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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolfemoods</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T01:06:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y35niwc94rvgjepw&amp;topic_postId=y360gnrmq5nykd38&amp;topic_revId=y360gnrmq5nykd38&amp;action=single-view</id>
		<title>Topic:Y35niwc94rvgjepw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y35niwc94rvgjepw&amp;topic_postId=y360gnrmq5nykd38&amp;topic_revId=y360gnrmq5nykd38&amp;action=single-view"/>
		<updated>2024-04-18T22:28:48Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Wolfemoods&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Wolfemoods (page does not exist)&quot;&gt;&lt;bdi&gt;Wolfemoods&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Wolfemoods&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Wolfemoods (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Wolfemoods&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Wolfemoods&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y35niwc94rvgjepw&amp;amp;topic_showPostId=y360gnrmq5nykd38#flow-post-y360gnrmq5nykd38&quot;&gt;commented&lt;/a&gt; on &quot;?&quot; (&lt;em&gt;It is instantenous.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=143819</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=143819"/>
		<updated>2024-04-18T17:19:11Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image =Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Acquisition text&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. Colonists that have been caught by a Revenant will be plagued by condition called [[Revenant hypnosis]], which makes the colonist incapable of doing any activties. After successfull hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The Revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. It is not limited only to the player's pawns, but is also capable of hypnotizing visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will drop a [[Revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain, which is purely a cosmetic effect and not permanent. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disrupter flares, explosives, EMP, firefoam, or by being lit on fire. Sometimes, damaging the spectre will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
Burning Revenants will be unable to hide or flee. For this reason, a single [[scorcher]]{{BiotechIcon}} can effectively disable a revenant, as its [[Mini-flameblaster]]{{BiotechIcon}} has a fast enough fire rate to prevent the revenant from extinguishing itself{{Check Tag|Verify|The revenant was made less flammable in version 1.5.4067 'to prevent it being trivialized by fire'. Confirm that this strategy is still effective.}}. Of course, this does require that the Scorcher is able to reach the fight before the revenant grips its target.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143796</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143796"/>
		<updated>2024-04-17T17:20:14Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: Formatting and grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Noctolith is a structure Entity added by the [[Anomaly DLC]] that is the center point of the Unnatural Darkness event.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths will only spawn as part of the Unnatural Darkness anomaly event.&lt;br /&gt;
&lt;br /&gt;
During the event, the entire map will be covered in darkness, making everything in dark area invisible, effectively working as a type of fog of war.&lt;br /&gt;
Furthermore, colonists in darkness will be constantly damaged by a claw attack, inflicting sharp damage and bleeding. To note, there is no actual enemy associated with the attack, as the pawns are apparently being damaged by darkness itself.&lt;br /&gt;
&lt;br /&gt;
Note: unlike fog of war, your pawns does not expel darkness, only light sources can, so it's important to light every corner of your base. Being caught off guard with no lighted area can quickly end your colony.&lt;br /&gt;
&lt;br /&gt;
In the meantime, multiple Noctoliths will spawn in the map, all of which must be destroyed to end the Unnatural Darkness event. You can use flares or torches to light your way to each one and simple destroy them. However, one must keep in mind that during the duration of the event, raids of [[Noctol]]s will spawn periodically spawn in the darkness to protect the Noctoliths. They are very difficult to fight in darkness and can only be feasibly damaged in the light, so have your pawns armed and ready for battle.&lt;br /&gt;
&lt;br /&gt;
The Unnatural Darkness will end in a few days, even if no action is taken.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. Pawns will be rapidly damaged if they step outside a lit area, and Noctols will periodically raid the players. It is important to note that other events may still occur during that time, for example, there is nothing stopping a Pit Gate from spawning during a Noctol raid. However, given Noctols become slower and less accurate when exposed to light, the event can be eventually waited out, if the player has a large amount of stockpiled food, and ways to generate electricity without the use of [[solar generator]]s - as the Darkness prevents the players from growing any food without the use of [[sun lamp]]s and [[hydroponics basin]]s. It is heavily recommended to restrict everyone to an area that only covers fully lit parts of the map.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and the word monolith.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gorehulk&amp;diff=143793</id>
		<title>Gorehulk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gorehulk&amp;diff=143793"/>
		<updated>2024-04-17T17:23:56Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: Infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more information}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gorehulk&lt;br /&gt;
| image = Gorehulk.png&lt;br /&gt;
| description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| bodysize = 2&lt;br /&gt;
| movespeed = 3.25&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.70&lt;br /&gt;
| basemeatamount = 140&lt;br /&gt;
| baseleatheramount = 40&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| meatname = human meat&lt;br /&gt;
| lifespan = 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gorehulk is an Entity added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition/ Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
They are very easy to bring down as they got little armor, no resistance to pain and are extremely weak in close combat.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
They yield 3 bioferrite per day. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While not especially dangerous, the Gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide.  Their great bulk combined with no particular resistance to pain makes them easy to capture.  With a little investment into proper facilities they can be a great source of [[bioferrite]].&lt;br /&gt;
&lt;br /&gt;
For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143776</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143776"/>
		<updated>2024-04-17T10:25:50Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: Infobox, fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Noctolith is a structure Entity added by the [[Anomaly DLC]] that is the center point of the Unnatural Darkness event.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths will only spawn as part of the Unnatural Darkness anomaly event.&lt;br /&gt;
&lt;br /&gt;
During the event, the entire map will be covered in darkness, making everything in dark area invisible (effectively fog of war in other games).&lt;br /&gt;
Furthermore, colonists in darkness will be constantly attacked by claw that does sharp damage and can inflict bleeding. To note, there is no actual enemy that does the attack, you simply get hit by darkness itself.&lt;br /&gt;
&lt;br /&gt;
Note: unlike fog of war, your pawns does not expel darkness, only light sources can, so it's important to light every corner of your base. Being caught off guard with no lighted area can quickly end your colony.&lt;br /&gt;
&lt;br /&gt;
In the meantime, multiple Noctolith will spawn in the map, you must destroy all Noctoliths to end the Unnatural Darkness event. Use flares to light your way to each one and simple destroy them. However, a special enemy Noctol will spawn in the darkness and protect the Noctolith. They are near-invincible in darkness and can only be damaged in the light, so have your pawns armed and ready for battle.&lt;br /&gt;
&lt;br /&gt;
The Unnatural Darkness will end in a few days, even if no action is taken.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. Pawns will be rapidly damaged if they step outside a lit area, and Noctols will periodically raid the players. It is important to note that other events may still occur during that time. However, given Noctols become slower and less accurate when exposed to light, the event can be eventually waited out, if the player has a large amount of stockpiled food, and ways to generate electricity without the use of [[solar generator|solar generators]] - as the Darkness prevents the players from growing any food without the use of [[sun lamp|sun lamps]] and [[hydroponics basin|hydroponic basins]]. It is heavily recommended to restrict everyone to an area that only covers fully lit parts of the map.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and the word monolith.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctol&amp;diff=143771</id>
		<title>Noctol</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctol&amp;diff=143771"/>
		<updated>2024-04-17T10:33:48Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Noctol&lt;br /&gt;
| image = Noctol.png&lt;br /&gt;
| description = A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| movespeed = 8&lt;br /&gt;
| min comfortable temperature = -60&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.70&lt;br /&gt;
| basemeatamount = 70&lt;br /&gt;
| baseleatheramount = 25&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| lifespan = 25&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 28&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Noctol is an Entity added by the [[Anomaly DLC]] that only appears during the Unnatural Darkness event.&lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
&lt;br /&gt;
Noctols attack during the Unnatural Darkness event until all Noctoliths are destroyed or the darkness disappears on its own.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
A Noctol yields 3 bioferrite per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While extremely fast and dangerous in the dark they are slower and got less hitchance when exposed to light. When covered in darkness only their yellow glowing eyes can be seen. This makes it imperative to fight them in the light.&lt;br /&gt;
&lt;br /&gt;
They aren't really worth containing for farming as they only yield as much bioferrite as a gorehulk but are much more dangerous. However they can be kept for advanced anomaly research.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctol's name likely comes from the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143753</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=143753"/>
		<updated>2024-04-17T07:52:49Z</updated>

		<summary type="html">&lt;p&gt;Wolfemoods: Source for Unnatural Darkness ending on its own (Youtube playthrough) https://www.youtube.com/watch?v=T6BCpX1qsp8&amp;amp;t=1640s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
}}&lt;br /&gt;
A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths will only spawn as part of the Unnatural Darkness anomaly event.&lt;br /&gt;
&lt;br /&gt;
During the event, the entire map will be covered in darkness, making everything in dark area invisible (effectively fog of war in other games).&lt;br /&gt;
Furthermore, colonists in darkness will be constantly attacked by claw that does sharp damage and can inflict bleeding. To note, there is no actual enemy that does the attack, you simply get hit by darkness itself.&lt;br /&gt;
&lt;br /&gt;
Note: unlike fog of war, your pawns does not expel darkness, only light sources can, so it's important to light every corner of your base. Being caught off guard with no lighted area can quickly end your colony.&lt;br /&gt;
&lt;br /&gt;
In the meantime, multiple Noctolith will spawn in the map, you must destroy all Noctoliths to end the Unnatural Darkness event. Use flares to light your way to each one and simple destroy them. However, a special enemy Noctol will spawn in the darkness and protect the Noctolith, they are near invincible in darkness and can only be damaged in the light, so have your pawns armed and ready for battle.&lt;br /&gt;
&lt;br /&gt;
The Unnatural Darkness will end in a few days, even if no action is taken.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. Pawns will be rapidly damaged if they step outside a lit area, and Noctols will periodically raid the players. No other events can occur during the duration of this event. However, given Noctols become slower and less accurate when exposed to light, the event can be eventually waited out, if the player has a large amount of stockpiled food, and ways to generate electricity without the use of [[solar generators]] - as the Darkness prevents the players from growing any food without the use of [[sun lamp|sun lamps]] and [[hydroponic basin|hydroponic basins]]. It is heavily recommended to restrict everyone to an area that only covers fully lit areas.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Wolfemoods</name></author>
	</entry>
</feed>