Deep Dish Dungeon Enemy Stats

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This Deep Dish Dungeon enemies table shows each enemy's base health, its melee, contact and projectile damage, and the items you can get from it, read from the full game's files.

Quick answer

The table below lists the Deep Dish Dungeon enemies that can be told apart reliably in the game files, with their base health, damage by type of attack, and what each one gives you: a chance at an item when it dies, or a carcass you can harvest.

Skeletons are not gone for good when they fall; they get back up after a while. Bats and Scorpions leave a carcass to harvest, and every kind of skeleton can drop a Bone.

The table is read from the full game's files and rebuilt when an update changes them. The build it comes from is shown under the title. It is not a list of every enemy you can meet: enemies with no English name in the files, the two different enemies that share the name Giant Spider, and bosses the files do not set up as regular enemies are left out.

Do skeletons stay dead?

No. A skeleton that falls collapses instead of disappearing, and after a while it gets back up with its health restored. The wait is random, the countdown only runs while the skeleton can detect a player, and its first time getting up can take a different time from later ones. Skeleton Archers and Skeleton Warriors work the same way.

This is read from the demo build's game code, because the full game's code cannot be read line by line; the full game's files store the same timer settings for the regular Skeleton as the demo.

What enemies drop and what you can harvest

Enemies give you items in two ways. Some can drop an item when they die: every kind of skeleton has a chance to drop a Bone each time it is killed, shown in the Drop chance column. In co-op, the host's game makes that roll.

Others leave a carcass you take after the kill: Giant Bats, Giant Red Bats and Scorpions. Harvesting a carcass is something you do yourself, not a random drop.

Follow an item link in the table for what the item does and where else it turns up, or check the Deep Dish Dungeon recipes table for what you can cook or craft with it.

All enemies

Search by name, or copy a row's link to share it.

Enemies site-grouped

Enemy IN-GAME TEXT Base health DATA-MINED Melee damage DATA-MINED Contact damage DATA-MINED Projectile damage DATA-MINED Death drops DATA-MINED Drop chance per kill (%) DATA-MINED Corpse harvest DATA-MINED
Apparition 2015—————
Carranca Goblin 25050—19–21———
Giant Bat 5035————
Giant Moray Eel Changed at launch 900—20————
Giant Red Bat New at launch 6545————
Moray Eel 4550—————
Queen 22530—— 10—
Scorpion 3015————
Skeleton 6524—— 10—
Skeleton Archer 70——9–11 10—
Skeleton Warrior 13530—— 10—
Spider 10025—————

How to read the enemy table

Base health is the starting health in the enemy's definition, not a prediction of how much damage every fight takes. Melee, contact and projectile damage are shown separately: melee is the enemy's own attack, contact is damage from touching it, and projectile is something it throws or shoots. Projectile damage varies by one either way, so it is shown as a range.

Which attack uses which value, the projectile ranges and the per-kill reading of the drop chance are read from the demo build's game code, not from screenshots; the values themselves come from the full game's files.

When placements of one enemy use different values, its row shows the values most of its placements use. Some placements can be weaker or stronger than the row.

A dash means no verified value is shown for that cell. It does not mean zero damage or no obtainable items.

Rows marked New at launch were not in the demo's game files, and rows marked Changed at launch have different values from the demo. Item links go to the Deep Dish Dungeon items table.

Sources and version history for this page: Deep Dish Dungeon sources and versions.

Spot an error or a post-patch change? See how we label evidence and handle corrections in the Editorial Policy.