|Hides underground while displaying a glowing lure.|
Before an attack, the player will begin to hear rumbling growls which grow more frequent the closer the attack draws. The older a world is, the more frequently attacks will come and the more worms will spawn with each wave. Initially, attacks will occur every 12 days with 1 Worm. At 150[ ] days the waves reach their maximum intensity and will come every 5 days with 3 worms.
Depth Worms' spawn delay decreases and the amount of Worms spawned increases as the player survives longer on Default settings.
|Next attack (days)||Count||
Advance warning (seconds)
|Day 0 to 9||10 - 16||1||120|
|Day 10 to 24||10 - 16||1 - 2||60|
|Day 25 to 49||8 - 14||1 - 2||45|
|Day 50 to 99||8 - 14||2 - 3||30|
|Day 100 or more||6 - 10||3 - 5||30|
Ironically, the highest custom setting for Depth Worms is less dangerous than after day 100 on the Default setting.
|Custom setting||Delay (days)||Count||Advance warning (seconds)|
|Less||10 - 16||1 - 2||60|
|More||8 - 14||1 - 2||45|
|Lots||6 - 10||2 - 3||30|
When it is not engaged with the player, it will seek out areas with harvestable objects then set its lure and lay in wait, or emerge to consume meats. This lure will appear as a small blue flower labeled "Mysterious Plant". If the player approaches the displayed lure, the worm will emerge and attack. During this time the main body of the worm resides underground.
Below is the number of hits it takes with each weapon to kill Depth Worms when playing with characters with a default damage modifier. The Weather Pain is not included due to the random nature of its projectile.
|No. of hits for
||Immune||212||67||53||34||30||27||22||16-31||13 or 21||18||16||15||14||9||5|
- While underground, Depth Worms will rarely trigger Tooth Traps, making them a poor defensive option when facing multiple Worms. Bee Mines on the other hand will do wonders. Five or six of them will be enough to deal with a Worm.
- Pigs and Bunnymen will ensure a safe place from the worms as the Pigs and Bunnies will attack them on sight. Pigs will automatically leave their homes during the day and Bunnymen will also leave during dusk and night so befriending items are not needed if the player stays near their homes. The bigger the waves are the more Houses and Hutches one will need though. Giving protective helmets to them will make them more efficient.
- Rock Lobsters are the best option to deal with Depth Worms. A group of 3-4 of them will make quick work of Worm waves even when they're at their maximum size. The lobsters don't need to be fully mature, small ones will work too.
- Depths Worms will always follow the same attack pattern: attacking once, followed by a brief resurface, then a second attack followed by no resurface. It is possible to get 4-5 hits in after the first attack, during the initial diving and subsequent surfacing.
- Depths Worms cannot be frozen by an Ice Staff but being hit by it will still stun them.
- Despite moving underground, Depths Worms will still be unable to go past Walls. They will also not attack the wall even if their target is on the other side.
- Dealing with the Periodic Attacks in Don't Starve Together: In Don't Starve Together many more Depths Worms will spawn during an attack and cannot be fought one on one. Creating walled-in sections of five or more Rock Lobsters, particularly in the Wilds, by luring them from the Caves into the Ruins (as they are connected on the same level) is an effective way to deal with the mobs while spelunking deep in the Ruins. Once fully penned in the Rock Lobsters will not leave. During the warning/attack, hammer down one wall on each side to ensure you have good exits and don't get pinned. The rock lobsters cannot leave through just one missing wall space (they can however disappear if left unattended with the missing wall pieces). By giving the Rock Lobsters food (rocks, flint, gold, ect.) or kiting the Depth Worms in such a way that they attack them, the Rock Lobsters will be able to successfully kill the mob. Rebuild the walls once completed.
- During the Nightmare phase of the Ruins, the pinkish purple segments of the worm's fur will become a vibrant red. This is due to a side effect of the nightmare cycle, one which causes all traces of red to glow a vibrant, magenta-red color during the active phase.
- The Worm was added in the Six Feet Under update.
- The striations and coloration are similar to that of the Sandworms from the Beetlejuice cartoon series.
- Their lure is very similar to the lure of female Anglerfish in real life.
- It could be a reference to the Graboid, a species of subterranean worm-like creatures from the Tremors saga.
- In the latest version of Don't Starve (Rev. 115739) Depth Worms can trigger Tooth Traps while underground and be damaged by them.
A worm chasing Woodie while underground.