatters standalone End Ships throughout the outer End islands. Each ship contains a Vault that accepts an End Ship Key and rewards a slightly damaged Elytra, guaranteed from the Vault's loot table. This makes Elytra far more accessible in multiplayer worlds where every player can open their own Vault independently.
End Castle
Outer End islands, findable with Eyes of EnderThe End Castle is a massive stronghold-and-End-City hybrid spread across multiple End islands. It can be located with Eyes of Ender, which track toward it just like a Stronghold, or with a map from an End Lighthouse Vault. The castle contains a dedicated boss arena housing a giant Phantom that deals heavy damage and moves quickly. Surviving the boss fight unlocks the structure's premium Vault rewards, including three of the mod's most powerful enchantment books. Plan to arrive in full Netherite with Totems of Undying.
The Key & Vault System
Every DnT structure uses a Key-and-Vault system that mirrors the Tricky Trials update. Standard Vaults accept a specific Key type and can be opened by multiple players independently, rewarding each with their own loot pull. Ominous Vaults require an Ominous-tier Key and offer the best loot in the structure, including guaranteed rare drops like Tridents and Elytras.
Keys drop from the structure's enemies, spawner completions, or the boss chamber. Running a structure without collecting Keys first means the Vaults go unopened. On returning visits, Vaults reset after a cooldown just like in vanilla Trial Chambers, allowing repeat farming of a structure's loot.
Structure Keys at a Glance
| Shrine Key | Shrine, Shrine Tower, Undead Crypt, Bunker Vaults |
| End Ship Key | End Lighthouse and standalone End Ship Vaults |
| End Castle Key | End Castle Vaults |
| Trident Trial Key | Standard Vaults inside Trident Trial Monument |
| Trident Trial Boss Key | Ominous Vaults in Trident Trial Monument (Elder Guardian drop) |
| Ominous Toxic Key | Ominous Vaults in Toxic Lair |
Custom Enchantments
Dungeons and Taverns adds 17 custom enchantments found exclusively in structure Vaults or through the Secret Librarian trade system. These enchantments are designed to feel like natural extensions of the vanilla enchantment table, filling gaps in the existing system rather than introducing overpowered effects.
Melee Enchantments
Aerial's Bane (up to level 5) deals bonus damage to any target that is airborne, whether from Knockback, jumping, or falling. It works on Swords, Axes, Tridents, Maces, Bows, and Crossbows, and is particularly effective against Breezes and Vexes. It cannot be combined with Sharpness or Power. Found in the Lone Citadel, Sealing Halls, and End Castle.
Illager's Bane (up to level 5) increases damage specifically against Illagers, Ravagers, Vexes, and Witches. It is incompatible with Sharpness and other damage enchantments but makes clearing Raids and Illager structures significantly faster. Found in the Illager Manor and Illager Hideout.
Spiteful (up to level 3) grants an attack damage boost when the player is at 2.5 hearts or below and gives a small chance to receive Strength when hit at any health. Found in the Pale Residence and certain Shrines. Wither Coated (up to level 3) inflicts the Wither effect on direct hits; higher levels increase potency but reduce duration. Found in the Nether Port and Sealing Halls.
Ranged Enchantments
Might (up to level 5) is Power for Crossbows, boosting arrow damage in the same way Power boosts Bows. It is found in the Lone Citadel. Blowthrough (up to level 4) gives Bows the Piercing effect, allowing arrows to pass through multiple targets. Tri-shot gives Bows the Multishot effect, firing three arrows at once. Both Blowthrough and Tri-shot are found in the Toxic Lair.
Ghasted (up to level 3) transforms Crossbow arrows into Ghast Fireballs, adding explosion damage and chaos to every shot. Higher levels increase fireball explosion size. Gravity pulls all nearby mobs toward the arrow's landing point, causing them to levitate briefly. Both are found in the Sealing Halls and End Castle respectively.
Armor & Utility Enchantments
Traveler (up to level 3) boosts sprint speed and increases step height so the wearer can walk up full blocks without jumping, similar to a horse. It slowly drains boot durability while active and cannot be combined with Soul Speed. Found across Shrines, Shrine Towers, Bunkers, and Undead Crypts.
Outreach (up to level 4) extends the player's block interaction range, allowing block placement and breaking from further away. It goes on Chestplates and is found in Desert Ruins. Antidote (level 1) cancels all Poison and Wither damage but redirects that damage to the chestplate's durability, making it incompatible with Protection enchantments. Found in the Toxic Lair.
Photosynthesis (level 1) slowly repairs any item with durability while the player stands in direct sunlight or in light strong enough to grow crops. It cannot be combined with Mending. Found in Jungle Ruins. Wax Wings (level 1) prevents Elytra durability loss during slow gliding, though firework-boosted flight still drains it faster. Found in the End Castle.
Happy Ghast Harness Enchantments
Swift Soar (up to level 3) boosts a Happy Ghast's flying speed while the rider sprints, making it meaningfully faster for long-distance travel. Hydro Veil (up to level 4) increases the Happy Ghast's healing rate to match rain and cloud-layer healing (except in the Nether) and reduces damage taken from fire and explosions per level. Both enchantments apply to Harnesses and are found primarily in the Sealing Halls and Nether Keep.
Ranged Enchantment Comparison
| Might | Blowthrough | Ghasted | Gravity | |
|---|---|---|---|---|
| Max Level | 5 | 4 | 3 | 1 |
| Item | Crossbow | Bow | Crossbow | Crossbow |
| Effect | Power equivalent for Crossbows | Piercing for Bows | Arrows become Ghast fireballs | Arrow pulls nearby mobs on impact |
| Found In | Lone Citadel | Toxic Lair | Sealing Halls | End Castle |
| Incompatible | Gravity, Ghasted, Piercing, Multishot | Infinity, Tri-shot | Multishot, Piercing, Might, Aerial's Bane | None |
Secret Librarian Trades
The Secret Librarian system makes the mod's custom enchantments renewable. Each eligible structure contains a Librarian villager who, when leveled from Novice to Apprentice while physically inside the structure, permanently unlocks a trade for a specific enchantment book. This trade is available for the rest of that Librarian's life and resets on a cooldown like any other trade.
Only one enchantment trade unlocks per Librarian level-up; the unlocked enchantment is determined by the structure the leveling occurs in. Moving the Librarian out of the structure after leveling does not remove the trade, so players can bring their leveled Librarians back to a home base for convenient access.
Librarian Trade Locations
| Desert Ruins | Outreach |
| End Castle | Aerial's Bane, Gravity, Wax Wings |
| Illager Hideout / Manor | Illager's Bane |
| Jungle Ruins | Photosynthesis |
| Nether Keep | Hydro Veil, Swift Soar, Wither Coated |
| Nether Port | Swift Soar |
| Pale Residence | Spiteful |
| Piglin Donjon | Soul Speed |
| Sealing Halls | Aerial's Bane, Ghasted, Hydro Veil, Swift Soar, Wither Coated |
| Lone Citadel | Wind Burst, Aerial's Bane, Might |
| Toxic Lair | Antidote, Blowthrough, Tri-shot |
| Witch Villa | Curse of Conductivity |
| Shrines / Towers / Bunker / Crypts | Traveler |
Configuration
Individual structures can be disabled without removing the mod by navigating to the "Dnt/data/nova_structures/worldgen/structure_set/" folder inside the datapack and deleting the JSON file for any structure that should not generate. This is useful on servers where certain large structures like the Lone Citadel cause too much world generation lag, or where specific structures are not wanted for thematic reasons.
The custom enchantments can be removed entirely by installing the companion "NoFun DnT" datapack alongside Dungeons and Taverns. This disables all 17 custom enchantments while keeping every structure and the Cartographer system fully intact. Players who want the exploration content but prefer a strict vanilla enchantment set can use this option without losing any other feature of the mod.
FAQ
How do I get maps to DnT structures?
Find a Tavern in any Overworld biome, go upstairs, and trade with the Cartographer villager. Level the Cartographer to Apprentice through Novice trades (Paper and Emeralds), and map trades for nearby DnT structures will unlock. Alternatively, use the command "/locate structure nova_structures:[name]" for any structure you want to find directly.
How do I open the Vaults inside structures?
Each structure uses one or more Key types. Keys drop from enemies, spawner completions, or boss fights within the structure. For example, the Trident Trial Monument drops Trident Trial Keys from Drowned and Guardian spawner rooms, and a Trident Trial Boss Key from the Elder Guardian boss chamber. Right-clicking a Vault with the correct Key opens it.
Where is the Lone Citadel and how far away does it spawn?
The Lone Citadel is one of the rarest structures in the mod and generates extremely far from world spawn, often more than 10,000 to 20,000 blocks away. Use "/locate structure nova_structures:lone_citadel" to find the nearest one. Building a Nether highway toward it is strongly recommended, as traveling overland at that distance is impractical without an Elytra.
How do I get the Traveler enchantment?
Traveler drops from Vaults inside Shrines, Shrine Towers, Bunkers, and Undead Crypts. It also comes from random grave-type containers found in other DnT structures. For a renewable supply, find a Librarian inside any of those structure types and level them to Apprentice while inside. At level 3, Traveler provides full horse-like step height and noticeably faster sprinting, draining boot durability slowly while active.
Can I disable structures I don't want?
Yes. Navigate to "Dnt/data/nova_structures/worldgen/structure_set/" within the datapack folder and delete the JSON file for any structure you want to remove. This only affects newly generated chunks; already-generated structures remain in the world. To disable custom enchantments specifically, install the companion "NoFun DnT" datapack.
How do I find the End Castle?
The End Castle can be found two ways: obtain an End Castle map from an End Lighthouse Vault (using an End Ship Key), or throw Eyes of Ender in the End dimension. Eyes of Ender in the End track toward the nearest End Castle, the same way they track toward Strongholds in the Overworld. The End Castle is a stronghold-and-End-City hybrid visible from a distance once in the outer islands.