Noctol

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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
Twisted meat 70 Twisted meat
Leather Yield
Dread leather 20 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 Spot or 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[edit]

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[edit]

When exposed to light, Noctols receive a debuff that scales to the light's brightness[Check], reaching full strength at 50% or brighter, where it gives +15% pain, +200% melee cooldown, and ×50% move speed.

Containment[edit]

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

Analysis[edit]

In darkness Noctols fight almost as well as Scythers and move much faster, but bright (50%) light inflicts a debuff that makes them barely more dangerous than unarmed humans. Their extraordinary move speed drops to below an ordinary pawn, their attacks still hit hard but are extremely slow, and their above-average health scale is balanced out by the +15% pain from light. With good light management they are one of the less threatening entities you can face.

Noctols spawn en-masse in dark areas around a Noctolith when it is attacked. Make sure you place lighting down prior to 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.

Health[edit]

Body parts[edit]

The body part table is collapsed due to length. Expand to view.

Body Part HP C[1] TC[2] Parent I[3] Capacity[4] Effect if
Destroyed/Removed
FS[5]
Body 60 1 100% 26% N/A[6] Ex.png - Death -
Spine 37.5 1 3% 3% Body Check.png Moving −100% Moving[7] -
Stomach 30 1 3% 3% Body Check.png Digestion
−50% Digestion -
Heart 22.5 1 3% 3% Body Check.png Blood Pumping
Death -
Lung 22.5 2 3% 3% Body Check.png Breathing
−50% Breathing.
Death if both lost
-
Kidney 22.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration.
Death if both lost
-
Liver 30 1 3% 3% Body Check.png Digestion
Death -
Neck 37.5 1 22% 5,5% Body Ex.png Eating
Talking
Breathing
Death -
Head 37.5 1 75% 2,475% Neck Ex.png - Death -
Skull 37.5 1 25% 1,2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
-
Brain 15 1 70% 2,8875% Skull Check.png Consciousness
Death
Always scars.
-
Eye 15 2 12% 1,98% Head Ex.png Sight
−25% Sight.
−100% if both lost.
Always scars.
0% Hit Chance against Blunt damage.
-
Ear 18 2 8% 1,32% Head Ex.png Hearing
−25% Hearing.
−100% if both lost.
-
Nose 15 1 10% 1,65% Head Ex.png - - -
AnimalJaw 15 1 10% 1,65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
-
Leg 45 4 7% 5,95% Body Ex.png Moving
−25% Moving.
−100% if all lost.
-
NoctolClaw 15 4 15% 1,05% Leg Ex.png Moving
- 6
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. Frostbite Vulnerability
  6. This is the part that everything else connects to to be considered 'connected'.
  7. If Moving drops below 16% a pawn cannot move.

Armor[edit]

Armor

Attack table

  • Noctol Noctol
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 9.03
    (5.6)
    - - 19% -
    FrontLeftClaw
    (Scratch)
    9.84
    (6.1)
    12.3 1.25s 18% 37.5%
    FrontRightClaw
    (Scratch)
    9.84
    (6.1)
    12.3 1.25s 18% 37.5%
    Teeth
    (Bite)
    7.5
    (4.65)
    15 2s 22% 25%
    HeadAttackTool
    (Blunt)
    4.5
    (2.79)
    9 2s 13% 0%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Gallery[edit]

    Trivia[edit]

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

    Version history[edit]