Drapline Lab

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.

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 focusLenientStrict
Strength / AgilityAdored 62.3%Mischievous 41.5%
HP / Vitality / ResilienceChill 53.7%Reserved 38.5%
Intelligence-ledSteady 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.