Database · 6 entries
Every DRAPLINE aura, and what each one is asking for
An aura is not a personality and not a reward. It is a one-time verdict: on the first week of October the game reads how you fed Coo and how you treated her, then locks her appearance for the rest of the run. Six outcomes exist — the four that shipped during Early Access, plus Steady and Whimsical, which most wikis still do not list.
The check
October, Week 1 — immediately after the September Week 4 boss. Anything after that point shapes the story but not the aura.
Adored
LenientStrength + Agility
The default end state for a first run that fed attack stats and said yes to Coo. Highest unlock rate of the six, which makes it the accidental result rather than the deliberate one.
Chill
LenientHP + Vitality + Resilience
A defensive build raised kindly. Common in runs that spent the early months surviving rather than racing, and the easiest aura to steer into on purpose.
Mischievous
StrictStrength
Attack stats with a heavy hand. Reachable in a normal playthrough without noticing: scolding failures and refusing extra food is enough.
Reserved
StrictHP + Vitality + Resilience
Defensive stats under strict handling. The aura for players who treat the year as risk management and keep the personality bar leaned toward Rule.
Steady
LenientIntelligence
Added after Early Access, so it sits lower on the unlock table. Needs a magic-first feeding pattern with lenient handling — easy to miss if you spread stats evenly.
Whimsical
StrictIntelligence + Agility (INT leading, AGI above STR)
The rarest aura. Carries an extra condition on top of the strict handling: Intelligence must be the leading stat while Agility stays above Strength. Players who push Agility instead report missing it.
Reading the table
Two dials decide the aura — and one of them is not the personality bar
Dial one: lenient or strict
Community shorthand, not an in-game label. Lenient is the Wild-leaning habit of letting Coo eat what she asks for and skipping the scolding. Strict is the opposite across the board. The aura reads the balance you built before the second boss falls — not the personality bar itself, which never locks and can still swing afterwards.
Dial two: which stats you pushed
Not the highest number — the direction. Offensive feeding (Strength, Agility) and defensive feeding (HP, Vitality, Resilience) each send you to a different aura at the same treatment level. Intelligence is its own axis and covers the two auras added after launch.
| Feeding focus | Lenient | Strict |
|---|---|---|
| Strength / Agility | Adored 62.3% | Mischievous 41.5% |
| HP / Vitality / Resilience | Chill 53.7% | Reserved 38.5% |
| Intelligence-led | Steady 27.2% | Whimsical 26.0% |
The aura changes Coo's portrait and nothing else — no stat, skill or combat effect is attached to it. The four corresponding achievements are the only mechanical trace.
Unlock rates: Steam Community global achievement pages, pulled 2026-09-29. Conditions: in-game behaviour mapped by the community, cross-checked against the achievement set. Personality mechanics: Fandom's Coo entry, quoting in-game text.