Noctol

From RimWorld Wiki
Revision as of 02:34, 7 December 2024 by Quandangv (talk | contribs) (→‎Summary)
Jump to navigation Jump to search

Noctol

Noctol

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.

Base Stats

Type
EntityAdvanced
Flammability
70%

Armor

Armor - Sharp
28%
Armor - Blunt
18%

Pawn Stats

Combat Power
80
Move Speed
8 c/s
Health Scale
150% HP
Body Size
1
Mass
60 kg
Filth Rate
1
Diet
none
Life Expectancy
25 years
Trainable Intelligence
None
Psychic Sensitivity
100%
Toxic Resistance
50%
Toxic Environment Resistance
100%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
70 Twisted meat Twisted meat
Leather Yield
20 Dread leather dread leather

Melee Combat

Attack 1
Left claw (Claw)
12.3 dmg (Scratch)
18 % AP
1.25 second cooldown
Attack 2
Right claw (Claw)
12.3 dmg (Scratch)
18 % AP
1.25 second cooldown
Attack 3
Teeth
15 dmg (Bite)
22 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.5986

Containment

Min Containment Strength
60
Knowledge Gain
1 Advanced
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 3/day
Min Monolith Level For Study
1
Held on Platform
true
Escape Interval
MTB 50 days
Technical
defName
Noctol


The Noctol is an entity added by the Anomaly DLC that only appears during the unnatural darkness event.

Occurrence

Noctols attack during the Unnatural Darkness event until all Noctoliths are destroyed or the darkness disappears on its own. Also, damaging a noctolith triggers an attack wave of noctols once per noctolith.

Summary

+15% pain, +200% melee cooldown, and -50% movement speed when exposed to light

Effect of its armor

Containment

A noctol yields 3 bioferrite per day and 200W of power when hooked up to an electroharvester.

Analysis

Noctols spawn en-masse in dark areas around a Noctolith when it is attacked. While extremely fast and dangerous, they receive massive penalties when exposed to light. Make sure you place lighting down prior ton attacking them. Flood lights are ideal for areas in and around your own base, but any lighting will suffice. If facing them outside, such as around the Noctoliths themselves, disruptor flares and solar pinholesContent added by the Royalty DLC are portable and easy to deploy. In less advanced colonies, bringing wood to build torch lamps can also work.

Noctols are a good source of advanced anomaly research points since they're easier to contain and much less dangerous than chimeras or devourers so long as they're kept in well lit areas.

Trivia

  • The Noctol's name likely comes from the Latin word "noctis", meaning night.

Version history