Mechanics

## Introduction

Alice in Cradle has many mechanics in place in order to spice up the gameplay. This section will detail mechanics ranging from environmental to player-based, as well as how they function and other relative stats.

## Mana

Mana is a core mechanic in the game that affects both all facets of life, and fundementally changes aspects related to both the player, and monsters. Typically, Mana is automatically absorbed by nearby entities. **Entities with less mana is more likely to absorb mana than others.** Monsters will also absorb mana whenever they grapple Noel.

Mana can also be found as residue when a magic spell is activated or when an entity, both the player and monsters, are either hurt or defeated. Mana can also be commonly found by harvesting a Mana Plant.

Mana may also exist as either Passive, Neutral or Hostile, indicated by their colour. Passive Mana [Light Blue] can only be absorbed by Noel, while Neutral [Black] can be absorbed by both Noel and Monsters, while Hostile Mana [Red] can only be absorbed by monsters.

## Monsters, Day and Night Cycle and Rewards

### Monsters Territories

Monsters are enemies that Noel will encounter throughout her adventures. Different variants of monsters are encountered based on the location and time. They all increase their power by absorbing Mana, becoming more dangerous as they do so. For more detailed information regarding monsters, please visit the Monster Compendium.

Monster Territories are indicated by a symbol at certain parts of an area and the presence of Mana Plants. Said Symbol will display the monsters that you can encounter in the territory, as well as the danger rating proportionate to the current Danger Level, and the loot that you can receive from defeating the event.

#### Time

There are 2 time phases in the game, Day Time and Night Time.

During Day Time, Noel will be able to fast travel while sitting on Benches, and monsters will not attack her unless provoked either by intentionally starting the event, or by harvesting Mana Plants.

During Night Time, fast travel will be disabled, and monsters may attack Noel even when unprovoked. Certain Monster Territories may only appear during Night Time, as well as Night Time Exclusive Monsters such as The Fool. Monsters are also much more aggressive during night time.

### Danger Level

Everytime Noel defeats a Monster Territory, the area will become more dangerous. Monster Territories are modified proportionate to the current Danger Level.

Danger Level directly affects the types of monster you can encounter in a territory, as well as their starting MP, the amount of monsters in a territory, and even increase both the chances of a Contaminated Monster to spawn, and the number of Contaminated Monsters that are allowed to spawn.

### Rewards

Upon defeating the monsters territory, random monsters will drop chests corresponding to the pre-determined reward pool. The reward pool will improve proportionate to the current Danger Level, with greater Danger Levels offering higher grade chests to drop, as well as increasing their quantity. Below is a Loot Table for reference.

[TABLE]

**Reels** will also drop based on how many territories the player had defeated. Reels are modifiers that will affect the rewards given whenever Noel opens a chest. Below is a Reel Reward Table for Reference.

[TABLE]

## Player Mechanics

### Magic Casting

Before Noel can use a spell, she'll take a brief moment to cast the spell before using it. She will be vulnerable during this period,, but she will also only slowly float downwards whenever she is casting or aiming a spell as opposed to just falling down.

If Noel attempts to cast a spell while having insufficient mana, the spell will take significantly longer to charge than usual.

### Shotgun

Noel can also perform Shotgun when the player presses Z during the casting, allowing Noel to cancel using the spell and instead store the mana in her staff, allowing her to blast enemies with it at point blank with either Cyclone Slash or Light Attack. Shotgun does damage proportionate to the cast's current charge, and typically does heavy damage when fully charged.

Whenever Noel lands a Shotgun, she is inflicted with Knockdown, but also gains invulnerability frames for the full duration or her endlag until she recovers.

Take note that if Noel takes damage when Shotgun is active, she will lose some percentage of the current charge in her cane, which will drastically decrease the damage Shotgun can do, and causing the lost mana to become residue that can be absorbed by monsters.

### Knockdown

Noel can be knocked down because of a variety of reasons, this typically leaves her very vulnerable to attacks as she will be unable to move for a brief moment.

Whenever monsters run into Noel, or when the opposite happens, Noel will be knocked down. This can also happen when she casts Magic Missile too close to herself, or when she uses Shotgun.

### Dodging

Noel will dodge when the player holds Shift + Left or Right movement buttons. She will gain full invulnerability frames while dodging with minimal endlag. This can also allow her to glide in the air for a brief moment.

### Hunger

Noel will get hungry too! Allows Noel to receive buffs depending on the food consumed, said buffs will be stronger if consumed with an empty tummy (1.5x Multiplier), and likewise become weaker when consumed with a full tummy.

For more information about cooking and ingredient, go here.

## Status Effects

Exhaustion - Exhaustion causes Noel to be unable to sprint or dodge until she recovers some mana, and is automatically inflicted when Noel has below 40 mana.

Arousal - Noel will lose more mana when hurt, but is less likely to get knock-downed. This effect can intensify base on Noel's arousal meter.

Incubated - Inflicted when a monster such as a shroom planted eggs into Noel, and can be laid by Noel at a random moment. Temporarily stuns Noel, and cause her to produce Noel Eggs.

Post-Orgasm - Inflicted when Noel reaches orgasm. Temporarily stuns Noel until the player taps a certain button in order to recover