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Rayman: Mechanic War Empty Rayman: Mechanic War

Dom Giu 02, 2024 1:09 pm
Here is the fictional game for console, PC and phone: "Rayman: Mechanical War".
The game features a similar visual to Rayman 2 and Rayman 3, where the player experiences the adventure and manages the attacks, but with the addition of the army that follows him. The adventure begins with an engaging story.

Rayman, while working in the factory, receives a call from the Bubble Dreamer, who informs him that he had a nightmare regarding a lum. Rayman, perplexed, asks if it is André, but the Bubble Dreamer specifies that he is another lum and asks Rayman to look for him and stop him immediately, reminding him that the pay of a hero is higher than that of a worker. Rayman, doubtful, asks how to recognize the lum, and the Bubble Dreamer replies that it is gray. Rayman expresses his concerns: it might take him a long time to find it and there is no certainty that he will succeed, considering that lums are usually small in size. He then suggests waiting for the lum to show up on his own, as often happens with bad guys. The Bubble Dreamer accepts the idea and ends the call.

The following day, an eighteen-year-old girl, Musette Silverhair, a third-year chemistry student at university, with long silver hair and a lock falling over the tip of her right eye, shows up at Rayman's door. She is wearing a black t-shirt with a rock band logo and a long black skirt. When Rayman opens the door, she Musette tells him that she has found, outside the university window, the lum sought by the Bubble Dreamer, who now wants Rayman to go to him to decide what to do with the lum. Rayman and Musette head to the Yawning Tree, home of the Bubble Dreamer.

The Bubble Dreamer shows them the gray lum, sleeping inside a glass case, explaining that it is the first time a nightmare has been captured before causing a catastrophe. She emphasizes the importance of deciding how to handle this nightmare to prevent it from happening. Rayman proposes to keep the lum in the glass case forever, to ensure that he can never carry out his evil plans.

The Bubble Dreamer states that, in the event of an earthquake, the container could break or accidentally fall to the ground. Rayman suggests putting the lum in a chest, but the Bubble Dreamer replies that the chest could also break in case of accidents, just like the display case. Musette suggests combining the lum with other lums to create a creature, but Bubble Dreamer rejects the idea, saying that a nightmare lum can't be used to create creatures and that since it's not a yellow lum, she couldn't do it anyway. He then goes on to ask Musette and Rayman if they could check daily that the lum is in the case when they are not busy elsewhere for personal reasons. The two accept and every day Musette asks Rayman questions about her adventures, transcribing every detail.

After a week, while the lum is awake and appears darker, the Bubble Dreamer watches as he holds his hands on the glass and looks at him with tender eyes. The Bubble Dreamer, moved by compassion, thinks that perhaps the lum wants to go out and starts to raise the case, but then, remembering the nightmare, decides to lower the case again, saying that it is not possible to make him come out to avoid potential damage to the Clearing. Rayman notes that a week has passed without incident and adds that his nightmares usually come true immediately; if something bad was going to happen, it would have already happened. The Bubble Dreamer admits that his nightmare has come true, but it was the lum; then, doubting, he wonders if it was a dream that he mistook for a nightmare. Rayman concludes that the lum was probably really a dream, as it did not bring any misfortune. The Bubble Dreamer finally lets the creature out, reflecting on how he could have confused a dream with a nightmare.

The gray lum, once freed, runs around the Glade until it is pushed by the wind. At the end of the push, he grabs a lum's hand to try to stop himself, transforming it into a wind pearl gray metalum. He later falls into the water, and seeing a blue lum introduces himself and shakes his hand, transforming him into a blue water metalum. Coming out of the water, he befriends a red lum and, after introducing himself and shaking its hand, transforms it into a gray metalum. Soon after, he meets an orange lum and, after laughing together, shaking his hand transforms him into a boiling orange metalum. Observing a rainbow, he becomes very happy and, shaking hands with various lums, transforms all lums he encounters, regardless of their type, into supermetalums of random colors.

The following day, the Bubble Dreamer, leaving the castle, sees various metalums and fears that the nightmare is coming true. He immediately calls Rayman and Musette, declaring an emergency. Rayman leaves work early and Musette sneaks out of university. The two reach the Bubble Dreamer, who shows them the metalums. Rayman asks a gray metalum if it feels pain or if it feels evil, but the metalum responds that it feels good and normal. Rayman reassures the Bubble Dreamer, saying that perhaps he is worrying too much. Musette, using her powers, checks the energy of the gray metalum and notices that it is the same as a normal lum. However, the Bubble Dreamer insists that, as predicted by his dream, monsters will come. Rayman suggests that the monsters are not necessarily caused by metalums or gray lums. The Bubble Dreamer then asks if they can help him collect the metalums and search for the gray lum, pointing out that he will still do it even without their help. Rayman and Musette agree to help him.

Razorbeard, observing a wind metalum, grabs it and wonders what the strange lum is. Throwing it away, the metalum falls onto a yellow lum, releasing its energy and fusing with it. The robopirate, using wind metalums, builds a robopirate equipped with a wind pump and a sword-shaped hand, which comes to life as soon as the process is completed. Metallic Creveton, the metallic dragon from Rayman Legends, playing catch with the aquatic metalums, causes them to end up next to a blue lum, thus generating a new creature. Understanding the abilities of the metalums, he emerges from the water and engages the electric shock robots to create monsters out of the aquatic lums in his lake.

Robotic carnivore uses metalums to understand their usefulness and, with the help of the rock men, builds a factory to create monsters. The metallic Mockingbird, finding several boiling metalums, places them in his nest along with a lum, creating a winged creature that instantly becomes real. He then orders his metal birds to produce more. Mr. Dark, observing the actions of the other nightmares, finds the gray lum and imprisons him, collecting various superlums and putting several clowns to work, using dark lums as the cores of the creatures created with the metalums.

A tide of robot nightmares begins to invade the Glade. Rayman, who is in the factory, faces numerous robots together with the teen workers, without being able to defeat them. Waking up, he sees Musette in front of him. Musette explains to him that the metalums allow anyone to create creatures, unlike the lums, which can only be used by the Bubble Dreamer and the nymphs. Now the nightmares have divided the Glade into six warring kingdoms, using robots created with metalums. Rayman, recognizing that he underestimated the situation, asks how he can fix it. Musette advises him to invade the grandmothers' kingdom, where there are fewer nightmare robots, and to use the factory where he worked to create dream robots.

Thus, Rayman must face five robots and subsequently enter the factory where he works. Here, an animation starts in which we see the grandmothers being pushed away. At the end of the animation, Musette provides some information:

"Metalums are particular lums that, by attaching to a standard lum, can be used to create new creatures. Once joined, the metalums transform into points, releasing their dormant energy. This energy increases, to a certain extent, the life and damage characteristic of the original lum's energy type. Additionally, the speed, determined by the amount of energy produced by the lum, will increase by one category thanks to the additional energy provided by the
metalums lum, therefore, guarantee a certain value of life, damage and speed:

Purple Lum: 100-250 life points and 10-25 damage points, low speed. Creatures with it have an additional shot in addition to the identical attack shot, which allows them to cling to walls to overcome them.

Blue Lum: 250-500 hit points and 25-50 damage points, low speed, with a 15% increase in water holding capacity for robots with it.

Lum: 501-1000 life points and 51-100 damage points, medium speed.

Red Lum: 1001-1500 hitpoints and 101-150 damage points, with a 15% increase in hitpoints and damage gained after creation for robots created with it as a lum, medium speed.

Green Lum: 1001-2000 life points and 101-200 damage points, low speed.

White Lum: 2001-3000 life points and 201-300 damage points, low speed.

King lum: 3001-4000 hit points and 301-400 damage points, medium speed, with a 15% increase in hit points and damage for nearby creatures with a yellow lum inside.

Orange Lum: 1005-5000 life points and 105-500 damage points, very high speed, with a 15% chance that energy will escape from the creature, electrifying it and damaging those who hit it in melee.

Silver Lum: 5001-6000 life points and 501-600 damage points, high speed.

Dark Lum: 6001-7000 hit points and 601-700 damage points, fast speed, with a 40% increase in damage gained after creation for robots created with it.

Metalums allow you to increase these statistics and have specific characteristics:

**Wind Metalum**: Wind Metalums have a pearl gray color and their creatures can attack exclusively with air blasts or melee using parts of their own body. If the creature has a continuous attack, it has a fluid containment capacity ranging between 10,000 and 100,000 liters, consuming 10,000 liters of air at 20 m/s to push the enemy. If the creature has a single attack, the capacity varies between 60.2 and 600.20 liters while consuming 60.2 liters of water per hit. The Metalum increases the damage and maximum life determined by the lum by 5%, and increases the speed by one category. Creatures with these Metalums require less air to launch wind attacks. The amount of fluid used is automatic, based on the enemy's need to be thrown. Air can be refilled via refills found on the battlefield or in the multiplayer map.

**Water Metalum**: Water Metalum are blue in color and their creatures can only attack with water blasts or melee using parts of their body. If the creature has a continuous attack, it has a fluid holding capacity ranging between 350 and 3750 liters, consuming 350 liters of water at 1 m/s to push the enemy. If the creature has a single attack, the capacity varies between 500 and 5000 liters consuming 500 liters of water per hit. The Metalum increases the damage and maximum life determined by the lum by 10%, and increases the speed by one category. Creatures with these Metalums require less air and water to cast. The amount of fluid used is automatic, based on the enemy's need to be thrown. Water can be refilled via refills on the battlefield or in the multiplayer map.

**Metalum**: Metalum are gray in color and their creatures can attack both from a distance with certain animations and in melee using parts of their body. The Metalum increases the damage and maximum life determined by the lum by 15%, and increases the speed by one category.

**Hot Metalum**: Hot Metalums get progressively hotter with each hit, increasing damage taken by 1% per attack, and after eight hits they can no longer attack or explode, having to wait 5 seconds to cool down. Each hit increases the damage dealt by 4%. The Metalum increases the damage and maximum life determined by the lum by 25%, and increases the speed by one category. Boiling metalum creatures are moved less by hits than water metalum creatures when heated. Furthermore, the cooldown time is reduced by one second if they are hit by air and by two seconds if hit by water.

**Supermetalum**: Supermetalums have all the characteristics of normal Metalums, but have various colors and increase the amount of life and damage that the lum can confer by 20%, also increasing the values ​​obtained by your creature after the lum by 5%. creation.

Metalums can only be used with others of the same type, and you must choose which metalums to use at the beginning of creation. However, to unlock the other metalums, you will first have to beat the various kingdoms in the story mode, unlocking the metalums that use, or obtaining 1000 lums for the pirate kingdom that uses the wind metalum. Each kingdom has a defense army of 600 units and uses pre-made robots that can be purchased with gems for each unit in the shop. Any part of the army you destroy will not revive, allowing you to continue striking until you defeat them. After defeating the last kingdom, that of Mr. Dark, and having recovered the gray lum, the story mode ends and 20 players who have completed the same or who have decided to join a random map will appear on the map. Each player can join a random map and can be colonized by up to 5 players, to whom they will give 10% of the production for each, while the others will obtain the resources without the player losing anything. If you suffer a defeat on a map but are not colonized from the point of view of your game, but only from that of the game of the player who defeated you, you have the possibility to join another map even if you are already in six games , replacing the one in which colonization does not take away resources. However, you will continue to be visible on the opposing player's map and among his colonies. To free yourself from colonization, regardless of whether you are colonized or not in your game, you must defeat your colonizer on that map. As long as you remain colonized, regardless of whether your game turns out to be colonized or not, you can only attack the player who colonized you.

If you free yourself from a colonization you will no longer pay 10%, and if you colonize someone but are colonized, the 10% obtained cancels one of the 10% of the colonization. Even if the colony frees itself, it will still be nullified. Until you can attack other players, you have a map where, using one of your created robots, you can find metalum for building robots and for factory-creating them; Rarely, lums of various types that can be used in the creation of project robots and industrial creation robots;
You can find air and water refills to use on your robots and lumdollars to use in the shop.
But be careful to return to the kingdom before someone defeats you, otherwise you will lose everything, and it will be collected by whoever defeated you. In the shop, you can buy lums and metalums with lumdollars. The former are unlocked by increasing your level and the latter by defeating kingdoms in the story mode. Instead, with real money you can buy gems that you can use to purchase a unit of one of the pre-created robots, which will be replaced by player-created robots with the supermetalums traded or sold in units or in the project. This will happen if this was done with at least 100 different robots, and only the weakest twenty of them created on the day will go to the store. Each player can sell their robot designs to other players via private message, at the cost of gems or lumdollars of their choice, allowing them to create them. He can also decide to sell only one or more units without selling the creation project, thus keeping the secret to himself, or to exchange one or more units of his own robot with one or more units of someone else's robots, or even to exchange a own project with that of another player.
Each player can have a maximum of ten robots; if he already has ten, he must eliminate one to create a new one. Before deleting it, he can save his data on his device and reload it whenever he wants. Creating a unit of the robots created by the player or those whose designs he owns, in the industry, requires the lum used for its creation and the necessary amount of metalum.

Your army in the attack on the kingdoms consists of industrially created robots and a general, of which the only one is you, since the others have been captured. You can unlock generals in the shop or chests through general cards, except Razorbeard and Mr. Dark, who will be unlocked at the end of the story mode. A general can be upgraded using lumdollars and cards of the desired general. It is important to build arrow towers and walls in your kingdom to defend it from attacks, as well as keeping an unused army during inactivity for defense.
It is crucial to upgrade your industry to increase robot production in less time and upgrade camps to increase the capacity of your army.
If your kingdom is defeated, you will start the game over again. By defeating an enemy kingdom in story mode, you will obtain lum and metalum in addition to the various rewards. You can build a honey tree that can attract up to 25 lums, and you can upgrade the tree to increase this attracting ability. Additionally, you can build paper factories that will produce lumdollars, giving you additional resources for your kingdom. At the end of the story mode, you will be able to build the metalum cave, where the gray lum will create 25 metalums every hour, which will increase as the cave level increases. Although metalums only have one color when built, you can use various shades of their color. To build a robot, you must select the metalums to use. After creating the character, you can decide to click on body parts such as legs, arms, feet, hands and head, and select the corresponding metalums for each part, so that all the metalums attached to them from right to left become selected and are recognized as such a part and follow the automatic animations.

Additionally, both hands and head have subcategories. The hands also contain fingers, while the head includes eyes and a mouth. If they are not selected, you will need to create motion animations manually. If the character has something that moves up and down instead of one or more hands, it will be necessary to specify which parts should move upwards and which downwards. This will be considered an attack. To create movement animations, simply select the character's limb or specific points and move them with an arrow without detaching them from the body so that the game registers the movement. Next, you will need to create attack animations, during which you can also include non-damage animations, such as eye color changes or other modifications. However, these animations must be tied to the attack, which can be continuous, single up to a certain distance, or single until it hits something. This last type of attack is a one-shot attack up to a certain distance, but with a 15% chance to continue until it hits something. For continuous attacks, it is possible to create a single animation that repeats, starting from the end of it up to the range, which will be determined randomly by the game. Single melee hits are 35% more likely than ranged hits to receive higher damage from the game. The speed, damage and life values ​​will be randomly chosen from those provided by the lums and metalums.

Supermetalums are unique from other metalums, having all the colors and tones unlike other metalums. They are also the only ones who create creatures that can end up in the store with the creator's name, who will get 1% of the revenue earned from each purchase. The price of metalum creatures arriving in the shop depends on their damage, their life and their speed. While lums and metalums provide damage and life categories for created robots, these categories are further broken down into subcategories. Only after having found all the values ​​of the subcategories will it be possible to access the values ​​of the other subcategories, until reaching the one containing the maximum value. Once the subcategory values ​​are exhausted, the values ​​will be generated randomly. Chests offer the ability to unlock a wide range of items, including general cards, lums, metalums, water or air refills, notes on generals, robot units available in the shop or among those created by you, metalum color shades different from the first two automatically unlocked, supermetalum colors, gems, lumdollars, generals' tools and the second ability of each general upon reaching level 5.
Generals are equipped with crucial tools for battle, such as the flare to direct the robots that are attacking something towards a common target, the mystical flare to do the same thing but with a single robot after putting the top view and clicking on the desired robot and throwing the flare at the target. Finally, the gloves allow you to take direct control of a robot during battle, leaving the general under control of the CPU. However, before using them, they must be unlocked via chests. Alliances with other players allow trading general cards, receiving support bots, trading and donating lums, temporarily borrowing a general using a loan card, and trading metalums between players."

After completing the story mode, Rayman brings the gray lum to the Bubble Dreamer, who announces that they will transform the gray lum into a yellow lum as soon as the other nymphs arrive, noting that it is already an hour after the other nymphs were scheduled to arrive , decides to perform the spell to transform the gray lum into a yellow lum herself. Polokus warns that it is an extremely powerful magic and that Musetta risks losing all her powers in the attempt, but offers to help her with hers. modest energy to allow her to maintain part of her powers and recover the rest later. Thus, Polokus and Musetta join hands and, by combining their powers, transform the gray lum into a yellow lum. During the spell, Musetta's silver hair shines with a bright silver light.

Among the generals there is also Musetta and each of them has five notes, one of which is unlocked by obtaining the general and the others can be purchased with gems or found in chests. A note on Musetta says: "This nymph arrived at the Glade six years ago, showing, at only twelve years of age, a superior culture to her peers. The Bubble Dreamer immediately welcomed her into the yawning tree, creating a paternal relationship with her. " Another note describes: "Sweet and kind, the student nymph is disgusted by the big noses of the majority of the inhabitants of the Glade and sometimes she makes jokes that her friends believe to be jokes." The note unlocked as soon as he is obtained as a general reads: "A warrior nymph? The young rebel has chosen not to limit herself to nature; in addition to studying chemistry, she has taken up arms to fight against the nightmare robots!" Another note reports: "When she arrived at the Clearing, some rumors saw her in the company of the Muse of Poets; perhaps it was she who convinced Polokus to host her!"

By subscribing to a subscription, you will be able to receive increasing rewards in lumdollars and chests every day for a week, as well as 500 yellow lums, 1 silver lum, 1600 lumdollars and a chest every month. The subscription will also offer the opportunity to purchase in the shop, and find around and in chests, the werelum, as well as being able to use the dark purple weremetalum. The werelum gives the robot created with it the ability to gain between 4001 and 5000 health points and between 401 and 500 points of damage. Additionally, robots equipped with it launch ranged or animated attacks that reduce the opponent's damage value and maximum life by 1%. Weremetalums increase the life and maximum damage determined by the lum by 15%. If their robot hits with its body or receives a melee attack, it will reduce the damage value and maximum life of the opponent it came into contact with by 1%.

How do battles work in Rayman: Clockwork War?
In Rayman: The Mechanical War, battles take place in an area where the enemy comes with his robots, and you have to defend your area. To do this, you can erect walls at the edges of your area and place two archer towers on two of these walls. Additionally, you can place ghost units both beyond the walls and within your area. During an attack, ghost troops are replaced by troops present in your camps at the time. It is generally advantageous to place all robots outside the walls, but you can prepare for any eventuality.

To get 1 electon, you must defeat 25% of the enemy robots; to get 2 electons, you must defeat 50% of them; By defeating 100% of the robots you win the battle and get 3 electons. If, before beating all the robots, you also destroy the enemy industry, you earn another electon, and if you destroy all the buildings inside the walls, you get the fifth electon.

Electons are used to purchase alloy chests, which have various costs: 5 (wooden), 25 (iron), 125 (royal), 250 (mystical), 500 (divine). The last three types can also be purchased in shops with gems, but Alloy Chests have a 5% reduced chance of finding important items and a 5% increased chance of finding less important items.

Destroying an enemy kingdom earns you 30 trophies, and if your kingdom is defeated offensively, you lose 10. The same rule applies whether you win or lose defenses. In the multiplayer map, if you are defeated, you lose a trophy, while defeating an enemy earns you one. The loss of trophies is less for kingdoms because they are rare and difficult to find.

After defeating all 20 player kingdoms on your map, you will be able to discover a new area and have 20 other players join online. If you are colonized, your kingdom map will become the one where you are victorious. If you don't have one, you'll need to find a new kingdom map for your kingdom. Colonized kingdoms that exist only for the colonizing player, but whose players do not even see the colonizer among their colonizers will disappear from the colonizer's colonies after 3 months.

When attacking a wall with an archer tower on it, damage is dealt to the archer tower first and then to the wall. Since you can't shoot upwards, this is the only way to destroy the tower, which has less life and creates more problems.

During battles, the player controls a general, who has general tools and various abilities. Some generals also have raiding abilities, which can be exchanged with normal abilities during battle, respecting the same cooldown as the normal ability. Skills recharge after a certain number of seconds. Beyond that, generals can run, attack, jump, and combine jumping and attacking.

Some generals, in order of damage value, are:

**Globox:** His ability consists of drinking mystical plum juice, which strengthens his attack by 100% for a set number of seconds, allowing him to create up to 5 boils before the power wears off. The bubbles generated by the bubble ability, when expelled, create a protection against a hit for the robot. If Globox ingests the bubbles and then expels them, the effect will be the same. However, if it is hit while the bubbles are still in the stomach, they will come out and the hit robot will not only have the bubble for protection, but the enemy shot that explodes the bubble will come back. If he uses the bubble raid ability instead, the directly expelled bubbles will make the hit robots fly, helping them to overcome the wall, since the robots cannot attack above a certain height and the towers, if they have other targets, will not hit them. Globox can launch one bubble at a time. Metalum Water Bots inside a bubble refill their water tank up to 15%, gaining 5% every 2 seconds and exploding the bubble after 6 seconds. Metalum Wind Bots explode the bubble in 2 seconds and refill the Wind Tank by 5%, gaining 2.5% every second. Boiling metalum robots never overheat when inside a bubble. The bubbles are mystical and cannot be destroyed by attacks from within, but only by attacks from without. But they are destroyed if they touch the ground.

** Grand Minimum: ** His ability consists of earning lumdollars for each enemy defeated.

-** Golden Teens **: His ability consists of gaining 25 lums for each enemy defeated, of which 20 are yellow and there is a possibility that 5 are of another type.

-** Razorbeard **: His ability is to throw a bomb that deals 100% damage to walls and moderate area damage to enemies.

-** Rayman **: One of his abilities is Charged Shot, which deals 1.5 times normal damage. His raid ability is to create a mushroom that rises and falls, allowing him and the robots to cross walls.

- **Barbara**: (skill to be specified)

- **Elysia**: (skill to be specified)

-** Clark **: His skill is to deal double damage to walls.

- **Mr. Dark **: His ability is to throw 3 burning orbs. His raid ability is to teleport, take 5 random allied robots and bring them inside the walls.

- **Musetta Silverhair**: Attacks with a magical beam. Her ability is to deal double damage for a set number of seconds after defeating an enemy. Her Her's raiding ability is to throw round purple lums onto the wall, creating a ladder that allows her and the robots to climb up.

### Leagues

There are 20 leagues and they offer various advantages in terms of additional electons:

1. **First League**: Adds an extra electon for every 3 electons obtained in battle.
 
2. **Second League**: Adds a bonus electon if you collect all 5 electons.
 
3. **Third League**: Change the extra electon every 3 electons with an extra electon every 2 electons.
 
4. **Fourth League**: Increases the extra electon by one if you collect all electons.
 
5. **Fifth League**: Removes an extra electon every time you collect all electons and changes the extra electon every 2 electons to every 1.
 
6. **Sixth League**: Adds an extra electon every certain number of lums collected in battle.
 
7. **Seventh League**: Adds an extra electon for every certain number of metalums collected in battle.
 
8. ... up to **Twentieth League**, which offers:
  - 2 extra electons for each electon taken.
  - 2 extra electons every time you collect all 5 electons.
  - 1 extra electon for every certain number of lums collected.
  - 1 extra electon for every certain number of lumdollars collected.
  - 1 extra electon for every certain number of metalums collected


Ultima modifica di Domenico idea il Sab Giu 08, 2024 4:17 am - modificato 2 volte.
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Domenico idea
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Data di iscrizione : 29.09.21
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Lun Giu 03, 2024 4:54 pm
**Nymphs**

Nymphs grant various powers to creatures:

**Betila:** Every ten hits from a robot creates a plant that imprisons the opponent. The difficulty of freeing yourself depends on the opponent's health: with low health 15 rapid movements are needed in different directions, with medium health 10 are needed and with high health only 5.

**Edith Up:** Every ten hits, the robots throw a more powerful attack that deals double damage.

**Annetta Fish:** The robots regain health at three random times during the battle, pausing for a second to drink water. Boiling lums have one second less to cool down, while water lums fill their water container by 1% every five seconds and 15% for each enemy destroyed.

**Helena Handbasket:** Every fifteen hits, robots made up of Metalum, Were Metalum, Water Metalum, Wind Metalum, and Supermetalum launch an attack that freezes an enemy, slowing them and slowing their attacks for 10 seconds. Robots formed from boiling metalum reduce the time it takes to cool down by 2 seconds.

**Vodoo Mother:** Each enemy destroyed makes the robots immortal for five seconds.

**Basic Upgrade**

Walls can be upgraded. At level 2 they gain metallic coatings and increased resistance. At level 3 they are equipped with spikes that prevent the purple lums from attacking, protecting the walls from the bubbles, which are destroyed with Razorbeard's bomb, and damaging anyone who touches them. Spikes are only present if the wall on the right does not have them or if it is an isolated wall. At level 4, spikeless walls become mystical and take 50% less damage from all sources, including Razorbeard's bomb.

**Information**

In "Rayman: Clockwork War", it is possible to create robots without limbs or other specific parts, as long as they can attack and move or float and have an animation for grabbing objects. However, the robots must respect height and length limitations.

### League Chests and Contents

#### Wooden Chest (5 electons)
- **Total Number of Items**: 3-5
- **Important Items**: 30% chance (1-2 items)
 - **Gems**: 5-10 gems (100%)
 - **General Cards**: 1-2 cards (10%)
 - **General's Tool**: 1 tool (5%)
 - **Second General Skills (Level 5)**: 1 skill (5%)
 - **Boiling Metallums, Wargs and Supermetalums**: 5-10 units (5%)
 - **Notes on Generals**: 1-2 notes (5%)
 - **Robot Units (Store/Created)**: 1-3 units (10%)
 - **Metalum/Supermetalum Color Shades**: 1-2 colors (5%)
-**Lum of Color Other than Yellow**:0-3(5%)

- **Items Not Important**: 70% chance (2-3 items)
 - **Lumdollars**: 50-100 lumdollars (100%)
 - **Yellow Lums**: 10-20 lums (15%)
 - **Metalum Normal, Wind and Water**: 10-20 metalum (15%)
 - **Water or Air Refills**: 1-2 refills (10%)
 - **Metalum Color Tone**: 1- 2 colors (20%)

#### Iron Chest (25 electons)
- **Total Number of Items**: 5-7
- **Important Items**: 40% chance (2-3 items)
 - * *Gems**: 10-20 gems (100%)
 - **General Cards**: 2-3 cards (10%)
 - **General's Tool**: 1 tool (5%)
 - **Second Skill of a General (Level 5)**: 1 skill (5%)
 - **Boiling Metallums, Weres and Supermetalums**: 10-20 units (5%)
 - **Notes on Generals**: 1-3 notes ( 5%)
 - **Robot Units (Shop/Created)**: 3-5 units (10%)
 - **Color Shades Metalum/Supermetalum**: 2-3 colors (5%)
-**Lum of Color Other than Yellow**:3-5(5%)

- **Non-Objects Important**: 60% chance (3-4 objects)
 - **Lumdollars**: 100-200 lumdollars (100%)
 - **Yellow Lums**: 20-40 lums (15%)
 - **Normal, Wind and Water Metalums**: 20-40 metalums (10%)
 - **Water or Air Refills**: 2-3 refills (10%)
 - **Metalum Color Tones* *: 2-3 colors (10%)

#### Royal Chest (125 electons)
- **Number of Total Items**: 7-10
- **Important Items**: 50% chance (3-5 items )
 - **Gems**: 20-40 gems (100%)
 - **General Cards**: 3-5 cards (10%)
 - **General's Tool**: 1-2 tools (5%)
 - **Second Skill of a General (Level 5)**: 1-2 skills (5%)
 - **Boiling Metallums, Wargs and Supermetalums**: 20-40 units (5%)
 - **Notes on Generals* *: 3-4 notes (5%)
 - **Robot Units (Store/Created)**: 5-7 units (10%)
 - **Color Shades Metalum/Supermetalum**: 3-4 colors (5 %)
-**Lum of Color Other than Yellow**:5-10(5%)

- **Unimportant Items**: 50% chance (4-5 items)
 - **Lumdollars**: 200-400 lumdollars (100%)
 - **Yellow Lums**: 40-60 lums (10 %)
 - **Normal, Wind and Water Metalums**: 40-80 metalums (10%)
 - **Water or Air Refills**: 3-4 refills (10%)
 - **Color Tones Metalum**: 3-4 colors (10%)

#### Mystic Chest (250 electons)
- **Number of Total Items**: 11-13
- **Important Items**: 60% chance (6- 7 items)
 - **Gems**: 40-60 gems (100%)
 - **General Cards**: 5-7 cards (10%)
 - **General's Tool**: 2-3 tools (5 %)
 - **Second Skill of a General (Level 5)**: 2-3 skills (5%)
 - **Boiling Metallums, Wargs and Supermetalums**: 40-80 units (10%)
 - **Notes on General**: 4-5 notes (5%)
 - **Robot Units (Store/Created)**: 7-10 units (10%)
 - **Color Tone Metalum/Supermetalum**: 4-5 colors (5%)
-**Lum of Color Other than Yellow**:10-15(5%)

- **Unimportant Items**: 40% chance (5-6 items)
 - **Lumdollars**: 400-800 lumdollars (100%)
 - **Yellow Lums**: 60-80 lums (10%)
 - **Normal, Wind and Water Metalums**: 80-160 metalums (10%)
 - **Water or Air Refills**: 4-5 refills (5%)
 - **Hues of Color Metalum**: 4-5 colors (5%)

#### Divine Chest (500 electons)
- **Number of Total Items**: 14-18
- **Important Items**: 70% chance ( 8-10 items)
 - **Gems**: 60-100 gems (100%)
 - **General Cards**: 7-10 cards (10%)
 - **General's Tool**: 3-4 tools (10%)
 - **Second Skill of a General (Level 5)**: 3-4 skills (5%)
 - **Boiling Metallums, Wargs and Supermetalums**: 80-160 units (10%)
 - ** Notes on the Generals**: 5-7 notes (5%)
 - **Robot Units (Shop/Created)**: 10-15 units (10%)
 - **Metalum/Supermetalum Color Shades**: 5-6 colors (10%)
-**Lum of Color Other than Yellow**:15-20(5%)

- **Unimportant Items** : 30% chance (6-8 items)
 - **Lumdollars**: 800-1600 lumdollars (100%)
 - **Yellow Lums**: 80-160 lums (10%)
 - **Normal, Wind Metallums and Water**: 160-320 metalum (5%)
 - **Water or Air Refills**: 5-6 refills (5%)
 - **Metalum Color Shades**: 5-6 colors (5 %)

### Additional Notes
- Alloy chests have a 5% reduced chance of finding important items and a 5% increased chance of finding less important items compared to the same shop chests.
- Important items include gems, general cards, general tools, second abilities, advanced metalums (boilers, wargs[subscription holders only], and supermetalums), general notes, robot units, lum different by yellow and advanced metalum color shades.
- Unimportant items include lumdollars, yellow lums, basic metalum (normal, wind, and water), water or air refills, and basic metalum color shades.

This chart provides a detailed idea of ​​the rewards in the chests, with the quantities and percentages specified for each, taking into account the distinctions between important and non-important items.

### Information
Nymphs do not directly participate in battle, but, once equipped, keep watch from above during combat. When you create animations for a robot that aren't attacking, moving, or grabbing objects, you'll need to assign it a specific button or touch or slider motion to activate them. In the multiplayer map, to return to the kingdom, you will need to go to one of the exit portals present. Hero abilities recharge every 40 seconds. Dark lums are the hardest to find, second only to werelums, which cannot be found without a subscription. When creating an animation for a robot you can click on "replace" to ensure that the chosen points will not be added to the selected ones but will replace them.

### Alliance Kingdom
In addition to the normal kingdom, there is the Alliance Kingdom, a domain shared by all alliance members. Here you can donate lumdollars to build and upgrade walls and archer towers; gems to buy robot units in the shop or to make purchases for the alliance; lum and metalum to create and produce alliance robots. Furthermore, 10 million lumdollars can be exchanged by the boss for an oak trunk from the Glade, necessary to buy alliance chests, which are similar to those of the leagues but with different costs (1 trunk, 3 trunks, 25 trunks, 50 trunks, 100 logs and 200 logs). These chests, although they are bought by individual members, give rewards that go into the alliance's chests and these rewards are various quantities of alliance robot units that will go into the warehouse, gems, lumdollars, metalums, yellow and other colored lums, the label to equip a hero in alliance battles, robot cards to upgrade them, and very rarely, robot blueprints in the Alliance store.

An alliance robot is different from a normal robot: it is necessary to assign it a category by deciding its name and its damage and life levels will be determined randomly by the game at the time of creation, varying respectively from +1 to +15 for damage and +1 to +100 for life. Additionally, alliance robots, like regular robots, have a production image that is a capture of the front of the robot.

Alliance robots are trooped by the leader or co-leader, but can only be created by those in the artisan role. After replaying an alliance attack, the bots used will appear, with "like" and "dislike" options underneath. Every "like" given to one or more robots will be recorded in the alliance, but the most significant "likes" are those given to the entire alliance. You can "like" up to five alliances, allowing them to be placed on a specific list.Having alliances in a list is useful for requesting private commissions or for the alliance (leaders and co-leaders only).

To request a commission, you need to click on the button on the alliance tab, deciding up to a maximum of five resources to offer and the desired quantity (you can also request logs or gems). You can specify a minimum deadline of 7 days or an indefinite period for completing the project. The request will be sent in the alliance leader's private messages. To avoid rejection, it is advisable to make a direct private agreement with the alliance leader. If the alliance leader accepts, the resources will be automatically transferred to the alliance's coffers, and one of the craftsmen will be assigned by them to create the requested robot.

If there is a limit of days and the craftsman cannot complete the work within that period, he can add a delay of up to 14 days. If the robot is not completed by the stipulated date or within 2 months (in case of indefinite period), the resources will be returned to the requester with an addition of 1% of the resources (lums, metalums, trunks and lumdollars) that the alliance possessed before the withdrawal, even at the cost of sending the alliance into the negative. If the artisan leaves the alliance, only the initial sum provided by the requester will be returned.

Only the leader and co-leaders are allowed to use lumdollars from the Alliance treasury to upgrade buildings, recruit robots in industry, wage alliance wars on the map, place ghost troops in the alliance realm, equip alliance overseers (which includes two nymphs and two fairies), assign alliance labels to members and purchase alliance flags in the castle, useful in alliance battles. The craftsman is the only one authorized to create robots for the alliance or for third parties if the alliance is under commission. The veteran can invite new members, purchase alliance chests with their own trunks, and expel members; anyone who has been present for at least 60 days automatically gets this role. The advanced member enjoys the same powers as the veteran. The leaders and co-leaders, in addition to their exclusive duties, have the same powers as members and veterans. Members can purchase alliance chests with their own trunks. Additionally, all members regardless of role can perform all customary alliance activities outside the alliance realm. Alliance Tags, found in chests, are tools for generals and can increase the damage, life or speed of robots by up to 15% for damage and life, and up to 25% for speed. Alliance tags found in chests will automatically gain an increase in damage, life or speed that can max out at the percentages described. Damage alliance labels are red, life labels are green, and speed labels are blue. These labels can combine two or more of these colors because they can increase either one or two or all three of these values. The labels show the percentage increase at the beginning and end, with in the center the name of the category (taken from those created by you) to which they provide the boost. The labels must be distributed by the leader to his members, who will equip them one per hero. The tag can be removed and re-equipped indefinitely and can also be replaced with another. Each member displays the most used alliance tag of the week next to their name. If the alliance has all 20 robots in a single category, the alliance's damage and health labels can go up to 10%, while the speed label can go up to 20%. To obtain maximum values ​​of 15% for life and damage and 25% for speed, you must have at least 4 categories, two of which with at least 4 robots each. Tags are only active in the Alliance battle. The Alliance War plays out like the normal kingdom map, but pits the Alliance kingdom against 20 other kingdoms. By clicking "attack" on a kingdom,each warring member can make its own attack. The leader uses the general's normal tools, while the other two participants, the companion and the standard bearer, do not use their attack but, in the event of victory, also obtain a log. The companion is a simple general without instruments, while the standard bearer is a general without instruments carrying the alliance flag. If the flag bearer is defeated, the attack automatically fails. The attack provides electon like a normal attack, but gives an extra electon by destroying the castle. Winning the attack does not depend on destroying all the robots, but on destroying everything and placing the alliance flag in the center of the destroyed castle. The alliance battle has a time limit: if it expires, you lose.

The camp robots, the leader, the companion and the standard bearer participate in the alliance's attack. When an alliance kingdom is under attack, any alliance member can defend it with their general and use their label, if they have it. However, only one member per battle can defend the kingdom under attack.

The war has a 24-hour preparation phase during which alliance kingdoms can be observed, followed by 24 hours of war in which all warring members of each alliance can attack. Whoever wins gets the Clan Battle Chest, the only Alliance Chest that is guaranteed to contain a Log and a Dark Lum, as well as regular Alliance Chest items and General Cards, General Items, and Metalum Color Tones. Aside from the trunk, general cards, general tools, and metalum color shades, which will go directly to the player, everything else will go into the alliance chest.

The Alliance War Chest is the only one to also contain personal items for the player. Additionally, if the alliance is at maximum level (10) and 80% of the members win their attack, you will get 10 guaranteed dark lums. The alliance can have up to 50 members and can field a multiple of 5 members in war up to a maximum of 50.

Being part of an alliance in the multiplayer map, you can find a lum bag containing lums of various types or same type, which, once returned to the kingdom, will be transferred to the alliance chest, together with the metalum bag.

The alliance kingdom will not only have the walls necessary to separate the part from which the enemies arrive from the area owned by the kingdom, but will be able to build numerous walls and archer towers, creating a real base similar to that of Clash of Clans.

An alliance robot will have similar statistics to normal robots, depending on the type of lum and metalum used in its construction. In the alliance chests you can find the project of one of the 20 robots available in the shop, for robots acquired through projects outside the alliance it is possible to purchase a label of their category with 10,000 gems, which increases damage and life by 15%.

Tags give the general a range within which they upgrade allied robots. When an alliance commissions a robot or finds a project, if it has all 20 robot industry slots occupied, it will have to replace one of the existing robots, seeing the image and the cost in lum (1 of a specific type) and metalum (the metalums used) to be able to choose with full knowledge of the facts.

When robot units are found in the alliance chest, they are transferred to the alliance warehouse, where they can be used at the appropriate time. The rarities of robots in the alliance depend on the difference in average life and damage compared to the first robot created, which will automatically be classified as common. If the average is less than +5% of that of the first robot, the robot will be common, with 15 levels and easily found in chests. If the average reaches +5%, the robot will become rare, with 10 levels, and will still be found in chests, although with a higher difficulty than common robots. When the average reaches +10%, the robot will be epic, with 8 levels and a higher difficulty in finding it in chests. If the average reaches +15%, the robot will be legendary, with 5 levels and an even higher difficulty than the epics to find. For every 20 robots put into industry or created that have replaced industrial robots there will be a common robot starting a new cycle in which it is the reference point.

In the alliance camp, the leader or deputy leader can build an expansion that adds a small house. The house can be upgraded separately and, while the camp can reach a capacity of 600, like those of the normal kingdom, the house can reach 100. The house can only accommodate mercenaries, who can be purchased in the alliance shop in mercenary section. Here there are robots that can be purchased with gems from the alliance store, but each unit costs lum in an amount equal to the gem cost of the other section. Furthermore, once a week, in the mercenaries section it will be possible to purchase a lucky scratcher at the cost of lumdollars. This lucky scratcher offers a higher chance than the chests of unlocking the blueprint of one of the robots in the mercenary shop, as well as a higher chance of finding yellow lums, lumdollars or nothing.

The leader and deputies can also equip and unequip the overseers, who have the same role as the nymphs and are made up of 2 nymphs and 2 fairies, although, as with the nymphs, only one can be equipped. Among the overseers are:

- Ludiv: This fairy makes an ally immortal for 5 seconds every 15 seconds.
- Ly: This fairy increases the speed of a random robot by 5% every 15 seconds and restores damage taken.
- Muse of Poets: Every 40 seconds restores 5% health to a random robot.
- Musette Silverhair: For each ally destroyed, double the damage of an allied robot for 5 seconds.

### Leagues
There are twenty leagues for a player and they are divided as follows:
League 1: 200 trophies
League 2: 400 trophies
League 3: 600 trophies
League 4: 800 trophies
League 5: 1000 trophies
League 6: 1400 trophies
League 7: 1800
League 8 trophies : 2200 trophies
League 9: 2600 trophies
League 10: 3000 trophies
League 11: 3400 trophies
League 12: 3800 trophies
League 13: 4200 trophies
League 15: 4600 trophies
League 16: 5000 trophies
League 18: 5400 trophies
League 19: 5800 trophies
League 20: 6200 trophies
Each league increases the amount of potential rewards contained in each chest by 3%. alloy increasing the electon cost by only 1%.

### Update

#### General New Features

It is now possible to create escape animations for robots. By selecting "spill", it will be sufficient to create with the dots what needs to come out and the system, based on the length of the object, will automatically choose how much part will come out at a time. If your animation has a tip further to the left, you will need to complete animations related to it before the tip moves in that direction. There is also a button that offers a 10% chance to create an animation for the popping object to deal additional damage. This additional damage can range from 1 to 500 and, like normal damage, is dealt regardless of the amount of dots hitting the enemy, but only at the end of the animation.

After conquering a kingdom, it is now possible to reattack it by choosing between different difficulties:

- **Easy**: A simulation of the normal attack in which you win 25 lums of a random color.

- **Medium**: Your army will be randomly attacked by a number of enemy kingdom robot units, culminating in a horde of the strongest robot units, and rewarded with 50 random-colored lums.

- **Hard**: You face 600 enemy robots and you will have to hit at least once all those of a type created by the enemy selected by the game and you will get 100 lums of random color.

- **Super Hard**: A simulation of a normal attack, but the defending robots will be 600 units of the enemy's strongest robot created with a dark lum (if he didn't create them, they will be the strongest robot owned by him, with different rewards) and you win 200 dark lums if the robots are created with a dark lum, otherwise 200 orange lums.

- **Impossible**: Similar to "super hard", but in battle there will also be the enemy using a general, and to start, the enemy will have to accept and if you win, you get 500 dark lums, if you lose, the enemy gains 750 dark lums. If it is your colony, it is freed and, if it is your colony exclusively according to your colony list but not according to its colonized list, it will disappear from the map and will be replaced by another player.

To unlock the various difficulties, it will be necessary to overcome the previous ones and defeat the kingdoms that possess them. Defeated kingdoms will now have visible whether they are online or not. For the impossible mode, the request will be sent through the mail.

The multiplayer map will become a battle royale for a week accessible only through this mode and with a limited number of players impersonating one of the possessed robots as usual. Despite being used for this mode, you will be able to find lums, pockets of lums (for the alliance) and everything that could be found before. There will be no weapons, just life magazines scattered around the map.

On the first day of the update, anyone who buys the last chest from the Leagues or Alliance Store will get double the rewards for each chest purchased, up to 5 chests.

A new story mode chapter will be available after a player has conquered at least 20 player kingdoms and lost at least 5 impossible modes. Lost impossible mode kingdoms will automatically become locked kingdoms, which will be used for story mode if you have not yet completed chapter 2.

In chapter 2 story mode, after losing the 5 kingdoms, the 5 kingdoms from the beginning will return but with robots random items available in the shop as your own units. Additionally, each kingdom will commission one of your colonies, which is both for itself and for you, to build robots. If the robots are weaker than them, they will give 100 black lums and 900 random color lums and the robots will not use them. If the robot is stronger than theirs, they will give 2500 to 10000 dark lums and use them in their army.

By destroying the kingdoms in the story mode you will get:
- 1000 dark lums for the first;
- 2500 for the second;
- 5000 for the third;
- 10000 for the fourth;
- 20000 for the fifth.

If you win story mode chapter 2, you will get:
- 1000 dark lums;
- 500 orange lums;
- 100 white and green lums;
- 75 real lums;
- 50 red and yellow lums.

Additionally, you will unlock Murfy as your kingdom's overseer. If you lose story mode chapter 2, you will not start over, but you will lose 2 random colonies unique to you and 1% of lumdollars and the various types of lums owned. Furthermore, the invaded story kingdoms will be freed and will give way to 5 new players until, if the necessary conditions are repeated, chapter 2 of the story returns. To lose from chapter 2 onwards it will be necessary to either lose five total defenses from the attacks of the kingdoms which will occur one every 2 hours or fail to defeat all the kingdoms within 24 hours.

**Story Chapter 2:**

At the beginning of the story, the gray lum, now yellow and still as friendly as before the transformation, befriends several yellow lums. Suddenly, however, he feels ill and turns grey. After shaking hands with another lum, he transforms him into a metalum. Frightened by what has happened, the gray lum runs towards the yawning tree to warn the Bubble Dreamer. However, before he can reach him, nightmares arrive with a ship and capture him.

The Bubble Dreamer and Musette go to Rayman. The former informs Rayman that the metalums have increased and that the gray lum, which had turned yellow, was seen returning to its natural color before disappearing. Rayman replies that so far he has been busy defeating many Nightmare Kingdoms, who were using the remaining metalums to create robots and dominate parts of the Glade.

Now, however, he is determined to interrupt his mission to search for the gray lum. Musette, checking her cell phone, discovers various videos of kingdoms invaded by the five rulers of the initial nightmare kingdoms and their henchmen. These nightmare realms initially gained more power than the others thanks to a massive collection of the metalums created by the gray lum. In one of the videos, Musette sees Mr. Dark with a cage containing the gray lum. She immediately warns Rayman, who, seeing Mr. Dark again with the gray lum, states that only Mr. Dark could have been the creator of all this. The latter then states with determination that he will save the Glade and the gray lum from nightmares.

After the animation the five nightmare realms are recreated(but in the blocked realms). Each conquest of a kingdom will be accompanied by an animation.

After conquering the kingdom before Mr.Dark's, there will be an animation where clowns bring a nullum to Mr.Dark. Mr.Dark makes the nullum befriend the gray lum. The nullum remains the same, but the antennae become darker. The clowns let another nullum out of a cage and bring the nullum closer, which turns into nothing by joining the nullum. The clowns laugh.

After the defeat of Mr. Dark's kingdom, in an animation Rayman is seen bringing the gray lum to the Bubble Dreamer, who was having dinner with Musette, causing them a shock. Musette wonders why the lum has turned gray again. The Bubble Dreamer ponders the matter, explaining that the magic had mixed the lum's gray energy with the yellow energy to neutralize its effects, but perhaps the gray energy was trying to emerge again, weakening the yellow one. Musette finds that she doesn't have enough energy to reverse the process. The Bubble Dreamer admits that even if they could, it wouldn't change anything, suggesting that they accept the gray lum as he is and protect him, perhaps as long as he uses gloves. Suddenly, a hoodlum appears, steals the gray lum from Rayman and escapes with other hoodlums and André in a vehicle.

**Previous Story Info (Chapter 1):**

Before arriving in Razorbeard's Kingdom, the usual robo-pirate who warns Razorbeard will go and warn him that Rayman has defeated the kingdom of...(I don't remember) and that he is now heading towards them. Razorbeard becomes angry at the news and orders the robots to prepare for Rayman's defeat.

**Murfy:**

Murfy is unlocked as an overseer of the kingdom after victory in chapter 2. He allows you to take the lum inside defeated enemy robots during a battle, but this ability requires 4 hours to cool down, which can be sped up with gems. When he is in battle without abilities, he deals damage every 40 seconds to a random building in the kingdom under attack. Murfy can also be unlocked in the Alliance Kingdom if found in chests, but the ability recharges every 24 hours.

**Nullum AND Metanullum**

The Nullum is unlocked via subscription and is less common to find than the Dark Lums (they are the hardest to find). It can be placed anywhere on the robot and can be used with any unit, although it is most effective with Metanullums. With the others, it works like a normal lum, adding only damage and life, but since there are better units, it is not very efficient or even molecoareta (limited resource with particularities that make it valuable).

The Nullum gives robots created the ability to gain life ranging from 2500 to 3500 and damage from 250 to 350. Robots created with the Nullum have low speed. Metanullums are black and transparent and cannot be hit. They can only be used on a Nullum, and if the Nullum is hit, the robot will take the damage.

To easily hit the Nullum, it is useful to use the escape attack, since if it is attacked upwards, it is easier to hit the Nullum in the right direction. However, this attack is difficult to execute, as it requires a good understanding of the escape distance.

You can more easily unlock the weremetalum robot ability by finding the weremetalum ability card and spending it and 100 gems on a weremetalum robot to give it to all its units. Robots with such an ability, if all enemies are made of metanullum or at least the front rows of enemies are, will initially stop for 10 seconds howling, even taking attacks, and after 10 seconds their attacks will be energized.

Energized attacks allow you to hit the metanullums even if they are transformed into nothing and therefore damage the robot even without hitting the nullum but by hitting the metanullums.

Obviously the CPUs will try to avoid the wereCPU's blows but the real effects will be seen in the multiplayer map where the robots will be impersonated by the players. Nullums can also be purchased in a special section in the shop with real money. In this special section every day there will be different offers on different types of lums.

### Chapter 3

Chapter 3 unlocks in the Alliance Kingdom after the twentieth Alliance War is won. The five kingdoms present in this chapter are those of Mr. Sax, Space Mama, Mr. Stone, Mr. Dark and André.

The chapter begins with the hoodlums making the dark lums shake hands with the gray lum, turning them into dark metalums. The hoodlums cheer and zap the gray lum with a contraption, commanding it to turn other dark lums into dark metalums. Meanwhile, Rayman reflects on how he could have had the gray lum taken from his hands and blames himself.

Musette meditates and, thanks to her powers, sees the dark lums build a kingdom in the Fairy Council and speak of the gray lum. He sees the hoodlums hate Mr. Dark because he has the gray lum they want. He also sees André planning a robbery against Mr. Dark. Musette watches André and other hoodlums remain in disbelief while Rayman, having defeated Mr. Dark, walks away with the gray lum. Musette finally sees the hoodlums who, using the gray lum, create dark metalums and transform red lums into dark ones by putting them in contact with these metalums.

After the defeat of the fifth kingdom, this time of the Hoodlums, André is transformed into a red lum again, suffering Rayman's grimace. A toad eats the gray lum in the room, causing concern in Rayman, Musette and the Bubble Dreamer.

By destroying the kingdoms of chapter 3 of the story mode, you will get:
- 1000 dark metalums for the first;
- 2500 for the second;
- 5000 for the third;
- 10000 for the fourth;
- 20000 for the fifth.

If you win the chapter 3 story mode, you will get:
- 1500 dark lums;
- 1000 orange lums;
- 200 white and green lum;
- 150 real lums;
- 100 red and yellow lums;
- André (Hoodlum) general.

Dark Metalums
Dark metalums increase the life and damage of the lum used by the robots they produce by 20%. A robot formed from these metalums darkens the red lums inside nearby allied robots, increasing their health and attack by the same percentage difference between the lum inside them and the dark lum it transformed into. If dark metalums are used with a red lum, it will automatically become dark.

### Chapter 4

Chapter 4 is unlocked after defeating 200 enemies in the multiplayer map and receiving 6 locked kingdoms. The kingdoms in this chapter are: Razoff, Reflux, Gumsi, Mr. Dark, Begoniax, and Ales Mansay.

The chapter begins with the toad from the previous chapter delivering the gray lum to Begoniax. The latter, together with Ales Mansay, is about to activate a machine full of orange lums. Mr. Dark materializes and tells Begoniax that he is ready to transform the yellow lums into gray lums. Begoniax directs the machine towards a large cage of lums, while Ales Mansay activates it to fire a beam charged with the energy of the orange lums. Mr. Dark, with his magic, infuses the essence of the gray lum into the beam and, with the same magic, manipulates the energy of the beam to transmit the essence of the gray lum to the affected yellow lums, transforming them into temporary gray lums . This procedure is repeated on numerous yellow lums until a large number of temporary gray lums are obtained. Begoniax brings two of these lums together, and while nothing happens when they shake hands, if a male temporary gray lum is touched by a female, it transforms into a dark gray transforming metalum.

After defeating Razoff's kingdom, the heroes encounter the temporary gray lums for the first time. The Bubble Dreamer recognizes in them the energy of the yellow lums trapped in the energy of the gray lums. Musette asks how it is possible to transform so many lums, given that the spell requires a lot of energy, and the Bubble Dreamer replies that he doesn't know. Rayman, also noticing gray transformer metalums, wonders to himself what they are and speculates aloud that they may be gray lum metalums. He asks the Bubble Dreamer if it is possible, and he replies that he doesn't know, but hypothesizes that if gray lums can transform other lums into metalums, they could do so among themselves.

After the fall of Begoniax's kingdom, our heroes find a huge amount of temporary gray lums in his kingdom. During a dispute between a temporary gray lum and a transformer metalum, the temporary gray lum slaps him, reverting him to his original form. The Bubble Dreamer is stunned and realizes that it is not necessary to use his or the nymphs' magic to bring the Metalums back to lum, but a slap from a gray lum is enough. Rayman states that now that they know this, once the world is freed, everything will be able to return to normal, despite the Bubble Dreamer and Musette being low on energy.

After the defeat of Ales Mansay's kingdom, the gray lum is recovered. The Bubble Dreamer gives him gloves to avoid transformations into Metalum and a small coat to go unnoticed by nightmares, guaranteeing his safety. Furthermore, Musette offers her protection to him, offering to keep him with her wherever he goes to keep him safe.

By destroying the kingdoms of chapter 4 of the story mode, you will get:
- 1000 temporary gray lums for the first;
- 2500 for the second;
- 5000 for the third;
- 10000 for the fourth;
- 20000 for the fifth.

By winning chapter 4 of the story mode, you will get:
- 3000 dark lums;
- 2000 orange lums;
- 400 white and green lum;
- 300 real lums;
- 200 red and yellow lums;
- General Reflux;
- General Ales Mansay.

### Transformer Metalum AND Temporary Gray Lums
Transformer metalums increase the damage and life potential from the inner lum of robots created with them by 25%. Furthermore, if a robot made with transforming metalum attacks a robot made of metanullum with melee blows, it instantly annihilates it, transforming the internal nullum into metanullum and causing the bonds between the metanullum themselves, held together by the nullum, to break. Robots made from transformer metalum deal 50% increased damage with melee hits when attacking robots made of non-transformer metalum.

Transforming metalums are temporary in nature, and after a month, robots created with them see their metalums transform into normal metalums, thus reverting their statistics.

Temporary gray lums are found in chests and on the multiplayer map but after a month if not used they become yellow lums and the robots created with them, in the same period of time, become created with a yellow lum also obtaining new statistics related to it. Temporary gray lums give 5500-6500 hit points and 550-650 damage points, high speed.

Update 2

Chapter 5

Kingdoms: Wifeacula, Globacula, Firsthoot, Rayacula, Mr. Dark and Jano

Early on, Rayacula is informed by the metalum-bearing vampires that they have recovered all the metalums missing in the Glade. Rayacula then orders the army to be prepared. The vampires, accompanied by robots, attack the Glade and suck the blood of various creatures, reaching as far as Musette's university. Here, Musette defends herself with his powers and helps some of her companions, while the gray lum is in his jacket pocket. Musette and most of the students manage to escape. Rayman learns of the attack through Musette and joins the free heroes to protect the part of the Glade that is still intact.

After the defeat of the Globacula kingdom, an animation follows in which the gray lum loses his gloves, blown away by the wind. In an attempt to retrieve them, he ends up at a gathering of lum kings, where he is introduced to the festivities and unintentionally transforms many royal lums into royal metalums. The vampires arrive, forcing the gray lum into hiding while the royal lums and metalums are kidnapped.

By destroying the kingdoms of chapter 5 of the story mode, you will get:
- 2000 royal metalums for the first;
- 5000 for the second;
- 10000 for the third;
- 20000 for the fourth;
- 30000 for the fifth.

By winning chapter 5 of the story mode, you will get:
- 6000 dark lums;
- 4000 orange lums;
- 800 white and green lum;
- 600 real lums;
- 400 red and yellow lums;
- General Rayacula;
- Supervisor Jano.

**Royal Metalums**

Royal metalums automatically transform a yellow lum into a red lum if their robot is created with it. If the robot is created with a royal lum, it is transformed into a red royal lum, with a difference in percentage of health and damage compared to a normal royal lum equal to that between a yellow lum and a red lum. Bots created with real metalums gain increased health and damage proportional to the difference between a normal lum's and a red lum's stats. Furthermore, these robots transform the metalums of robots created with normal metalums into boiling metalums, also adjusting their statistics. Not only that, these robots transform the yellow lums of nearby robots created with yellow lums into red lums, also restructuring their statistics.

**Additional Generals and Overseers**

We haven't discussed all the Generals and Overseers yet, so let's look at a few more figures:

**Razoff**: This general has an average life and deals little damage, but does 100% damage to walls, making it particularly effective in sieges.

**Jano**: This overseer, along with the Bubble Dreamer, is one of the few that can be upgraded with levels. His skills stack as he levels up, making him the most skilled taskmaster.

- **Level 1**: Summons every 5 seconds a zombie chicken that attacks in melee or a granny that attacks with her purse from a distance.
- **Level 2**: Every 50 seconds, for a duration of 20 seconds, regenerates 0.01% of allied robots' health every 2 seconds.
-** Level 3 **: After 1 minute and 20 seconds, he rebuilds all the destroyed walls, restoring 20% ​​of their health.
- **Level 4**: After 1 minute and 30 seconds, makes all walls indestructible.

After completing Chapter 5, Jano is unlocked for your kingdom. Furthermore, by finding the Jano card in the alliance chests, you can unlock him there too.

**The Bubble Dreamer**: This overseer has four levels and each level adds random abilities, taken from other nymphs/overseers, of which one can appear 40 seconds after the start of the battle or the previous ability and last 10 seconds. At level 4, he gains his specific ability: for each enemy destroyed by the general, increases the general's damage by 1%.
After reaching a certain level, the Bubble Dreamer is unlocked for your kingdom.
Furthermore, by finding the Bubble Dreamer card in the alliance chests, you can unlock it there too.

General Information

The alliance, in addition to being able to exchange 10 million lumdollars for a log, can also exchange various types of lums for logs. A certain number of yellow lums will correspond to one trunk. The same goes for purple, blue, red, white, and green lums, albeit in different quantities. The king lums, the werelums, the orange and silver lums, however, can be exchanged for 5 trunks, always with variable quantities. Gray lums, dark lums and nullums can be exchanged for 15 trunks, with different quantities between them.

To upgrade the alliance's robots, in addition to the robot cards, it will also be necessary to use a certain amount of lum and metalum used in their creation. Generals are upgraded by using a certain amount of each type of lum which does not require a subscription and general cards but no lumdollars will be needed.

The cost of mercenaries in the Alliance store, in terms of lums, is the same type of lum used to create them.

There is only one honey tree and, at level 1, it can attract up to 1000 lums per hour, which can be collected every 4 hours. Of these, 98,8% are yellow lums and the remaining 0,2% are other colors. The paper factory will be replaced by the bank, which will produce 100,000 lumdollars per hour, collectible every 4 hours. The metalum station attracts 10,000 metalums every hour, which can be collected every 4 hours; of these, 35% are wind metalum, 35% water metalum, 20% normal metalum, and 10% other types of metalum.

All producers and attractors during an attack can lose a total of 1% of what is contained in them and has not yet been taken. In this game there are no deposits and therefore only the resources of producers and attractors can be stolen.

At level 30, the maximum, each attractor and producer will have 100 times the capacity. Therefore, the honey tree will attract 100,000 lums per hour, the banks will produce 10,000,000 lumdollars per hour, and the metalum station will attract 1,000,000 metalums per hour.

At level 1 the honey tree has 998 yellow lums and 2 other colored lums every hour. The probable amount at which other colored lums can exit is:

• Purple lums: 0-2

• Blue lums: 0-2

• Red lums: 0-0

• Green lums: 0-0

• White lums: 0-0

• King lums: 0-0

• Werelums: 0-0(without subscription they will be split between purple and blue lums)

• Orange lums: 0-0

• Silver lums: 0-0

• Nullum: 0-0(without subscription they will be split between red, green and white lums)

• Gray lums: 0-0

• Dark lums: 0-0

However, at level 30 the honey tree has 99800 yellow lums and 200 other colored lums every hour. The likely amount non-yellow lums can come out per hour is:

• Purple lums: 8-40

• Blue lums : 8-40

• Red Lum: 8-32

• Green Lum: 8-32

• White Lum: 8-32

• King Lum: 4-24

• Were-Lum: 4-24

• Orange Lum: 4-24

• Silver Lum: 4-24

• Nullum: 4-20

• Gray lum: 4-20

• Dark lum: 4-20

Instead, the probable quantity in which metalums other than normal, water and wind metalums can exit every hour at level 1 of the metalum station is:

• Weremetalum: 150-200(without subscription they will be distributed among others)

• Boiling metalum: 150-200

• Metanullum: 100-150(without subscription they will be distributed among others)

• Real metalum: 100-150

• Transformer Metalum: 100-150

Instead for level 30 of the metalum station the probability in which uncommon metalums can emerge is:

• Weremetalum: 15,000-20,000

• Boiling Metalum: 15,000-20,000

• Metanullum: 10,000-15,000

• Metalum real: 10,000-15,000

• Metalum transformer: 10,000-15,000


Ultima modifica di Domenico idea il Sab Giu 29, 2024 11:16 pm - modificato 6 volte.
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Domenico idea
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Sab Giu 08, 2024 8:35 pm
From levels 2 to 29 the total and non-yellow lums will be:

| Level | Total Lums (for now) | Non-Yellow Lum (for now) |
|---------|-----------------------|--------------- -----------|
| 2 | 3,493 | 7 |
| 3 | 5,939 | 11 |
| 4 | 8384 | 16 |
| 5 | 10,829 | 21 |
| 6 | 13,275 | 25 |
| 7 | 15,720 | 30 |
| 8 | 18,165 | 35 |
| 9 | 20,611 | 39 |
| 10 | 23,056 | 44 |
| 11 | 25,501 | 49 |
| 12 | 27,947 | 53 |
| 13 | 30,392 | 58 |
| 14 | 32,837 | 63 |
| 15 | 35,283 | 67 |
| 16 | 37,728 | 72 |
| 17 | 40,173 | 77 |
| 18 | 42,619 | 81 |
| 19 | 45,064 | 86 |
| 20 | 47,509 | 91 |
| 21 | 49,955 | 95 |
| 22 | 52,400 | 100 |
| 23 | 54,845 | 105 |
| 24 | 57,291 | 109 |
| 25 | 59,736 | 114 |
| 26 | 62,181 | 119 |
| 27 | 64,627 | 123 |
| 28 | 67,072 | 128 |
| 29 | 69,517 | 133 |

What the amount of non-yellow lums will be in the middle levels:

I used a proportional rule to distribute the 5,000 non-yellow lums at level 30 among the various lum categories. I kept a similar ratio for the intermediate levels, taking into account the total non-yellow lums attracted per hour at each level.

### Rule for Determining the Amount of Non-Yellow Lums

1. **Identifying the total non-yellow lums per level**:
  - At level \( n \), the total non-yellow lums is \( \text{Lum Total}(n) \times 0.05 \).

2. **Proportional distribution**:
  - I chose a range of values ​​for each lum type, so that the sum of the ranges covers the entire total of non-yellow lums.
  - Quantities are scaled based on the strength and rarity of the lums, with stronger and rarer lums (such as dark and gray lums) having a slightly lower range than more common lums (such as purple and blue lums).

### Formula for Distribution by Lum Type

1. **Split the total non-yellow lums**:
  - Split the total non-yellow lums (for example, 5,000 at level 30) into ranges for each lum type.
  - Ranges are based on strength/rarity, with wider ranges for less rare lums and narrower ranges for rarer ones.

2. **Range of values**:
  - The ranges are proportioned such that, for each level \( n \), the total number of non-yellow lums is distributed in a balanced way among the various categories.

Calculation example for level 30:

1. **Total non-yellow lums**: 5,000

2. **Range distribution**:
  - Purple lums: \( \approx \frac{5,000}{12} \times 2 -5 \) → 200-1.000
  - Blue lum: \( \approx \frac{5.000}{12} \times 2-5 \) → 200-1.000
  - Red lum: \( \approx \frac{5.000}{12 } \times 2-4 \) → 200-800
  - Green lum: \( \approx \frac{5.000}{12} \times 2-4 \) → 200-800
  - White lum: \( \approx \frac{ 5,000}{12} \times 2-4 \) → 200-800
  - Re lum: \( \approx \frac{5,000}{12} \times 1-3 \) → 100-600
  - Werelum: \( \ approx \frac{5.000}{12} \times 1-3 \) → 100-600 - Orange
  Lum: \( \approx \frac{5.000}{12} \times 1-3 \) → 100-600
  - Silver Lum : \( \approx \frac{5.000}{12} \times 1-3 \) → 100-600
  - Nullum: \( \approx \frac{5.000}{12} \times 1-2.5 \) → 100-500
  - Gray lum: \( \approx \frac{5.000}{12} \times 1-2.5 \) → 100-500
  - Dark lum: \( \approx \frac{5.000}{12} \times 1-2.5 \) → 100-500

### Application of the Rule to Intermediate Levels

For each intermediate level:

1. **Calculate the total non-yellow lums**: Total attracted lums \(\times\) 0.05.
2. **Distribute by gamma**:
  - Use the same proportional distribution logic, scaling the values ​​so that they sum to the total non-yellow lums for that specific level.

This rule ensures that the distribution is balanced and proportional to the strength and rarity of the lums.

Notify
At first the honey tree produced 25 times the amount of non-yellow lums and the yellow lums had a slightly smaller amount than now. I changed because producing in those quantities would make the multiplayer map and chests useless since the player would have all the lums needed for more than 4 attacks with the camp at maximum (600 are needed to fill the camp with 600 units) already from level 1 and later they would give in surplus. The metalums, however, have remained as they were in the quantity found in the initial metalum station since they allow you to create robots without worrying about using many metalums. Why this warning? Because in the example to understand the formula for choosing the quantity of non-yellow lums the quantity is not updated.

UPDATE: NEW MODES
### 2. 1vs1 Arena
#### Description:
The 1vs1 arena allows players to compete in direct duels using the robots they have created. This mode can be done similarly to the multiplayer map, where players directly control their robot. Arena is an untied alliance mode.

#### Implementation:
- **Robot Choice**: Players can select a robot from their collection to participate in the duel.
- **Direct Control**: As in the multiplayer map, players directly control their robot, making combat more dynamic and interactive.
- **Monthly Rewards Based on Ranking**:
Rewards depend on ranking position and require 1000 trophies to claim. Here is a detailed proposal:

1. **Top Ranking 1-10**
   - **Lum and Metalum**: 1000 of each
   - **Extra Bonus**: Chance to find a robot project among 100 robots randomly chosen among those of players with whom you have messaged privately; who attacked you; who you attacked and met while you had the clan or global chat open. The blueprints will go into the warehouse and can be used to replace a robot in the industry or sold for 2500 lum or traded with other players in exchange for resources.

2. **Top Ranking 11-50**
   - **Lum and Metalum**: 800 of each
   - **Extra Bonus**: 200 units of the most used robot in the arena.

3. **Ranking Top 51-100**
   - **Lum and Metalum**: 600 of each
   - **Extra Bonus**: a sticker you can add to one of your robots.

4. **Top Ranking 101-500**
   - **Lum and Metalum**: 400 of each
   - **Extra Bonus**: Enhancement modules (attack, life speed).

5. **Ranking Top 501-1000**
   - **Lum and Metalum**: 200 of each
   - **Extra Bonus**: 10,000 lum dollars.

-**Custom Arenas**:

1. **Lava Arena**
   - **Description**: An arena located above a lava lake with moving platforms.
   - **Obstacles**: Flames that periodically come out of the ground, causing damage to robots that don't avoid them.
   - **Effects**: Adds an extra challenge, requiring players to constantly move and plan their moves.

2. **Ice Arena**
   - **Description**: A frozen arena with slippery surfaces and ice stalactites.
   - **Obstacles**: Ice patches that slow down robot movements and stalactites that periodically fall, causing damage.
   - **Effects**: Forces players to manage control of their robots on slippery surfaces and avoid stalactites.

3. **Jungle Arena**
   - **Description**: An arena set in a dense jungle with dense vegetation and natural traps.
   - **Obstacles**: Vines that can trap robots temporarily and carnivorous plants that cause damage.
   - **Effects**: Requires constant attention to the environment and movements, adding an element of strategy.

4. Arcane Laboratory
• Effects: A laboratory full of magical machinery and artifacts. Technological traps and energy fields can damage robots during battle.
• Obstacles: Tesla coils that emit electrical discharges and magical orbs that deal continuous damage to nearby robots.
5. Temple of Time
• Effects: An ancient temple with time manipulation powers. Temple areas can speed up or slow down robots that pass through them.
• Obstacles: Time zones that alter speed and traps that distort time, making movement more difficult to predict.

6. Fortress of Illusion
• Effects: A fortress that confuses the senses, with illusions that distort reality. Moving walls and illusory floors create confusion among robots.
• Obstacles: Walls that change position and floors that disappear and reappear, forcing robots to remain in constant motion to avoid falling.

7. Castle of Shadows
• Effects: A ruined castle where darkness reigns supreme, with hidden traps and areas covered in shadows that reduce visibility.
• Obstacles: Moving walls that can trap robots and areas of darkness that reduce the accuracy of attacks.

8. Forest of the Damned
• Effects: A haunted forest where the trees appear alive and attack anyone who gets too close.
• Obstacles: Roots that emerge from the ground to immobilize robots and foggy areas that limit vision.

9. Cave of Blood
• Effects: An underground arena with pools of blood that deal damage to robots that fall into it.
• Obstacles: Sharp rocks that emerge from the ground, damaging anyone who approaches them.

### 3. Boss Battle
#### Description:
Boss battles require the cooperation of multiple players. Two alliance members can control the generals, while eighteen other players use their robots to fight the boss. The boss has a lot of life and uses various abilities to hit players. The boss battle is an alliance mode.

#### Implementation:
- **Combat Structure**: The boss has multiple phases and requires different strategies to defeat. For example, in one phase the boss may only be vulnerable to ranged attacks, while in another phase he can summon minions that players must defeat.
- **Player Roles**: Two players control generals, who can provide buffs and strategic orders (via general items [which do not affect players] to the other eighteen players controlling their robots.
- **Player Rewards Boss**:

1. **Boss: Mr. Dark**
   - **Skills**:
• Summoning Clones: Mr. Dark creates copies of himself that attack players. These clones have a limited number of life points and must be eliminated quickly to avoid continuous damage; • Shadow Projection
: Mr. Dark casts shadows that deal damage over time to anyone who comes into contact with them. The shadows persist for a certain period and force players to constantly move
: Mr. Dark quickly teleports to different locations in the arena, making himself difficult to hit. As he teleports, he leaves trails of darkness that deal damage to robots that pass through them. This ability reflects his elusive nature and his control over darkness .
   - **Rewards**: 1500 Lum and Metalum, a random skill among those of the robots in the shop that you can add in the custom skill slot to one of your robots, advanced protection modules.

2. **Boss: Reflux**
   - **Skills**:
• Energy Wave Attacks: Reflux generates energy waves that damage all robots within their range. These waves can be avoided with precise timing;
• Temporary Shields: Reflux activates shields that reflect part of the damage received, making it more difficult to take down during certain phases of battle.
• Fury of the Knaaren: Reflux enters a state of fury, temporarily increasing his speed and damage dealt. During this state, he also becomes more resistant to attacks. This ability represents his raw power and his ability to unleash devastating attacks when provoked.
   - **Rewards**: 1200 Lum and Metalum, 2 robot cards of one of the player's legendary robots, stamina boosts.

3. **Boss: Razorbeard**
   - **Skills**:
• Gun Attacks: Razorbeard uses a gun for long-range attacks, dealing significant damage to opposing robots;
• Robo-Pirates: He Summons Robo-Pirates who assist him in battle, attacking the players' robots and adding further difficulty.
• Flamethrower: Razorbeard uses a flamethrower mounted on his arm to attack robots at close range, dealing continuous damage over time. This ability represents Razorbeard's advanced technological arsenal and his dangerousness as a leader of the Robo-Pirates.
   - **Rewards**: 1000 Lum and Metalum, 40 random robot cards, speed modules.

4. **Boss Firstooth**:
- **Skills**:
• Mental Manipulation: Firstooth uses his manipulation power to confuse opposing robots, making them temporarily see their allies as if they were him.
• Summoning Followers: Firstooth calls upon a group of lesser vampires to assist him in battle. These followers attack opposing robots and can also provide support to Firstooth, healing him or boosting his attacks.
• Curse of Subjugation: Firstooth places a curse on an opposing robot, temporarily reducing its effectiveness and speed.
• Glare of Envy: Firstooth fixes one of the opposing robots with a gaze full of envy, dealing progressive damage over time and reducing the target's defenses.
- **Rewards**: 2000 Lum and Metalum, vampiric artifacts (Special components that give robots unique abilities, such as health regeneration or enhanced attacks during the night), enhancement modules, one vampire-related sticker, lumdollars .

5. **Boss Ales Mansay**:
Magical Force Field: Ales Mansay creates a magical force field around himself, temporarily reducing damage taken and reflecting a portion of attacks received.
Construct Summoning: Ales Mansay summons technological constructs that attack opposing robots and can create barriers to hinder enemy movements.

Beam of Destruction: Ales Mansay fires a powerful beam of combined magical and technological energy that deals massive damage in a straight line.
Time Warp: Ales Mansay manipulates time, slowing the movements of opposing robots and speeding up his own attacks for a short time.
**Rewards**: 2500 Lum and Metalum, Magical-Technological Components (Special parts that combine magical and technological elements, giving robots unique abilities.), energy modules, a sticker among those relating to Ales Mansay and magic, lumdollars .

### 4. Siege Mode
#### Description:
Siege mode can be composed of hordes of robots with random quantities among those created in the shop or it could be activated during wars between kingdoms, where each alliance kingdom will suffer in addition to attacks from players also five daily hordes as well as extra rewards.

#### Implementation:
- **Random Hordes**: The hordes of attacking robots can be randomly composed of the robots available in the shop, creating unpredictable and varied challenges.
- **Sieges During Wars**: During wars between kingdoms, each alliance must defend itself not only from attacks from other players but also from five daily hordes of robots. This adds a layer of difficulty and strategy to defending the kingdom.
- **Siege Mode Extra Rewards During Kingdom Wars**:

1. **Perfect Defense**
   - **Description**: If the kingdom manages to defend itself without losing any structures.
   - **Rewards**: 1000 additional Lums and Metalums, advanced defense modules, 500 dark lums, 250 nullums and werewolf lums (only if you have an active subscription, otherwise 500 orange lums).

2. **Horde Survival**
   - **Description**: Survive all five daily hordes.
   - **Rewards**: 800 additional Lum and Metalum, temporary defense boosts, unique stickers you can use for robots.

3. **Team Heroism**
   - **Description**: If all members of the alliance actively participate in the defense.
   - **Rewards**: 500 additional Lum and Metalum, upgrade modules, lumdollars

### Conclusion
Implementing these features can significantly improve the gaming experience in "Rayman: The Clockwork War". Here is a summary of the additions:

1. **1vs1 Arena**: Direct duels between player robots, with direct control and leaderboards.
2. **Boss Battle**: Cooperative boss battles, with specific player roles and special rewards.
3. **Siege Mode**: Defense against hordes of robots during kingdom wars, with additional strategic elements.

These additions can make the game more dynamic, varied and engaging, increasing the fun and challenge for players.

To clarify and specify the details of the rewards, we can better define what we mean by each of the elements mentioned. The following proposals can be incorporated into the game "Rayman: Clockwork War" to improve and diversify the gaming experience.

### Reward Definitions and Implementations

1. **Augmentation Modules**
   - **Description**: Additional components that can be equipped on robots to improve their performance in battle. They can be used on a robot in a maximum quantity of 1000 regardless of whether they are from the same category or from a different one. Modules increase the certain stat chosen for them by 0.1%.
   - **Examples**:
     - **Attack Module**: Increases the damage dealt by the robot's attacks.
     - **Defense Module**: Improves the robot's resistance to damage.
     - **Energy Module**: Increases energy capacity, allowing more frequent special attacks.
- **Life Module**: Increases the robot's life.

2. **Advanced Protection Modules**
   - **Description**: Special components that offer superior protection compared to standard modules.
   - **Examples**:
     - **Energy Shield**: Provides a temporary shield that absorbs a certain amount of damage.
     - **Force Field**: Reduces damage received from ranged attacks.

3. **Endurance Enhancements**
   - **Description**: Enhancements that increase the durability and survivability of robots.
   - **Examples**:
     - **Reinforced Armor**: Increases the robot's resistance to physical damage.
     - **Fire Resistance**: Reduces the damage received from attacks created with orange dots.

4. **Speed ​​Modules**
   - **Description**: Components that improve the movement and attack speed of robots by 0.1% are part of the upgrade modules.
   - **Examples**:
     - **Enhanced Motors**: Increases the robot's movement speed.
     - **Attack Accelerators**: Reduces the cooldown between attacks.

5. **Defense Enhancements**
   - **Description**: Improvements that strengthen the kingdom's defenses against enemy attacks.
   - **Examples**:
     - **Advanced Turrets**: Upgrade defense turrets to deal more damage to invaders.
     - **Reinforced Walls**: Increase the resistance of the kingdom's walls to attacks.

6. **Robot Accessories**
   - **Description**: Cosmetic and functional elements that can be added to robots to customize them and improve their performance.
   - **Examples**:
     - **Stickers**: Unique stickers that can be applied to robots to customize their appearance.
     - **Extra Components**: Additional parts such as weapons or tools of the robot that add either special abilities or attack abilities used automatically when charging an energy bar and which are either held in the robot's hand or replace certain limbs of the robot robot or that are positioned above certain parts of the robot.

### Game Implementation

**1. Upgrade Modules:**
- **Availability**: Can be obtained as rewards for battle victories, completion of special missions, or as rewards in the monthly leaderboard.
- **Equipment**: Players can equip these modules on their robots through an in-game customization interface.

**2. Advanced Protection Modules:**
- **Availability**: Rare and powerful, these modules are rewards for tougher challenges like boss battles.
- **Equipment**: Equipable as part of defensive strategies, accessible from the robot interface.

**3. Endurance Upgrades:**
- **Availability**: As part of the rewards for intense battles and sieges, these upgrades are intended for robots facing formidable opponents.
- **Equipment**: Integrated directly into the robot's specifications, increasing their survivability.

**4. Speed ​​Modules:**
- **Availability**: Obtained through successes in quick and competitive battles such as the 1vs1 arena.
- **Equipment**: Can be equipped on robots to improve their movement and attack performance.

**5. Defense Upgrades:**
- **Availability**: As rewards for effective defenses during sieges or wars between kingdoms.
- **Equipment**: Applicable to the kingdom's defensive structures via the kingdom management interface.

**6. Robot Accessories:**
- **Availability**: Obtained as rewards for special events, boss battles, or through purchases in the in-game store.
- **Equipment**: Players can customize their robots with unique accessories that add both aesthetic and functional value.

Extra Information
The robots created, in addition to having a maximum length and width that cannot be exceeded, also have a minimum for them that reflects Rayman's length and the width of Rayman's pelvis. In the multiplayer map, in addition to the individual Metalum/Lum units that can be found and the small random 25 lum/metalum bag that can be found more rarely than the individual units and which is 40% likely to be the bag you will find as soon as you find one, there is the Medium Bag of 50 lum/metalum having a 30% chance of being the bag you will find as soon as you find a bag; the Large Bag of 200 lum/metalum having a 20% chance of being the bag you will find as soon as you find one and the Very Big Bag with 400 lum/metalum having a 10% chance of being the bag you will find. The points used to create the robots can be made bigger or smaller as needed. Rayman's character from the game will be like that of Rayman and Mario Sparkle but without the poltergust. The hypothesized points that make it up is 5000, so by deduction we could more or less think that players on average will use 5000 metalum for their robots. This means that the already insufficient metalum production becomes much more insufficient.

Metalum production without having been optimized in relation to daily and annual expense and loss:

To satisfy the condition that the annual loss must decrease from 8000 to 2000 and the daily loss must decrease from 22 to 5 between levels 1 and 30, we can use a linear method to calculate the surplus for each level.

### Linear Loss Method

1. **Calculation of Daily and Annual Loss for Level 1 and Level 30**:
   - Level 1:
     - Annual loss: 8000
     - Daily loss: 22
   - Level 30:
     - Annual loss : 2000
     - Daily loss: 5

2. **Calculation of Metalum Production**:
   - Level 1: 10,000 total Metalum
   - Level 30: 100,000 total Metalum

### Loss Calculation

To obtain a linear decrease in surplus between levels 1 and 30, we can calculate the difference between the losses at the extreme levels and distribute this change evenly between the intermediate levels.

### Steps for Linear Calculation

1. **Total Decrement**:
   - Annual: \( 8000 - 2000 = 6000 \)
   - Daily: \( 22 - 5 = 17 \)

2. **Decrease by Level** :
   - Annual: \( \frac{6000}{29} \approx 207 \) per level
   - Daily: \( \frac{17}{29} \approx 0.586 \) per level

### Loss Table  

We use these decrements to calculate the surplus for each level.

Here is the table of hourly production and annual surplus:

| Level | Hourly production | Annual Surplus | Daily Surplus |
|---------|-----------------------|----------------|- -------------------|
| 1 | 10,000 | 8,000 | 10.00pm |
| 2 | 13,103 | 7,793 | 9.41pm |
| 3 | 16,207 | 7,586 | 20.82 |
| 4 | 19,310 | 7,379 | 8.24pm |
| 5 | 22,414 | 7,172 | 7.65pm |
| 6 | 25,517 | 6,965 | 19.06 |
| 7 | 28,621 | 6,758 | 6.47pm |
| 8 | 31,724 | 6,551 | 17.88 |
| 9 | 34,828 | 6,345 | 5.29pm |
| 10 | 37,931 | 6,138 | 16.71 |
| 11 | 41,034 | 5,931 | 16.12 |
| 12 | 44,138 | 5,724 | 3.53pm |
| 13 | 47,241 | 5,517 | 14.94 |
| 14 | 50,345 | 5,310 | 2.35pm |
| 15 | 53,448 | 5,103 | 13.76 |
| 16 | 56,552 | 4,896 | 1.18pm |
| 17 | 59,655 | 4,689 | 12.59 |
| 18 | 62,759 | 4,482 | 12.00 |
| 19 | 65,862 | 4,276 | 11.41 |
| 20 | 68,965 | 4,069 | 10.82 |
| 21 | 72,069 | 3,862 | 10.24 |
| 22 | 75,172 | 3,655 | 9.65 |
| 23 | 78,276 | 3,448 | 9.06 |
| 24 | 81,379 | 3,241 | 8.47 |
| 25 | 84,483 | 3,034 | 7.88 |
| 26 | 87,586 | 2,827 | 7.29 |
| 27 | 90,690 | 2,620 | 6.71 |
| 28 | 93,793 | 2,414 | 6.12 |
| 29 | 96,897 | 2,207 | 5.53 |
| 30 | 100,000 | 2,000 | 5.00 |

These values ​​reflect Metalum's hourly production and daily and annual loss for each level, following the linear decrement specified to reduce the surplus from 8000 to 2000 and smooth out the change between intermediate levels.

Proportionalize Production to Expenditure:
Since metalum production is not at the optimal level to cover the player's expenses, it is necessary that at each level of the metalum station the production is multiplied by a proportional value so called since it makes the production proportional to the expense if we consider the robots constant 400 metalum:

| Level | Proportional Value |
|---------|----------------------|
| 1 | 5 |
| 2 | 4.75 |
| 3 | 4.5 |
| 4 | 4.25 |
| 5 | 4 |
| 6 | 3.75 |
| 7 | 3.5 |
| 8 | 3.25 |
| 9 | 3 |
| 10 | 2.75 |
| 11 | 2.5 |
| 12 | 2.25 |
| 13 | 2 |
| 14 | 1.75 |
| 15 | 1.5 |
| 16 | 1.25 |
| 17 | 1 |
| 18 | 0.95 |
| 19 | 0.9 |
| 20 | 0.85 |
| 21 | 0.8 |
| 22 | 0.75 |
| 23 | 0.7 |
| 24 | 0.65 |
| 25 | 0.6 |
| 26 | 0.55 |
| 27 | 0.5 |
| 28 | 0.45 |
| 29 | 0.4 |
| 30 | 0.25 |

After doing this the production of each level proportionalized by the expenditure must be multiplied ×10 since the robots could cost on average 5000 metalum.

Spending and Production Assumptions:
To accurately calculate the percentages and quantities of Lum and Metalum a player can find in the multiplayer map, we must make assumptions based on the data provided and the game mechanics. Since we do not have specific data on the probability of finding pockets of resources, we will make reasonable estimates.

### Guess

#### Lum Bags in the Multiplayer Map
- **Small Bag (25 Lum)**: 40% chance
- **Medium Bag (50 Lum)**: 30% chance
- **Bag Large (200 Lums)**: 20% chance
- **Very Large Bag (400 Lums)**: 10% chance

#### Metalum Bags in the Multiplayer Map
- **Small Bag (25 Metalum)** : 40% chance
- **Medium Bag (50 Metalum)**: 30% chance
- **Large Bag (200 Metalum)**: 20% chance
- **Very Large Bag (400 Metalum)**: 10% chance

### Calculation of Resources Collected in the Multiplayer Map

#### Time dedicated to the Multiplayer Map
Let's assume that the player dedicates 2 hours a day to the multiplayer map, during which can find a total of 10 bags per day (assuming one bag every 12 minutes).

### Resources Collected per Day

#### Lum
- **40% of 10 bags**: 4 small bags = 4 * 25 = 100 Lum
- **30% of 10 bags**: 3 medium bags = 3 * 50 = 150 Lum
- **20% of 10 bags**: 2 large bags = 2 * 200 = 400 Lum
- **10% of 10 bags**: 1 very large bag = 1 * 400 = 400 Lum

Total daily Lum from the multiplayer map:
- **100 + 150 + 400 + 400 = 1050 Lum/day**

#### Metalum
- **40% of 10 sacs**: 4 small sacs = 4 * 25 = 100 Metalum
- ** 30% of 10 bags**: 3 medium bags = 3 * 50 = 150 Metalum
- **20% of 10 bags**: 2 large bags = 2 * 200 = 400 Metalum
- **10% of 10 bags**: 1 very large bag = 1 * 400 = 400 Metalum

Total Metalum per day from the multiplayer map:
- **100 + 150 + 400 + 400 = 1050 Metalum/day**

### Total Daily Production and Collection

#### Lum
- * *Daily production from producers**: 720 Lums
- **Lums from attacks**: 2400 Lums
- **Lums from multiplayer map**: 1050 Lums

Total daily Lums:
- **720 + 2400 + 1050 = 4170 Lums/day **

#### Metalum
- **Daily production from producers**: 480 Metalum
- **Metalum from attacks**: 4800 Metalum
- **Metalum from multiplayer map**: 1050 Metalum

Total daily Metalum:
- **480 + 4800 + 1050 = 6330 Metalum/day**

### Daily Army Consumption

#### Lum for the Army
- **Daily Lum requirement for 600 robots in 12 attacks**: 7200 Lum

#### Metalum for the Army
- **Daily Metalum requirement for 600 robots in 12 attacks**: 2,880,000 Metalum

### Conclusion

#### Lum
Daily production and additional resources collected are sufficient to meet the daily requirement of 7200 Lum for 600 robots in 12 attacks.

#### Metalum
The daily production and additional resources collected are not enough to meet the extremely high demand of 2,880,000 Metalum for 600 robots in 12 daily attacks. Even with the addition of bags of different rarities, the production would still be insufficient. Therefore, you should consider reducing the number of robots per attack, increasing metalum production, or reducing the number of attacks per day to better balance supply and demand.

Metalum consumption: 400 per robot


We calculate the daily and annual expenditure for an army of 150 robots, where each robot uses 1 Lum and 400 Metalum, considering the previously decided number of attacks per day.

### 4 Hour Daily Player Spend
- **Number of attacks per day:** 8
- **Lum per attack:** 150 Lum
- **Metalum per attack:** 150 * 400 = 60,000 Metalum

### # Daily Calculation:
- **Daily Lums:** 150 Lums * 8 attacks = 1,200 Metalums/day
- **Daily Metalums:** 60,000 Metalums * 8 attacks = 480,000 Metalums/day

### Annual Spending per 4-hour Player
- **Annual Lums:** 1,200 Lums/day * 365 days = 438,000 Lums/year
- **Annual Metalums:** 480,000 Metalums/day * 365 days = 175,200,000 Metalums/year

### Daily Spend per 6-hour Player
- **Number of daily attacks:** 12
- **Lum per attack:** 150 Lum
- **Metalum per attack:** 150 * 400 = 60,000 Metalum

#### Daily calculation:
- **Daily lums: ** 150 Lums * 12 attacks = 1,800 Lums/day
- **Daily Metalums:** 60,000 Metalums * 12 attacks = 720,000 Metalums/day

### Annual Spending per 6-hour Player
- **Annual Lums:** 1,800 Lums /day * 365 days = 657,000 Lum/year
- **Annual Metalums:** 720,000 Metalums/day * 365 days = 262,800,000 Metalums/year

### Summary of Expenses

1. **Player active 4 hours per day:**
   - **Daily spend in Lum:** 1,200 Lum
   - **Daily spend in Metalum:** 480,000 Metalum
   - **Annual spend in Lum:** 438,000 Lum
   - **Annual spend in Metalum:** 175,200,000 Metalum

2. * *Player active 6 hours per day:**
   - **Daily spend in Lum:** 1,800 Lum
   - **Daily spend in Metalum:** 720,000 Metalum
   - **Annual spend in Lum:** 657,000 Lum
   - **Spending annual Metalum production:** 262,800,000 Metalum

### Comparison with Annual Production

1. **Player active 4 hours per day:**
   - **Annual Lum production:** 2,016,665 Lum
   - **Annual Metalum production:* * 877,759,705 Metalum
   - **Annual spend in Lum:** 438,000 Lum
   - **Annual spend in Metalum:** 175,200,000 Metalum
   - **Remaining Lum:** 2,016,665 Lum - 438,000 Lum = 1,578,665 Lum
   - **Remaining Metalum:** 877,759,705 Metalum - 175,200,000 Metalum = 702,559,705 Metalum

2. **Player active 6 hours per day:**
   - **Annual Lum production:** 2,326,185 Lum
   - **Annual Metalum production:** 878,378,745 Metalum
   - **Annual spending in Lum :** 657,000 Lum
   - **Annual spend in Metalum:** 262,800,000 Metalum
   - **Remaining Lum:** 2,326,185 Lum - 657,000 Lum = 1,669,185 Lum
   - **Remaining Metalum:** 878,378,745 Metalum - 262,800,000 Metalum = 615, 578,745 Metalum

These calculations show that players, whether active 4 hours or 6 hours a day, are able to pay for daily and annual attacks and have a significant surplus of Lum and Metalum at the end of the year.

It would be better to increase the metalum production and more or less consider the lum production of 2,500,000.

If Rayman were made up of dots:
Assuming a Rayman height of 200 pixels and a width of 100 pixels in the image, and that 1 pixel represents 0.5 cm:

• Rayman height in real units = 200 pixels * 0.5 cm/pixel = 100 cm

• Rayman width in real units = 100 pixels * 0.5 cm/pixel = 50 cm

• Rayman area ≈ 100 cm * 50 cm = 5000 cm^2

• Dot length in pixels = 5 pixels

• Length of dot in real units = 5 pixels * 0.5 cm/pixel = 2.5 cm

• Area of ​​dot = π * (2.5 cm / 2)^2 ≈ 4.9087 cm^2

• Number of dots ≈ 5000 cm^2 / 4.9087 cm^2 ≈ 1019.2

#NOW WE SEE THE REAL PRODUCTION OF METALUM AND THE UNCOMMON COMPONENT OF THIS PRODUCTION:

Here is the table of the real hourly production of Metalum:

| Level | Hourly Production | Proportional Value | Real Production |
|---------|-----------|---------- ----|------------------|
| 1 | 10,000 | 5.00 | 600,000 |
| 2 | 13,103 | 4.75 | 753,422.5 |
| 3 | 16,207 | 4.50 | 891,385 |
| 4 | 19,310 | 4.25 | 1,013,775 |
| 5 | 22,414 | 4.00 | 1,120,700 |
| 6 | 25,517 | 3.75 | 1,212,057.5 |
| 7 | 28,621 | 3.50 | 1,287,945 |
| 8 | 31,724 | 3.25 | 1,348,270 |
| 9 | 34,828 | 3.00 | 1,393,120 |
| 10      | 37,931             | 2.75                 | 1,422,412.5      |
| 11      | 41,034             | 2.50                 | 1,436,190        |
| 12      | 44,138             | 2.25                 | 1,434,485        |
| 13      | 47,241             | 2.00                 | 1,417,230        |
| 14      | 50,345             | 1.75                 | 1,384,487.5      |
| 15      | 53,448             | 1.50                 | 1,336,200        |
| 16      | 56,552             | 1.25                 | 1,272,420        |
| 17      | 59,655             | 1.00                 | 1,193,100        |
| 18      | 62,759             | 0.95                 | 1,223,800.5      |
| 19      | 65,862             | 0.90                 | 1,251,378        |
| 20      | 68,965             | 0.85                 | 1,275,852.5      |
| 21      | 72,069             | 0.80                 | 1,297,242        |
| 22      | 75,172             | 0.75                 | 1,315,510        |
| 23      | 78,276             | 0.70                 | 1,330,692        |
| 24      | 81,379             | 0.65                 | 1,342,753.5      |
| 25      | 84,483             | 0.60                 | 1,351,728        |
| 26      | 87,586             | 0.55                 | 1,357,583        |
| 27      | 90,690             | 0.50                 | 1,360,350        |
| 28      | 93,793             | 0.45                 | 1,359,998.5      |
| 29      | 96,897             | 0.40                 | 1,356,558        |
| 30      | 100,000            | 0.25                 | 1,250,000        |

Now we will calculate the real production of non-normal metalum, water and wind. This represents 10% of the total real production for each level.

### Real production of uncommon metalum, water and wind for each level.

To get these values, we take 10% of the "Real Production" for each level.

### Calculation
To prevent real production from exceeding level 30 (1,250,000) and to round off uncommon production without using decimal numbers, we can distribute the values ​​more evenly. We will use a progression that gradually reduces the increment between levels.

### Descending Progression Method

To calculate a decreasing progression, we can use an arithmetic series with a constant decrease. Since production at level 1 is 600,000 and at level 30 is 1,250,000, we can calculate an appropriate decrement that distributes the values ​​evenly.

We calculate the total difference and then distribute this difference among the 30 levels.

1. Total difference = 1,250,000 - 600,000 = 650,000
2. Increment per level = 650,000 / 29 ≈ 22,414 (rounded to the nearest whole number)

We will use this increment to generate actual production values. Uncommon production will simply be 10% of actual production, rounded up.

Here is the table with these calculations:

| Level | Real Production | Uncommon Production (10%) |
|---------|-----------|----------- ---------|
| 1 | 600,000 | 60,000 |
| 2 | 622,414 | 62,241 |
| 3 | 644,828 | 64,483 |
| 4 | 667,241 | 66,724 |
| 5 | 689,655 | 68,966 |
| 6 | 712,069 | 71,207 |
| 7 | 734,483 | 73,448 |
| 8 | 756,897 | 75,690 |
| 9 | 779,310 | 77,931 |
| 10 | 801,724 | 80,172 |
| 11 | 824,138 | 82,414 |
| 12 | 846,552 | 84,655 |
| 13 | 868,966 | 86,897 |
| 14 | 891,379 | 89,138 |
| 15 | 913,793 | 91,379 |
| 16 | 936,207 | 93,621 |
| 17 | 958,621 | 95,862 |
| 18 | 981,034 | 98,103 |
| 19 | 1,003,448 | 100,345 |
| 20 | 1,025,862 | 102,586 |
| 21 | 1,048,276 | 104,828 |
| 22 | 1,070,690 | 107,069 |
| 23 | 1,093,103 | 109,310 |
| 24 | 1,115,517 | 111,552 |
| 25 | 1,137,931 | 113,793 |
| 26 | 1,160,345 | 116.034 |
| 27 | 1,182,759 | 118,276 |
| 28 | 1,205,172 | 120,517 |
| 29 | 1,227,586 | 122,759 |
| 30 | 1,250,000 | 125,000 |

In this table, the "Real Production" values ​​gradually increase by a constant value and do not exceed the maximum level of 1,250,000. “Uncommon Production” is 10% of “Real Production”, rounded to the nearest whole number.

### Final Table for all 30 Levels

| Level | Real Production | Real Production Uncommons (10%) | Metalum Weres And Boils (min-max) | Metanullum, Metalum Royals and Transformers (min-max) |
|---------|----------------------|---------------------- ----------------|-------------------------------- -----|-------------------------------------------- |
| 1 | 600,000 | 60,000 | 15,000 - 18,000 | 8,000 - 10,000 |
| 2 | 622,414 | 62,241 | 15,560 - 18,694 | 8,299 - 10,374 |
| 3 | 644,828 | 64,483 | 16,121 - 19,389 | 8,598 - 10,747 |
| 4 | 667,241 | 66,724 | 16,681 - 20,083 | 8,897 - 11,121 |
| 5 | 689,655 | 68,966 | 17,241 - 20,778 | 9,196 - 11,494 |
| 6 | 712,069 | 71,207 | 17,802 - 21,472 | 9,495 - 11,868 |
| 7 | 734,483 | 73,448 | 18,362 - 22,166 | 9,794 - 12,241 |
| 8 | 756,897 | 75,690 | 18,922 - 22,861 | 10.093 - 12.615 |
| 9 | 779,310 | 77,931 | 19,483 - 23,555 | 10,392 - 12,988 |
| 10 | 801,724 | 80,172 | 20.043 - 24.250 | 10,691 - 13,362 |
| 11 | 824,138 | 82,414 | 20,603 - 24,944 | 10,990 - 13,735 |
| 12 | 846,552 | 84,655 | 21,164 - 25,639 | 11,289 - 14,109 |
| 13 | 868,966 | 86,897 | 21,724 - 26,333 | 11,588 - 14,482 |
| 14 | 891,379 | 89,138 | 22.284 - 27.028 | 11,887 - 14,856 |
| 15 | 913,793 | 91,379 | 22,845 - 27,722 | 12,186 - 15,229 |
| 16      | 936,207           | 93,621                            | 23,405 - 28,417                      | 12,485 - 15,603                            |
| 17      | 958,621           | 95,862                            | 23,966 - 29,111                      | 12,784 - 15,976                            |
| 18      | 981,034           | 98,103                            | 24,526 - 29,806                      | 13,083 - 16,350                            |
| 19      | 1,003,448         | 100,345                           | 25,086 - 30,500                      | 13,382 - 16,723                            |
| 20      | 1,025,862         | 102,586                           | 25,647 - 31,194                      | 13,681 - 17,097                            |
| 21      | 1,048,276         | 104,828                           | 26,207 - 31,889                      | 13,980 - 17,470                            |
| 22      | 1,070,690         | 107,069                           | 26,767 - 32,583                      | 14,279 - 17,844                            |
| 23      | 1,093,103         | 109,310                           | 27,328 - 33,278                      | 14,578 - 18,217                            |
| 24      | 1,115,517         | 111,552                           | 27,888 - 33,972                      | 14,877 - 18,591                            |
| 25      | 1,137,931         | 113,793                           | 28,448 - 34,667                      | 15,176 - 18,964                            |
| 26      | 1,160,345         | 116,034                           | 29,009 - 35,361                      | 15,475 - 19,338                            |
| 27      | 1,182,759         | 118,276                           | 29,569 - 36,056                      | 15,774 - 19,711                            |
| 28      | 1,205,172         | 120,517                           | 30,129 - 36,750                      | 16,073 - 20,085                            |
| 29      | 1,227,586         | 122,759                           | 30,690 - 37,444                      | 16,372 - 20,458                            |
| 30      | 1,250,000         | 125,000                           | 31,250 - 38,139                      | 16,671 - 20,832                            |

In this table:
- The values ​​of "Were and Boiling Metalum" constitute 60% of the actual production of uncommon metalum. - The values ​​of "Metanullum, Real Metalum and Transformers" constitute 40% of the real production of uncommon metalum.
- The sum of the minimum value of "Werewolf and Boiling Metalums" multiplied by 2 plus the maximum value of "Metanullum, Royal Metalums and Transformers" multiplied by 3 is equal to or slightly greater than the actual production of uncommon metalums since 2 uncommon metalums will have the minimum value and the other 3 will have the maximum value. By adding the minimum value of the highest and the maximum of the lowest we obtain the minimum value that the production can give of uncommon metalums which, coinciding with or slightly exceeding the production of uncommons, means that the total production will be an indicator of the minimum possible of metalums produced due to uncommon metalums.


Ultima modifica di Domenico idea il Ven Giu 28, 2024 3:30 pm - modificato 4 volte.
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Sab Giu 22, 2024 4:36 pm
Here is the new construction and upgrade cost table with waiting times divided into days, hours and minutes, and with the addition of 35% in stages for each level.

### Construction and Upgrade Cost Table with Updated Wait Times

| Level | Honey Tree (Lum) | Waiting Time | Metalum Station (Metalum) | Waiting Time | Bank (Lumdollars) | Waiting Time |
|---------|------------------------|-------------- ---|------------------------------|--------------- --|----------------|-----------------|
| 1 | 1,200,000 | 7m | 1,440,000 | 5m | 1,440,000 | 9m |
| 2 | 1,320,000 | 9m | 1,656,000 | 7m | 1,728,000 | 12m |
| 3 | 1,452,000 | 12m | 1,904,400 | 9m | 2,073,600 | 16m |
| 4 | 1,597,200 | 16m | 2,190,060 | 12m | 2,488,320 | 21m |
| 5 | 1,756,920 | 21m | 2,518,572 | 16m | 2,985,984 | 28m |
| 6 | 1,932,610 | 28m | 2,896,362 | 21m | 3,583,180 | 37m |
| 7 | 2,125,870 | 37m | 3,330,816 | 28m | 4,299,816 | 50m |
| 8 | 2,338,460 | 50m | 3,830,442 | 37m | 5,159,780 | 1h 7m |
| 9 | 2,572,310 | 1h 7m | 4,405,008 | 50m | 6,191,736 | 1h 30m |
| 10 | 2,829,540 | 1h 30m | 5,065,758 | 1h 7m | 7,430,084 | 2h 1m |
| 11 | 3,112,490 | 2h 1m | 5,825,622 | 1h 30m | 8,916,100 | 2h 43m |
| 12 | 3,423,740 | 2h 43m | 6,699,468 | 2h 1m | 10,699,320 | 3h 41m |
| 13 | 3,766,110 | 3h 41m | 7,703,772 | 2h 43m | 12,839,184 | 4h 58m |
| 14 | 4,142,720 | 4h 58m | 8,859,336 | 3h 41m | 15,407,020 | 6h 42m |
| 15 | 4,556,990 | 6h 42m | 10,188,234 | 4h 58m | 18,488,424 | 8h 52m |
| 16 | 5,012,690 | 8h 52m | 11,722,470 | 6h 42m | 22,186,108 | 12h |
| 17 | 5,513,960 | 12h | 13,492,842 | 8h 52m | 26,623,328 | 16h 12m |
| 18 | 6,065,350 | 16h 12m | 15,534,768 | 12h | 31,947,996 | 21h 54m |
| 19 | 6,671,890 | 21h 54m | 17,888,982 | 16h 12m | 38,337,596 | 1g 6h 34m |
| 20 | 7,339,080 | 1g 6h 34m | 20,602,326 | 21h 54m | 46,005,112 | 1g 17h 51m |
| 21 | 8,072,990 | 1g 17h 51m | 23,728,674 | 1g 6h 34m | 55,206,136 | 2g 8h 19m |
| 22 | 8,880,290 | 2g 8h 19m | 27,329,976 | 1g 17h 51m | 66,247,364 | 3g |
| 23 | 9,768,320 | 3g | 31,477,470 | 2g 8h 19m | 79,496,836 | 4g 1h 3m |
| 24 | 10,745,150 | 4g 1h 3m | 36,253,092 | 3g | 95,396,204 | 5g 11h 23m |
| 25 | 11,819,660 | 5g 11h 23m | 41,751,054 | 4g 1h 3m | 114,475,444 | 7g 9h 23m |
| 26 | 13,001,630 | 7g 9h 23m | 48,079,716 | 5g 11h 23m | 137,370,532 | 10g 5h 42m |
| 27 | 14,301,800 | 10g 5h 42m | 55,366,752 | 7g 9h 23m | 164,844,636 | 13g 9h 41m |
| 28 | 15,731,980 | 13g 9h 41m | 63,758,766 | 10g 5h 42m | 197,813,564 | 18g 1h 4m |
| 29 | 17,305,170 | 18g 1h 4m | 73,424,580 | 13g 9h 41m | 237,376,276 | 24g 6h 51m |
| 30 | 19,035,680 | 24g 6h 51m | 84,552,264 | 18g 1h 4m | 284,851,532 | 32g 7h 14m |

### Notes on Calculations
- **Staged addition:** Each level increases the waiting time by 35%, dividing the increase between days, hours and minutes. I'm always here so that my status comes rich.
- **Waiting time:**  
- Level 1: menu of 10 minutes each.  
- Subsequent levels: Progressive increase up to fourth 24 hours from level 20 and above.
- **Building units:** Each building is considered as a single unit.
- **Bank Production:** The Bank's production values ​​are for every hour.

Here is the updated table for the normal player kingdom's Castle with high costs and waiting times increased according to the addition of stages:

### Castle Construction and Upgrade Cost Table

| Level | Cost (Lumdollars) | Waiting Time |
|---------|------------------------|----------------- -|
| 1 | 12,960,000 | 3h |
| 2 | 15,552,000 | 4h 3m |
| 3 | 18,662,400 | 5h 29m |
| 4 | 22,394,880 | 7h 24m |
| 5 | 26,873,856 | 9h 59m |
| 6 | 32,248,620 | 13h 28m |
| 7 | 38,698,350 | 18h 11m |
| 8 | 46,438,020 | 1d 49m |
| 9 | 55,725,630 | 1d 7h 4m |
| 10 | 66,870,750 | 1d 17h 31m |
| 11 | 80,244,900 | 2d 9h 39m |
| 12 | 96,293,880 | 3d 1h 59m |
| 13 | 115,552,650 | 4d 2h 41m |
| 14 | 138,663,180 | 5d 11h 37m |
| 15 | 166,395,810 | 7d 16h 41m |
| 16 | 199,674,960 | 10d 5h 1m |
| 17 | 239,609,970 | 13d 14h 46m |
| 18 | 287,531,970 | 18d 11h 28m |
| 19 | 345,038,340 | 24d 22h 28m |
| 20 | 414,046,020 | 32d 9h 20m |

### Notes on Calculations

- **Cooling Times:** The cooldown for level 1 is 3 hours, increasing by 35% at each level up to a maximum of approximately 32 days at level 20.
- ** Costs:** Costs are 10 times higher than in the previous table, reflecting the importance of the Castle.

This updated table shows costs and wait times for Castle, with significantly increased costs and incremental wait times.

Information
All construction and upgrade costs in lumdollars are too low. Since the lumdollars with the bank level 30 are produced 10 million per hour all costs must be increased×10.

UPDATE
Now you can select the dots of the weapons which are parts of the robot created but which attack from a distance and make animations for each of them to which you can assign a button which can be the same for all or different for all or the same for some and different for others . When you create a robot with multiple ranged weapons on its body, the damage gained is divided by the number of ranged body weapons.
Now you can build the metalum adaptation laboratory which allows you to adapt two metalums of different types with a lum which means that with that lum you can build a robot with two types of metalum chosen from those adapted to the lum. The upgrade costs 10,000 units of the lum and 100,000 units of the two metalums. If you adapt the boiling metalum with another metalum when you build a robot with both metalums if you build a body blaster, or any weapon integrated to the robot from a distance, with the boiling metalums the attack will have the characteristic of robot attacks with boiling metalum by boosting and by heating up and building a second blaster with the other type of metalum you can swap them out when the hot metalum blaster is overheated. By crafting a weapon with wind metalum you can request the chance that its attack animation also gets the chance to push the enemy. If he obtains it, the damage obtained will decrease by 5% and the attack animation will have the visible points covered by wind metalum of the same size. With each hit the robot will spend the number of wind metalums but with an up button it can change the attack by taking away the wind metalums and therefore not spending them but only if you control it, for example in the multiplayer map. If you make an attack animation with a robot made up of two different types of metalums, the part where it starts to appear or appears if it is near wind or water metalums can require the push, if it is near boiling metalums it gets the boost due to heating but that part of the robot will also overheat. For attacks closer to transformer metalums or for ranged weapon attack animations made by transformer metalums the attack will have the same characteristic as robot attacks with transformer metalums. In robots with two types of metalum the percentage increase in probable attack and life of the lum is the sum of both. No more than two types of metalum can be used in the creation of a robot. Robots made of two types of metalum will cost the same as normal robots based on the amount of metalum they form. To change the color points of one metalum to another just click on a button with two arrows.
Furthermore, now you will be able to create over-jump shoes and objects decided by you, including where to equip them and the animation during the jump which, based on how high you are during the attack, gives a random attack bonus. Shoes can be equipped on robots with a certain foot height that is less than a certain amount of the width of the shoe and does not exceed a certain width, while for the other invented objects nothing is needed since you can equip them on the outside of the robot unlike the shoes that carry the feet inside.
Furthermore, now you can request when you create a robot that it is a finished robot that destroys the hit robot's metalums in 5 seconds during which it can attack and that it has a life chance of 1 to 500 but there is only 1 % chance of obtaining it, requires the castle in the new level 21 and the alliance at level 5, can be performed on hn robot with a dark lum or a nullum or a transformer lum and that has either metanullum or dark metalum or transformer metalum.
With the castle in the new level 21 you can evolve lums into superlums of which there is one type for each type of lum. They have more than normal lums which give the possibility of having an attack speed value different from the standard one which starts from a value lower than the standard and which can reach a higher one.

### New Story Mode

In the last chapter of the story mode, players will be able to explore 8 new realms, increasing the number of searchable players after completing or losing it to 8. The bosses of this new adventure will be: El Luchadores, The Hand of Hades, Globox Clone, Wheet, Bubble Dreamer, Jano, The Clown and The Great Puppeteer.

The story mode begins with an evocative animation: The Great Puppeteer maneuvers the puppets of the kingdom leaders from the previous story mode, before taking on new puppets representing the kingdom leaders from the new mode. These new leaders invade the Glade, besieging it with their nightmares and using temporary gray lums to create various metalums.

In the animation of the eighth kingdom, the Clown is introduced, an eyeless being with green flames in their place and imposing armor. He reveals that he willingly had the Great Puppeteer string him up to become stronger, pointing out that he is not controlled by the Puppeteer, as the Puppeteer knows that the Clown would be less powerful if he were manipulated. The Clown explains that as soon as he has the opportunity and understands how to do it, he will cut the strings that bind him to the puppeteer. These threads, connected directly to his soul, empower him by slowly burning his soul. He states that even though the puppeteer can hear all this, it doesn't matter since they both know the other's plans. The Clown declares that whoever finds the opportunity first will get the better of the other, in a game of power and strength in the balance.
For each kingdom defeated, to complete a boss you will have to do the boss battle with the boss of the kingdom with the help of other players in the alliance. The Bosses have the following abilities:
### Proposed Bosses and Abilities

#### 1. **El Luchadores**
- **Description**: A powerful fighter with a wrestler's mask, known for his brute strength and hand-to-hand fighting techniques.
- **Ability**:
- **Power Slam**: El Luchadores jumps and slams the ground, creating shockwaves that deal area-of-effect damage.
-** Intimidating Presence **: He releases a scream that temporarily reduces the defenses of opposing robots.
-** Rapid Rejuvenation **: He regenerates quickly when his health drops below a certain threshold.

#### 2. **The Hand of Hades**
- **Description**: A giant, sinister hand, emanating a dark aura, which can summon otherworldly powers.
- **Ability**:
-** Deathgrip **: He Grabs a robot and deals damage over time while keeping it immobilized.
- **Shadow Summoning**: Summons shadow minions that attack allied robots.
- **Dark Curse**: Inflicts a debuff that reduces the effectiveness of robot attacks.

#### 3. **Globox Clone (Dark Globox from Rayman Arena)**
- **Description**: An evil clone of Globox, with similar but more sinister abilities.
- **Ability**:
-** Acid Attack **: He spits a stream of acid that deals continuous damage to robots hit.
-**Crushing Leap**: He jumps high and crashes into the robots, dealing area damage.
-** Double Evil **: Creates a temporary clone that mimics his attacks and doubles the damage dealt.

#### 4. **The Bubble Dreamer (Controlled)**
-** Description **: The Bubble Dreamer, controlled by an evil entity, uses his dream power to create nightmares.
- **Ability**:
- **Enchanted Mist**: Releases a mist that confuses robots, reducing their accuracy.
- **Nightmare Summoning**: Spawns dreamlike creatures that attack robots.
- **Paralyzing Dream**: Inflicts a state of temporary paralysis on a group of robots.

#### 5. **Jano**
- **Description**: A guardian of hell, with a frightening appearance and supernatural powers.
- **Ability**:
- **Hellfire**: Spits flames that deal continuous damage to robots hit.
- **Life Drain**: Drains energy from robots to heal themselves.
- **Spectral Barrier**: Creates a shield that reflects part of the damage dealt by robots.

### Boss: The Clown

**Description**:
The Clown is a being without eyes, replaced by green flames, with imposing and robust armor. He willingly had the Great Puppeteer string him to increase his strength, although it slowly wears him down. Although he is tied to the puppeteer, the Clown maintains a strong will and wishes to free himself as soon as he has the chance.

**Ability**:

1. **Green Flames**:
- **Description**: The Clown shoots green flames from his eyes, dealing area damage and applying a burn effect that deals damage over time.
- **Effect**: Continuous damage to all robots in the area of ​​effect for 10 seconds.

2. **Soul Cords**:
- **Description**: The ropes that bind him to the Great Puppeteer transform him into a skeletal form of himself with various holes in his bones making him immune to damage temporarily for 20 seconds but reducing his damage by 50%.
- **Effect**: Decreased damage by 50% but gains immunity to damage.
3. **Anger to Irrepressible**:
-** Description **: When the Clown is defeated he becomes the skeleton of the previous ability with 30% health but his life is damaged.
- **Effect**: Transformation into a skeleton with 30% health but damageable

### Boss: Wheet

**Description**:
Wheet is a little girl who never wanted to be a nightmare, forced by her family to become one. After participating in the Glade, she repented and was forgiven, although some resentment still remains in her dreams. She loves Rayman deeply and wishes to always be in his company.

**Ability**:

1. **Tears of Remedy**:
-** Description **: Wheet summons a shower of healing tears that restores the health of her allies and her own.
-** Effect **: She Heals 25% of maximum health for all allied robots and Wheet herself.

2. **Family Nightmare**:
-** Description **: Wheet summons the shadows of her family members who attack enemies with uncontrollable fury.
-** Effect **: She Summons three shadows that deal constant damage to enemies for 15 seconds.

3. **Love for Rayman**:
-** Description **: Wheet summons an image of Rayman that inspires her, increasing his stamina and her attack power.
- **Effect**: Increased resistance by 30% and damage dealt by 20% for 15 seconds.

### The Great Puppeteer

**Description**:
The Great Puppeteer is an automaton with glasses, all black and thin as a skeleton. He has taken control of the powerful series bosses Rayman, the Clown and even the Bubble Dreamer.

**Ability**:

1. **Control Threads**:
- **Description**: The Great Puppeteer launches energy threads that manipulate the movements of enemies, reducing their speed and accuracy.
- **Effect**: Reduced speed by 30% and accuracy by 20% for 15 seconds.

2. **Puppet Assault**:
-** Description **: She Creates puppets to attack enemies.
- **Effect**: Creates three puppets for 10 seconds, making them attack enemies.

3. **Shadows of the Dominated**:
-** Description **: Summons previous bosses under her control to attack enemies.
-** Effect **: Whenever she loses a third of her life she summons all the previous bosses but with a non-boss life, each with their own abilities.
Each defeated kingdom will give the defeated boss as a general and the rewards:
1The second gives 75 lums of the low rarity ones, 156 of the medium rarity ones, and 387 of the high rarity ones;
2 gives 150 lums of the low rarity ones, 312 of the medium rarity ones, and 775 of the high rarity ones;
3 gives 300 lums of low rarity ones, 625 of medium rarity ones, and 1552 of high rarity ones;
4 to 600 lums of those of low rarity, 1250 of those of medium rarity, and 3125 of those of high rarity;
5 gives 1250 lums of low rarity ones, 2500 of medium rarity ones, and 6250 of high rarity ones;
6 gives 2500 lums of low rarity ones, 5000 of medium rarity ones, and 12500 of high rarity ones;
7 gives 5000 lums of low rarity ones, 10000 of medium rarity ones, and 25000 of high rarity ones;
8 gives 10000 lums of low rarity ones, 20000 of medium rarity ones, and 50000 of high rarity ones;

With the defeat of the last kingdom you can unlock the adaptation of the metalums inside the adaptation laboratory which is unlocked with the castle at level 21.

Information
Various unspoken general tools are: Color Smoke; Sound Signal; Signal lights; Reconnaissance Drone and three disposable general tools equally found in the chests, namely the Containment Net (temporarily traps an enemy robot), the Disturbance Module (prevents a general present in defense, in the modes in which it is present, from using his abilities) and the protective barrier.

*** IMPORTANT ISSUE ***
All construction and upgrade costs of the castle, lum tree, metalum station and bank should be multiplied ×15 in order to be balanced due to the fact that there is a units of each producer and of the castle and also for the fact that since there are no deposits it is easier to keep lumdollars without being robbed other than losing 1% of the total every day at most. More than ×15 is not necessary since having to donate lumdollars to the alliance for logs and to upgrade the structures of the alliance kingdom allows the use of a large number of lumdollars.

*** Production of lumdollars for bank levels***
To create a Bank production table that starts with 100,000 Lumdollars per hour at level 1 and reaches 10,000,000 Lumdollars per hour at level 30, we can use a linear increment. A constant increase per level will ensure that values ​​from previous levels do not exceed subsequent ones and that growth is uniform.

Since the value must increase by 9,900,000 Lumdollars over the course of 29 levels (from level 1 to level 30), we can calculate the increase for each level as follows:

\[ \text{Increment per level} = \frac{10,000,000 - 100,000} {30 - 1} = \frac{9,900,000}{29} \approx 341,379.31 \]

Using this increment, we can construct the table:

### Bank Production Table (Lumdollars/hour)

| Level | Production (Lumdollars/hour) |
|---------|-----------------------------|
| 1 | 100,000 |
| 2 | 441,379 |
| 3 | 782,759 |
| 4 | 1,124,138 |
| 5 | 1,465,517 |
| 6 | 1,806,897 |
| 7 | 2,148,276 |
| 8 | 2,489,655 |
| 9 | 2,831,034 |
| 10 | 3,172,414 |
| 11 | 3,513,793 |
| 12 | 3,855,172 |
| 13 | 4,196,552 |
| 14 | 4,537,931 |
| 15 | 4,879,310 |
| 16 | 5,220,690 |
| 17 | 5,562,069 |
| 18 | 5,903,448 |
| 19 | 6,244,828 |
| 20 | 6,586,207 |
| 21 | 6,927,586 |
| 22 | 7,268,966 |
| 23 | 7,610,345 |
| 24 | 7,951,724 |
| 25 | 8,293,103 |
| 26 | 8,634,483 |
| 27 | 8,975,862 |
| 28 | 9,317,241 |
| 29 | 9,658,621 |
| 30 | 10,000,000 |

### Notes on Calculations

- **Linear increase:** Each level increases production by 341,379.31 Lumdollars/hour.
- **Stable production:** Values ​​grow uniformly and ensure that subsequent levels always have higher production than previous levels.

Update
With the new Paid Update the subscription will additionally give, if you take the annual plan instead of the monthly one, the possibility of using the puppeteer among the alliance overseers and the possibility of finding rag lums and rag metalums in chests and producers. Furthermore, those who have robots with a rag lum will be able to find an ability in the chests to give to one of them for the multiplayer map in which when the robot dies you have 20 seconds to possess an enemy and take control of it through the patch lum piece that is fast and will have to be avoided with jumps and escapes. Finally there will be an extra story mode that only gives rag lums as rewards for defeated kingdoms. Rag lum is a rag doll-like lum, and rag metalums are materially like rag. The rag lums allow you to find the ability for the multiplayer map and if inside a robot with rag metalum it gives the ability to damage all the robots present with each shot, however this last ability does not work in the multiplayer map. Rag lums have a chance of damage from 0 to 5 and life from 0 to 3050 and can be found in the tree with the subscription in the same quantity as red, white and green lums. Rag metalums in the station with the subscription are found in the same quantity as boiling and wereling lums and increases the damage and maximum life determined by the lum by 10%. The puppeteer as an alliance overseer every certain number of seconds deals damage to all enemy robots on the ground for 6 seconds and as a second ability at the beginning lets you choose whether you want to make your hero lose 80% of his life and make him a cpu to take over an enemy robot for the entire game.

Information
While previously in the honey tree among the uncommon lums 2 took the minimum value and 3 the maximum value now one of the uncommon lums in each collection will not be present.

Extra History Info
In the last level in one part of the animation Rayman asks the puppeteer why he keeps others under control and the puppeteer replies because he himself is under control. Rayman asks by whom and the puppeteer replies that it is by an invisible enemy, his father explaining that spiritual threads are held by his father's soul to impose his will on him and he imposes the same will on others since he has none he knows a different one.

Penultimate Boss
### Boss: Soriana Kalinda Sole

**Description**:
Soriana Kalinda Sole is a sweet girl with long, orange, curly hair. She is wearing a t-shirt of the same color, decorated with drawings of her boyfriend's favorite puppets. Their love story began in a fairytale way: they met during a puppet show where he was the puppeteer. In the beginning, he was a wonderful and caring person, capable of understanding Soriana like no one else. Over time, however, everything changes. Her boyfriend begins to become increasingly distant and dissatisfied. His demands on Soriana grew for no apparent reason. He treats her coldly and sometimes Soriana sees him with other girls. When she expressed doubts about her fidelity or criticized her overly affectionate behavior toward others, he reacted with private violence, becoming furiously angry. Soriana soon finds herself in an emotional prison. She cannot criticize her oppressor in any way nor detach herself from her will, from his ideas and from the dictates that she imposes. She must comply with his obligations to avoid causing him discomfort. She can't say anything even when she finds him in the bedroom with other girls. Leaving him is unthinkable for her believing it is still possible to return to the idyllic days. Unlike the other bosses of the Puppeteer chapters, Soriana is not tied by her limbs, but only by her neck, always with invisible ropes. Sometimes, she remembers the abuse she suffered and continues to suffer from her ruthless partner.

**Special Animation**:
When her health drops to 10%, an animation shows a painful memory of a being in the shadows harming her. After the animation, Soriana appears bruised and desperately tries to free herself from the ropes that are suffocating her and then returns to attack the players.

**Ability**:

1. **Soul Flames**:
- **Description**: Soriana exudes a powerful wave of orange flames that fan out in front of her, dealing Fire damage to all robots in the area of ​​effect.
-** Effect **: She Deals continuous damage over time to hit robots for 10 seconds.

2. **Invisible Strings**:
-** Description **: Soriana uses the ropes around her neck to grab and strangle opposing robots, temporarily immobilizing them.
-** Effect **: She Immobilizes up to 3 enemy robots for 5 seconds, dealing Strangle damage.

3. **Puppet Spell**:
-** Description **: Soriana casts a spell that summons small puppets from her body to attack enemies, each dealing minor but rapid damage.
-** Effect **: She Summons 5 puppets that quickly attack enemy robots, dealing constant damage for 15 seconds.

4. **Last Breath**:
- **Description**: When Soriana's health drops to 10%, the memory animation is activated. After the animation, Soriana gains a temporary boost to her abilities, dealing increased damage.
-** Effect **: She Increases the damage of all skills by 50% for 20 seconds.

When Soriana is defeated her neck explodes into confetti, followed by her head and promptly her body marking her defeat and leaving in her place a rag doll with its head detached from her body.

### Initial animation of Soriana Kalinda Sole's kingdom

Soriana Kalinda Sole introduces herself and expresses a thought according to which sometimes the worst wound can come from the one who appears closest to you and sensitive to your needs if you are unable to achieve the perfection he wants according to his canons to which you try to adapt, hoping for the return of magical days that were dead and ended up underground.

Soriana looks up, her face marked by an apparent calm that hides a deep inner turmoil. Suddenly, using her magic, her eyes glow orange, temporarily showing invisible threads around her neck, squeezing her and lifting her slightly off the ground. Her camera moves closer, showing her determined but tormented look. Soriana raises a hand towards her strings, and begins to speak in a calm but emotionally charged voice.

Soriana says that the Puppeteer said that she is different from the others, tied only by the neck and not by the limbs like the other puppets. She says that the Puppeteer said that he would never imprison her as he imprisons her with others, and that this special bond was forced on her because of the trust he places in her. As she speaks, her eyes reflect a mixture of pain, an internal pain that cannot be ignored.
Soriana continues to explain that the Puppeteer has always believed in her, encouraging her to do her best with her assigned tasks, to dress in her best manner, and to do her best to be sensitive to his needs and to look her best in her people. Her words are full of gratitude, but it's there a subtext of suffering that emerges, revealing the tension of his bond with the Puppeteer. She says that she doesn't feel like a simple puppet, but as one of his allies, his most precious companion. She points out that he never doubted her.

Soriana says with a trembling voice that the ropes that the players cannot see are not a symbol of control like in other nightmares, but the Puppeteer told him that they are a symbol of trust and a special bond. She says that the Puppeteer gave her the strength to fight and overcome her fears. But as she says these words, her camera zooms in even closer, showing unshed tears in her eyes.

Soriana concludes with a firm voice: "I fought with all my strength to live up to it, but this battle... was never in my dreams. I have no intention of harming you, heroes. Please try to understand It is a task that is imposed on me, an ineluctable necessity, a radiant light shone, a sun that has slowly lost its splendor that of facing you and defeating you."

Boss Extra Story Mode
The penultimate boss is Soriana and the last one is the Puppeteer but before them there are:

Vanita Vanessa Salafia/Larobina (long black hair with a tuft that covers one eye)
Narciso Angere (blonde hair, blue eyes, full cheeks, does not express negative emotions, does many unwanted things for others and then demands that others do something he wants to reward him, self-confidence, anxiety, irresponsibility and desire to command)
Ava Marullo (blue hair, layered with half her face covered by hair, shy, intelligent, eager for freedom, sometimes nervous and hates injustice, responsible, sad and does not accept being hurt or being hurt)


### First boss of the extra story mode: Vanita Vanessa Salafia/Larobina

**Character description:**
Vanita Vanessa Salafia, known only to her adoptive parents as Carina Larobina, is a girl with long black hair with a tuft that covers one eye. Her real name is Vanita Vanessa Salafia, but she was renamed Carina Larobina by her adoptive parents despite everyone using her original name.

**Boss Battle Opening Animation:**
In the opening animation, Vanita introduces herself to the heroes, declaring herself the girlfriend of the puppeteer, the only man who has ever truly loved her and who would do anything for her. She talks about her son Narciso Angere, who bears his father's surname, boasting that, like her, he too has no strings. In a tone of pity, she talks about her daughter Ava Marullo, who repudiated her father's surname to adopt one from a dream her father hated, as he was the author of anonymous books that incited revolution in the realms of nightmares. She says that Ava only had the strings from the puppeteer temporarily. Vanita concludes by explaining that this punishment was inflicted as a further punishment for Ava's reckless gesture made with unmotivated arrogance and ingratitude.

**Combat Mechanics:**
Vanita has a higher health than other bosses. When her health drops to 80%, she will launch three large energy balls twice at different times, which deal 100% area damage in a wide radius. After launching the balls for the third time, if she takes a hit from any player, a special animation will activate:

**Special Animation:**
Vanita prepares to launch the three energy balls at once, but suddenly strings tie around her neck, tightening her throat. Confused, she asks what is happening while trying to free herself from the strings. As she focuses on them, she loses control of the energy balls, which fall on her and destroy her.

### Second Boss of the Extra Story Mode: Narciso Angere

**Character Description:**
Narciso Angere is a twelve-year-old with blond hair, blue eyes, and full cheeks. He never expresses negative emotions and performs numerous unwanted actions for others, expecting something in return. His main characteristics are confidence, anxiety, irresponsibility, and a desire to lead.

**Boss Battle Opening Animation:**
In the opening animation, Narciso declares that he does not need strings because he can only always act according to the full will of his (father) figure. He emphasizes that his kingdom is happy under his command and that before him, conditions were worse. He states that only the ungrateful and disobedient suffer negative consequences, while those who help him make the kingdom great, true citizens for him, can admire his statue for free, finding happiness every time they look at it. Narcissus concludes by saying that he is a good king who offers small aids to the part of the people in difficulty.
Third Boss of the extra story mode: Ava Marullo
Ava Marullo is an eleven-year-old with blue hair layered with half her face covered by her hair and with purple eyes. She is shy, intelligent, sad, longing for freedom, sometimes nervous. Her main characteristics are that she hates injustice, is responsible, does not accept harming herself or others.

Initial Animation of the Boss Battle:

The scene opens with Ava Marullo, a little girl with deeply sad eyes and blue hair that covers half her face. With a suffering expression, she looks up at her opponent and says in a trembling voice:

"I don't want to hurt anyone."

Suddenly, her eyes light up with a deep blue, revealing magical threads that bind her. With a melancholic and pain-filled voice, she begins to tell her story:

"One day, the puppeteer found a spell that would allow me to transfer my powers to him. I didn't want to do it, but he forced me, punishing me. I started the transfer, but the pain was unbearable and I stopped after a few seconds."

Ava lowers her gaze, visibly distressed by the memory, and continues:

"The puppeteer did not tolerate my disobedience and ordered me to start again. I resisted and, after receiving further punishments, I began to shout that I didn't want to do it. He punished me savagely, ordering me never to raise my voice to 'my father' again. ."

A shadow of determination crosses Ava's face as she remembers the next day:

"The next day, I changed my last name in honor of a private master, who disappeared after being discovered as the author of revolutionary books in the nightmare realms. When my father found out, was furious, using his strings to turn me into a puppet and punish me again."

Ava clenches her fists, her voice full of emotion:

"My father had long hated me because I showed signs of rebellion. Only my mother, Carina, had always supported me during the clashes with him, helping me emotionally. But after that episode, she stopped supporting me, believing my father's lies."

With one last look, Ava prepares for battle:

"Now my father has ordered me to defeat you, without using the threads that bind me, to demonstrate my strength. But I have no intention of harming anyone."

Ava Marullo, a little girl with blue hair, motionless and visibly distressed. Despite the puppeteer's order, she refuses to move. Her voice is calm but she is determined in saying she doesn't want to fight.

The puppeteer, hidden in the shadows of her castle, slowly emerges with a rag doll that looks incredibly like Ava. With an evil grin, she starts poking the doll with pins. Ava writhes in pain, but she maintains her resolve by retorting that she will not fight.

The puppeteer, seeing that her pain does not persuade her, begins using the magic strings attached to the doll to move Ava against her will. her. Angrily, the puppeteer leads Ava into battle by telling her that she didn't do what she was supposed to do.

With her eyes filled with tears, Ava prepares to fight, forced by the puppeteer's will.

**Fourth Boss: The Butler**

**Battle Animation:**

The butler, a dignified-looking elderly man, slowly approaches. In a calm and authoritative voice, he begins to speak:

"Sometimes, two women with very different characters can produce children with completely opposite characters. It's a truth that I have been able to observe with my own eyes."

The butler pauses, his gaze darkening as he reflects on past memories:

“I have worked for the puppeteer for a long time. Before I became his puppet, I was his butler. I failed to protect him from family abuse, allowing him to become like his parents."

With an expression of remorse,the butler continues:

"I have seen the children raised in this family. Some will survive, find their way despite everything. But some... are already lost, trapped in the continuity of their parents."


### First Boss of the Extra Story Mode: Vanita Vanessa Salafia/Larobina

**Character Description:**
Vanita Vanessa Salafia, known to her adoptive parents as Carina Larobina, is a girl with long black hair with a tuft that covers one eye. Her real name is Vanita Vanessa Salafia, but she was renamed Carina Larobina by her adoptive parents, although everyone still calls her Vanita.

**Combat Mechanics:**
Vanita has a higher amount of health than the other bosses. When her health is down to 80%, she launches three large energy spheres at different times, which deal 100% area damage in a large radius. After throwing the balls for the third time, if she takes a hit from any player, a special animation will activate:

**Special Animation:**
Vanita prepares to throw the three energy balls at once, but suddenly strings tie around her neck, tightening her throat. Confused, she asks what's happening as she tries to free herself from the strings. As she focuses on them, she loses control of the energy balls, which fall on her and destroy her.

### Vanita's Abilities Vanessa Salafia/Larobina

1. **Energy Ball**:
  - **Description**: Throws a large energy ball that explodes on contact, dealing area damage.
  - **Effect**: Deals area damage to all enemies within the explosion radius.

2. Puppet Master's Echo:
• Description: Vanita summons the shadow of the puppet master who attacks enemies with energy strings, immobilizing them for a short time.
• Adhesion: This ability recalls her relationship with the Puppeteer, showing her bond and emotional dependence, while the Puppeteer's shadow represents the control and influence he has over her.

3. Piercing Gaze:
• Description: Vanita uses her gaze to penetrate enemy defenses, reducing their resistance and making them more vulnerable to subsequent attacks.
-**Effect**: Reduces enemies' resistance by 50% for 15 seconds.

5. Protection Spell:

• Description: Vanita casts a spell that creates a protective shield around herself and her closest allies, reducing damage taken for a short time.
• Effects: Creates a shield that absorbs a certain amount of damage for 10 seconds. Allies near Vanita receive reduced protection, benefiting from 50% of the shield's total absorption.

5. **Three Energy Spheres**:
  - **Description**: Launches three large energy spheres in succession, each dealing devastating area damage.
  - **Effect**: Deals 100% area damage in a large radius three times consecutively.

### Second Extra Story Mode Boss: Narciso Angere

**Character Description:**
Narciso Angere is a twelve-year-old with blond hair, blue eyes and full cheeks. He never expresses negative emotions and performs numerous unsolicited actions for others, then expecting something in return. The main characteristics of him are security, anxiety, irresponsibility and the desire to command.

**Initial animation of the boss battle:**
In the initial animation, Narcissus declares that he has no need for strings because he can only always act according to the full will of his (father) figure. He points out that his kingdom is happy under his command and that before him conditions were worse. He states that only the ungrateful and disobedient have suffered negative consequences, while those who help him make the kingdom great, true citizens for him, can admire his statue for free, finding happiness every time they observe it. Narcissus concludes by saying that he is a good king who offers small aid to the part of the people in difficulty.

**Narciso Angere's Abilities**

1. **Statue of Vanity**:
  -** Description **: Summons a statue that exudes an aura of vanity, increasing the defense of its allies.
  - **Effect**: Increases the defense of nearby enemies by 30% for 20 seconds.

2. **Command Blast**:
  -** Description **: He Releases a wave of energy that deals damage to enemies and pushes them backwards.
  - **Effect**: Deals moderate damage and knocks back enemies hit.

3. **Aura of Superiority**:
  - **Description**: Narcissus emits an aura that reduces the movement and attack speed of enemies.
  -** Effect **: He Reduces enemies' movement and attack speed by 40% for 15 seconds.

4. **Support Not Required**:
  - **Description**: Narcissus performs actions not required for allies, healing himself while dealing damage to enemies.
  - **Effect**: Heals Narcissus for a portion of the damage dealt to enemies.

### Extra Story Mode Third Boss: Ava Marullo

**Character Description:**
Ava Marullo is an eleven-year-old with layered blue hair, half her face covered by hair, and purple eyes. She is shy, intelligent, sad, longing for freedom and, at times, nervous. She hates injustice, is responsible and does not accept harming herself or others.

**Ava Marullo's Skills**

1. **Tears of Sadness**:
  - **Description**: Ava releases a shower of tears that heal her life.
  - **Effect**: Heals your life points with water for 10 seconds.

2. **Threads of Rebellion**:
  - **Description**: Use magic threads to immobilize enemies, causing moderate damage.
  - **Effect**: Roots up to 4 enemies for 5 seconds, dealing moderate damage.

3. **Freedom Blast**:
  - **Description**: Ava releases a wave of liberating energy that deals damage to enemies and knocks them back.
  - **Effect**: Deals significant damage and knocks back affected enemies.

4. **Shield of Determination**:
  - **Description**: Ava creates a magical shield that absorbs damage for a short time.
  -** Effect **: She Absorbs up to a certain amount of damage for 15 seconds.

### Fourth Extra Story Mode Boss: The Butler

**Character Description:**
The Butler is a dignified-looking elderly man who has served the puppeteer for a long time. He was once his butler, but has now become a puppet due to his inability to protect him from family abuse.

Combat Dynamics: The butler uses his experience and knowledge to manipulate the battlefield, weakening his enemies and strengthening himself and his allies. His skills reflect his cunning and his long experience as a puppeteer's servant.

Butler Abilities

• Command Word:

• Description: Commands enemies to stop, reducing their attack and movement speed.
• Effect: Reduces enemies' attack and movement speed by 30% for 10 seconds.

• Dark Pact:

• Description: Signs a dark pact that heals him over time, but increases the damage he takes.
• Effect: Heals the butler for a certain amount of life points per second for 20 seconds, but increases the damage he takes by 20%.

• Shadow Guardian:

• Description: Summons a shadow guard that attacks enemies and protects the butler.
• Effect: The shadow guard deals moderate damage and absorbs a portion of the butler's damage for 15 seconds.

• Destiny Strike:

• Description: Launches a powerful strike that deals significant damage to a single enemy.
• Effect: Deals high damage to a single enemy, with a chance to stun them for 3 seconds.

Information
The metalums in the table with the minimum and maximum values ​​are 5 but in reality they should be 6 with dark metalums of the same rarity as metanullums, royal metalums and transformers. This means that from the beginning one of the uncommon metalums would not be found in every metalum collection. Now with rag metalums of the same rarity as were and boiling metalums instead there will be two types of uncommon metalums that won't be found in every metalum collection. By taking advantage of this space, the dark metalums, although they give less than the boiling metalums compared to these, have the advantage of not overheating although they do not even get the damage bonus of the boiling metalums due to overheating, but what is really important is that using the dark metalums it is more convenient than boiling metalums as robots with dark metalums darken red lums inside nearby allied robots and if a red lum is used with dark metalums to create robots it will automatically become a dark lum. This makes dark metalums worth mentioning especially to those at low levels and those who don't use real money.
The industry has 30 levels, 19 in which it adds a robot slot that allows you to have an extra robot among those you can troop although even without the slot you can directly replace a new robot created with one in the slots without needing to have one free slot, and 11 which decreases the waiting time for robot production.

Special offer
In Rayman: Mechanical War there will be for each offer, usable only once and as long as you do not use real money, an opportunity to buy the offer using an 8h test, which is highlighted as being 8h but in reality it it can be done in 3 hours on one day and 3 hours on 2 others to conclude a third day with an hour, the important thing is that they are days in a row. The test has 100 questions on Rayman and 50 on Ubisoft games in general which are repeated until the 8 hours are up. Every 3 hours you can click on continue tomorrow to stop and continue the next day. You must answer each question within 20 seconds or you will fail and can try again after 24 hours. If you disconnect before 8 hours or after 3 hours without clicking continue tomorrow you will fail. If after clicking continue tomorrow you do not continue the following day you will fail. This opportunity is available for each of the 6 offers but after you make the first purchase with real money you will no longer have this opportunity in the various offers.

General instrument information
The most important general tool is the strategy map and strategy chess. Having the chess and the map, each robot in your army will have to equip it with a check, then position them on the map according to the strategy you intend to follow. You can open the strategy map both outside and inside the battle. Inside the battle it is used to direct a robot towards a certain point. Each robot can be equipped to a set based on rarity. Municipalities can equip themselves with tokens; the rare to horses; the epics to the bishops and the legendary to the queen. You can have up to 600 of each chess piece and the extra ones will automatically convert into red lums. All general tools can be found in the chests, both disposable and non-disposable. For robots driven by CPUs a sound signal can be equipped in the strategy map to a robot equipped with a check. By using the sound signal and throwing it at an enemy or structure through the general the CPU will attack that enemy automatically. When the robots are driven by CPUs the signal lights may seem useless but when you hit a robot with a light it will be colored at that point and the CPU robots will only hit at that point. You can cancel a signal light at any time with a canceling light always found in chests.

ULTRA UPDATE
Now after the superlums it will be possible to create the ultralums and ultranetalums. Ultralums can be created using superlums and ultrametalums using supermetalums. While for superlums the lums of the honey tree and the lums inside the robots after the evolution of the lum automatically became superlums (without changing the statistics). For ultralums the honey tree will have to be evolved and transformed into a plum honey tree and for ultrametalums the metalum station will have to become an ultrametalum station. Furthermore, robot superlums will not automatically convert to ultralums and to have robots with ultralums you will have to create new ones. Ultralums of a certain type are created by using a certain amount of superlums of that type. Ultrametalums of a certain type are created using a certain quantity of the metalum of that type and a certain quantity of supermetalum. To create the ultrametalum in general terms you can choose whether to use a certain quantity of supermetalum and a certain quantity of metalum or whether to use a certain quantity which is the sum of the two previously mentioned quantities of supermetalum. The two forms of the ultralum have different power but once the ultrametalum has been created you can no longer go back and recreate it using the quantities/quantities to have the shape different from the one you had.
The various types of ultralum and additions:
Purple Ultralum: +100% probable damage and life; robots formed from this ultralum automatically climb into the round purple lums launched by Musetta's ability.
Blue Ultralum: +100% probable damage and life; double jump for robots having such ultralum.
Yellow Ultralums: +100% probable damage and life.
Red Ultralum: +100% probable damage and life; robots with this ultralum have a temporary excitation every certain period of time which increases damage and attack speed by 35%.
Green Ultralum: +100% probable damage and life; robots formed from such ultralum will come back to life once after dying.
White Ultralum: +100% probable damage and life. Robots with this ultralum increase their life and total life by 1% with each enemy defeated.
Re ultralum:+100% probable damage and life; robots formed from such an ultralum give a temporary excitation that increases damage and attack speed by 35% to robots within a certain distance formed from yellow or orange ultralums.
Werewolf Ultralum: +100% likely damage and life. The robots formed by this ultralum recover 1% of life with each hit given.
Orange Ultralum: +100% probable damage and life.
Silver Ultralum: +100% probable damage and life. Robots formed from this ultralum gain the power for ranged strikes which after hitting an enemy robot, if there are enemy robots within a certain distance, can hit up to two other enemy robots.
Ultranullum: +100% probable damage and life and speed increased by one degree. Robots created with this ultralum every 40 seconds will nullify a random building by destroying it or for 10s a random allied robot by preventing it from being hit.
Gray Ultralum: +100% probable damage and life. They are temporary like regular gray lums, and each enemy defeated by a robot with such an ultralum changes the ultrametalums of a random enemy robot giving it new, random, temporary stats related to the metalums and lum it is currently with.
Dark Ultralum: +100% probable damage and life. A robot with such ultralum every time it defeats an enemy makes a lum of a random allied robot a dark lum giving it an increase in health and damage proportional to the difference between the statistics of the lum it had and those of a dark lum.
Rag Ultralums: If placed in robots made up of metalums other than rag ones, they will still deal the damage that attacks all enemy robots but only towards those of the same metalums.

Ultrametalum:
Ultrametalum wind: A robot created with these ultrametalums every time it is hit or is hit in a part formed by these metalums based on the amount of wind metalums present in that part it releases wind which, if it hits the enemy, moves it.
Water Ultrametalum: +10% increase in damage and maximum life determined by lum. A robot created with these ultrametalums, every time it is hit or is hit in a part formed by these metalums, based on the quantity of water metalums present in that part, water comes out which, if it hits the enemy, moves it.
Ultrametalum: Metalum+supermetalum form=+5% increase in damage and maximum life determined by lum. Form supermetalum+supermetalum=+10% increase in damage and maximum life determined by the lum and +5% for the 5% increase in values ​​​​obtained by your robot formed from such ultrametalums after creation.
Ultrametalum Weres: 5% increase in damage and maximum life determined by lum. A robot created with these ultrametalums is already energized without the need for howling.
Ultrametalum boiling: 5% increase in damage and maximum life determined by lum. A robot created with these ultrametalums whenever it is hit or is hit in a part formed by these ultrametalums, if these ultrametalums are heated, it will make a short-range explosion that will do damage and burn anyone hit except robots made of boiling ultrametalums. The scalding decreases or disappears if the scalded robot is subjected to water blows.
Royal Ultrametalums: 5% increase in damage and maximum life determined by lum. A robot created with these ultrametalums transforms the metalums of robots created with normal ultrametalums into boiling ultrametalums, also readjusting their statistics and when they die they leave a spell on a certain area of ​​death which has the same effect also if a robot is created with them using a yellow ultralum such ultralum will automatically become a red ultralum. Furthermore, these robots transform the metalums of robots created with normal metalums into boiling metalums, also adjusting their statistics.
Ultrametanullum: 5% increase in damage and maximum life determined by the lum. A robot created with these ultrametalums every time it is hit or is hit in a part formed by these ultrametalums by a melee shot from a robot formed by transforming ultrametalums will not be destroyed instantly but will only lose 20% of its health which is 5% for robots made of metalum transformers (not ultrametalum). But at the same time every 20 seconds for 5 seconds these ultrametanullums will become ultrametanullums with physicalities hitable by any attack of any type of robot or general.
Ultrametalum Transformers: 5% increase in damage and maximum life determined by lum. A robot created with these ultrametalums, every time it is defeated, begins to rust the ultrametalums of the robot that defeated it, which will take damage every second.
Dark Ultrametalums: 5% increase in damage and maximum life determined by lum. If dark ultrametalums are used on a red ultralum during the creation of a robot, it will automatically become a dark ultralum. A robot created with these ultrametalums, every time it is hit or is hit in a part formed by these ultrametalums
Stuffed Ultrametalum: 5% increase in damage and maximum life determined by lum. A robot created with these ultrametalums reflects 1% of the damage to a random enemy robot chosen by the game at the start of the game each time it is hit or is hit in a part made of these metalums other than other robots made of the same ultrametalums.
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Mar Lug 02, 2024 10:22 am
Info final battle against the Puppeteer and extra story ending
During the battle against the Puppeteer, Ava and Narciso arrive, observing from afar. They are still safe since Ava was taken away by the butler after being defeated by the heroes and freed from the threads by her father, as she was useless and had no energy. Narcissus, however, had fled fearing the final blow after being defeated by the heroes.

When the Puppeteer loses his entire life, his father's spiritual strings break, and he begins to feel fear. The battle begins again, with the Puppeteer once again having 100% health, but his attacks, performed by moving the strings like whips, are messy and lacking in strategy, so much so that he doesn't notice the movements of his enemies while he strikes.

After being defeated a second time, he cuts to an animation featuring Rayman and his robot allies. Rayman charges a punch and hits the Puppeteer in the torso, causing it to swell. The swelling expands to other parts of the body and then divides into bubbles until the body explodes and the bubbles fluctuate, revealing scenes from the Puppeteer's life within them, including the abuse committed in the family. In one of these scenes, the Puppeteer appears as a well-dressed man, with neck-length black hair and a well-groomed beard, playing with his puppets, in a time before his physical deterioration.

After the Puppeteer's defeat, Narcissus panics, complaining that his father was too weak and that now he and Ava will be sent to the Cave of Bad Dreams because of him. He continues to complain, saying that his father shouldn't have tried to dominate the Glade if he wasn't strong enough to not be defeated. Then filled with anger, he turns to Ava, accusing her that if she hadn't misbehaved, she wouldn't have been imprisoned by the wires and she could have used her fullest potential to defeat the heroes. Ava retorts, explaining that she changed her last name as a reaction to the Puppeteer's abuse and pointing out that if she had been free, she wouldn't have fought against the heroes. Narcissus replies that her father was right to call her ungrateful and arrogant, accusing her of being so arrogant as to have the courage to lie about her unmotivated choices. He adds that if Ava had given up her powers to her father, he would not have been defeated, and accuses her of not being grateful for the love and nightmare kingdom she received from her parents, concluding that as punishment she she should relinquish her powers to him.

Ava replies that she didn't want a nightmare kingdom and that in any case it was her father who made the overall decisions. She goes on to explain that transferring her powers causes her pain and, even without such suffering, she would never have allowed them to be used against other creatures. Finally, he states that it is right for them to face the consequences of their actions and be sent to the Cave of Bad Dreams. Narcissus, enraged, calls her crazy.

While Narcissus argues with Ava, Rayman and the Bubble Dreamer approach, the latter, frightened, gives up, stating that, being a child, it is not right to harm him and claiming that his kingdom was better off under his dominion than before of him. Ava, with her head down, asks for forgiveness, saying that she will accept whatever decisions are made regarding them.

The Sognabolle, in a compassionate tone, states that, being children, they will be adopted by a family of dreams who will be able to help them grow with positive values.

### Rewards Unlockable after the Extra Story

By completing the extra story, the possibility of finding the "Book of History" is unlocked in the chests. This book collects the stories of all the bosses of the extra story and of Ava's master, Teodoro Marullo, and their childhood. This book has the same chance of appearing as a legendary robot in the least expensive alliance chests.

Furthermore, the "Sticker Book" is unlocked, which contains various stickers, found in chests, of various characters and extras from the Rayman series. This book has several pages, each with 5 rows of 5 stickers. Every time you collect 4 stickers in a row, you get the fifth sticker which grants an ability for the multiplayer map, a helper or a building always in the same mode.

###ALL ABOUT THE CHARACTERS IN THE EXTRA STORY###

### Deep Reflection on the Characters and the Puppet Master with New Information

#### Soriana Kalinda Sole

Soriana is an extremely complex and tragic character. As the Puppet Master's wife, she is trapped in an abusive and manipulative relationship. Her ability to attack with strings, as well as the fact that she has a string around her neck, symbolizes the control she feels and that she is able to exert over others. The string that kills Carina by tying itself around her neck highlights a power dynamic and rivalry between Soriana and Carina, suggesting a form of revenge or self-defense on Soriana's part. Her ability to shine her eyes on invisible strings suggests a painful awareness of the control and manipulation that she and others are subjected to.

Soriana is trapped in an abusive relationship with the Puppet Master, who cheats on her and manipulates her. Her ability to see invisible strings and attack with them suggests an awareness of the control she is under and a desperation to break free. The fact that Soriana is unaware of her daughter, Ava, indicates a level of extreme manipulation by the Puppet Master. Presumably, when Ava was born, the Puppet Master orchestrated a plan to distance her from Soriana, hiding the truth from her and having Carina raise Ava as his own daughter.

#### Vanita Vanessa Salafia / Carina Larobina

Vanita, known as Carina, poses a direct threat to Soriana, as she is the Puppet Master's girlfriend and has his children. The rivalry between the two women is fueled by their relationship with the Puppet Master, who cheats on Soriana with prostitutes and Carina. The string strangling Carina, coming from Soriana, symbolizes the power struggle and Soriana's desperation to maintain control in a situation where she is otherwise powerless. This act can be seen as an extreme defense or a manifestation of her own oppression turned against another victim.

Carina, living in the idyllic phase of her engagement to the Puppet Master, is unaware of his true nature and his manipulation. She believes herself to be Ava's mother and develops a maternal bond with her. Carina is manipulated by the Puppet Master, who uses her to maintain control over Ava and keep Soriana in the dark. The fact that Carina does not know that Ava is not her daughter indicates that the Puppet Master has orchestrated a complex deception, perhaps separating Ava from Soriana at birth and placing her in the care of Carina without revealing the truth.

#### The Puppet Master

The Puppet Master is at the center of an intricate web of control and abuse. His manipulative and deceitful behavior is at the center of the pain and tragedy of the characters around him. The fact that he cheats on Soriana with Carina and prostitutes, and that Carina has his children, adds an extra dimension of betrayal and complication. The Puppet Master uses the power of strings to maintain control over others, but is in turn controlled by an invisible enemy, his father's soul, through spiritual strings. This perpetuating cycle of control and manipulation is both his strength and his weakness.

The Puppet Master is an extremely manipulative and cunning figure, capable of orchestrating events and relationships in complex and devastating ways. His ability to control and influence those around him extends to his own personal and family life as well. His relationship with Soriana and Carina and the subsequent manipulation of their lives and children is a prime example of how the Puppet Master maintains total control over everything and everyone.

#### Ava Marullo

Ava, with the power to reveal invisible threads by illuminating her eyes, represents awareness and rebellion against oppression. Her bond with Soriana through this ability suggests a deep connection between the two, perhaps a shared destiny or shared understanding of the suffering caused by control and abuse. Ava desires freedom and justice, and her struggle is a form of active resistance against the power of the Puppet Master.

Ava, believing herself to be Carina's daughter, develops a strong bond with her. Her power to see invisible threads, like Soriana, suggests a genetic link and a similarity of powers. Ava is unaware of her true origins, and this ignorance is an additional tool of control used by the Puppet Master. Her rebellion and desire for freedom are a manifestation of her true nature and the abilities she inherited from Soriana.

#### Narciso Angere

Narciso, the true son of Carina and the Puppet Master, lives in awareness of his position and the power he holds. His narcissistic behavior and desire to command reflect the Puppet Master's character and the manipulation he has been subjected to. Narcissus represents the continuation of the cycle of control and manipulation begun by the Puppet Master.

### Similarities and Dynamics

#### Similarities between Ava and Soriana

The similarities between Ava and Soriana's eyes, and their power to illuminate invisible threads, suggest that both possess unique and profound insight into the dynamics of control and manipulation. This ability could represent awareness of one's situation and the inner strength to fight it. While Soriana is trapped and a victim of the Puppet Master's abuse, Ava represents a hope for rebellion and liberation.

#### Relationships and Control

The characters' abilities and history show a common theme of control and manipulation:
- **Soriana:** A victim and in turn capable of exerting control, she is trapped in a web of invisible threads and betrayal.
- **Vanita / Carina:** A character who represents a threat and a rival to Soriana, suffering her wrath and control.
- **The Puppet Master:** The controller who is in turn controlled, perpetuating a cycle of abuse.
- **Ava:** A symbol of rebellion and awareness, fighting for freedom and justice.

### Suspicions and Interpretations

Soriana's ability to attack with strings and Carina's death point to a direct and lethal rivalry between the two, fueled by the Puppet Master. This suggests that the Puppet Master's control and manipulation have destructive consequences not only for his direct victims, but also for the relationships between them. Ava and Soriana's awareness of the invisible strings may represent a potential to break the cycle of control, although the cost is high.

### Reflection and Interpretation of the Story and Character Relationships

### How the Puppet Master Took Ava from Soriana

The Puppet Master, in order to maintain control over Soriana and manage her relationships, may have separated Ava from Soriana soon after she was born. This may have been done through deception and lies, making Soriana believe that Ava was dead or never born. In the meantime, the Puppet Master would have entrusted Ava to Carina, keeping both women in the dark about the truth. This extreme manipulation highlights the cruelty and cunning of the Puppet Master, capable of dividing a mother from her daughter to maintain his power and control.

### Conclusion

The Puppet Master’s world of characters is steeped in themes of control, manipulation, and abuse. Soriana and Ava, with their ability to see the invisible strings, represent two paths of awareness and resistance. The Puppet Master himself, a tragic and manipulative figure, perpetuates a cycle of abuse that is reflected in the lives of his victims. Carina’s death at the hands of Soriana symbolizes desperation and rivalry in a system of oppression, while the characters’ abilities show how their history and struggle against control manifests in complex and profound ways.

The characters’ history and relationships are deeply intertwined with the Puppet Master’s themes of control and manipulation. Soriana, Ava, Carina, and Narciso are all victims in various ways of the Puppet Master, who uses his ability to manipulate to manage their lives and keep them under his control. The tragedy of Soriana, unaware of having a daughter, and Ava, who grew up without knowing her real mother, highlights the depth of the Puppet Master's manipulation and cruelty.

### In-Depth Analysis of the Puppet Master and His Relationships

#### The Transition from the Idyllic Phase to the Betrayal Phase with Soriana

The Puppet Master's transition from the idyllic phase with Soriana to the betrayal phase with Carina could be explained by various psychological factors and internal relational dynamics:

1. **Narcissistic Cycle of the Puppet Master:**
  - **Idealization Phase:** At the beginning of each relationship, the Puppet Master idealizes the partner, projecting onto him all his fantasies and positive expectations. During this phase, the partner is treated with extreme attention and affection, creating a relational "honeymoon".
  - **Devaluation Phase:** Once the partner can no longer satisfy the Puppet Master's narcissistic needs, the Puppet Master begins to devalue the partner, finding fault and constantly criticizing him. Soriana, having become the wife, may have begun to see the true aspects of the Puppet Master and resist his manipulations, leading him to devalue her and seek new sources of narcissistic gratification.

2. **Need for New "Narcissistic Supply":**
  - When Soriana can no longer provide the necessary "narcissistic supply" (praise, admiration, etc.), the Puppet Master looks for a new partner who can satisfy these needs. Carina, entering his life, represents a new source of gratification and thus begins a new idyllic relationship with her.

#### The Puppet Master's Preference for Carina and the Offspring

The Puppet Master's preference for Carina and his decision to also entrust her with the offspring created with Soriana can be interpreted in various ways:

1. **Manipulation and Control:**
  - **Control of Relationships:** The Puppet Master uses his relationships to manipulate and control. Having children with Carina allows him to maintain control over her and his offspring, using the children as tools of manipulation. Placing Ava in the care of Carina may also be a move to destabilize Soriana and maintain emotional control over her.

#### Puppet Master View of Children

The Puppet Master likely views his children not as autonomous individuals, but as extensions of himself or as tools of control. Children may be used to manipulate mothers and to extend his power and control over family dynamics.

1. **Tools of Manipulation:**
  - Children, like Narcissus, represent a continuation of his lineage and can be molded to reflect his ambitions and values. Ava, on the other hand, represents a threat if she cannot be controlled, as evidenced by her rebellion against the transfer of power.

#### Lack of Request for Soriana's Powers

The Puppet Master never requested Soriana's powers, preferring to exert strong emotional manipulation on her, for several reasons:

1. **Psychological Control:**
  - Emotionally manipulating Soriana may have been more effective and less risky than trying to take her powers directly. Psychological and emotional control allows the Puppet Master to keep Soriana under his dominion without having to face a possible rebellion or direct resistance.

2. **Fear of Rebellion:**
  - Soriana, being an adult and aware, could strongly resist any attempt to take her powers. Ava, being younger and perhaps less aware of the manipulation, was an easier target for the Puppet Master.

### Conclusion

The Puppet Master, through a complex web of manipulation, emotional and psychological abuse, maintains control over the people around him, including Soriana, Carina, and his children. His transition from the idyllic phase with Soriana to the betrayal phase with Carina reflects a narcissistic cycle of idealization and devaluation. Ava, with her rebelliousness and inherited powers, represents a direct challenge to the Puppet Master's control, while her inability to take Soriana's powers indicates a preference for psychological and manipulative control over direct confrontation.

### Analysis of the Puppet Master and the Spiritual Strings

#### Spiritual Strings: Metaphorical and Concrete Interpretation

The fact that the Puppet Master is tied to spiritual strings controlled by his father's soul can be interpreted metaphorically:

#### Metaphorical Interpretation

1. **Psychological and Emotional Legacy:**
  - Spiritual strings may represent the lasting influence of the Puppet Master's father on his psyche and behavior. His father's control, even after his death, may symbolize how childhood experiences and traumas have shaped the Puppet Master, leaving him unable to escape the shadows of his past.
  - This may include the passing on of patterns of abuse and manipulation, with the Puppet Master perpetuating behaviors learned from his father, trapped in a cycle of control and power that he cannot break.

2. **Invisible Chains:**
  - Spiritual strings may represent the "invisible chains" that bind the Puppet Master to his traumas and fears. Although seemingly powerful and manipulative, he is also the victim of an invisible control that limits his freedom and ability to change.

#### Relationships and Dynamics with Ava

3. **Puppeteer and Ava:**
  - Ava's rebellion and resistance to the transfer of power could be seen as a direct threat not only to the Puppeteer's control, but also to her father's influence over him. Ava, with her power, represents a chance to break this cycle of control.

### The Story of Valerio Angere: From Childhood to Marriage to Soriana

#### Part I: Valerio's Childhood

Valerio Angere was born on a cold winter morning, the wind howling through the hills seeming to foreshadow the child's tumultuous destiny. His name, Valerio, came from the Latin "valere", meaning "to be strong". A name chosen by his father, a stern and imposing man who believed in strength and control as the supreme virtues.

Valerio's childhood was marked by the cumbersome presence of his father, Alarico Angere, a man who exercised absolute control over everything around him. Valerio's mother, a sweet but fragile woman, was often silent, her words drowned out by her husband's shadow. Valerio grew up in a home where emotions were repressed and discipline was rigid. Alaric imposed his will through authoritarian methods, often using harsh words and severe punishments to maintain order.

Despite his father's rigidity, Valerio displayed an innate curiosity and a keen intelligence. He spent hours observing the world around him, trying to understand the dynamics of power and control that governed his family. These observations would be fundamental to the formation of his personality.

#### Part II: Youth and the Death of the Father

During his adolescence, Valerio began to develop a sense of rebellion against his father's authority. However, each attempt at rebellion was crushed with a brutality that left deep marks, not only on Valerio's body, but above all on his soul. He learned to hide his true feelings, to wear a mask of submission while inside he cultivated a growing desire for power and control.

When Valerio turned eighteen, his father died suddenly, leaving a colossal void in his life. Alaric's death was like the fall of a mighty oak tree, and Valerio found himself having to navigate a world without his father's oppressive presence. Although he was finally free from his father's control, the lessons of power and domination learned from Alaric were now deeply ingrained in him.

#### Part III: Valerio's Search

After his father's death, Valerio inherited the family estate and the responsibility of managing it. He threw himself into this enterprise with a fierce determination, seeking to assert his authority and prove to himself and the world that he was worthy of the name Angere. However, the void left by his father was unfillable, and Valerio missed that role model, despite everything.

During this period, Valerio began to explore human relationships as tools of control. He studied the people around him, carefully observing their weaknesses and fears. He soon understood that manipulation and deception were powerful weapons, and he began to use them to consolidate his power. Friendships and romantic relationships were for him means to obtain what he wanted, rather than genuine connections based on mutual affection.

#### Part IV: The Meeting with Soriana

Valerio met Soriana Kalinda Sole during a party organized by a noble family of the city. Soriana was a woman of extraordinary beauty and intelligence, with a presence that immediately captured everyone's attention. For Valerio, it was love at first sight, but not the pure and selfless love that is told in fairy tales. It was a love based on the desire to possess and control that fascinating creature.

Soriana, at first, was attracted by Valerio's charisma and determination. He seemed like a strong and self-confident man, qualities she admired. Valerio, on the other hand, saw in Soriana not only a companion, but also a trophy to be shown off and a resource to be exploited. Their relationship began under the sign of idyll, with Valerio showing his best side, courting Soriana with romantic gestures and promises of eternal love.

#### Part V: Marriage and Transformation

Valerio and Soriana’s wedding was celebrated with great pomp, an event that attracted the attention of the entire city. However, as soon as the lights of the party went out and married life began, Valerio gradually showed his true face. The idyllic phase gave way to a darker reality, in which Valerio’s desire for control and domination became increasingly evident.

Soriana, now trapped in a web of emotional and psychological manipulation, began to see the real Valerio. The sweetness and passion of the early days were replaced by coldness and incessant demands for obedience. Valerio, no longer gratified by the novelty of the relationship, began to look elsewhere for the narcissistic supply he desperately needed.

#### Part VI: The Preference for Carina

It was in this context that Valerio met Carina Larobina, a young woman who represented for him a new source of admiration and attention. The relationship with Carina was a return to the idyllic phase, a way for Valerio to feel powerful and desired again. Carina, unaware of Valerio's true nature, fell in love with him, fascinated by his charisma and apparent confidence.

Valerio began to transfer onto Carina not only his attention, but also his desires for progeny. He saw in her a new opportunity to perpetuate his lineage, a project that also included the appropriation of the children he had with Soriana. This choice was not casual, but the result of a cold and rational calculation: Carina was for him a new source of energy and vitality, while Soriana now represented an exhausted resource.

#### Part VII: The Vision of the Children

Valerio's children were for him instruments of power and control, extensions of his ego and his desire for domination. He saw them as pawns in a larger game, in which each move had to strengthen his position and his prestige. The rebellion of Ava, Soriana's daughter, was seen as a direct threat to his control, a sign of insubordination that had to be immediately stifled.

Valerio had never asked Soriana for power because his emotional manipulation of her was enough to keep her under control. With Ava, however, the situation was different. The young woman had inherited from Soriana an inner strength that made her less susceptible to Valerio's manipulations. This made Valerio see her as a danger, someone to be tamed at any cost.

#### Part VIII: Conclusion

Valerio Angere's story is that of a man trapped in a cycle of control and manipulation, inherited from his father and perpetuated in his relationships. His childhood and youth, marked by his father's severity and authoritarianism, have forged a personality that sees power and domination as the only ways to feel fulfilled.

His marriage to Soriana marks the turning point when Valerio's idyllic facade begins to crumble, revealing his true nature. His relationship with Carina and his manipulation of his children show how Valerio will do anything to maintain control, even if it means destroying anyone who stands in his way.

Ultimately, Valerio is both victim and executioner, trapped in the invisible threads of a past he can't let go of. His story is a warning about the corrosive power of control and manipulation, and the tragic consequences that can result from the inability to break the chains of one's past.

### The Story of Valerio, Carina and Narciso

#### Part I: The Beginning of the Relationship with Carina

Valerio Angere met Carina Larobina during one of his frequent absences from home. Carina was a charming and lively young woman, a stark contrast to the heavy atmosphere that reigned in Valerio and Soriana's marriage. The meeting with Carina occurred at a time when Valerio was desperately looking for a new narcissistic supply. Their relationship began with a spark of passion and novelty that Valerio had not felt for a long time.

Carina, at the beginning, did not know the true face of Valerio. For her, he was a fascinating and mysterious man, capable of making her feel special and desired. The idyllic phase of their relationship was characterized by romantic moments, promises of a bright future and a sense of belonging that Carina had never experienced before.

Valerio, for his part, found in Carina a new source of adoration and admiration that filled the void left by the end of the idyllic phase with Soriana. Carina, with her energy and enthusiasm, provided Valerio with the narcissistic supply he so badly needed.

#### Part II: The Birth of Narcissus and the Beginning of the Family

The birth of Narcissus marked a new chapter in the life of Valerio and Carina. Narcissus, with his name evocative of vanity and beauty, became the center of Valerio's attention. As a father, Valerio showed a side that few would have imagined: he was attentive, present and seemingly loving. Carina, happy to have a family with the man she loved, felt fulfilled and complete.

Valerio devoted time and attention to Narcissus, teaching him the things of life with a patience that seemed almost out of place for his nature. Narcissus grew up surrounded by the affection and admiration of both parents, developing a trusting and curious personality. Valerio's presence in Narcissus' life was constant, and the child had no reason to doubt his father's love and dedication.

#### Part III: Ava's Arrival and the Continuation of the Facade

When Valerio brought Ava into their home as a newborn, making Carina believe that she was their daughter born a year after Narciso, the family dynamic changed slightly. Carina accepted Ava with love, without suspicion, and the family quickly adapted to the new arrival. Ava and Narciso grew up together as siblings, with only a year of difference.

Valerio continued to maintain the facade of a loving father and a devoted partner. With Carina, the idyllic phase continued, supported by Valerio's well-orchestrated lies and ability to maintain control over everyone. Carina did not see the shadows of the real Valerio and trusted him blindly, believing that their family was perfect.

#### Part IV: The Relationship with Narciso until Age 12

Valerio devoted time and attention to Narciso during his childhood, teaching him the things of life with a patience that seemed almost out of place for his nature. Narcissus grew up surrounded by the affection and admiration of both parents, developing a confident and curious personality. Valerio's presence in Narcissus' life was constant, and the child had no reason to doubt his father's love and dedication. As

Narcissus grew, he became increasingly close to Valerio. The boy idolized his father, seeing in him a model of strength and wisdom. Valerio, for his part, cultivated this admiration, knowing that maintaining control over Narcissus would be crucial to his plan for family domination.

Their relationship was characterized by long conversations, teachings and moments of complicity that strengthened the bond between father and son. Valerio, aware of the importance of maintaining the facade of a caring father, was skilled at balancing affection and discipline, creating an environment in which Narcissus felt safe and protected.

When Ava entered the childhood phase and her powers began to manifest, at the age of seven, the family dynamic underwent a significant change. Valerio began to see Ava as a threat. While he continued to maintain the idyllic relationship with Carina and cultivate Narciso's admiration, he began to increase his control over Ava, increasing the conflicts already present with the latter. Narciso, protected by his innocence and blind trust in his father, did not see his sister's suffering.

#### Part V: Family Life until the Event of Ava's Rebellion

Family life continued on two parallel tracks: on the one hand, the apparent idyll with Carina and Narciso, and on the other, the growing tension between Valerio and Ava. Valerio was determined to transfer Ava's powers to himself, convinced that this would prevent Ava from increasing her rebellion and becoming a danger to his power.

When Ava turned eleven, Valerio began to force the transfer of power, causing unbearable pain to the little girl. The punishments and rebellions that followed marked a breaking point. Ava's rebellion, the change of surname, and the brutal punishment that followed, revealed Valerio's true nature, if only for a brief moment.

Carina, deceived by Valerio's lies, stopped supporting Ava emotionally. The family, despite the facade, was irremediably scarred by Valerio's manipulations and cruelty. Narciso, still unaware of the truth, continued to see his father as a hero, while Ava struggled to maintain her identity and resist her father's control.

### Conclusion

The story of Valerio Angere and his family is a complex intertwining of love, deception, and power. Valerio, through manipulation and cruelty, manages to maintain control, but at the cost of the suffering of his loved ones. Carina, deluded by the idyll, and Narciso, blind to the truth, live in a world built on lies. Ava, with her rebellion and inner strength, represents the resistance against oppression, a light of hope in a corrupt family system.

### Part VI: Family Life until the Event of Ava's Rebellion

When Ava entered the childhood phase and her powers began to manifest, at the age of seven, the family dynamic underwent a significant change. Ava's powers, which went beyond the ability to illuminate invisible threads, included the ability to perform magical attacks, the control and creation of light, and the reproduction of sunlight. These powers were strikingly similar to those of Soriana, which worried Valerio.

Valerio, who until then had had a conflictual relationship with Ava due to her rebellious nature, began to see her as a threat. Ava's rebellion, emotionally supported by Carina, became more and more evident. Carina, unaware of the truth about Ava and her connection to Soriana, tried to support and protect the child after every clash with Valerio.

#### Discovery of Ava's Power Transfer

The real turning point came when Valerio discovered, shortly after Ava's eleventh birthday, that he could transfer her powers to himself. This discovery radically changed his approach to his daughter. Despite her already remarkable powers, Valerio saw Ava as a threat for two main reasons: her rebelliousness and the possibility that Carina would discover the truth about Ava's powers and origins. The similarity between Ava's powers and Soriana's could reveal Valerio's deception and destroy his perfect facade.

#### Beginning of Torture

Determined to neutralize the threat posed by Ava, Valerio began to force her to perform the transfer of her powers. This procedure caused unbearable pain to the child, who tried to continue. But after a few seconds of excruciating pain, Ava, unable to bear the pain, stopped. Valerio tried to force her to restart the transfer by punishing her every time she failed to comply with the order given to him. The child, unable to bear it any longer, screamed that she did not want to continue. This act of rebellion unleashed the wrath of Valerio, who punished her savagely, ordering her to never raise her voice against him.

#### The Change of Surname and Valerio's Reaction

The next day, in a gesture of protest and search for identity, Ava changed her surname in honor of a private teacher, a man who had inspired her deeply and who had disappeared after being discovered as the author of revolutionary books in the realms of nightmares. This act of rebellion did not go unnoticed by Valerio, who reacted violently. Discovering the change, Valerio used his strings to gain full control over Ava by turning her into a puppet and inflicting brutal physical punishment on her.

#### Carina's Manipulation

Until that point, Carina had always supported Ava emotionally during her clashes with Valerio. However, after the episode of the surname change, Valerio lied to Carina, telling her that Ava had acted without reason and that she was an arrogant ungrateful person. He assured her that he had only tied her up with strings temporarily to punish her. This lie, combined with Valerio's emotional manipulation, led Carina to withdraw her support for Ava, leaving the child even more isolated and vulnerable.

### Conclusion

The story of Valerio Angere and his family is a complex intertwining of love, deception and power. Valerio, through manipulation and cruelty, manages to maintain control, but at the cost of the suffering of his loved ones. Carina, deluded by the idyll, and Narciso, blind to the truth, live in a world built on lies. Ava, with her rebellion and inner strength, represents the resistance against oppression, a light of hope in a corrupt family system.

### Part VII: The Story of Ava and Her Master

#### Introduction of the Master

Ava's private master, known as Teodoro Marullo, was recruited by Valerio Angere because of his exceptional culture and expertise. Teodoro, whose name means "gift of God," was a man of great wisdom and passion for knowledge, characteristics that made him ideal for the task of educating Ava. Unlike Narciso, who excelled in everything he did and received a lot of attention from his father, Ava struggled in school and needed special attention.

#### Teodoro's Role in Ava's Life

Teodoro entered Ava's life when she was eight years old. From the beginning, the teacher realized the extraordinary potential of Ava, not only as a student, but as an individual with a deep sense of justice and rebellion. Valerio hoped that Teodoro could help Ava achieve the academic success he wanted for her, ignoring how important it was for his daughter to have a mentor who understood her and guided her emotionally as well.

#### Teachings and Discoveries

During the lessons, Teodoro soon realized that Ava was not simply a rebellious student, but a girl with a curious mind and a strong inclination towards justice. The teacher began to introduce concepts of philosophy, history and literature that awakened in Ava a deep interest and a critical sense towards the world around her. Although their bond was mainly academic, Teodoro saw in Ava a potential ally in the fight against oppression, even if in a subtle and veiled way.

#### The Revolutionary Books

Teodoro, without ever openly revealing his identity, was the author of a series of revolutionary books that circulated in the nightmare realms, where the dark creatures that threatened the Glade dominated. These books, written under a pseudonym, incited rebellion against the nightmares and their masters, including the Angere family. Teodoro firmly believed that the nightmares' dominion over dreams was unjust and that the liberation of the Glade was only possible through active resistance.

#### Teodoro's Influence on Ava

While teaching Ava, Teodoro tried to instill in her the principles of freedom and justice, albeit indirectly. Using historical and literary examples, the master tried to make Ava understand that the dominion of her family, and of the nightmares in general, was a form of tyranny. Although Ava did not fully understand the message hidden in his teachings, she began to develop a strong critical sense and a growing dissatisfaction with her father's authority.

#### Teodoro's Escape

When Ava was ten, Teodoro was discovered as the author of the revolutionary books. The discovery forced the master to quickly flee to avoid capture and death by the Puppeteer's forces. The separation was a devastating blow for Ava, who had found in Teodoro not only a master, but a mentor and a friend. Teodoro's escape left a void in Ava's life, but also a stronger determination to understand and oppose injustice.

### Soriana and Carina

Soriana's murder of Carina is a complex and emotionally charged act, reflecting the depth of Soriana's desperation and internal conflict. Here is a detailed and emotional reflection on this tragic event:

### Reflection on Carina's Murder

#### Emotionally

**Despair and Pain:** Soriana, trapped in a marriage to Valerio, has experienced years of manipulation, betrayal, and abuse. Her desperation is palpable; every thread that controls her life is a constant source of pain. When she discovers Carina's existence as Valerio's lover and Narciso's mother, the pain of being replaced and deceived intensifies. Carina's murder is not an act of pure evil, but rather an extreme manifestation of her pain and desperation. It is a cry for help, a reaction to her helplessness and lack of control over her own life.

**Anger and Jealousy:** Soriana's anger is understandable. Valerio not only betrayed her, but also built a parallel life with Carina, dedicating himself to another family. The jealousy and sense of injustice are overwhelming. Seeing Carina living the illusion of a perfect life with Valerio, while she herself is trapped in a dysfunctional marriage, triggers a deep and unstoppable anger in Soriana. This feeling of having been replaced and abandoned fuels her decision to eliminate Carina.

**Confusion and Guilt:** The act of killing Carina leaves Soriana in a state of confusion and guilt. Despite her anger and desperation, Soriana is aware that Carina is, after all, another victim of Valerio's manipulations. This awareness exacerbates her sense of guilt, creating an internal conflict that torments her. Soriana may feel guilty not only for taking a life, but also for having given in to the same violence she suffered.

#### In Detail

**The Moment of Murder:** When Soriana decides to act, she does so in a moment of extreme emotional vulnerability. The use of her threads to strangle Carina is symbolic: the threads that represent the control Valerio has over her become instruments of his emotional release. It is as if Soriana is trying to take control of her life in a terrible and definitive way. Each movement of the threads is charged with years of pain and repression, an attempt to break the chains that bind her.

**Carina's Reaction:** Carina, surprised and helpless, is unable to fully understand the situation. The terror and disbelief in Carina's eyes during the act are a reflection of the brutality of the situation. She didn't even understand what was happening, making her end even more tragic. Her death is swift, but the moment is filled with infinite sadness, as Carina is unaware of the deeper dynamics that led her to this tragic fate.

**The Emotional Aftermath for Soriana:** After the murder, Soriana is overwhelmed with emotions. The realization that he has taken her life overwhelms her, and the anger that drove her to action turns into even greater pain. Carina's every memory reminds her of her last act, and her mind is a battlefield of regret and self-reflection.

**Implications for Ava and Narciso:** Carina's death has profound implications for Ava and Narciso. Ava, already struggling with Valerio's domination and manipulations, is further traumatized by the loss of the one she considered a mother. Narcissus, on the other hand, loses a loving mother, and his relationship with Valerio may be marked by an even darker shadow. Soriana may see Ava as a reflection of herself, recognizing her daughter's powers and rebellion, and this awareness may fuel her determination to protect her from a similar fate.

### Conclusion

Soriana's murder of Carina is an act of desperation, anger and pain. It is a tragic reflection of the dynamics of power and manipulation created by Valerio, the Puppeteer. Soriana, trapped in a cycle of abuse and control, takes an extreme act in an attempt to reclaim some of the control that has been taken from her. This event not only changes her life, but has profound repercussions on all the characters involved, casting a long, dark shadow over their existence and their ongoing struggle to free themselves from Valerio's oppression.


Ultima modifica di Domenico idea il Gio Lug 04, 2024 5:11 pm - modificato 1 volta.
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Mar Lug 02, 2024 9:21 pm
### Characters and Signs of the Puppet Master

### Valerio Angere (the Puppet Master)

**Most Sympathetic Character:** It's definitely not Valerio. His manipulative and cruel nature makes him a difficult antagonist to like.

**Future:** Valerio will continue to maintain his control until someone finds a way to stop him. His obsession with power and manipulation could lead to his downfall, especially if his secrets come to light.

**Nightmare Kingdom:** Valerio rules with an iron hand, using his powers to manipulate and control. His kingdom is likely a place of fear and oppression, where nightmares are instruments of power to maintain control over the inhabitants.

### Soriana Kalinda Sole

**Most Painful Character:** Soriana is a tragic figure. Trapped in an abusive marriage, she has unknowingly lost a daughter and lives under Valerio's constant control.

**Empathy:** It's easy to empathize with Soriana for her pain and oppression. Her strength and resilience, despite everything, make her a very human character.

### Ava Marullo

**Most Relatable Character:** Ava, with her rebellion against oppression and her desire for truth and justice, is the character you most empathize with. Her fight for freedom and the discovery of her true origins make her a heroic figure.

### Narciso Angere

**Likeable Character:** Narciso may have traits that make him likeable, at least on the surface, especially if his vain and confident personality has not yet been completely corrupted by his father’s power.

### Nightmare Realms

The nightmare realms are likely dreamlike domains where the power of the Puppet Master and his allies manifests through fear and manipulation. Valerio, with his control, transforms these realms into places of terror.

### Carina Larobina

**Most Painful Character:** Carina is also a character who inspires a lot of pain. Deceived by Valerio, she lives a life of illusions, believing she is loved and protected.

### Teodoro Marullo

**Most Likeable Character:** Teodoro Marullo is probably the most likeable character. As Ava's teacher, he tried to educate her and free her from the Puppet Master's influence. His revolutionary nature and courage make him a very lovable character.

**Empathy:** It's easy to empathize with Teodoro because of his desire for freedom and justice, and the risks he took in trying to educate Ava and rebel against the Puppet Master's oppressive system.

**Future:** Teodoro may continue to write and fight in the shadows. His influence on Ava could have a lasting impact.

Here are the meanings of the characters' names and surnames in the story:

### Valerio Angere
- **Valerio**: From the Latin "valere," meaning "to be strong" or "to be in good health." The name evokes strength and power, traits Valerio exhibits both as a Puppet Master and as a dominant figure.
- **Angere**: From the Latin "angere", which means "to torment" or "to tighten". This surname reflects her role as a Puppet Master, tormenting and controlling the lives of others.

### Soriana Kalinda Sole
- **Soriana**: Could derive from the Latin "soror", which means "sister". This name could represent her desire for strong bonds and connections, which are however destroyed by her marriage to Valerio.
- **Kalinda**: Of Indian origin, it means "sun". It symbolizes light and hope, characteristics that Soriana tries to maintain despite the difficulties.
- **Sole**: It symbolizes light and vitality, contrasting with her condition of oppression.

### Ava Marullo
- **Ava**: Of Germanic origin, it means "life" or "bird". This name represents her vital energy and desire for freedom.
- **Marullo**: It means "ripple" or "wave of the sea". The surname suggests the turbulent nature of her life and constant change.

### Narciso Angere
- **Narcissus**: From the Greek "narke", meaning "daze" or "numbness". The name is associated with the Greek myth of Narcissus, a young man in love with his own beauty, reflecting the character's vanity and self-centeredness.
- **Angere**: As above, from the Latin "angere", meaning "to torment" or "to constrain".

### Carina Larobina
- **Carina**: Of Latin origin, meaning "dear" or "lovable". The name represents her loving and devoted nature, in contrast to her tragic end.
- **Larobina**: It could derive from the Germanic Roberto or be a dialectal form of the term "larva", used figuratively to indicate a shy or reserved person. This surname could represent a reserved or invisible personality, emphasizing her role as an unwitting victim.

Here are the meanings of Carina's real name and surname:

### Vanita Vanessa Salafia
- **Vanita**: Derived from the Latin "vanitas", meaning "vanity" or "futility". This name reflects the superficiality and search for approval that can characterize her relationship with the Puppeteer.
- **Vanessa**: Of Greek origin, it means "butterfly". It symbolizes lightness and beauty, but also fragility and vulnerability.
- **Salafia**: Derived from "salaf", meaning "arrogant" or "proud". This surname can reflect a tendency towards pride and presumption, perhaps hidden under a facade of amiability.

### Teodoro Marullo
- **Teodoro**: Of Greek origin, it means "gift of God".The name reflects his role as a wise teacher and moral guide to Ava.
- **Marullo**: As above, meaning "ripple" or "wave of the sea".

### Reflection of Names and Surnames on Characters

- **Valerio Angere**: Strength and torment are central to his character, reflecting the power and manipulation he exerts over others.
- **Soriana Kalinda Sole**: Her desire for connection and bright hope are shattered by her life with Valerio, but continue to shine through her efforts to protect Ava.
- **Ava Marullo**: Ava's vitality and desire for freedom are in constant struggle against her father's oppressive control.
- **Narciso Angere**: Narciso's vanity and self-centeredness make him the perfect reflection of Valerio's narcissism.
- **Carina Larobina**: Carina's loving nature and reserved personality make her a tragic victim in Valerio's web of deceit.
- **Vanita Vanessa Salafia**: The combination of vanity, light-heartedness, beauty, and pride reflects a complex character. Vanita (Carina) seeks the Puppeteer's approval and love, but she is also fragile and vulnerable. Her hidden pride may contribute to her tragic end, as she is manipulated and deceived by Valerio.
- **Teodoro Marullo**: As a "gift from God", Teodoro represents moral guidance and positive influence in Ava's life, his first and last names reflecting wisdom and change.

These meanings add depth to the characters, highlighting how their first and last names reflect their personalities and roles in the story.


### Story of Vanita Vanessa Salafia

#### Childhood and Growing Up with Birth Parents

Vanita Vanessa Salafia, before becoming Carina Larobina, had a complex life with her birth parents. Her first name, Vanita, which comes from the Latin "vanitas" and means "emptiness" or "vanity", suggests that her birth was perhaps perceived as an attempt to fill an emotional or social void in her parents' lives. The surname Salafia, coming from "salaf" meaning arrogant or haughty, indicates a family with a certain rigidity and perhaps a high self-image.

#### Family Dynamics
- **Parents' Personality**: Vanita's parents were likely strict and demanding people, with high expectations for themselves and their daughter. This harsh environment may have instilled in Vanita a sense of insecurity and pressure to excel in order to be accepted.
- **Growth Style**: Vanita's growth was likely characterized by a strict and disciplined upbringing. Her parents may have emphasized the importance of reputation and outward appearance, which may have led Vanita to develop a reserved and insecure nature, symbolized by the tuft of hair that covers one eye, almost as a way of hiding from the world.

#### Grief and Trauma
- **Death of Parents**: Vanita's parents died tragically in an accident, probably a house fire or a car accident. This traumatic event would have deeply affected Vanita, leaving her orphaned and alone. The sudden and violent loss of her parents only amplified her sense of emptiness and insecurity.

### Adoption and New Beginning as Carina Larobina

#### New Adoptive Parents
- **Welcome and Love**: After the death of her biological parents, Vanita was adopted by a loving couple who renamed her Carina Larobina. The name "Carina" indicated their desire to give her a new beginning full of love and acceptance, trying to fill the emotional void left by her previous life.
- **Transformation and Support**: The surname "Larobina", symbolizing transformation, represented the path that the adoptive parents hoped for her, helping her to emerge from her reserve and insecurity. They sought to support her emotionally, providing her with a stable and loving environment to grow up in.

### Impact on Carina's Personality

- **Reservedness and Shyness**: Despite the love of her adoptive parents, Carina's reservedness and shyness remained a distinctive trait of her personality. The tuft of hair that covers one eye can be seen as a physical manifestation of her tendency to hide and protect herself emotionally.
- **Trust and Love**: The love and support of her new parents nevertheless helped to give her a foundation of trust and security that allowed her to face life's challenges with greater resilience.

### Conclusion

The story of Vanita Vanessa Salafia, now known as Carina Larobina, is marked by a significant transformation. From a childhood with strict parents and a traumatic loss, to being adopted by a loving couple who sought to give her a new identity and a new life. Her reserve and physical appearance reflect the emotional and psychological journey she has undertaken, from suffering to finding love and acceptance.

### The Childhood Life of Vanita Vanessa Salafia

#### Childhood with Birth Parents

**Character and Behavior**
- **Beginning of Life**: Vanita Vanessa Salafia was born into a family of high expectations and rigor. Her parents, Arnaldo and Elena Salafia, were ambitious people with a strong sense of their own superiority. This profoundly influenced the environment in which Vanita grew up.
- **Education and Discipline**: Vanita's parents took a strict approach to her education. From a young age, she was expected to excel in everything: from her studies to her manners. Successes were applauded, but mistakes were punished harshly, fueling in Vanita a deep sense of insecurity and fear of failure.

**Experiences and Relationships**
- **Relationship with Parents**: Vanita's relationship with her parents was complex. On the one hand, Vanita desperately wanted their approval and affection. On the other, their critical and distant attitude made her feel inadequate. This emotional dualism made her a shy and reserved child.
- **Loneliness and Isolation**: Vanita found it difficult to form deep bonds with other children, often feeling inadequate and not up to family expectations. The tuft that covered her eye became symbolic of her desire to hide from the world, a physical and emotional barrier against criticism and judgment.

**Significant Events**
- **Domestic Accidents**: One day, Vanita's life changed tragically. A house fire broke out in their home and, despite their efforts, Arnaldo and Elena lost their lives. Vanita managed to save herself, but the event left her traumatized and completely alone in the world.

### Life with Adoptive Parents: The Transformation into Carina Larobina

**First Meeting and Adoption**
- **Welcome**: After the death of her biological parents, Vanita was adopted by a kind and loving couple, the Larobinas. They renamed her Carina, a name chosen to reflect their desire to give her a life full of love and care. The surname "Larobina", which in dialect could mean a reserved person, seemed suitable to describe her introverted nature.
- **New Beginning**: Carina was welcomed into an environment radically different from the one she was used to: loving, understanding and patient. However, Carina's reserve and shyness remained distinctive traits of her personality. Despite the love of her new parents, the tuft over her eye remained, a physical manifestation of her desire to hide and protect herself emotionally.

**Character and Adaptation**
- **Beginning of the New Life**: At first, Carina maintained her reserve and shyness. Accustomed to an environment of rigidity and criticism, she found it difficult to believe that the Larobinas' love and acceptance were sincere and unconditional.
- **Emotional Support**: The adoptive parents worked hard to build Carina's confidence. Their affectionate words and constant support began to break down the barriers that Vanita had erected around herself. However, her need for approval and desire to hide her insecurities persisted.

**Experiences and Relationships**
- **Daily Life**: Carina was encouraged to explore her interests and express herself without fear of judgment or punishment. This new, permissive environment allowed her to develop a more open and confident personality, but reserve and shyness remained an integral part of her nature.
- **Friendships**: Over time, Carina began to make friends and feel more confident. However, her reserved nature made her selective in her relationships, preferring a few deep friendships to many superficial ones.

**Personal Development**
- **Interests and Talents**: The Larobinas soon discovered that Carina had a talent for music and art, passions she had always feared exploring under the watchful eye of her biological parents. They encouraged her to cultivate these talents, celebrating every small success.
- **Growing Trust**: The Larobinas' patience and love helped Carina build a new identity, free from the fears and insecurities that had plagued her during childhood. However, reserve and shyness remained fundamental characteristics of her character, and the tuft over her eye continued to be a symbol of her desire to protect herself emotionally.

### Conclusion

The life of Vanita Vanessa Salafia, later Carina Larobina, is a tale of rebirth and transformation. From the rigid and suffocating upbringing with her biological parents, to the tragic loss and finally the new life with the Larobinas, Carina finally found the love and support she desperately needed. Her story is a powerful example of how love and acceptance can transform and heal even the deepest wounds of childhood. However, despite the affection and care of her adoptive parents, Carina remained a reserved and shy person, always seeking a balance between the desire to be loved and the fear of being hurt.


### Carina and Soriana: Two Crossed Destinies

#### Meeting and Silent Rivalry

Carina and Soriana knew each other, although neither knew of the other's love affair with Valerio Angere, the Puppeteer. Carina was a lover whom Valerio treated with a care and affection that he did not reserve for Soriana. The two women had met in various social and professional contexts, developing a sort of silent rivalry. Soriana had always perceived something strange in the affection that Valerio showed towards Carina, but she had never imagined the extent of the bond between them.

#### The Dynamics of Jealousy

Soriana, despite being Valerio's wife, was forced to keep quiet about their official relationship. Valerio forbade her to reveal their marriage, threatening her with physical violence if she dared to disobey and using the excuse that revealing the marriage would be an unfair lack of trust towards him. Soriana knew about Valerio's betrayals with various prostitutes, but did not suspect Carina. This environment of tension and frustration led Soriana to develop a strong jealousy towards Carina, aggravated by the fact that Valerio, even in Soriana's presence, showed an affectionate and caring attitude towards Carina.

#### The Discovery of the Truth

When Soriana finally discovered the truth about Carina and Valerio's relationship, it was a devastating blow. Years of frustration, jealousy and violence suffered exploded in an act of lethal revenge. The discovery that Carina was a lover with whom Valerio was cheating on her was the straw that broke the camel's back. Feeling she had no other choice, Soriana decided to eliminate Carina. Killing Carina, for Soriana, meant eliminating a threat to her existence and dignity, even if Carina did not know the truth.

#### The Murder of Carina

Soriana planned the murder coldly. She used the invisible strings of the Puppet Master to strangle Carina without being seen. Carina died without ever knowing who her murderer was or the motive behind that cruel act. Soriana was not only looking for revenge, but also for some sort of release from her own suffering, even if this turned her into an executioner.

#### Carina: Victim of Deception

Carina, unaware of everything, believed she was the only important woman in Valerio's life. Her reserved nature and her desire for love and approval made her an easy prey for Valerio, who manipulated her feelings with skill. Carina's death was an act of extreme injustice, as she died without ever knowing the true reason for her cruel fate.

#### Soriana: Victim and Executioner

Soriana, despite being the legitimate wife, was the victim of the same manipulations and abuses that Valerio inflicted on Carina. Her decision to kill Carina was the result of years of suffering and a system of control in which Valerio held her prisoner. By killing Carina, Soriana was trying to free herself from part of her torment, even if this act transformed her into an executioner, perpetuating the cycle of violence that Valerio had established.

### Conclusion

The story of Carina and Soriana is a tragic testament to the devastating consequences of manipulation and abuse. Both women, though in different roles, were victims of the Puppet Master's control, unable to see the truth until it was too late. The rivalry and hatred between them was fueled by Valerio's lies and manipulations, which he used to maintain his power over both of them. In a world of deceit and violence, Carina and Soriana ended up destroying each other, leaving behind a legacy of pain and tragedy.

### Strange Deaths

The Death of Carina/Vanita

The death scene of Vanita, also known as Carina, is tragic and tense. As Vanita, unaware of the impending danger, prepared to launch her three powerful energy spheres at once, invisible strings suddenly tied her neck, tightening her throat. Confused and frightened, Vanita tries to understand what is happening and struggles to free herself. Her concentration on the strings that were choking her caused her to lose control of the energy spheres, which fell on her. The impact was devastating, the energy spheres exploded, destroying Vanita in an instant. Behind this terrible event was Soriana, who used the Puppet Master's invisible strings to strangle Vanita mercilessly.
This brutal and sudden end of Vanita not only highlights her vulnerability, but also the deadly influence of Soriana, who uses a portion of the invisible strings placed on her neck by the Puppet Master to carry out the deed.

Soriana's Strange Death

When Soriana is defeated, her neck explodes into confetti, followed by her head and promptly her body, marking her defeat. In its place is a rag doll with its head severed from its body, a detail that adds an element of mystery to her death.

Soriana does not appear to have been defeated by the heroes, as one would expect in a final battle. Instead, the sequence of her death suggests the intervention of another force, probably the Puppet Master. The presence of invisible strings, which previously strangled her neck, and the end result of the headless rag doll, indicate that her end may have been orchestrated by Valerio Angere.

The Puppeteer's Role in Soriana's Death

The Puppeteer, Valerio Angere, is known for his ruthless manipulation and his use of voodoo dolls. His ability to control people through invisible strings and use dolls as instruments of control and torture suggests that he may have played a role in Soriana's death.

Valerio's Motives for Revenge

Valerio sees people as objects, means to obtain his narcissistic supply. Carina, while one of many lovers, had a special place in his life, providing him with a degree of adoration and emotional support. Her death at the hands of Soriana would certainly have triggered a reaction in Valerio, not out of love, but out of the loss of a valuable source of narcissism.

The Mechanism of Soriana’s Death

The fact that Soriana’s neck explodes into confetti and she is left a headless rag doll suggests that Valerio may have activated the invisible strings he had used to strangle her earlier. This subtle and sinister act of revenge may have been his way of punishing Soriana for killing Carina and demonstrating his absolute power and control.

Interpretations of Soriana’s Status

The presence of the rag doll with its head removed opens up several interpretations of Soriana’s final fate. She may have died in the traditional sense, or she may have been transformed into an untested voodoo doll. The second interpretation suggests that Valerio may have captured her essence or spirit, imprisoning her in a form that allows him to continue to exercise control over her even after her death. This theory is reinforced by the nature of the Puppet Master, who takes pleasure in manipulating and controlling others, turning them into puppets in his hands. Soriana may not be dead at all, but reduced to a helpless instrument of his power, a fate perhaps worse than death itself.

Conclusion

The deaths of Carina and Soriana are a reflection of the cruelty and manipulative power of the Puppet Master. Carina dies tragically, the victim of a conflict of which she only knew one side, while Soriana, after seeking revenge, falls prey to the same manipulation she had attempted to use. Valerio Angere, with his ability to control and destroy, remains a sinister figure, whose thirst for power and control continues to sow destruction and suffering.

### Ava and Narcissus' Future After the Defeat of the Nightmares

#### Possibility of Surrender and Destiny in the Cave of Bad Dreams

If Ava and Narcissus surrender after the final defeat of the Puppet Master, it is possible that the Bubble Dreamer will prevent them from being sent to the Cave of Bad Dreams and could have them adopted by a new family who will welcome them with love and help them overcome their past.

#### Effects of the Cave of Bad Dreams on Children

Finding out that their parents have been sent to the Cave of Bad Dreams will have a significant impact on Ava and Narcissus:

• Ava:

• Pain and Confusion: Knowing of Carina's emotional support during her fights with the Puppet Master, Ava may feel deep pain and confusion over the loss of her mother's support. She will feel the weight of betrayal when Carina stops supporting her after being manipulated by the Puppet Master.

• Anger and Determination: She may develop intense anger towards the Puppet Master for manipulating Carina and her life. This anger may turn into a determination not to follow in their footsteps and fight for a better future.

• Empathy: Ava's experiences may have taught her the importance of empathy, especially towards those who are vulnerable and manipulated, like Carina was.

• Determination and Resilience: Growing up under the Puppet Master's control and manipulation, Ava has developed a fierce determination. She knows that her powers are dangerous in the wrong hands and wants to use them for good.

• Defiance and Courage: Ava is brave and willing to challenge old power structures. She does not want to give up on the Cave of Bad Dreams and will fight to find a new place in the Glade of Dreams.

• Independence: The lack of support from her parents has made her self-sufficient. She is ready to take her destiny into her own hands and build a new life, free from the influence of the Puppet Master.

2. **Narcissus**:

• Idealization of the Father: He may continue to idealize the Puppet Master, trying to justify his evil actions and convincing himself that the people are better off under his rule.

• Narcissism and Denial: Narcissus continues to be a narcissist. Despite the Puppet Master's defeat, he is in denial regarding the damage caused to the Glade of Dreams. He continues to believe that he is the best and justifies his past actions.

• Manipulation: Skilled at manipulation, Narcissus will try to find new ways to gain power and recognition. He may try to regain his former kingdom with deception and false promises.

• Internal Conflict: Narcissus is aware, even if only partially, of the harm he has done. This creates an internal conflict between his self-image and reality, which could explode in moments of stress or crisis.

#### Influence of the Puppet Master Family on Ava and Narcissus

After spending 11 years for Ava and 12 for Narcissus in the Puppet Master family, with all the manipulations and the mania for control, these elements have inevitably left deep marks on the children:

1. **Ava**:

• Trauma and Strength: The Puppet Master's abuse and manipulations, combined with the temporary support of Carina, have made Ava emotionally resilient. She was forced to grow up quickly and face pain and loneliness.

• Power Challenge: Ava has learned to challenge oppressive authorities, especially those who abuse power. Her goal is to create a more just and safe environment for herself and others.

• Awareness of Evil: Raised in a toxic environment, Ava is deeply aware of evil and its roots. This allows her to recognize and fight injustice with passion.

• Distrust: She may have difficulty trusting people, always ready to defend herself.

• Empathy and Compassion: However, her experience may also have taught her the importance of empathy and compassion, especially towards those who suffer.

2. **Narcissus**:

• Self-esteem and Ambition: Raised under the watchful and manipulative eye of Valerio, Narcissus may have great ambition and a strong desire to prove his worth.

• Supremacy and Manipulation: Narcissus has learned to manipulate people and situations to his advantage. His upbringing under the Puppet Master has made him adept at gaslighting and control.

• Denial of Reality: He refuses to acknowledge the true extent of the damage caused by the Puppet Master and himself. This denial leads him to perpetuate harmful behaviors, trying to rebuild his lost power.

• Hidden Vulnerability: Behind the facade of confidence and narcissism, Narcissus hides deep insecurities. The conflict between his idealized image and reality could cause a personal crisis.

Carina and Valerio's Influence

Carina:

• Emotional Support: Carina offered emotional support to Ava during arguments with the Puppet Master, creating a bond that helped Ava survive emotionally.

• Naivety and Manipulation: Carina was manipulated by the Puppet Master, leading her to withdraw her support for Ava at crucial moments. This added to Ava's trauma, leaving her feeling betrayed and alone.

• Love and Fragility: Carina truly loved her adoptive children, but her emotional fragility and Valerio's manipulation limited her ability to effectively protect them.

Valerio (The Puppet Master):

• Manipulation and Control: Valerio used Ava and Narciso as pawns in his power games. His manipulations created deep trauma in both of them.

• Violence and Abuse: His violence and abuse left lasting scars, negatively impacting his children's self-esteem and confidence.

• Persistent Influence: Even after his defeat, Valerio's influence continues to manifest itself through the behaviors and perceptions of Ava and Narciso.

Conclusion

Ava and Narciso carry the scars of their family experiences. Ava's resilience will push her to fight for a better future, while Narciso will continue to struggle with his narcissism and internal conflict. Carina's support, albeit temporary and manipulated, has given Ava a modicum of strength to resist the Puppet Master's abuse. Both children are deeply scarred by their pasts, but they have a chance to find a new path in the Glade of Dreams, away from the Puppet Master's shadow.

UPDATE THE LATEST STORY
In this latest update, a fascinating new figure is revealed as the new general: a twenty-five-year-old woman with long, wild, fiery red hair. Her central locks extend like two burning flames that extend laterally and meet behind her head, creating the illusion of a crown of fire. With a small nose and light orange eyes that shine with intensity, her gaze is magnetic and penetrating. Her physique is athletic and agile, reflecting a life of constant movement and training. This woman's name is Fiamma, and her personality traits include:

• Determined and Resolute

• Empathetic and Sensitive

• Independent and Autonomous

• Courageous and Protective

• Curious and Intelligent

• Loyal and Trustworthy

• Impulsive and Passionate

• Resilient and Adaptable

• Proud and Fierce

In addition, this update also unlocks the luminous metalum and Valerio Angere, the final boss of the last nightmare realm. All of this is accessible through the final part of the story mode, which can be unlocked by purchasing a subscription for those who have already purchased the previous update, or by purchasing the update directly for those who have not purchased the previous one. For the latter, the previous update will be obtainable by purchasing a subscription.

Extra Story

The narrative opens with an animation: Rayman enters a large white room, where a man is sitting at a desk. As he writes, the man greets Rayman, with his daughter Fiamma behind him, dressed in a tuxedo, a white shirt and a tie. The man has long white hair that reaches his neck and a serious and resolute tone. Rayman returns the greeting and, approaching, asks the reason for the summons. The man introduces himself as Felipe Onor and offers Rayman a deal.

Rayman, curious, asks what kind of agreement it is. Felipe explains that he has cookies that can prevent the Bubble Dreamer from having nightmares for 24 hours, with enough to extend the benefit for three years. Furthermore, these cookies could allow the Bubble Dreamer to adapt to the point of never having nightmares again. However, the agreement comes at a very high price: Rayman's life, which will run out within a month. In the last days of this period, Rayman will begin to fade, but until his final disappearance he will be stronger.

Shocked by the proposal, Rayman asks why his life is necessary. Felipe explains that, like the contract, the cookies are also magical in nature. The magic needed to produce them is taken from whoever owns it, and therefore must be restored. Through the magical contract, Rayman's life will serve to restore that magic. With these words, Felipe hands Rayman a quill and an inkwell. Rayman carefully reads the contract and, noticing very small writing, asks for an explanation. He is told that it is only a code to identify the document. He then takes the feather to sign, but at the last moment he stops, thinking about the nightmares that are already present and that they would remain anyway. Felipe intervenes, explaining that they are in the Cave of Bad Dreams, where the nightmares cannot harm anyone. He adds that, by preventing the Bubble Dreamer from having nightmares, the Glade could be saved forever.

Rayman takes the feather back, but once again thinks about it, fearing that the nightmares could escape and that, in the event of his death, there would be one less hero to defend the Glade. Felipe, with a sigh, explains that the situation is dramatic and that the Glade must prepare for an imminent danger. He says that the Puppeteer's life has had some changes in recent days, such as having found a new partner. But he informs that the changes in the Puppeteer's life do not stop at his love life. He tells that the Puppet Master had devised a plan to weave his strings into all the nightmares in the Cave of Bad Dreams. But first, he wanted to get his hands on Jano. Although Jano was strong and difficult to control, the Puppet Master, as Rayman should know, a skilled manipulator, managed to maneuver him into weaving his strings around him without him noticing. Thus, he took control of all the nightmares in the Cave of Bad Dreams, transforming it into a large web of which he is the weaver. Finally, it is revealed that the Puppet Master has assigned each nightmare under his control or allied with him a symbol of belonging and that many nightmares have joined the Puppet Master to take revenge on Rayman, including one particular nightmare that has been waiting for centuries for the opportunity to be freed and destroy him.

Rayman decides to ask Jano for information. Felipe explains that anyone under the Puppet Master's control can speak freely or be forced to speak by the Puppet Master himself, depending on his wishes and the degree of freedom granted. He continues by saying that the Puppet Master will not stop at the Cave of Bad Dreams, but also desires the Land of the Livid Dead. The Cave of Bad Dreams is a place of punishment for dead nightmares, where they are imprisoned forever in their original form. However, in the Land of the Livid Dead, as Rayman knows thanks to his grandmother, dreams acquire immortality in skeletal form and can leave at will. Felipe continues by saying that controlling these two worlds will allow the Puppet Master to dominate all defeated nightmares, which he can free, and all defeated dreams, which he can control as soon as they arrive in the Land. After gaining control of these places, the Puppeteer intends to dominate the Bubble Dreamer as well, thus gaining power over all the creations of his dreams. Felipe concludes by saying that Rayman must sacrifice his life to gain greater strength and defeat the Puppeteer, warning that the Puppeteer is about to send rabbit nightmares from the Cave of Bad Dreams to recreate the nightmare realms, as a preview for the great invasion to come.

Rayman states that he will sign when the time is right and heads towards the exit, followed by Felipe and his daughter Fiamma. Once outside the building, the Bubble Dreamer greets Rayman and welcomes Felipe and Fiamma. Felipe introduces himself as a representative of the Social Kingdom, which he describes as an industrially and economically developed nation, based on hard work and competitiveness, bordering the Viking Kingdom and without borders with the Glade of Dreams. The Bubble Dreamer expresses his pleasure at meeting them, and Felipe informs Rayman that Fiamma will assist him in protecting the Glade. Rayman accepts, and Fiamma, shaking his hand, says she is honored to be part of the team of the greatest hero in the Glade. Rayman replies that it is not the role of a person that matters. Fiamma agrees and says that she heard that the Puppeteer modified the elixir of long life obtained from Jano to transform it into a potion capable of restoring his human nature, suggesting that this could be useful in identifying him. Noticing a medallion around Fiamma's neck, Rayman asks her what it means. Fiamma explains that the medallion depicts a puppet because she finds puppets cute. Felipe says goodbye to everyone and, before leaving, tells Rayman that a signature will be enough to obtain everything he needs. Rayman thanks and says goodbye to Felipe.

After this first part, Fiamma Onor will be unlocked as a general, wearing an orange shirt, blue shorts and red shoes with orange flames instead of the clothes and shoes from the animation. Then the second Initial animation will start:

Vanita Vanessa Salafia goes to pick up Ava and Narciso as soon as they get out of school. As soon as she sees Vanita, Ava runs to her, hugs her and, crying, explains that she didn't change her last name for no reason to be arrogant and ungrateful, but because the Puppeteer forced her to transfer her powers to him, something she didn't want to do because it caused her pain. Vanita smiles at Ava, telling her that she already knew everything because her father told her. He told her that that day the dreams had made him drink something that had caused him a lack of empathy and understanding, trying to divide their family, and that now the effect of that liquid has ended. Ava adds that she had arguments with her father before too. Vanita explains to her that it is normal to argue, that conflicts strengthen the family and that only that toxic situation, caused by dreams, was not normal. Vanita takes her children by the hand and walks away from the school, heading towards La Caverna Dei Brutti Sogni where Valeria is, but they are stopped by Soriana, who orders Vanita to leave her daughter. Vanita replies to Soriana that she does not have other people's children and that she will not allow her to touch the ones she had with Valerio. Soriana replies that Ava is her daughter. Narciso, in a disparaging tone, states that then for this reason Ava is a burden to the family, creating disagreements. Vanita replies that it is not true and claims that Ava, like Narciso, is blood of her blood. Soriana reveals to Ava that they share the same powers: they can see and control Valerio's invisible threads, manipulate and reproduce sunlight and create light, gifts deriving from their genetic relationship. Vanita replies that having the same powers does not imply a relationship and that they could simply have been created in the same way. Ava says she knows and hugs Vanita. Soriana, furious with Vanita, tells her that from the beginning she had doubts about the relationship between her and her husband. She remembers how Valerio treated Vanita with sweetness, understanding and affection during working hours in the office, attitudes that he once reserved only for her. Soriana states that these behaviors with her had suddenly changed and that this was surely due to the hidden relationship that Valerio had started with Vanita.

The Puppeteer, in his human form, from the castle of skeletons in the Cave of Bad Dreams, hears Soriana's words through the strings tied to his wrist and becomes nervous, wondering what she is saying and accusing her of always creating problems. He decides that, as soon as Soriana returns home, he will take care of her, tying her completely with his strings to prevent her from causing him further trouble.
Soriana, feeling her wrist tighten, continues to say that at first she believed that Valerio was only cheating on her with the prostitutes he brought home, but then she discovered his relationship with Vanita and the theft of her daughter by her, realizing that he kept some prostitutes secret.

Valerio, more furious than ever, complains that Soriana is making him angry and ruining his relationship with Vanita. He states, however, that he is lucky to have found a new girl who treats him as he deserves, much better than Vanita did.

Soriana, turning to Vanita, reproaches her for having destroyed her family and for thinking she can keep her daughter with lies. She tells her that she will not allow her to continue to keep her daughter and that, although she does not want to kill her again, she will do so if she does not give her Ava back. Justifying herself by saying that, even if Vanita were to die and go to the Cave of Bad Dreams ruled by Valerio, the latter will not leave her there forever. Ava is shocked when she learns that Soriana killed her mother.

Vanita hugs Ava tightly and tells Soriana not to touch her daughter, accusing her of being jealous because Valerio chose her instead of her. She claims that Soriana is making up lies to separate her from Valerio and her family. Soriana, furious, accuses Vanita of being a liar and launches a bright magical beam at her. Vanita protects herself with a spell that creates a protective shield around herself and counterattacks with a small energy sphere.

The sky darkens above them as Soriana and Vanita face each other, their magical powers crossing in a vortex of energy. Soriana, in a furious rage, launches bright rays and orange flames, which dart through the air like fiery snakes. Each of her attacks is accompanied by attempts to use the magical threads wrapped around her wrist, trying to tie and tighten Vanita.

Vanita, with the determination of a mother fighting for her daughter, responds with energy spheres of varying sizes, which explode into incandescent sparks upon contact. With a piercing gaze, the image of her eyes penetrates Soriana's mind, reducing her resistance and making her vulnerable to subsequent attacks. Soriana finds herself struggling, her defenses broken down by the power of Vanita's gaze.

In the heat of battle, Vanita raises her hands and casts a protective spell. A glowing shield forms around her, absorbing the damage of Soriana's strikes.

The battle intensifies, the magic strikes resonate like thunder in the stormy sky. Soriana, with a cry of fury, after several attempts to strike with her fists, launches a powerful beam of light at Vanita, who suddenly fails to create the protective shield and throws herself to the ground to avoid the blow. Soriana saw her opportunity. With a lightning-fast movement, the magic threads tightened Vanita's neck.

Vanita, one step away from death, felt suffocated just like when she died. But Ava, afraid of losing her mother again, creates a sphere of dazzling light, so bright that it temporarily blinds Soriana who shields her eyes with her arm making him lose control of the threads that bind Vanita, freeing her. Ava,

taking Vanita by the hand, runs away. Narciso, not wanting to be alone, quickly goes to them. Soriana, uncovering her eyes, finds herself alone and promises herself that she will bring out the truth and that Vanita will pay for ruining her life.

After this animation, Valerio Angere (the Puppeteer in human form) is unlocked and the return of the 6 kingdoms begins, but this time 6 boss rabbits. Valerio in human form is a well-dressed man, with black hair down to his neck and a well-groomed beard.

General Notes by Valerio Angere
Valerio Angere's general notes will be taken from this story that tells of his engagement to his new partner, and all together will make up the story.
When Valerio asked his new partner to get engaged to him, she, like her father, knew Valerio's entire past. In tears, he admitted that it was all true, but explained that he hadn't wanted it: his automaton form was the result of a curse that made him wicked, forcing him to carry out cruel actions against his family, the people around him and the Glade. He said that the only wish he really wanted to make and that he did, during his automaton form, was to dominate the Glade. However, he clarified that he did not want to do this in a cruel way, but to gain control of the Bubble Dreamer and prevent it from generating nightmares that would bring fear and death to the Glade.

His new companion was initially doubtful, even though Valerio seemed sincere to her. Her doubts vanished because of her father, who the day before had received from Valerio the information that, if they became brothers-in-law, he would obviously be his right-hand man in the domain of the Glade. The father lied to his daughter, saying that the sincerity of a good man is visible to the eyes of a good heart and that Valerio's sincerity was fully evident, thus dispelling her doubts. Reassured, the Puppeteer's new companion accepted the engagement and received from him the request to confide in him any important information she would learn, to make the Glade a better place, without new nightmares, without deaths, and to give dreams the chance to not live in terror.

Information Vanita and Soriana
Carina, also known as Vanita, is 30 years old and got engaged to the Puppeteer at the age of 18, when he was 20. Soriana, on the other hand, is 31 years old and got engaged to the Puppeteer at the age of 18, but they got married at 20 when she became pregnant. The Puppeteer, when it was time for the baby to be born, had the doctors deliver Ava to him and told Soriana that she was dead, taking the child to Carina instead.

Light Metalum
Light metalums are metalums that are best used in the new double-sided mode, but are also effective in other modes. Each created robot can be modified to add light metalums to all external points, receiving a random value of light capacity and light intensity. Each created robot can be modified to add light metalums to all external points, receiving a random value of light capacity and light intensity. The light intensity represents 100% of the maximum capacity and every 5 seconds consumes 1/100 of that capacity. A light shot consumes the amount of light needed to create the used light metalums. As the light in the storage decreases, the light intensity also decreases, since the storage coincides with the body of the robot itself. The light intensity can reach 35,000 watts, and each kilowatt of intensity increases the damage of the light shots by 1%. Since the maximum achievable kilowatts is 35, a maximum damage increase of 35% can be achieved, if the storage allows it. If the light metalums belong to a robot with a white lum, their light intensity can reach up to 50,000 watts, equal to 50 kilowatts. The robot storages are recharged with refills similar to those of water and wind lums. Bright metalums do not work on robots created with dark metalum, rag metalum, or metanullums or that possess dark lums, rag lums, or nullums.

**Double-Sided Mode**

After defeating a kingdom, Easy Mode evolves into Super Easy Mode, while Easy Mode becomes Double-Sided Mode. In this mode, the player must manage two kingdom layouts. Each layout includes robots, four buildings, and a series of walls, some of which can be opened using a flash that uses the internal light intensity of a robot.
The player must build two separate configurations: the first with robots, four buildings, and many walls, some of which can be opened, and the second also with robots, another four buildings, and many walls, some of which can be opened. Once the first layout is destroyed, the player switches to the second.
In this mode, the player does not have generals, but can count on a light robot and an extra special shot. This shot, at the cost of 500 watts, generates a light flash that opens the special walls, followed by the intervention of the light robots. The walls that block the passages must always include at least one special opening that allows exiting the block.
Double-Sided Mode also allows for alliance wars, where attacks are directed against individual players' kingdoms rather than the alliance's kingdom.

**Pieces of history about Ava and Narciso's school life that can be found**

The pieces of history about Ava and Narciso's school life will be found in the trunks and will have Adara Conigliaro as a new character. She is a girl with light red hair who has long hair with a straight lock in front of her right eye and a lock with a hook tip that touches her mouth on the left side of her face. A shy, empathetic, independent, resilient, intelligent and curious girl. However, because of an accident she had in class for being too resilient during a test, she is teased by everyone. A girl who got wet during the test and who is teased. This character will also be seen in a piece of history.

Adara Conigliaro is a girl with light red hair who has long hair with a straight lock in front of her right eye and a lock with a hook tip that touches her mouth on the left side of her face. A shy, empathetic, independent, resilient, intelligent and curious girl. But because of an accident she had in class for being too resilient during a test, she is teased by everyone. A girl who got wet during a test and is teased.

The story from which the pieces come is:

On the second day in the adoptive family of dreams, Narciso and Ava go to their new middle school for the first time. Narciso, on the fortieth day of his second year of middle school, at twelve years old, introduces himself to the class and is given ten minutes to socialize by the teacher. In this short period of time, he immediately becomes popular by telling the usual lie that his kingdom of nightmares under his guidance was better than before, adding that during the invasion of the Glade he was a dream among nightmares. From the first day, Narciso notices Adara's curiosity, introversion, empathy and kindness towards others. After the ten minutes of socializing, the class resumes. During the third period, the teacher reminds the students of the assignment that will be done at the end of the period, but as soon as the time comes, the assignment turns out to be too long and drags on until recess. The teacher allows those who have finished eating to eat and grants permission to go to the bathroom to those who need it. Adara, who had woken up late that morning, did not have time to use the bathroom before leaving the house. The need to go to the bathroom becomes more and more urgent, but her shyness prevents her from asking for permission without having finished the assignment. With great resilience, Adara continues to work despite the enormous urgency, but as she approaches the end of the assignment, she can no longer hold back and wets herself, causing most of her classmates to laugh and bursting into tears out of embarrassment.

The teacher calls the girl's parents, who, after returning to class, completes the last questions of the assignment. As the teacher collects the last remaining assignment, Adara's, and walks away, many of Adara's classmates begin to make cruel jokes about the incident and call her "pisciasotto". Narciso, who had idealized Adara, finds himself repressing any feelings of attraction, convincing himself that the girl is not up to his standards due to her social vulnerability. However, he does not join in the teasing, thinking that he can use the situation to control Adara. When the teacher returns, her classmates immediately stop teasing her.

Many of Adara's male classmates, before this situation and Narciso's arrival, were attracted to her for her beauty. However, at the beginning of the previous school year, Adara had stated that she did not want romantic relationships, generating repressed frustrations that, while maintaining their friendship, had led them to gradually distance themselves from her until the incident, when the frustrations turned into teasing. Also during the friendship, some boys emphasized how much more beautiful Adara would be if she cut her tuft into a hook and shortened the other tuft to create symmetry between her hair, as if Adara had to reflect their standards of beauty.

Among the boys, there is a category of non-bullies, made up of both those who are not in love with Adara and some who are. Some of the non-lovers distanced themselves from Adara even before the bullies, as they found no common interests on which to build a bond. Others, however, left her alone because they only frequented Adara in the company of friends who later turned out to be bullies. When the latter distanced themselves from Adara, even the non-lovers, no longer having any reason to stay, followed them. Among the non-bullies there are also some boys who, despite being in love with Adara, have distanced themselves from her for the same reasons as the non-lovers. However, one or two of these lovers continue, from time to time, to approach her to exchange a few words. These moments of dialogue leave them with a positive feeling, fueled by the joy of having spoken with their loved one, despite the difficulties that surround them.

The girls in the class, all without exception, were envious of the attention that the boys reserved for Adara. Not only for her beauty, but also for the charm of her shyness and kindness of soul. Before the accident, they gossiped about her behind her back, without ever resorting to insults or exaggerate, but after the accident they found an excuse to openly belittle her and insult her.

On the second day of school, Narciso approached Adara in private to exploit her weaknesses and try to control her. In public, however, he protected her from jokes and teasing, including the new ones regarding her surname "Conigliaro", which some used to call her a coward and insinuate that she had gotten wet because she had fear of scrutiny. Narcissus used his influence to try to make Adara socially acceptable, downplaying her wetting, which he called "a mistake." Narcissus told his classmates that not everyone can hold their needs in, and that Adara might have qualities that would make him interesting to be around despite her shame. He nevertheless told Adara in private that she was a normal person, that one accident does not define a person and that it can happen to anyone. This falsely altruistic public behavior toward Adara served a dual purpose: on the one hand, Narcissus wanted to gain control over her, exploiting her gratitude and emotional dependence; on the other, he wanted to maintain his status among those who understood the injustice of teasing, thus being able to boast about having tried to help Adara.

In public, Narcissus appears cold, detached, and indifferent to Adara, even going so far as to ignore her in order to avoid any association with someone socially despised and to avoid revealing personal weaknesses through displays of attraction. The alternation between moments of affection and kindness and those of coldness and distance confuses Adara, who at the end of the school day asks Narciso for explanations. He justifies himself by saying that his behavior is dictated by the desire not to be isolated from others, so that he can talk to them and make them understand the injustice of their attitude towards her.

Despite his bad intentions and manipulation, Narciso becomes Adara's only friend in a school where everyone now knows about the incident. Narciso's behavior is reminiscent of his father, who was initially caring and understanding with Soriana.

On the third day, Ava notices the teasing towards Adara and decides to defend her during recess. Narciso observes the scene and feels envious, seeing that action as interference in his plans. However, he cannot complain to Ava for being the one to save Adara, otherwise she might think that he likes the girl, and he does not want the others to believe that "he fell in love with a pisspot". So, he decides that the next day he will tell Adara that Ava only wants to help her to show off and that only he really wants to help her, while he will tell Ava that her intervention is making Adara's situation worse. But when they leave school, their mother Vanita comes to pick him and Ava up and take them with her.


Ultima modifica di Domenico idea il Sab Lug 13, 2024 10:10 am - modificato 1 volta.
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Story of Adara and the Nightmare Return
With the new update you can also find in the trunks the book of Adara's story and the "Book of the Nightmare Return" that is the book that talks about Ava and Narciso returned from the Puppeteer.

### Chapter 1: The Roots of Adara

Adara Conigliaro was born in a quiet town, in a loving and protective family. Her parents, Marco and Laura, were kind-hearted people, eager to offer their children a peaceful and worry-free life. Marco worked as an engineer, while Laura was an elementary school teacher. Adara's childhood was marked by moments of joy, carefree games and a constant and reassuring presence of her parents.

Adara grew up in a house full of love, with a younger brother named Matteo, four years younger. Matteo was the sunshine of the Conigliaro house, with his blond curls and the smile that could brighten even the darkest days. Adara always felt responsible for her little brother, protecting him and guiding him through the small and large dilemmas of childhood.

### Chapter 2: The Elementary School Years

In elementary school, Adara shone. She was a sunny and sociable child, loved by all her classmates and teachers. Her intelligence and curiosity made her a model student, while her kindness and helpfulness made her a dear friend to everyone. However, the constant presence of her parents, always present at school activities, initially filled her with pride, but over time it began to cause her a slight embarrassment. Her classmates joked good-naturedly about how protective her parents were, and Adara began to develop a latent shyness.

### Chapter 3: Entering Middle School

The beginning of middle school marked a period of change for Adara. Her beauty and the charm of her shyness began to attract the attention of the boys at school. Adara was always surrounded by admirers, who found her sweetness and kindness irresistible. However, behind the smiles and kind words, there was another side to middle school.

The girls, envious of the attention Adara received, began talking behind her back. They were never outright mean, but their gossip and whispered criticism created a tense and insidious atmosphere. Adara, unaware of these poisonous words, continued to live her school life innocently, enjoying the company of her friends and trying to maintain a balance between her studies and her friendships.

### Chapter 4: The Declaration and Isolation

During her first year of middle school, Adara found herself facing a new and unexpected situation. Several boys, taken by her charm, began to declare their feelings for her. Adara, surprised and a little overwhelmed, openly declared that she was not interested in romantic relationships. She wanted to focus on her studies and friendships, without emotional complications.

This decision, even if expressed with sincerity and kindness, caused a change in the boys' behavior towards her. The male company that had always surrounded her began to diminish, and Adara found herself alone more and more often during breaks. The girls, meanwhile, continued with their gossip, but without ever openly attacking her. Loneliness began to weigh on her, increasing her shyness and making her feel increasingly isolated.

### Chapter 5: The Incident

The second year of middle school brought an event that would change Adara's life significantly. It was the fortieth day of school and, as always, Adara got up quickly so as not to be late. However, time was not on her side, and she had to skip her morning bathroom trip to get there on time. The school day began as normal, with the usual greetings and small talk among classmates.

During third period, the teacher remembered the end-of-period assignment, which when it arrived turned out to be too long and dragged on until recess. The teacher allowed the kids who had finished the assignment to eat and go to the bathroom if necessary. Adara, however, decided to continue working on the assignment despite the urgency of going to the bathroom. She was too shy to ask for permission without finishing her work.

In an act of extreme resilience, Adara continued, but the urgency became unbearable. As she was about to complete the last questions, her body gave out and she got wet. Laughter from her classmates immediately erupted, and Adara found herself immersed in a sea of ​​embarrassment and humiliation. Tears began to flow down her face, as the teacher called her parents to take her home.

After returning to class, Adara completed her assignment, but her social status had changed forever. After the teacher left with her assignment, her classmates began to tease her with cruel jokes about the incident and called her a "pisspot." Adara, who was once a friend, became the target of ridicule and cruelty.

Update Information
Every time you defeat a Nightmare Kingdom and its Rabbit Boss, you will not unlock the Nightmare Boss as a general, but one of the Rabbids between Rabbit Mario, Rabbit Luigi, Rabbit Peach, and Rabbit Kong. Each of these heroes has an extra general tool, a unique blaster with their own color and identifying symbol,which you can find in the trunks.

Additionally, all players, even without purchasing the update, will unlock the new defense called "Decapitate Ragdoll." This extraordinary defense decapitates a ragdoll every 25 seconds, destroying a random enemy. When the defense is destroyed, it leaves behind a number of ragdolls equal to the number of enemies defeated, and for those who have the subscription, these will be golden ragdolls. The ragdolls become extra allies in your army, taking the form of an enemy robot for 30 seconds, or for the entire battle if they are golden ragdolls.

With the update, after completing the final story mode, you will also unlock the guardian Beep-O. Beep-O has the ability to increase the attack of all friendly robots by 20% every 30 seconds for 10 seconds, and by 30% if the general has a blaster. At the end of the story mode, there will be credits with an animation and a final song, which will take you back to the game once finished, offering a moment of celebration for your success.

Book of Nightmare Return
In the "Book of Nightmare Return", the return of Ava and Narciso from the Puppeteer and their subsequent school life is told.

Vanita and her children arrived in the Cave of Bad Dreams. Valerio, proud of his newfound human appearance, introduced himself to his family by simulating an apology to Ava for the violence inflicted to force her to give up her powers. Ava responded with a "it's okay" pronounced with a seriousness that betrayed her doubts about her father's sincerity. Narciso, with the joy that characterized him, ran to his father jumping for joy and stated that he knew that Valerio was not weak and that his defeat was only part of a plan to become even stronger. Valerio, laughing, agreed with him.

Narcissus asked his father if he and Ava could continue attending the same school rather than changing schools again, specifying that, since they had not yet directly attacked the Glade, they could remain among the dreams without arousing suspicion. He suggested telling the adoptive parents that he and Ava had already been adopted by another family before and had been entrusted to them by mistake. Valerio agreed and congratulated Narcissus on his cunning, telling him that he was as intelligent as he was.

Later, Narciso spoke to Ava, starting to put his plan into action. He scolded her for helping Adara in the wrong way, making the situation worse, and explained that now the pranks against her would intensify. He urged her to leave it to him, claiming that he knew how to defend Adara without increasing the hatred of his classmates. He added that, thanks to his influence, he was trying to make his classmates understand their mistakes, concluding that it would be selfish of Ava to act like a hero at the expense of poor Adara. Ava, sad, accepted her brother's plan.

In the afternoon, Narciso and Ava went to their adoptive parents to implement Narciso's plan. The adoptive parents, understanding the situation, hugged them affectionately, telling them how much they would miss them and that the three days spent together had revealed the goodness of their souls and reassured them that, without their parents, nightmares would surely become good dreams.

Ava and Narciso's school life continued and, on the fourth day at their new middle school, Narciso continued to put his plan into action. Before entering the school, he pulled Adara by the arm, leading her to a secluded corner. Adara, surprised, asked him what was happening. Narciso, feigning concern, told her that he didn't want to see her hurt by false friends. Adara, confused, replied that she didn't understand and that she had no friends except him. Narciso, feigning desolation, revealed to her that her sister Ava wanted to defend her only to show off and that, in reality, she didn't really love her, unlike him who was sincere in his desire to help her. Adara, grateful, thanked Narciso for the information and promised to be on her guard against Ava. Narciso left her and hugged her, reassuring her that he would continue to try to make his classmates understand their mistakes.

During recess, the boys talked about the new nightmare kingdoms created by the Rabbids and the fear that they too could be invaded, becoming slaves to a nightmare kingdom. Narcissus, confidently, reassured them by saying that one does not become king of a nightmare kingdom without great skills. He emphasized that, having become king, he had the skills necessary to defend them. His words increased the admiration of his classmates and some girls commented that he was truly a dream among nightmares, with the biggest heart of all. Narcissus, thanking them for the compliments, takes a moment to talk to his classmates, suggesting that they could try to forget what Adara did, noting that it might not happen again. He says that, even though Adara is disgusting, they could prove generous with that being by giving her another chance. He emphasizes that beautiful boys and girls like them also have an inner beauty, which allows them to give a second chance to ugly and repulsive beings like Adara. The classmates, impressed by Narciso's words, agreed with him. Afterwards, Narciso walked away from the others to boast about his "good deed" to those classmates who did not support the bullying of Adara, saying that he had made Adara accepted by the group without saying how he did it and the insults said towards Adara, receiving further acclaim for his supposed altruism. After having consolidated his status, he warmly approached Adara, informing her of the success of his intervention. He told her that now she could return to being accepted by the others, but stressed that she should not expect apologies from her classmates, as they were too proud. He advised her to avoid bringing up the subject again so as not to reignite tensions.

Adara, with a sigh of relief, accepted Narciso's advice and thanked him deeply, telling him that he was her best friend. Narciso, with a smile, replied that he had only done what he thought was right, further consolidating his control over her.

When they left school, Narciso had a new plan in mind. He took Adara to a secluded corner and, with an enigmatic smile, asked her if she wanted to be his girlfriend. Adara was speechless, surprised by the sudden request, and her face turned a deep blush. Although she had never wanted a boyfriend, she felt a deep connection with Narcissus, as if their hearts were beating in unison. With a shyness mixed with great enthusiasm, she accepted the proposal and hugged Narcissus tightly.

The next day, news of their engagement spread quickly. The classmates who usually bullied Adara began to gossip about Narcissus, but he had already foreseen everything. Confidently, he approached them and told them that Adara had asked him to be engaged, crying so desperately that he had not been able to refuse. The classmates, impressed, commented that Narcissus was really too good, admiring his compassion and kindness for accepting the engagement, especially to Adara, who might even wet the bed at night.

UPDATE
With the new update there are orange, green and purple metalums.
Orange metalums have a lot of energy which they use to have high speed and attack speed, in fact robots created with orange metalums also have +30% probable speed, but they are made in such a way that a lot of energy is needed to operate them and therefore only on an orange lum can they be used. Orange metalums increase the damage and probable life of the used lum by 100% but the damage and probable life of an orange lum when used with orange metalums will be 1% of the total damage and 35% of the total life since the orange lums give up a lot of energy to orange metalums to allow them to function. The robots created with orange metalums do not take the attack speed of the lum but of the metalum which goes from being able to attack every 1 second (from the minimum 1.2 seconds of the others) to every 0s by being able to hold down the button. However, robots with orange metalums have 5 seconds to recharge every 500 shots, which disappear with orange ultrametalums. Orange ultralums now also give robots created with them the ability to increase the speed and attack speed of nearby allies by 25% every 500 shots used.
Green metalums can only be used with green, blue, and white lums as they require their invigorating energy. The robots created with these metalums, every 3 enemies destroyed with the final blow, bring one back to life who will switch to their side but this works once yes and once no, always working with the green ultrametalums. Green metalums take part of the invigorating energy of the used lums, bringing the probable damage to 30% of the maximum findable values ​​and the probable life to 60% of the total. Green metalums increase probable damage and life values ​​by 40%.
Purple metalums can be used on anyone and their ability is to leave every destroyed enemy robot a purple lum every other time. The purple lum left behind has a trail of light underneath it in which any robot that goes there if it has two hands of which one without attacks and one with attack/call hand without animations will become like the other by attacking at the same time as the other; if the robot has both hands with an attack animation, one hand will take the shape and animations of the other and attack at the same time. The purple metalums increase the damage and probable life values ​​of the lum by 10% and the purple ultrametalums have the ability that always works and not every other time.
Watt-consuming attacks can now damage metanullum robots, and watt-consuming attacks whose light was created with glowing ultrametalums can damage ultrametanullum robots. Metanullum and Weremetalum can now be found without a subscription. Orange metalums are available without a subscription but green and purple metalums require a subscription.
In this update, all created robots obtain a power rarity that takes into account the rarity parameters of the alliance robots and which becomes effective thanks to the new structure called "The Bubble Dreamer's Shop". Here the Bubble Dreamer using refining cards of the robot to be rarified and a certain quantity of lums equal to that inside the robot makes the rarity in power of the industry robot effective. These quantities vary based on the rarity in power and once the rarity is made effective all the additional refining cards of the raritized robot will be eliminated, furthermore to upgrade it you will need to use robot cards found in the chests. The number of levels depends on the rarity and along with the additional values ​​of each level will follow its counterpart from the Alliance Kingdom. The difference between Player Kingdom rarities and Alliance Kingdom rarities is that Player Kingdom rarities have the rarity name written at the bottom center of the rarity color robot image.

LAST UPDATE
The silver metalum will now be available which means that when robots created with it die they have 5 seconds to bring their lum into robot ally back to life giving them the chance to have a hit that stuns the enemy for 5 seconds. Furthermore, if the robot created with it has a silver lum and has melee attacks only, its attack is increased by 400% for every 6 enemies destroyed for 10 seconds. The silver ultrametalum in addition to the usual ultrametalum things when he dies if with the silver lum he manages to enter an allied robot he will not have a stun shot but a 20% chance of launching stun shots and the ability that increases the attack will increase by 600%.
Now ultralums and ultrametalums can become masterlums thanks to the dance floor building where Musetta Silverhair with nymph clothes and without shoes like nymphs dances to power up the selected ultralum or ultrametalum after using an amount of the ultralum type /ultrametalum to upgrade and a certain amount of yellow ultralum/ultrametalum. Masterlums cannot be used without mastermetalums and vice versa. Mastermetalums allow you to create a single repeating animation that if used increases by 10%, for robots created with them with any type of masterlum, or damage, or speed or life by creating a shield, all for 35 seconds. If the robot with these masterlums has a robot with the same type of masterlum as the mastermetalums used (for example the boiling masterlums have the red masterlum as masterlum of the same type, the water ones the blue masterlum, the transformers the gray masterlum, the luminous ones the white masterlum, the wind ones have none, the normal mastermetalums the yellow masterlum and the others understandable by name or color) the increase will be 20%. Why can mastermetalums only be used with masterlums? Because the mastermetalums allow you to create the animation and randomly choose what will increase but the masterlum decides the time of use of the animation to have the enhancement which goes from 15s to 20s. To best use animation on CPUs there are now purple chess as general tools that tell a CPU with mastermetalum and masterlum to use the skill it increases otherwise they won't use it
Now there will be the Olympic hall where the Bubble Dreamer with the help of the Olympian gods enhances the masterlums and mastermetalums into definitive lums and metalums using a certain quantity of the type of masterlum/mastermetalum to be strengthened, a certain quantity of yellow masterlum/mastermetalum and a certain quantity of lumdollars, the last of which is used by the Bubble Dreamer to convince the Olympian Gods, his creatures, to use their powers together with him to create the definitive lums and metalums. The definitive mastermetalums allow the increase given by the animation of the robots with the mastermetalum and with a masterlum to be definitive and not temporary and the masterlums reduce the time necessary to use for the animation to a time ranging from 10s to 15s always chosen randomly.

The only completely visible personality is that of Ava Marullo, that is:

Ava Marullo is an eleven-year-old with blue layered hair with half her face covered by hair and purple eyes. She is shy, intelligent, sad, eager for freedom, sometimes nervous. Its main characteristics are that it hates injustice, it is responsible, it does not accept harming itself or harming others, it is vital, it is independent, courageous, curious, sensitive, resilient, empathetic, distrustful, aware of evil, determined, rebellious. (against injustices or what she considers wrong), diplomatic, respects authority, has inner strength, has panic attacks in situations of great discomfort or stress that cause her anger, introspective, has social anxiety, hates hypocrisy, lies and manipulation.

Vulnerability and Fear of Judgment: Ava deeply fears the judgment of her classmates if they discovered the truth about her father. This fear of being isolated and hated reveals a vulnerability that is not immediately apparent from her rebellious and independent characteristics.

Self-control and Sensitivity: Despite her shyness and nervousness, Ava manages to apologize and explain her reactions to her classmates. This indicates a high level of self-control and a strong awareness of one's own feelings and those of others.

Need for Solitude to Manage Stress: The request to be left alone highlights that Ava needs moments of solitude to manage stress and intense emotions. This is a sign of her introspection and her ability to recognize her own emotional needs.

Self-Awareness: Ava is aware of her impact on others and apologizes immediately after her outburst, demonstrating strong personal responsibility. This indicates that she is attentive to the feelings of others and tries to maintain respectful behavior even in difficult situations.

Self Awareness:

• Personal Responsibility: Ava is aware of her impact on others and apologizes immediately after her outburst, demonstrating strong personal responsibility.

• Attention to the Feelings of Others: she is attentive to the feelings of others and tries to maintain respectful behavior even in difficult situations.

Self-control and Sensitivity:

• Self-control: Despite her shyness and nervousness, Ava is able to apologize and explain her reactions to her classmates, indicating a high level of self-control.

• Sensitivity: you are very aware of your own feelings and those of others, showing strong emotional sensitivity.

Story Pieces About Ava's School Experience In addition to the pieces of history linked to Narciso's school experience, there are those linked to Ava's school experience deriving from this text:

School (From Ava's Point of View)
Ava Marullo, while walking with Narciso to the new middle school, accompanied by her new adoptive parents, reflects internally on how she would have been treated by her classmates, who in her opinion were aware of her involvement in the invasion of the Glade and of the fact that her father was the main architect of this plan. She wonders if she would have been ostracized, admitting that she deserved it for her actions, for being a nightmare born in evil, unlike the lucky dreams created by the Bubble Dreamer with a good nature. She considers whether it would be better to avoid her classmates and focus exclusively on school, remaining indifferent to others except to help them in case of need or for school collaborations. Thinking that in this way, she would avoid her classmates expressing their judgments on her, on what she did together with her family, on the invasion of the Glade and on the crimes committed against the dreams.

She reflects on how much she has understood about the kindness of dreams in these two days with her adoptive family, similar to her mother Vanita's kindness towards the family, but more general and aimed at everyone, regardless of the will of her husband or father. She realizes that she is bad for not having resisted her father Valerio and for not having hindered his crimes before becoming his puppet. She thinks that, if she could, she would avoid going to school, so as not to have to endure the hatred that the students will surely feel for her and Narciso. She would like to escape, flee far away just before arriving at the school, perhaps distracting the woman holding her hand and that of Narciso, in turn held by the woman's husband, pretending that something has happened behind them and then running away. But she does not feel like deceiving her adoptive mother and reflects on whether this thought could be part of her nightmare nature, almost like a form of lying. Even though it is a deception that, once completed, would be revealed to be false by canceling itself out, it has the effect of saving her from this situation. However, she knows that since it is a nightmare, she cannot reason about what a dream attitude is, since she would not be able to see it due to its intrinsic nightmare nature.

Arriving at school, the adoptive parents greet Ava and Narciso. The adoptive mother wishes them to make many friends and says together with her husband that she is sure that their pure hearts, distanced from bad examples, will be able to emerge during the school year. Narciso thanks the adoptive parents for their words, stating that he has always been a dream and that he has shown altruistic and generous behavior towards the good people of his previous nightmare kingdom. Ava becomes internally nervous about Narciso's falseness, thinking about how cruel it is to try to change reality with false words rather than attempt a change aimed at not repeating the same mistakes, despite the difficulty imposed by their essence of nightmares.

As she heads with Narciso towards the janitors, Ava wonders if the influence of her dream teacher, Teodoro Marullo, has partially changed her nightmare essence or if it has had no effect at all. She wonders if, if she were born from two dreams, it would be a dream or would still remain a nightmare. She ponders whether the Bubble Dreamer can transform nightmares into dreams, giving them a new life, and wonders whether, by learning positive values ​​from her new family, as the Bubble Dreamer hopes, her nightmare nature will be suppressed forever or will resurface, making her a constant threat, condemning her to end up, once she is an adult, in the Cave of Bad Dreams with her parents. Finally, she thinks of her mother Carina, wanting to see her again and go home with her, almost preferring the Cave of Bad Dreams to the freedom of a strange family without the mother who loved her so much, and who supported her emotionally after the disagreements with Valerio, despite having been manipulated by Valerio last time to not give her his support.

Ava, almost close to the janitors, stops, unsure whether to ask where her class is so she can go there while facing the stares of her new classmates, or wait a little longer. Narciso, on the other hand, proceeds confidently, asking for directions for himself and his sister, and concludes by telling Ava that she is really lazy for stopping so she can let him do all the work. However, he emphasizes that he forgives her thanks to his big heart and reminds her that she owes him a favor for asking for her, even though she had arrived first. Ava, irritated, replies that she doesn't owe him anything, she didn't ask him for anything and she didn't force him to do anything. The janitors ask both of them not to argue and accompany them to their classes: Ava to a first-grade class and Narciso to a second-grade class. Entering the classroom, Ava spots an empty chair, lowers her head and quickly sits down without saying anything, while the other classmates chat among themselves. The teacher scolds Ava for her lack of respect, not having greeted or introduced herself, ignoring the emotions that the girl was experiencing. Ava, timidly, apologizes and introduces herself as Ava Marullo, a new student at the school. The teacher orders her to repeat herself by getting up and providing more details, such as her birthplace, parents, hobbies and passions. Ava, feeling uncomfortable, gets up and says that she was born in the village of shows. When she starts to talk about her parents, she stops, fearing the reaction of her classmates, even though she assumes that everyone already knows about her crimes and those of her family. As soon as the teacher orders Ava to continue the conversation, she, with some discomfort, decides to say the real name of the Puppeteer and the little-known name of Vanita, namely Valerio Angere and Carina Larobina. She makes this choice in an attempt to prevent her classmates from finding a pretext to discuss the events that the Radura has suffered related to her and her family. The professor, surprised that her last name is different from her parents', asks her why and concludes by asking her if she was adopted. Ava says that she changed her last name. The professor interrupts her, saying that it can't be done. Ava explains that she changed it during the "nightmare kingdoms" and adds that, although Valerio and Carina are her real parents, she now lives with a local adoptive family. The teacher accepts Ava's words and allows her to sit down. Relieved, Ava sits down and begins to listen to the lesson along with the other students.

During recess, Ava sits eating her snack while the others push their desks together and play a game of cultural questions. A boy, called Anchise De Amici approaches her and asks if her name is Ava. Ava, anxious, begins to feel hot and sweaty, answering yes. Anchise tells her that, if she wants, she can join him and the others for company. Ava agrees, following Anchise and carrying her chair. As she sits down with her classmates, she thinks that maybe they don't know what she and her family have done, feeling relieved and hoping that they won't find out one day from someone who might recognize her or from their parents, if they've seen her or heard about her and her nightmare kingdom.

Then she wonders if, if they knew the truth, they would forgive her, knowing that her nightmare kingdom was directly governed by her father and that she never used her decision-making power, which was subordinate to that of her father, and that in the last moments she was even a puppet in his hands, controlled by his strings. She wonders if her repentance and desire for change can save her from social hatred and if her disagreement with what was done can bring her forgiveness, even though she did not fight against her father or hinder him.

When recess is over, playtime is over too, and while waiting for the teacher to arrive, her classmates ask her what her previous school was like. Ava replies that it was a school like the others, but less cheerful. Her classmates ask her if she had any friends, and she replies that she had no opportunity to talk to the others. They continue by asking her what her favorite subjects are, and she replies that she loves history, literature, and art. Shortly after, the teacher arrives and the desks are separated, so everyone goes back to their places. At the end of the school day, Ava and Narciso's adoptive parents come to pick them up and ask them how it went. Ava, a little upset, answers "good", while Narciso, cheerfully, says that it went great, convinced that his classmates adore him.

On the second day of school, during recess, Ava overhears some of her classmates talking about a second-year girl who had an accident in class and showing their feelings of sympathy for her, especially since they noticed that the news had spread quickly throughout the school while they were in the hallways. Ava feels empathy for the girl, imagining how unpleasant it must be for something embarrassing to be known to everyone around you. As she ponders this, some of her classmates approach her and ask if she wants to join them as they try on nail polish so they can get to know each other better. Ava agrees and the girls ask her if she uses any beauty products; she says she doesn't. Her classmates offer to lend her theirs, but she thanks them and says she prefers naturalness. The girls accept her opinion and explain that sometimes they like to look prettier, each giving their own reasons for their choice. One of the girls, called Callista Galante, asks Ava if she has a boyfriend, and Ava says no. Callista observes that she might find her soulmate at school, saying that she found her boyfriend a year ago in another class, and pointing out that during recess, when leaving the classroom, you can meet many people. Ava claims she doesn't know, adding that such an important decision shouldn't be made in a hurry, but rather you should wait to really get to know the person. Aurelia Cauti, one of the girls, says that engagement is useful for getting to know the person you're attracted to better, then deciding whether to continue with the marriage or break up due to incompatibility. Ava reiterates that she's not in a hurry to find a boyfriend. Callista intervenes by saying that, if she falls in love, it will be difficult to resist the desire to designate a path for a future marriage. Ava replies that she doesn't know because she has never experienced falling in love and doesn't believe she will get engaged without first knowing the other person well. Aurelia emphasizes that waiting too long can cause you to miss the opportunity, highlighting that engagement is a period of choice, not an insurmountable bond. She adds that it is not a great sacrifice, but a way to show the other that they share a dream and want to see if they are compatible. Ava recognizes that Aurelia is right. Recess ends and classes resume.

On the third day of school, during recess, her classmates convince Ava to leave the classroom so she doesn't have to stay locked in there all the time. They then see some boys making fun of Adara, insinuating that they smell urine and asking her if she had wet herself during the test without anyone noticing, and then laughing maliciously. Not tolerating such behavior, Ava approaches the boys to defend Adara, asking them what problem they have in making fun of a person who has done nothing to them. She also emphasizes that she doesn't smell anything, asking if they are hallucinating or if they are projecting onto others a smell that actually comes from themselves. The boys respond that they weren't the ones who wet themselves two days earlier because they were afraid of a test in class. Adara intervenes, saying that she wasn't afraid of the test and reiterating, as she has said several times, that she wet herself because she thought she could hold it in until the end of the test, but she couldn't. Ava replies that if they feel brave lying and taunting a girl in a group, maybe they should take a closer look at themselves in the mirror. One of the boys, annoyed, orders the others to leave, and they do. Adara thanks Ava, who says she can't stand bullies.

Narcissus, watching from afar, feels increasingly envious, telling himself nervously that he should have been the one to save Adara and that Ava shouldn't have interfered with his plans, since Adara is his business. His anger grows, as he can't complain to Ava about wanting to save Adara without it suggesting that he has feelings for her, which he doesn't want others to think, lest they think "he fell in love with a pisspot". So, with a wicked smile, he decides that the next day he will tell Adara that Ava only wants to help her to show off and that only he truly wants to help her, while telling Ava that her intervention is making Adara's situation worse.

Some of Ava's classmates, seeing the action, are amazed by her courage and good heart. The girls Ava was with in the hallway congratulate her for defending the sophomore.
Returning to walk with the girls, Ava reflects on how even dreams can be cruel. She thinks that perhaps Teodoro taught her certain things and the Bubble Dreamer had her and her brother adopted not to suffocate a supposed evil essence, but because nightmares, like dreams, can be good or bad, and it is not established that they are by nature bad. She reflects on the fact that the distinction between dreams and nightmares is not between good and bad; rather, nightmares are such for having committed or collaborated in crimes against many people, and not for being bad in their essence. Ava realizes that she was wrong to see dreams as good and nightmares as bad, recognizing that there are also bad dreams and good nightmares. At that moment, she thinks of Rayman Clone who despite being a nightmare is a hero and protects the Glade, and Jano who is the guardian of the Cave of Bad Dreams, where nightmares are imprisoned, despite being a nightmare himself. Ava concludes her thought by understanding that goodness or evil does not come from being dreams or nightmares, but from the nature of the spirit and the desire for what one wants to be.

On the fourth day of school, Ava's classmates ask her if she knows about her brother Narciso's engagement to Adara. Ava replies that she does not know. Her classmates ask her how this is possible, since she is her sister. Ava explains that they do not talk much and that they both prefer to be alone. Her classmates ask Ava what the reason is and she replies that they have different interests. Ava's classmates tell her that Narciso, even before he got engaged to Adara, always defended her, showing his noble heart. Ava tries to smile and reflects on the possibility that Narciso always defended the girl because he was in love. She thinks that perhaps, if he protects her, it means that, despite his constant support for his father, he is not entirely like him. She then recalls that Narcissus had told her that the pranks towards the girl would increase because of her help, which did not happen, and reflects on the fact that this could have been a manipulation to conquer Adara without interference, suggesting that Narcissus has accepted within himself a part of Valerio's character.

She wonders what could happen if Adara were not as manipulable as Vanita. She wonders what could happen if Adara were not as manipulable as Vanita and how Narciso would behave with his children: if he would try to control them as Valerio did with his rebellious children or if he would accept them. She wonders if Narciso is truly influenced by Valerio or only in part, and she continues to wonder who she herself has been influenced by, if she is not like Vanita. She wonders if, being different from both parents, she lacks personality or if both she and Narciso have parts of both parents that could emerge at any time. She wonders if there is a way to understand who you really are and if it is possible to choose who to be, or if everything happens out of your control, dragged by a tide of wind. She wonders

if one day she will recognize in herself character traits learned from Valerio, which she would prefer not to have. He wonders whether the influence of others really depends on the esteem we have for a person or whether, by spending a lot of time together, we end up being influenced by their character anyway, regardless of the opinion we have of their actions. He wonders whether the influences received can be replaced by others or whether they are immutable. He wonders whether a behavior observed or practiced for a long time is more difficult to change than one learned recently. He wonders whether proximity to a person is enough to be influenced, and whether prolonged exposure to a behavior increases the probability of adopting it. He wonders whether being influenced depends on the perceived effectiveness of the actions of others in achieving one's goals. He wonders whether considering an action effective, right or wrong, affects our predisposition to be influenced or whether, regardless of the judgment, our body automatically accepts it if it is considered useful. He wonders whether, instead, it is our beliefs about those effective actions that determine whether we accept them or not. He realizes that he has many questions without being able to find an answer.

She remembers when she came home from school and asked her adoptive parents what the real difference was between dreams and nightmares, and her adoptive father said it depended on how the Bubble Dreamer had dreamed them and whether the Bubble Dreamer had a nightmare with them as protagonists, thus turning them into nightmares. Ava reflects on how that discussion made her realize that her second opinion about the difference between dreams and nightmares was also wrong. Previously, she thought she understood nightmares to be those who had committed or collaborated in crimes against many people, while dreams were everyone else. Now she understands that, in reality, the difference comes from chance, which triggers the creator to dream or nightmare with certain creatures in specific roles, almost like in a movie. Ava thinks that whatever she decides to be or do could be changed at any time by the Bubble Dreamer's unconscious imagination, unless she is lucky enough not to be among those affected.

Ava wonders if she could have control over her life without ever being transformed by a bad dream from the Bubble Dreamer, and if perhaps nightmares involving existing dreams are less likely than the creation of new nightmares. She also wonders if dreams could forgive nightmares transformed by the Bubble Dreamer if they didn't want to be nightmares, just as they forgive dreams that, when they have nightmares, become monsters. Or if they had no understanding and would let nightmares rot in the Cave of Bad Dreams forever, despite the fact that the action they committed was not in their desires or visions for the future, despite their sincere remorse and the fact that it was all triggered by a nightmare from the Bubble Dreamer, in which the nightmare happened to be a villain.

Ava finally wonders if the Bubble Dreamer would agree to clarify some doubts for her, even though she did not oppose the invasion of her father's Glade, perhaps by warning the heroes, and did not resist her father when he committed crimes by legislating within his nightmare kingdom. She reflects, however, on the fact that, being a nightmare, he will hardly listen to her. Then she thinks back to when he had her and Narcissus adopted and did not seem to hate them for being nightmares. She considers trying anyway, but knows that she will be too afraid to go to him and ask. Furthermore, she fears that the Bubble Dreamer, knowing that she has returned to her real family, could consider her an evil nightmare like the majority, in addition to sending her to the Cave of Bad Dreams. She thinks that perhaps the Bubble Dreamer already knows this and does nothing because he is waiting for the great invasion, and that even if he did not know, and she went to him, he could ask her about her adoptive parents. Even if she were lying, he might decide, upon seeing her, to see them in person, discover that she is no longer with them, and question her about why she lied and where she now lives.

Ava's thoughts are interrupted by Aurelia, who asks her if she will have them invited to her brother's wedding. Ava says that she will tell Narciso that they want to be invited. Callista tells Ava that now that her older brother has fallen in love, she will find someone too. Ava replies that she is only a year older than Narciso and that she has not yet found anyone who has made her fall in love enough to change her mind about getting to know someone well before giving them an illusion with an engagement, which she does not know if she could keep without having analyzed it thoroughly. Callista winks at her and says that the future will reveal what will happen.

Ava says that she is firm in her beliefs, declaring herself sure of maintaining her own coherence. Callista replies that, having never been in love, she cannot understand the strength of love, which is devoid of logic and can overcome any limit. Ava says that for her, some wills, like values ​​and morals, are immutable for her, considering them essential for a peaceful life free of serious problems. Callista agrees with Ava about the importance of making sure the person you choose respects you, but insists that engagement is necessary to truly get to know someone, which is impossible with just friendship and without living together. Ava says that she will be engaged for a while. Callista reiterates that a long engagement is preferable to years of friendship, since with engagement both know they want to build a future together if they are compatible, while with friendship one of the two could fall in love with someone else and seize the opportunity of a relationship with someone who also expresses the intention of wanting a future together. Ava reflects, admitting that Callista could be right, but says she does not want a relationship right now, not feeling ready to dedicate time to another person. The bell rings, signaling the end of recess.

Latest Thanksgiving Update

In this new update, a mode to create arenas has been introduced where 50 players will compete using generals. The winner will obtain a chest containing a general/a high number of hero cards, numerous supermetalums, guaranteed black lums and more. In case of defeat, you will receive the same chest but with yellow lums instead of the other types of lums and with the possibility that the guaranteed items will be replaced with others of lesser utility.

Creative Map War is a type of alliance conflict that takes place every three days, consisting of three battles: the first involves 50 generals divided into teams of 10 who must collect lums; at the end, the 10 members of the winning team must race to a part of the map containing the finish line, where the top 5 will gain a speed bonus for the first 20 seconds of the next stage. The second battle pits players from the losing teams against rabbits that have fallen from the sky, with the team that defeats the most rabbits being the victor. The third battle involves the winning team searching for a golden egg hidden in the map, which they must break to release the victory creature.

Each trophy awards 5 electons, and if you accumulate 3 trophies you get 5 extra, with an additional 5 for a victory. Only one player can win, and each individual victory awards one point to the alliance. There are 20 challenges available during the war and each member, in a set number, can participate by facing only the enemy alliances, which will be 5.

This mode is the "map creator", in which in the maps created with it, rabbits fall from the sky every certain amount of time and attack the players. If a rabbit is near a team's lum storage area, it steals a random number of lums that the person who defeats it can recover. Each team must collect lums of a specific color, but each lum deposited, regardless of color, is worth one point.

The map creator is purchased with lumdollars and, once activated, an animation of the owner appears: a man dressed as Robin Hood, with a musketeer hat with a feather attached to it and a mask. He informs that to use the arena creator, it is necessary to unlock the items in the chests and that a maximum of three arenas can be created.

Among the objects are the terrain, chests that can be opened with a key that can contain keys/lums/abilities/sheets with phrases to open doors/a rabbit/positive phrases that increase damage or negative ones that decrease it or critical ones that increase speed by 1% on a certain general that they will affect and that can be opened using a certain general/using a writing found on a sheet automatically placed on the map/using a certain animation of an object on the map/making certain movements/using a certain animation with the outlines of a certain figure distorted for a maximum of 10%/using an animation of a certain duration found on the map; doors that can be opened with a switch/key/animation/breaking a square or an object/pressing a lever with an attack/hitting a round light switch/performing a series of animations with the objects of the arena or triggering a chain of animations; objects created by you that you can assign or not to damage/attack/displacement animations or only decoration; all the objects present modified by you that take the same characteristics and even for the light switch automatically the points placed in the light part light up with their own color; the wooden boxes destructible with one attack; the boxes from which thorns come out or those with thorns; the boxes destructible with multiple attacks; the towers that attack the players; the luminous cubes; glass lamps that light up with luminous shots; pieces of wood that create fire if hit by burning shots; the water and the two locus control robots in which the external locus control says that everything that happens to him has external causes and that he has no power over the other and tries to have it with arrogance but is unable to gain the authority that allows him to truly have it without having to use violence and the internal locus control says that he only wants power over himself and that he is aware of his responsibility in everything that happens to him. The last two after talking to them will give you help or opposition. The external locus control robot will follow you everywhere to destroy you, the internal one will tell you all the locations of the keys on the map.

Among the skills are a second movement button that is used to move Ly's weapon; Betilla's ability to make her attacks glow; the blonde nymph's ability to freeze; the nymph who makes her fall slowly; the voodoo mother's ability to become invisible; the blue-clad nymph's ability to use her watery parts; the nymph who originally gave her this ability to shrink; a reflective shield for all damage and a protective shield that can be used every minute by Musetta; and the prototype nymph's ability to burn wooden crates.
You can also create animations for attack generals or for beauty or for a specific general and you can also use these animations to activate objects but if you do it automatically you will have to put the animation in a chest and only those that apply to all generals can be used to open doors or places for keys.
When you create objects you can give them characteristics present in existing objects such as being destroyed in one hit or lighting up if hit by a light shot or lighting up if hit by a burning shot.
When you create animations for objects you can create them yourself or have them activated by the animations of other objects or you can have them activated by certain things done by the player, even using a nymph ability found on the map.
When you create an arena to make it playable by others you must complete it without using animations not found in the arena or movements (since the movements used will never be able to know them) or key combinations unlocking all the doors and reaching the finish line.

Before you can challenge others in alliance wars or single challenges, you will need to complete the story levels with 3 pre-created maps whose protagonists are the salesman (the guy dressed as Robin Hood but with a musketeer hat with a feather glued to the hat, a green mask and brown hair down to his neck and with dark green clothes and mask who in the end turns out to be a rabbid) and his daughter Belfeuille (a girl with bob hair and green cheeks with small green spots on her face). At the beginning of the story mode of the creative maps, the salesman introduces himself and his daughter, explaining that he will sell the map to a hero who is strong and who knows how to lead a team, and revealing that the best tactic to have power is not wanting it, not demanding anything and always keeping in mind the most likely answer is no, so as to respect the freedom of your group and knowing how to resolve it alone in the event of a negative outcome, which, being expected, will not cause emotional distress. Belfeuille then says she can't wait for the test to begin specifying that she has a lot of fun every time.

In the first level the enemies are the Rabbids instead of the players with a Rabbids general representing the Rabbids bosses of the nightmare kingdoms except one who is the salesman. Your group will also be made up of Rabbids.
In the second level the animation begins and the salesman congratulates the player for being able to lead the team in the previous challenge. Belfeuille full of energy tells the player that he was very good and asks him for an autograph ending by saying that finally it's her turn and she will be able to challenge his team. The enemies are Rabbids with Rabbids generals except one who is Belfeuille.
In the third level Belfeuille says she had fun against the player and that she is full of energy for another race. The salesman says that she can't wait to see if the player will be able to face the last challenge.
After the last challenge with the rabbid enemies and a team with general the salesman and another with general Belfeuille there will be a single fight between your general and the boss first Belfeuille and then the salesman. Belfeuille after being defeated says that she hoped to win in order to show off her victory to meet Rayman, stressing that she loves him and says that she will try next time.

The salesman after being defeated becomes a rabbids and the player's general is surprised. The salesman says that he uses a potion to become human but that this is his true self. Belfeuille arrives and says that she is not entirely human either, moving her hair a bit and showing bear ears with green fur. The general used by the player wonders how Belfeuille could have been born from a rabbids. And the salesman says that the will of the Bubble Dreamer is sometimes a mystery and is unpredictable but then continues saying that he believes it happened because he manifested his love while he was transformed with the potion. The general the player uses says that explains everything and the salesman says that the player has proven himself worthy of buying his map maker and that he can't wait to talk to him about the price. An excited Belfeuille says "Yay!" and congratulates the player. You will then unlock the two characters in the shop with a special one week offer that sometimes returns by being able to buy them with dark lums to have them as generals and the option to buy the map maker.

Mini update
You can now upgrade one already created Industry Robot per day. Each update will take 48 hours to complete and in the meantime you will not be able to use it. Once the update is finished, the robot will obtain new statistics that derive from the lum and which are not necessarily higher. The upgrade costs 10 lum of the type used for the robot and to be performed the player must either modify the robot (removing and adding metalum) using at least 400 metalum and spending the number of each specific type of metalum in the added quantity or must modify at least a robot animation or must add at least one new animation. The robot's statistics at level 1 are changed and if the robot has a higher level the statistics will automatically adjust.

UPDATE: DOUBLE MODE

Assault Mode
In this alliance war mode there are 6 alliances in teams of 3 with 10 attacks each and 10 possible defenses. In defense there can be 50 team members maximum of which a general is mandatory. In attacks there are 3 generals and the camp troops that thanks to a new barracks can have 2 new categories which are the ladder carrier, which attacks in melee doing damage with the ladder and which has the default attack regardless of how you create the robots of this category, and the trench breaker, which has the default damage at 100% and attacks only the structures but also doing area damage to nearby troops. These categories can only be created using a black lum for the metalum used. The base to defend is a three-sided castle, indestructible by trench breakers but which is attacked anyway, with one central side and one on each side. Each side has a corridor with a movable catapult in the center that launches a slow-falling fiery rock that can be moved by 4 members going in the same direction and operated by a member in the center who must first charge to make the rock fall far away and then must throw it. The catapults on the sides have a shorter range unlike the one in the center corridor. The castle has an open portal in its center that closes with a gate after a certain time. In front of the gate there are 4 rows of wide trenches where members can position themselves to take less damage and defend the castle. Because of the portal in the center of the castle it is necessary for some members to be in the castle even though, apart from the catapults that have a predefined attack, they do less damage from up there. The enemies will be the camp robots + 3 generals and will start on the opposite side spaced from the 4th row of trenches and will have slow movement until the enemies are all in the castle. The enemies on the castle cannot be destroyed except on the castle, in fact if the portal closes with the gate to win they will have to shoot down all the enemies on the castle even though with 20 trench breakers you can destroy the gate but to succeed in the position that is established before the battle you should put 30 central trench breakers hoping that at least 24 destroy the trenches and gate. If at least one of the robots enters the portal you win. 10% of the robots, randomly, have an attack increased by 40%. The defending players all use their own robot except two who use a general. One uses the general as a strategist and the last as a general with general tools (except the map with chess or objects to directly control the robots of the other players) who if he has unlocked the grenade as a general tool, a new tool, can use it. The strategist can see the robots with 40% extra damage and the general by throwing the grenade can make it visible to everyone in addition to the fact that the grenade does a lot of damage and in area. The trenches reduce the damage taken by the defending players positioned and the corridors in the castle for the defending players decrease the attack. The attacking players have 3 generals but none of them can use the general tools except the flare. The ladder racks are to be placed on the far left or right because on these sides the castle allows the support of ladders so as to be able to climb if the portal is closed by the gate. The attacking players will be able to attack at a reduced distance from the defending players until they are all at the castle and will do double damage if they are at a melee distance with the defending players or with melee attacks always until the defending players are all at the castle. The defending players can also hit the enemies from the corridors of the castle if the latter are at a certain distance from the castle. In this mode the rag robots cannot be used.

Race Mode
The race mode exists only for the PC version and is unlocked with the plus subscription that costs 20 euros per month and 145 for a year with the cost per month that becomes free every September but that increases by 10 euros in the following 3 months also increasing the cost of the annual subscription by a third in those 3 months. The subscription has a free week that can be used only once as a trial period. In this mode you have to create a car and make an entrance and sitting animation of a random general that will adapt to the others and an exit animation that will automatically be the reverse of the entrance animation. With the cars you will compete on tracks created by you or other players. Each car must have a mecha form with at least one melee attack animation and one ranged one. You can create the tracks however you want but they must have at least one combat area in which the cars will become mecha and fight each other. Each car that arrives becomes a mecha and the player does not can exit until he fights another player. Until the players are destroyed all the arrivals can fight them, the winning player can pass and the losing player will be brought back to the track after being destroyed. The tracks can have objects that destroy, that bounce, that have no effects or that move the players and must have at least 10 wheel replacement objects for the high speed cars and objects that give random objects among those of the participating players. In the tracks you can put objects that allow interaction with other objects on the track or that activate mechanisms. The tracks can be falling or stable and the falling parts or must change on the next lap or must not be used in the following laps. The cars have the resistance that depends on the life obtained by the mecha after the creation, the maneuverability that depends on the damage obtained by the mecha after the creation and if the mecha has too much resistance and too little speed it will not be effective in quickly moving the player to the desired side and will not be able to turn the forward of the car (it moves but does not move). All the other parameters are random. Items can be created with effects to block the player, bounce the player, speed up the hit player or players, speed up the player and bounce the hit player or players, bounce the hit player every certain amount of time for a certain amount of time, hit a player from above or by walking along the track and mixes of these. You will have to choose whether to have the items pop up in front or behind and if there is more than one they will spin in a circle around the car. Also in the tracks you can choose to block the mecha of each car and to be able to use only the mecha that you will take on the track, obviously by inserting them. You can also give abilities for the mecha inside the track. If a car has too much speed with a resistance that does not slow it down much it will have wheels that will start to rub requiring repair through objects aimed at this placed on the track. The higher and the speed that exceeds the driving parameter the higher the rubbing will be, lowering the duration time of the wheels. Each race the first 5 objects of each player will be chosen to be found in the ghost chests. There is also a ranking based on trophies.
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Rayman: Mechanic War Empty Re: Rayman: Mechanic War

Mer Ott 02, 2024 6:28 pm
Special Update Translenergici And Sýrmata Pupa: A Free Life
New Generals
The new generals if they are Sýrmata Pupa have the ability that every certain number of enemies defeated by them can create threads to take control of them but that are destroyed if they are hit. If they are Translenergici instead they can take possession of the threads of the Sýrmata Pupa generals by throwing their own energy at them but if their energy hits something else the blow will end.
Now the maximum level of the generals will be 20 and the first ability will unlock at level 5, the second at 10 and at 15 the statistics of the first will be enhanced and at 20 those of the second. The new generals do not have a normal ability and one for raid but 2 for both.
At level 15 the new generals have:
Mariana Taibi: 10000 life, 1450 melee damage with fists; every 3 enemies defeated can create threads that lengthen at a slow speed. As a second skill, she can create threads to hit an enemy from a distance, moving them and dealing 200 damage.
Eleftero Liber: 9500 health, 1480 melee damage with fists; every 7 enemies defeated, she can release her energy, which moves at medium speed.
Sibilla Cervelli: 8500 health, 1550 melee damage with fists; every 5 enemies defeated, she can release her energy, which moves at slow speed.
Filofilia Cervelli: 8650 health, 1400 melee damage with fists; every 5 enemies defeated, she can release her energy, which moves at medium speed.
Igneusapillo Ardenticharà: 8000 health, 1350 melee damage with fists; every 3 enemies defeated, she can release her energy, which moves at medium speed.
Misofova Chasei: 7500 health, 1000 melee damage with fists; Every 4 enemies defeated can release his energy that moves at high speed.
Introvertefila Infirmaníma: 8500 health, 1480 melee damage with fists; Every 2 enemies defeated can create threads that extend at medium speed. As a second skill he can create threads to hit an enemy from a certain distance, moving them and dealing 250 damage.
Icey Cold: 9800 health, 1500 melee damage with fists; Every 6 enemies defeated can release his energy that moves at slow speed. Anney Cold
: 8500 health, 1300 melee damage with fists; Every 5 enemies defeated can create threads that extend at high speed. As a second skill he can create threads to hit an enemy from a certain distance, moving them and dealing 350 damage.
Jane Tenebrae: 6000 health, 1000 melee damage with fists; Each defeated enemy can create threads that extend at a slow speed. As a second ability, she can create threads to hit an enemy from a certain distance, moving them and causing 600 damage.

Robot And Energy Sýrmata Pupa
Every time you win a battle using a Sýrmata Pupa general you get Sýrmata Pupa energy (except for Jane who gets Dark Sýrmata Pupa energy) getting 10 for each defeated robot; 20 if you defeat a general; 35 if you destroy a structure. If in the new building you put 1000 energy, 2000 of a certain metalum and 800 of the lum corresponding to the metalum and a gray lum you can create a bracelet that allows you to create robots of energy fused with that metalum. And using the energy during the creation you can use normal energy or energy fused with those. Once you have chosen the certain lum and metalum for the fusion with the energy and the gray lum you can no longer change. Normal energy if used in an arm or hand gives the ability to create threads every certain number of enemies defeated which will be obtained randomly from a value chosen between the values ​​ranging from 0 to 12. The fused energy will give the ability granted by the metalum. Regardless of the type of metalum and lum used the values ​​of life and damage obtainable will be 1500 life and 75 damage except for those in which you have used energy fused with metalum and lum of rag that will have the damage 7. Obviously if you fuse the energy with evolutions of lum and metalum such as super, ultra or master the stats will adapt. Although you can not create new fusions with the energy you can enhance the one already fused with the evolutions of metalum and lum using greater quantities of both lum, metalum and energy. The robots created with the fused energy have an extra statistic which is the speed of lengthening of the threads. For each energy robot in the camp you must have a bracelet that will return after it is defeated. A defeated robot's bracelet recharges with 1000 energy gained in battle. Black lums and metalums cannot be fused with normal energy, but with dark energy, and the bracelet will also recharge with dark energy. Robots created with fused energy do not use metalum or energy during creation and troop in industry at the cost of one fused energy bracelet.
Without fused energy you can still create energy robots by creating 1000 energy bracelets that recharge with 100 energy. Robots created with energy do not use metalum or energy during creation and troop in industry at the cost of one energy bracelet. Energy robots have 150 health and 0 damage but attack with wires whose speed is slow.
In addition to the two types of bracelets there is a third one which is the general one. Like the fused energy one it is created by creating the fused energy in the new building by putting 2500 energy, 5000 of a certain metalum and 3000 of the lum corresponding to the metalum and a gray lum. It is recharged with 1500 fused energy and is equal to the fused energy robots also obtaining the thread extension speed value which can be very slow, slow, medium, fast, very fast. The robot with this energy can only be used as a general and can use the general equipment but is improved with the general cards. The preset statistics of the general energy robots are 3000 life and 150 damage except for those created with lum and rag metalum which have damage at 15.
All the preset statistics given for all the robots trooped with bracelets are of the first level, obviously they will grow by improving the levels of the robots or the fused energy with lum evolutions that increase them.

Update
Pantheon
The patheon allows you to exchange robots, with a value determined by strength compared to those of industry and lum of any type, with a value determined by the type; metalum of any type, with a value determined by the type, with energy of Sýrmata Pupa or dark energy of Sýrmata Pupa. The Pantheon starts producing and allowing the exchange of the previous listed things with energy/dark energy as soon as you conquer it by giving a reward with lum, metalum and lumdollars if you destroy the daily producer of lums that produces alliance lums even if not many. The production of bracelet refills does not have a building inside the Pantheon but takes place in the Pantheon. The Pantheon in addition to the lum producer also has a defense that does a single medium but slow damage, and structures that enhance the defense troops that are balanced by the third unlockable skills using energy and dark energy to unlock Zeus inside the Pantheon that allows you to build and enhance the buildings of the Pantheon and to find, for each general, a third skill that balances the enhancements of the Pantheon and Jano structures inside the Pantheon. The third skill is found in the alliance chests and is found from a level that goes from 1 to 5. The skill cannot be enhanced but can be replaced with another that you find. To not lose the previous skill before replacing it you can either give it to an alliance member, once every 30 days, or exchange it for 2000 lumdollars regardless of the level. The skill is found in the alliance chests but is for the player who finds it and for the general it concerns. In addition to Zeus, you can unlock Jano by using lum and metalum of any type to unlock Jano in the Pantheon. Jano can close or open the doors of the Pantheon. When you unlock Jano, the Pantheon produces lumdollars for each player, their own and not alliance, 20,000 lumdollars with the doors open, which is equivalent to the cost of a Hades robot. If the doors are closed, they will produce 4,000 lumdollars, but the defending troops will have 35% more health. The buildings inside the Pantheon, after you conquer the Pantheon, will be destroyed after 5 days and you will only be able to rebuild them if you have unlocked Zeus. Plus you can destroy them too before the time runs out. The buildings in the Pantheon are upgraded with energy and dark energy, except for the defense, which is upgraded with metalum of any type but a few, and the lum producer, which is upgraded with lumdollars. The maximum level of the Pantheon is 10 and it is upgraded with lum of any type. How do you unlock the Pantheon? The Pantheon is unlocked once you finish the entire free story mode. Here the next chapter will be a chapter with Rayman who is called to help the rulers of the Viking Kingdom to destroy 40 nightmare kingdoms that they have created within the kingdom using robots created with the last possessed lums.Each defeated nightmare kingdom does not colonize it and does not disappear but gives way to a player finder that will allow players to enter. After defeating all 40 nightmare kingdoms a Pantheon will appear and as soon as you attack it for the first time there is an animation of Rayman looking at its grandeur arriving there. The Pantheon is defended by skeletons at level 1 that compact with a bone with which they do damage to 3 horizontal robots, which have the ability to become a bubble and explode like a bomb doing damage after being defeated, and by Hades as a general at level 1 who has the ability at level 5 to increase his damage value by 25% in percentage for 10 seconds, after having made a certain number of hits, and another ability that allows him, if he defeats an enemy while it is under power-up, to have another 10 seconds of power-up with a +25%. Even though the Pantheon is located in the normal map of a player's game, to attack it you need the clan leader's acceptance to use the clan's troops. In the Pantheon there are 1200 troops in defense, even though you attack with the 600 of the clan's camps, and to defeat the skeletons at level 1, an alliance of average players, without the third abilities of the Pantheon, will have to make at least 10 attacks to defeat all the troops and take the Pantheon. Once the Pantheon is taken, automatically the player with the role of vice-leader, leader or craftsman will have a second role of commander in the clan and if he is a member or veteran his role will be replaced by that of commander which allows you to expel veterans and members if you want. The commander is the leader of the troops that are placed in their Pantheon in defense by the members of the alliance and is responsible for strengthening the Pantheon structures with the alliance's resources, unlocking the Pantheon Gods with the alliance's resources and strengthening the Pantheon with the alliance's resources but each improvement or purchase must be accepted by the alliance leader in the new section in the "Pantheon" clan where the leaders and vice-leaders will find the requests. The commander can place one of his own heroes in defense and will be the only possible one. If a player has 10 Pantheons in each of them, he unlocks 5 extra levels that allow him to produce 25 fused energy bracelet refills for companion robots at level 1 and 500 at level 5. After conquering a Pantheon, the player will find 2 Pantheon player seekers for every 10 defeated players that allow 2 players to join by moving one of their Pantheons to a new game. If no one joins within a day, CPU Pantheons will be created. Anyone who has at least one Pantheon in addition to the normal match limit has 10 more matches but can only enter them with the Pantheon and will sometimes start finding a random CPU Pantheon on maps where they have at least one Pantheon.Each Pantheon conqueror has command of their conquered Pantheons but if they leave the alliance they can choose to give them all to the alliance or make one rebel by choosing which one if they have more than one. If they make a Pantheon rebel the Pantheon can be attacked by any member of the old alliance until the alliance leader recognizes the Pantheon as no longer theirs or if a month passes since you left or if an alliance member conquers the Pantheon bringing it back to the alliance. If you leave the alliance and you have more than one Pantheon the Pantheons of the old alliance will allow the alliance members to attack everything attackable on the maps of the games where the Pantheons are located unless you manage to conquer the Pantheons by blocking their passage. If you conquer a Pantheon that was given to an old alliance or that is simply on the map of a game you are playing, you remove the ability of that alliance to attack on the map, but if some members have conquests on the map they will be able to attack on the map again and make an alliance attack against the Pantheon to take it back. If you get 5 Pantheons you will start to find every 10 defeated players two Pantheon player seekers that have no limit of 1 day to enter and that after a day will take a random Pantheon from a random player in a game where he has more than one and will put it on the map. A player who joins a game with the Pantheon can choose which Pantheon to use. In each map where there is a Pantheon the alliance of the Pantheon will be able to interact. If a member without an alliance has a Pantheon by joining a new alliance the Pantheon returns to being an alliance Pantheon and he immediately becomes commander. Pantheons given to the alliance by a player who abandons have troops with 25% less damage and health and must have a new commander. The penalty ends if during a fight against an alliance that attacks the Pantheon, even if the owner of the Pantheon or his allies attacked them first, you manage not to lose it even once and also the commander of the Pantheon conquers the attackers' Pantheon. Each player with a Pantheon has a fame ranking in which the points are the times a commander has removed the penalties from a Pantheon. The first in the ranking has 2000 recharge bracelets for energy robots and 300 recharge bracelets for general energy robots. Then the rewards start decreasing going down. The more Pantheons you have, the more the levels of Hades and skeletons in the CPU Pantheons that appear randomly on the map will increase. If you have 12 Pantheons the CPU Pantheons that sometimes appear randomly will have skeletons and Hades maxed out but still without Hades' third ability which comes after you have 13 Pantheons.Hades' third ability is the Eye of Hades which allows him to give allied troops in a certain radius, which at level 5 of the ability fills the entire Pantheon, the ability of his skeletons to explode dealing area damage after being defeated. After conquering 19 Pantheons in addition to finding in the CPU Pantheons that arrive randomly all the troops with Hades and his ability at maximum you will find the robots of Hades. The robots of Hades are skeleton robots with a blaster that they use to attack from a distance dealing single damage and having more damage and health than the skeletons of Hades. They also explode after being defeated damaging nearby enemies. After conquering 20 Pantheons you unlock Hades as an additional general, Hades Skeletons as a troop for 12,000 lumdollars per unit and Hades Robots for 20,000 lumdollars and also future random CPU Pantheons that appear will have a mix of troops not only of Hades Robots and Skeletons but also of the robots sold in the shop. The maximum number of Pantheons that can be spawned in a match map is 40.

Update: Lum Finale
In this Update there will be a new level of the military base that as soon as it is made will give 3 months to start the stages of the lums for their final form before turning them off. Each stage gives 3 additional months to use the lum except the last stage which will make the lum unextinguishable as it will complete the transformation of the lum into its final form. Each stage has a high cost in lums of the type of lum you are doing the stage for. Obviously it will be difficult to do the stages for each type of lum and there will come a time when some will turn off, but what if you inactivate and they all turn off? Well, in that case you can get a loan from the alliance. The alliance lums will not be taken but yours will be taken until they are negative, basically every time the negative decreases it is as if you repay the debt. The final lums have the same shape but white with the forehead of their real color; two wings like butterflies with the tips of their real color and parts of the face with their real colors. The final lums give the robots created with them health stats and damage 50% greater than the same ones of their category in the previous evolution (I think it's masterlum); they give damage values ​​greater than a certain percentage for the custom single damage skills that are completed in a longer time; they allow you to overcome the space limit for the custom skills by giving less damage than expected for the high expansion multiple damage skills that are completed in a low time and increased damage for the same ones completed in a high time; increased damage than expected for the low expansion multiple damage skills completed in a low time and also for the same ones completed in a high time. Finally they give a special ability to your robots that is used or can be used only in the Pantheons that you can create, have it created by the game or have it created by an artisan of your alliance or another. The ability has 5 levels of which the first with a value obtained from the lum and the others with an increase of it. The ability after you have created it/have it created you will have to find it in the chests or normal or alliance and when you find it it will be at a certain level. After you bring a lum to the final form all those in your robots will automatically be in it along with the metalum that compose them that will go into the final form of the metalum. Although the metalum have a final form, which is used to be able to create robots with the lums in the final form, to troop them and to troop the robots with a lum that you have brought to the final form,if you still have lums in stages prior to the final and awake they can be used but until they are at the final stage of the final form you will not be able to troop the robots with lums in the final form but in the previous stages each stage gives you an offer in the shop that gives you a certain number of metalums of that type in the final form in exchange for lumdollars/gems (your choice on which currency to use).
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