Dungeons and Taverns

by Nova_Wostra27.0M downloadsForge

an Vanilla styled structure mod

Mods1.21.xWorld GenAdventure and RPGStructuresCurseForge

Dungeons and Taverns Mod Guide: Every Structure, Enchantment & Secret Explained

Dungeons and Taverns fills your Minecraft world with dozens of vanilla-styled structures that feel like they belong in the base game. From cozy roadside Taverns with Cartographer quest maps to sprawling dungeons like the Toxic Lair and End Castle, each structure brings unique loot, custom enchantments, and a key-based vault system that rewards thorough exploration.

Overview

Dungeons and Taverns (DnT) is a structure mod that adds over 30 new structures spread across the Overworld, Nether, and End. Every structure is designed to feel vanilla, blending naturally into each biome it spawns in. The mod does not add any new blocks or items to your inventory; instead, it uses vanilla items with custom model data for structure-specific Keys, and introduces 17 exclusive enchantments that can only be found as loot inside its dungeons.

The mod's content ranges from small environmental decorations like Firewatch Towers and Wells to massive multi-room dungeons with Trial Spawner-style vault systems. Taverns serve as the central hub, housing Cartographer villagers who sell quest maps leading to the mod's various dungeons. You can browse all items and recipes this mod uses through the tabs on this page.

Getting Started

  1. 1

    Find Your First Tavern

    Taverns are the most common DnT structure with a spacing of just 40 chunks. They spawn in almost every Overworld biome with 11 biome-specific variants (Oak, Birch, Spruce, Dark Oak, Cherry, Acacia, Jungle, Mangrove, Desert, Swamp, and Snowy). Look for a cozy building with a Smoker sign. If you cannot find one nearby, use the command /locate structure nova_structures:tavern_oak (or any variant).

  2. 2

    Trade With the Cartographer

    Inside each Tavern you will find a Cartographer villager. Trade with them and level them up to Apprentice rank. Once they reach Apprentice, they begin offering quest maps that lead to DnT structures like the Lone Citadel, Toxic Lair, Illager Manor, and more. You can move the Cartographer to any location and keep leveling them for additional maps.

  3. 3

    Gear Up for Dungeons

    The smaller structures (Remnants, Firewatch Towers, Wells, Wild Ruins) are safe to explore in Iron gear. For mid-tier dungeons like Illager Hideout or Desert Ruins, bring at least Iron armor with a Shield. For endgame dungeons like the Lone Citadel, Toxic Lair, or End Castle, you will want full Diamond or Netherite gear, plenty of food, and Potions.

  4. 4

    Collect Structure Keys

    Many dungeons contain locked Vaults that require structure-specific Keys. These Keys are reskinned Trial Keys and Ominous Trial Keys with custom model data. You will find them as loot within the same structure, dropped from Trial Spawner-style encounters. Collect all the Keys in a dungeon before leaving, as they unlock Vaults containing the best enchanted books and rare loot.

  5. 5

    Hunt for Exclusive Enchantments

    DnT's biggest reward is its 17 custom enchantments, each exclusive to specific structures. Enchantments like Photosynthesis (repairs items in sunlight) and Traveler (boosts sprint speed and step height) can only be found as loot in their designated dungeons. Check the enchantment guide below to learn which structures drop which enchantments, and plan your dungeon runs accordingly.

Finding Structures Fast

Use /locate structure nova_structures: and let the autocomplete suggest structure names. This works for every DnT structure. Tavern Cartographers also sell maps to major dungeons, so trading with them is the intended survival-friendly way to find content.

Overworld Structures

Taverns

Taverns are friendly rest stops that spawn across nearly every Overworld biome with 11 wood-type variants. Each Tavern contains a Cartographer villager who, once leveled to Apprentice, sells Explorer Maps pointing to the mod's dungeons. These quest maps cover destinations like the Lone Citadel, Toxic Lair, Illager Manor, Desert Ruins, Jungle Ruins, Witch Villa, Badlands Miner Outpost, Undead Crypt, Creeping Crypt, Stray Fort, Trident Trial Monument, and even the Ancient City. Taverns have a spacing of 40 chunks, making them relatively easy to find.

Remnants

Remnants are small ruined structures scattered throughout the Overworld at a spacing of 120 chunks. There are over 20 variants including graveyards, abandoned smithies, sawmills, a classic village ruin, an ominous shop, a zombie horse ranch, and more. These are not dangerous but contain modest loot like Iron, food, and occasionally an enchanted tool. They add flavor and history to the landscape.

Firewatch Towers & Wells

Firewatch Towers come in 9 biome variants (Birch, Cherry, Dark Oak, Forest, Jungle, Mangrove, Savanna, Swamp, and Taiga) and spawn every 50 chunks. These tall wooden towers are environmental structures with small loot caches. Wells are simple village-style structures in 6 wood variants with a spacing of 40 chunks, adding charm to the landscape.

Illager Structures

DnT significantly expands Illager content. The Illager Camp (spacing 50) is a small hostile encampment. The Illager Hideout (spacing 200) is a larger dungeon with loot worth "relieving." The Illager Manor is the mod's replacement for the vanilla Woodland Mansion, featuring distinct rooms like a kitchen, library, smithing room, map room, wool room, witch's quarters, and evoker chambers. Manor loot includes exploration maps to other DnT structures, enchanted books (including Illager's Bane), Sentry and Vex Armor Trim Smithing Templates, Totem of Undying, and even a Music Disc (Mellohi). The Manor map room contains maps to Pillager Outposts, Ancient Cities, Witch Villas, Badlands Miner Outposts, and Illager Hideouts.

Desert Ruins & Jungle Ruins

Desert Ruins (spacing 80) are sprawling ancient settlements found in desert biomes. They feature suspicious sand for archaeology, yielding pottery sherds and the Wild Armor Trim. The exclusive enchantment here is Outreach, which increases block interaction range by 0.5 blocks per level (up to level 4). Jungle Ruins (spacing 80) are similar but set in jungle biomes. They contain archaeology sites with a chance at Sniffer Eggs and various pottery sherds. The exclusive enchantment is Photosynthesis, which slowly restores item durability when standing under sunlight during daytime.

Shrines

Shrines are the mod's Trial Chamber equivalent for the Overworld. They come in 5 combat tiers of increasing difficulty, plus Shrine Towers (extremely rare at 600-chunk spacing) and Waystones. Shrines use Shrine Keys to unlock vaults and feature Trial Spawner-style combat encounters. The exclusive enchantment is Traveler, found on boots. The Shrine Tower variant is one of the rarest structures in the mod.

Other Overworld Structures

The Witch Villa (found in dark forests) contains potions, brewing ingredients, and the Curse of Conductivity enchantment. The Stray Fort (spacing 100) spawns in snowy biomes. The Badlands Miner Outpost (spacing 60) generates in Badlands with attached mineshafts. Bunkers (spacing 50) are underground shelters. Underground Houses (spacing 20) are hidden subterranean dwellings. The Ruin Town (spacing 72) is a larger abandoned settlement. The Creeping Crypt (spacing 100) and Undead Crypt (spacing 100) are underground dungeons filled with undead enemies. Wild Ruins (spacing 27) are common small ruins. The Mangrove Witch Hut (spacing 32) adds a Mangrove variant to the vanilla Swamp Hut.

Nether Structures

DnT adds five major structure types to the Nether, all sharing a combined structure set with a spacing of 85 chunks and varying spawn weights. The Hamlet (weight 40) is the most common, a small Piglin settlement with basic loot. Piglin Outstations (weight 20) are mid-tier Piglin bases with vault systems using Outstation Keys. The Nether Port (weight 20) is a ruined port structure containing the Swift Soar and Wither Coated enchantments. The Nether Keep (weight 10) is a formidable fortress containing the Hydro Veil and Swift Soar enchantments, plus a unique advancement for bathing in Powder Snow inside the Keep. The Piglin Donjon (weight 5) is the rarest Nether structure, a massive dungeon with Donjon Keys, vault rooms, and the exclusive Soul Speed librarian trade.

Additionally, Nether Skeleton Towers spawn in four biome variants (Crimson, Soul Sand Valley, Warped, and Wastes) with a spacing of 40 chunks. Skeleton Camps appear at a spacing of 20 chunks in all Nether biomes, serving as small hostile outposts. DnT also overhauls the vanilla Nether Fortress loot tables, adding Ancient Debris (1-2), Netherite Scraps, Netherite Ingots, Wither Skeleton Skulls, Netherite Upgrade Smithing Templates, and Rib Armor Trims to the fortress chest pools.

Nether Fortress Loot Changes

DnT modifies vanilla Nether Fortress loot tables to be significantly more rewarding. You can now find Netherite Ingots, Ancient Debris, Wither Skeleton Skulls, and the Skull Banner Pattern in fortress chests. This makes fortresses worth thoroughly exploring even in the late game.

End Structures

The End receives three new structure types. End Castles use concentric ring placement (similar to Strongholds) across End void biomes, making them a rare and significant find. These sprawling castles feature rooms, bridges, towers, docks, ships, brewing stations, and vault rooms with End Castle Keys. The exclusive enchantments include Aerial's Bane, Gravity, and Wax Wings. Wax Wings is particularly notable as it negates Elytra durability damage from slow gliding, though it increases drain from Firework boosting.

End Lighthouses (spacing 40) are smaller structures in End void biomes with Shulker-related encounters. End Ships (spacing 60) are standalone vessels separate from End Cities, providing additional Elytra farming opportunities. Both structures add much-needed variety to End exploration, which is typically dominated by repetitive End City raids.

New Village Types

DnT adds three entirely new Village variants to biomes that vanilla Minecraft leaves empty. Birch Villages generate in Birch Forest biomes, Jungle Villages in Jungle biomes, and Swamp Villages in Swamp biomes. All three use a spacing of 34 chunks, matching vanilla village frequency. Each has biome-appropriate architecture and loot tables with local resources (Cocoa Beans and Melon Seeds in Jungle Villages, Mushrooms and Blue Orchids in Swamp Villages). These villages can also serve as a source for villager trading halls in biomes where that was previously impossible.

The Key & Vault System

Many of DnT's larger dungeons use a key-based progression system inspired by vanilla Trial Chambers. As you fight through the dungeon, Trial Spawner-style encounters drop structure-specific Keys (reskinned Trial Keys with custom model data). These Keys unlock Vaults at the end of the dungeon, which contain the best loot including exclusive enchanted books.

There are 16 unique Key types across the mod's structures. Regular Keys include Shrine Key, Citadel Key, Toxic Key, Monument Key, Donjon Key, Outstation Key, Nether Key, End Castle Key, and Creeper Key. Boss Keys (reskinned Ominous Trial Keys) include Ominous Shrine Key, Ominous Toxic Key, Citadel Boss Key, Monument Boss Key, Toxic Boss Key, and End Ship Key. Boss Keys unlock premium Vaults with rarer rewards.

Keys Are Structure-Specific

Each Key type only works in its corresponding structure. A Shrine Key will not open a Citadel Vault, and vice versa. Make sure to use all your Keys before leaving a dungeon, as they have no use elsewhere.

Custom Enchantments

DnT adds 17 exclusive enchantments that cannot be obtained through enchanting tables or vanilla librarian trades. They are only found as loot inside specific structures, making dungeon exploration the only way to acquire them. Several can be made renewable through the Secret Librarian Trade system (covered below).

Weapon Enchantments

Illager's Bane deals 2.5 extra damage per level (up to level 5, for 12.5 bonus damage) against Illagers, Ravagers, Vexes, and Witches. It applies to Swords, Axes, Tridents, and Maces, and is exclusive with other damage enchantments like Sharpness. Found in the Illager Manor and Illager Hideout. Wither Coated inflicts Wither III for 4-6 seconds on each hit, but costs 1 extra durability per attack. It is a max level 1 enchantment for sharp weapons, exclusive with Fire Aspect. Found in Nether Port and Sealing Halls.

Spiteful gives an attack damage boost per level when below 2.5 hearts, with a small chance to receive Strength when hit at any health. It goes up to level 3 on melee weapons. Found in Pale Residence and certain Shrines.

Ranged Weapon Enchantments

Might (also called Power for Crossbows in the data files) adds 0.5 damage per level to Crossbow arrows, reaching +2.5 at level 5. Found in the Lone Citadel. Ghasted transforms Crossbow bolts into Ghast Fireball-like projectiles that explode on impact and create fire, with explosion radius scaling per level (base 0.4, +0.1 per level). The tradeoff is a significant crossbow charge time increase of 1.25 seconds (+0.25 per additional level). Max level 3, found in Sealing Halls.

Gravity fires arrows that pull all nearby mobs inward upon landing with negative knockback multipliers, using portal particles and Enderman teleport sounds. Max level 3, found in the End Castle. Blowthrough is Piercing for Bows (up to level 4), incompatible with Infinity and Tri-shot. Tri-shot is Multishot for Bows (level 1 only), incompatible with Infinity and Piercing. Both are found in the Toxic Lair. Aerial's Bane increases damage against airborne targets, Breezes, Vexes, and Withers. Max level 5 on Swords, Axes, Tridents, Maces, Bows, and Crossbows.

Armor & Utility Enchantments

Antidote (Chestplate, max level 1) grants full immunity to Poison and Wither damage, redirecting it as durability loss to the chestplate instead. It's exclusive with Protection enchantments. Found only in the Toxic Lair. Outreach (Chestplate, max level 4) adds 0.5 blocks of interaction range per level, letting you place and break blocks from further away. Found in Desert Ruins.

Traveler (Boots, max level 3) boosts movement speed by 0.01 (+0.005 per level) and step height by 0.5 (+0.1 per level) while sprinting. It slowly drains durability with a 0.1% chance per tick per level. Found in Shrines, Shrine Towers, Bunkers, and Undead Crypts. Photosynthesis (any item with durability, max level 1) slowly repairs the item when standing under clear sky during daytime. Exclusive with Mending. Found in Jungle Ruins.

Wax Wings (Elytra, max level 1) prevents durability damage from slow gliding but increases drain from Firework boosting. Exclusive with Unbreaking. Found in the End Castle. Hydro Veil and Swift Soar are Harness enchantments for Happy Ghasts, found in Nether structures and Sealing Halls. Curse of Conductivity gives a chance to get struck by lightning during thunderstorms when the item is held or equipped. Found in the Witch Villa.

Enchantment Reference

Illager's BaneTravelerOutreachGhastedPhotosynthesisWax Wings
Max Level534311
ItemsWeaponsBootsChestplateCrossbowAny with durabilityElytra
Bonus per Level+2.5 damage+0.005 speed, +0.1 step height+0.5 block rangeFireball + explosionSunlight repairNo glide damage
Found InIllager Manor, HideoutShrines, Bunker, CryptsDesert RuinsSealing HallsJungle RuinsEnd Castle

Secret Librarian Trades

DnT includes a renewable enchantment system tied to specific structures. If you place a Librarian villager (as a Novice) inside certain DnT structures and level them up to Apprentice while they remain inside that structure, they will unlock an exclusive enchantment trade. This only works once per Librarian, giving you one enchantment per villager. This makes many of the dungeon-exclusive enchantments renewable with enough effort.

The eligible structures and their available enchantments are: Desert Ruins (Outreach), End Castle (Aerial's Bane, Gravity, Wax Wings), Illager Hideout and Illager 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), Shrines and Shrine Tower (Traveler), Bunker and Undead Crypt (Traveler), and Witch Villa (Curse of Conductivity).

Making Enchantments Renewable

To set up a renewable enchantment farm, cure a Zombie Villager inside the target structure, give them a Lectern to become a Librarian, then trade with them until they reach Apprentice rank. They will gain the structure's exclusive enchantment as a trade. You can repeat this with multiple Librarians in the same structure to stock up on books.

Advancements

DnT adds its own advancement tree under the Adventure tab. Discovering your first Tavern earns the "Safe Haven" advancement. From there, you unlock advancements for finding specific structures: "Mind Your Manors" (Illager Manor), "Trouble is Brewing" (Witch Villa), "Miner Inconvenience" (Badlands Miner Outpost), "Hide and Seek" (Illager Hideout), and more. Nether advancements include "Stumble upon a Nether Keep" and "Bastion of Bastions" (Piglin Donjon).

There are also combat-oriented advancements for defeating dungeon bosses, including a Breeze Boss, Cave Spider Boss, and Guardian Boss. The "Kill All Minibosses" advancement serves as the ultimate combat challenge. The "Call For Adventure" advancement requires acquiring a Tavern quest map, encouraging players to engage with the Cartographer trading system. "Cool Off" is a fun hidden advancement for bathing in Powder Snow while inside a Nether Keep.

Major Dungeons Deep Dive

Lone Citadel

The Lone Citadel is one of the mod's signature dungeons. It is a massive Overworld structure with multiple floors, bridges, towers, a library, and room variants. Combat encounters drop Citadel Keys and Citadel Boss Keys for the vault rooms. The exclusive enchantments are Might (Power for Crossbows) and Aerial's Bane. The Citadel also supports Secret Librarian Trades for Wind Burst, Aerial's Bane, and Might.

Toxic Lair

The Toxic Lair is an underground dungeon with a sprawling layout of rooms, roads, houses, and vault chambers. It uses Toxic Keys and Toxic Boss Keys. This is the only location for three exclusive enchantments: Antidote (Poison/Wither immunity), Blowthrough (Piercing for Bows), and Tri-shot (Multishot for Bows). The Toxic Lair's Trial Spawner encounters are particularly challenging, with mob spawners and projectile traps.

Trident Trial Monument

The Trident Trial Monument is an ocean structure with an extremely rare spacing of 200 chunks. It features Drowned stages, an Elder Guardian stage, a Conduit stage, and vault rooms unlocked with Monument Keys and Monument Boss Keys. This dungeon is one of the most challenging in the mod, combining underwater combat with the difficulty of fighting Elder Guardians and Drowned in enclosed spaces.

Conduit Ruin

The Conduit Ruin is a large underwater structure with a spacing of 140 chunks. It features houses, rooms, roads, and a main structure. This is one of the few ocean structures in the mod, providing ocean explorers with a destination beyond vanilla Ocean Monuments.

Structure Spawn Spacing (Chunks)

Underground House20
Wild Ruins27
Mangrove Witch Hut32
Villages (Birch/Jungle/Swamp)34
Taverns / Wells40
Firewatch Towers / Illager Camp / Bunker / Shrines50
Badlands Miner Outpost60
Ruin Town72
Desert Ruins / Jungle Ruins80
Nether Structures (combined)85
Stray Fort / Creeping Crypt / Undead Crypt100
Remnants120
Conduit Ruin140
Illager Hideout / Trident Trial Monument200
Shrine Tower600

Configuration & Customization

If there are structures you do not want spawning in your world, you can remove them by navigating to the mod's datapack folder at Dnt/data/nova_structures/worldgen/structure_set/ and deleting the corresponding JSON file. For example, deleting taverns.json would prevent all Tavern variants from generating. This can be done on a per-world basis.

If you enjoy the structures but do not want the custom enchantments, the mod author provides a separate datapack called "NoFun DnT" on Modrinth that disables all DnT enchantments while keeping the structures intact.

Frequently Asked Questions

How do I find DnT structures in survival?

The intended method is through Tavern Cartographers. Find a Tavern, trade with the Cartographer inside to level them up, and they will sell Explorer Maps pointing to various DnT structures. Alternatively, you can use /locate structure nova_structures: followed by the structure name if you have cheats enabled.

What are the custom Keys for and where do I use them?

Keys are structure-specific items that unlock Vaults (locked chests) within dungeons. They work similarly to Trial Keys in vanilla Trial Chambers. Each structure has its own Key type, so Shrine Keys only work in Shrines, Citadel Keys only work in the Lone Citadel, and so on. Boss Keys unlock premium Vaults with better rewards.

Can I get DnT enchantments renewably?

Yes, through the Secret Librarian Trade system. Place a Novice Librarian inside a qualifying DnT structure and level them to Apprentice. They will gain an exclusive enchantment trade specific to that structure. This works in most major dungeons, making nearly all DnT enchantments renewable.

Does DnT work with other structure mods?

Yes, DnT is generally compatible with other structure mods since it uses its own namespace (nova_structures). Structure placement is managed through Minecraft's standard structure set system, so conflicts are rare. The only potential issue is world clutter if you run too many structure mods simultaneously.

Why are the vanilla Nether Fortress loot tables different?

DnT intentionally modifies vanilla Nether Fortress loot tables to add Netherite materials, Wither Skeleton Skulls, and other valuable items. This is a deliberate design choice to make fortress exploration more rewarding. If you do not want these changes, you would need to manually restore the vanilla loot table files.

How do I remove structures I don't like?

Navigate to the mod's data folder at Dnt/data/nova_structures/worldgen/structure_set/ and delete the JSON file for the structure you want to remove. For example, delete shrines.json to prevent all Shrine variants from spawning. This only affects newly generated chunks.

Draft preview — this guide has not been reviewed or published yet.