Dungeon Overlord Wiki

Settlements are the villages, towns, cities, and military structures located in the Overworld. Non-military settlements provide extra Resources and gold through raiding, and are the only way to acquire Leather. Military settlements are assigned to protect non-military settlements and will occasionally send counter raids against dungeons that have generated Hate with a protecting settlement. The size and strength of a settlement is represented by appearance on the Overworld map as well as a description that gives the player an idea of how difficult a successful raid would be.

Non-military Settlements[]

Village

Villages are the smallest and easiest settlement to raid. Selecting a village on the Overworld map returns a message that reads, "2 to 3 Orcs should be able to raid this pitiful place."

Occupants: 1-2 Elves, levels 1-2

Commonly referred to as "T1" (Tier 1) settlement.

Village
Town

Towns are slightly bigger than villages, but are much more difficult to raid. Selecting a town on the Overworld map returns a message that reads, "You'll need a strong raiding party of at least 6 level 25 Orcs to attack here."

Occupants: 3-10 Elves, levels 2-12

Commonly referred to as "T2" (Tier 2) settlement.

Town
City

Cities are the largest of the non-military settlements. Only extremely strong overlords should raid cities. Selecting a city on the Overworld map returns a message that reads, "Don't try to raid here until you are a powerful Overlord. You'll encounter from 5 to 20 level 10-70 Elves here.

Occupants: 5-20 Elves, levels 10-70 (very small chance of encountering a level 5-30 Paladin).

Commonly referred to as "T3" (Tier 3) settlement.

City

Military Settlements[]

Keep

Keeps are the smallest of the military settlements and the quickest to retaliate if a player has been raiding a village under their protection. Counter raids sent by outposts are usually small consisting of only a few units. Clicking on an outpost returns the message, "This is a military structure, beware." Keeps require a base Hate of 100 before they will launch reprisal attacks.

Occupants: 10-30 Elves, levels 30-150 (small chance of encountering a level 20-80 Paladin).

Commonly referred to as "F1" (Fortress Tier 1).

Keep
Castle

Castles are larger than Keeps, but not quite as large as Fortresses. Counter raids sent by Castles can consist of up to 10 or more more units. Clicking on a Castle returns the message, "This is a high level military structure, beware." Castles require a base Hate of 500 before they will launch reprisal attacks.

Occupants: 20-40 Elves, levels 50-350 (chance of encountering a level 50-200 Paladin).

Commonly referred to as "F2" (Fortress Tier 2).

Castle
Fortress

Fortresses are larger than Castles, but not quite as large as Citadels. Counter raids sent by Fortresses can consist of up to 10 or more more units. Clicking on a Fortress returns the message, "This is a higher level military structure, beware." Fortresses require a base Hate of 200 before they will launch reprisal attacks.

Occupants: 25-50 Elves, levels 100-600 (chance of encountering a level 75-300 Paladin).

Commonly referred to as "F3" (Fortress Tier 3).

Fortress
Citadel

Citadels are the largest of the military structures. Citadels do not appear on the lists of military structures that protect non-military settlements as their current "range of influence" is set to -1 (essentially turned off). Clicking on a Citadel returns the message, "This is a super high level military structure, beware." Citadels do not yet launch reprisal attacks.

Occupants: 30-100 Elves, levels 200-1000 (strong chance of encountering a level 200-700 Paladin).

Commonly referred to as "F4" (Fortress Tier 4).

Citadel