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This mod is only used to activate it "out of season" but during mid-october - mid-november it remains active through ACE itself.
You can click the recipes and there will be a command on their unit frame (bottom left of the screen) allowing you to learn it. If the recipe has been moved or stashed in a container, you can find all of them in your town inventory screen (I > Inventory tab) and from there you can click and "Learn" each one!
After learning all the available recipes, you'll get the final part of the event :)
I can definitely look into the recipes, that should be fine to change!
Finally, about the Thrall, again, Candledark is not meant nor balanced to be a part of the game. It's a fun seasonal event. At the end of the event all thralls can be cured, and as a seasonal event you should only really start it once your town has the might and the resources to provide for all the emergencies that will arise during the candledark raids and such. The original Candledark event (before ACE) has *permanent* thralls that couldn't be ever cured, so I'd argue that we already made it much easier :)
The idea of wards is to function somewhat like a tower defense path (and that's why monsters spawn on fixed locations, so they have fixed paths); you can spread the debuffing wards on their path towards the gates where you'll actually stand with your army, and that will force enemies to go through their radius and get the effects you want removed before you actually fight them.