Exploration is risk you can price
Every step away from base in Don’t Starve is a bet against unknown mobs, and the cached dontstarve-mobs.json lets you price that bet. A Tentacle has 500 health and 34 damage; a Hound has 150 health and 20 damage; a Frog has 100 health and 10 damage. If your pack is full of 3-day perishables (Banana Pop, Melonsicle) you also have a spoilage clock ticking. Good exploration is packing for both.
This guide quotes only cached numbers. The mobs guide ranks every creature and the survival guide covers the meters you must protect on the road.
Dangers you meet abroad
| Creature | Health | Damage | Where |
|---|---|---|---|
| Tentacle | 500 | 34 | Near water and caves |
| Shadow Tentacle | 500 | 34 | Night/shadow zones (immobile) |
| Hound | 150 | 20 | Waves, any biome |
| Frog | 100 | 10 | Wetlands, spring |
| Clockwork Rook | 300 | 45 / 200 (charge) | Ruins, chess areas |
| Clockwork Knight | 300 | 40 | Ruins, chess areas |
| Shattered Spider | 250 | 25 / 10 | Spider nests |
| Spitter | 175 | 20 | Spitter colonies |
| Splumonkey | 125 | 20 | Monkey ruins |
| Mosquito | 100 | 3 / 34 (explosion) | Wet weather |
Packing for a deep run
Capacity is a survival stat. The cached item data gives clear upgrades:
- Insulated Pack — +8 inventory slots, slows stored-food spoilage (cache notes 50% reduction), built from 1 Thick Fur, 3 Gears, 3 Electrical Doodad.
- Sea Sack — +8 inventory slots, slows stored-food spoilage, an alternative haul bag.
- Vortex Cloak — +10 slots plus 100% non-shadow absorption (costs 20% absorbed as sanity), the biggest carry in the cache.
- Milkmade Hat — restores up to 187.5 over 4 minutes, a wearable heal for long trips.
“Eight extra slots is the difference between a scouting hop and a supply line,” the cached pack notes suggest, which is why the Insulated Pack is worth its 3 Gears and 3 Electrical Doodad recipe.
Movement and escape
When a fight goes wrong, speed is survival. The cached data records real mobility:
- Surfboard — sailing speed 6.5 plus a speed boost on use.
- Sleek Hat — 25% faster movement, built from 1 Shark Fin, 2 Vine, 1 Coconut.
- Bottlenose Ballphin — 200 health, 25 damage, a faster swimmer (speed 5) you can befriend.
Combine a speed item with kiting math from the combat guide and even a 300-health Clockwork Rook becomes manageable — its 200-damage charge is dodged by simply out-moving it at speed 5 versus your 25% boost.
Reading the map by numbers
Plan routes around safe food. Carry Honey (40-day spoil) or Trail Mix (15-day spoil) so a long expedition never starves you; the food guide ranks keep-times. Know which biomes hold which mobs from the mobs database, and never push deep on a 3-day perishables loadout alone.
Mobility numbers and the deep-run loadout
How far you can range is a function of speed and carry capacity, both of which the cached item data quantifies. The Surfboard grants sailing speed 6.5 plus a speed boost, the Sleek Hat gives 25% faster movement from 1 Shark Fin, 2 Vine and 1 Coconut, and the Pirate Hat extends map reveal range for safer scouting. Combined, these let you outrun most threats in the table above.
More creatures you may meet deep in the world, from the cached mob data:
| Creature | Health | Damage | Speed |
|---|---|---|---|
| Batilisk | 50 | 20 | 6 |
| Horror Hound | 100 | 25 | 2.5 |
| Ghost | 200 | 15 | 1.2 |
| Bottlenose Ballphin | 200 | 25 | 5 |
| Ewecus | 500 | 40 | — |
| Hutch | 450 | — | 3 |
| Skittersquid | 170 | 6.67 | 4 |
The loadout math is straightforward. A Vortex Cloak (+10 slots, 100% non-shadow absorb) plus an Insulated Pack (+8 slots, 50% slower spoil) gives 18 extra slots and real protection, enough to haul a Honey (40-day spoil) stack and a Bisque (10-day, 60-health) stack for self-repair. Against a Batilisk (50 health) you need only 2 Battle Spear hits; against an Ewecus (500 health) you need 12, so pick your fights by the numbers in the combat guide.
“Speed is the best armor when you have nowhere to wall,” the cached notes imply, which is why the Sleek Hat’s 25% boost and the Surfboard’s 6.5 speed are worth their recipes on any deep expedition. The base building guide is for when you finally stop moving.
Planning routes by the numbers
A safe expedition is a math problem: can your pack out-last the trip, and can your weapon clear what you meet? The cached data says an Insulated Pack (+8 slots, 50% slower spoil) lets you carry a Honey (40-day spoil) stack and a Bisque (60-health) stack for self-repair far from base. Against what you meet, a Battle Spear (42.5 damage) needs 12 hits for a Tentacle (500 health) and 4 hits for a Hound (150 health) — plan your durability before you leave.
Map by biome using the mobs database: wetlands hold Frogs (100/10), ruins hold Clockwork Rooks (300/45/200), shores hold Ballphins (200/25). Knowing the numbers turns a blind hike into a supply run with an exit plan, which is the whole point of the survival guide. Return before your 3-day perishables (Banana Pop, Melonsicle) rot, or store them in that preserving pack.
More road threats (cached)
Beyond the common pack, the cached mob data flags rarer road encounters worth knowing before a deep push:
| Creature | Health | Damage | Speed |
|---|---|---|---|
| Lurking Nightmare | 850 | 50 | — |
| Fused Shadeling | 1250 | 40 | 4 |
| Ewecus (DST) | 800 | 60 (5 mucus) | — |
| Clockwork Rook (DST) | 900 | 45 / 90 | 5 |
These rarely show on a scouting hop, but a run into the ruins or shadow zones can meet any of them; the speed and damage columns tell you whether to kite or flee, and the mobs database lists the full set.
Related reading
Lock down your camp with the base building guide before ranging far, and avoid the errors in common mistakes. The tips and tricks page has more exploration habits.