Path of Ascension by C Mantis. A Western Xianxia inspired progression fantasy with Litrpg elements.

Introduction
Location
Reading, Berks, UK

The story follows Matt, a young man planning to delve the rifts responsible for the monsters that destroyed his city and killed his parents. His dreams are crushed when his Tier 1 Talent is rated as detrimental, and no guild or group will take him.

Working at a nearby inn, he meets a mysterious and powerful couple. They give him a chance to join The Path of Ascension, an empire wide race to ascend the Tiers and become living legends.

With their recommendation and a stolen skill, Matt begins his journey to the peak of power.


Chapters 5-41 have been removed from the free version on Royal Road due to publication on Kindle Unlimited.

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This is a separate thread in an attempt to segment off discussion from the general XianxIa one where people were drowning out everything else by arguing about exactly what this story is.

My personal view is it is a progression fantasy slice of life story taking from both litrpg and xianxia.
 
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Glossary
Glossary

Path of Ascension - the Empire's program to acquire people who can fight beyond their tier in the ranges where wars are held (Tiers 25-35). Sect Young Masters and Beast Collective Alphas are examples of the other factions' equivalents. The path of Ascension restricts assistance by people off the path and sets age targets to reach each tier up to 25, but provides a number of benefits to people still under its restrictions.


Beast - Basically Spirit Beasts, gain intelligence as they tier up and at tier 15 gain the ability to assume human form. Eggs with Beasts that bind to the person that hatches them are a rare rift reward.

Beast Collective - One of the Smaller Great Powers, controls the Federation's old tier 47 capital world. Mostly Spirit beasts. Their Ascender equivents are Alphas.

Bloodline - Magical Abilities associated with being or being descended from a certain species of Beast. An Ice Fox has an innate [Ice Manipulation] Skill or someone descended from a Flame Sparrow has some fire power for example.

Boss - A more powerful than normal monster that the rift rewards killing with a rift reward and an exit to the rift.

Concept/Intent/Aspect/Authority - A set of metaphysical understandings of how you fit into the universe (or possibly bend it ad make it cry). Necessary to reach certain Tiers and provide various minor abilities like flying and avoiding air friction.

Core Skills - A Tier 1 cultivator has two core skill slots. They gain an additional one at each of tiers 5 and 10. Every subsequent 10 tiers thereafter add an additional slot. Core skills are more powerful, cheaper, and/or have a lower cast time by around 30%.

Corporation - Second smallest of the Great Powers. Their level 50 CEO is a Raven Spirit Beast. Their ascender equivalents are the Chosen.

Cracked Skill - A skill that has a random unique variation to the standard version of the Skill. For example a [Ranged Heal] that changes the target's hair to a random colour. The variation can be useful or detrimental. There is a skill [Crack Skill] that can crack normal skill shards. Cracked Skills are rarer than non-cracked but can drop from rift rewards.

Cultivation - Cultivators (people who have received essence from a killed monster and are thus at least Tier 1) have two cores they assign essence by meditating. Sufficient essence assigned to their cores causes a cultivator or Beast to increase their tier. When doing so essence allocation can be biased between the Physical and Magical cultivation cores or into specific traits like strength or mana regeneration associated with them.

Delving - the process of entering a Rift instance to kill monsters for essence and loot.

Dwarves - A very humanoid species of Beasts. Supposedly their bloodline was created somehow by the Clans first leader·

Empire - The interplanetary faction our primary characters belong to. Currently the second most powerful Great Power. In the process of trying to evolve from a hereditary aristocracy to a merit based one.

Federation - Human supremacists. The smallest of the Great Powers since the other factions spit the Beast Collective off from them after they found a second tier 46 world and went all fascist. Thier ascender equivalents are called Slayers.

Growth Items - Rift reward enchanted items that bond to the user and can have their tier (and thus their power) increased by feeding them natural treasures.

Guild - The Empire's closest ally faction, apparently run by adventurer's guilds. Their Ascenders are called Heroes. Middle Ranking in power due to a run of bad luck with the tiers of newly discovered planets.

Innate Skills - Most cultivators do not have these. Some Tier 1 Talents grant a Skill as an Innate Skill (for example Vinnie's Innate [Earth Manipulation]). Bloodlines often grant an Innate Skill (Aster's [Ice Manipulation]). Unlike other skills, which can be moved between layers by meditation these usually cannot be moved but are in general 50% better than Inner Spirit Skills.

Inner Spirit Skills - A Tier 1 cultivator has 6 Inner Spirit slots and gains 2 each tier. These are where 'average' skills go, usually combat ones.

Mana - Magic Points. Used to power Skills, fuel magic items and power rifts.

Monsters - P-zombie hostile entities created by rifts to fight delvers. Monsters give out essence when killed. Breading captured monsters outside but near the rift that spawned them can result in normal if exotic animals or people.

Natural Treasure - A magical material that usually can be consumed to gain a benefit or ability. Some Natural Treasures appear only to be useful for increasing the tier of growth items.

Outer Spirit Skills - A Tier 1 cultivator has 20 Outer Spirit slots and gains 5 each tier. Skills in this layer cost 50% more. Frequently used for skills that aren't time critical.

Personal AI - Originally, AIs were a tier 25 channel skill with no initial cost. Artificial versions have been created that usually operate by reserving mana instead. Personal AIs take up a core skill slot, provide a hud, and can keep track of you and your party's physical condition, and mana and provide a party datalink. Personal Ais develop over time.

Republic - Democratic with Tier based restrictions for being elected to a given post. Their ascenders are called Gladiators.

Rift - An instanced extradimensional space containing monsters and a boss. Rifts are tiered and without external intervention are of 0 to 5 tiers below the planet they are on. Rift instances can only be entered for a 15 minute period. Rifts do not naturally form within 5 miles of a coast.

Rift Break - A fully charged rift can open and spill its monsters out into the world around the rift. This is known as a Rift Break.

Rift Challenges - Rift challenges happen about one in every 10 or 20 thousand delves with the higher frequency being with solo delvers. They have a survival rate of one in a million for solo delvers. Rift challenges consist of an over Tiered instance (A Tier 1 Rift where the monsters are replaced by copies of the rift's usual boss and the Boss is replaced by a Tier 3 monster for example.) with superior rewards.

Ruin - Occasionally instead of Breaking a Rift will invert, overlaying itself into the outside world. Ruins are not instanced but may continue to spawn Monsters and rewards. Magic Items that would have been bound to the monsters in the rift become unbound and generally useable.

Sects - The large Faction consisting of classic crab bucket ridden Xanxia Sects. Their Young Masters fill a similar role to ascenders.

Skill - a packaged magical ability usually acquired from skill shards. Cultivators and beasts have a limited supply of slots for Skills depending on their tier, talents, and occasionally natural resources or Minkalla rewards. Skills are denoted with square brackets around the [Name] and are usually ranked based on the Rift Tie (8, 14, 22, etc) at which they first become a consistent drop. Skills can drop from lower-level rifts. It is possible though difficult and dangerous to create Skills. Different Factions have different names for the same skill and some skills are only available in a single or few factions' territories.

Skill Shard - a one use crystal that teaches the consumer a specific Skill. Usually only found as Rift rewards and only extremely rarely below Tier 8.

Talents - Ways in which the cultivation or magical system is different for an individual. Cultivators get Talents at Tier 1, 3, 25, and 50. Talents range in value from an innate skill, though all pain is felt as pleasure, to a small health bonus for any mundane animals the cultivator personally raises.

Tier - Power level. People, Rifts, Monsters, Materials, and Planets can all be tiers from 1 (Can use mana) to Tier 50 (Requires active intervention not to ascend to a higher realm and has to be careful not to break planets by accident.) Currently, there are no planets above tier 47 in this realm and so very few people or materials in the range 48-50. Each of the eight major factions is led by a single Tier 50.

Unification of Clans - Currently the most powerful faction. Hereditary rulership by Dwarven clans. The leader at the beginning of the story has reached Tier 50 using only Inspiration. Their ascender equivalent are Knights.
 
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It isn't pure Xianxia due to both lack of Chinese culture and that they do obtain the Improvement Resource (Essence) by killing things.

Or by meditating and taking in ambient essence, or by having metaphysical revelations (inspirations), or by consuming spirit stones (essence stones).

Considering the amount of killing spirit beasts and refining their beast cores to build chi that goes on in unquestionably Xanxia stories, I'd say they are just using variations on the standard techniques.

It isn't like you can in PoA become Immortal (i.e. Rank 15) without creating a Dao (Concept)
 
Chapter 192- I do enjoy Luna stewing on the outside! With no idea the court selection and how it worked in their favor.
 
Chapter 192- I do enjoy Luna stewing on the outside! With no idea the court selection and how it worked in their favor.
Minalka has to be one of the worst bits of training Ascenders for her, she has to front load the training and advice and can't tailor it to the situation.
 
Minalka has to be one of the worst bits of training Ascenders for her, she has to front load the training and advice and can't tailor it to the situation.

Students should be aware this is a rare opportunity to torment her.

And/or surprise her when they win one of the slowest floors ahead of schedule.
 
This description of the various organized groups is pretty helpful. Worth mentioning that the Empire is largely run by a bunch of nobles of various tiers. We also have the Republic and the Sects that are worthy of mention, with Sects being far more traditionally xianxia than anyone else. Is the Republic the one that's run by clans of mostly-dwarves, or is that a different one?

Also, if I'm understanding things correctly, the Federation is still carrying a bunch of the trappings of a democracy? And the Guild also has a fair bit of superhero theming? Again, having some of this stuff laid out a bit more clearly is being helpful.
 
We also have the Republic and the Sects that are worthy of mention, with Sects being far more traditionally xianxia than anyone else. Is the Republic the one that's run by clans of mostly-dwarves, or is that a different one?

Also, if I'm understanding things correctly, the Federation is still carrying a bunch of the trappings of a democracy?

Clans are the Dwarves and the Republic is the one that we know has elections with candidates having to be an appropriate Tier. Matt had a conversation with a republican about that on the Training Planet where he met Liz.
 
Clans are the Dwarves and the Republic is the one that we know has elections with candidates having to be an appropriate Tier. Matt had a conversation with a republican about that on the Training Planet where he met Liz.
Ah. Got it. There's a reason I find this all a bit confusing.

Also, I was under the impression that the founder of the Clans got his bloodline from Minkalla. I could have sworn I read that somewhere. I've tended to have difficulty mentally separating the Corporation from the Guilds and the Republic from the Federation, and this is actually quite helpful..
 
It does strike me that Courtly Warfare appearing on Minkalla may ordinarily be bad for speed-reasons because it's unlikely for anyone's run to get through significantly before another instance (I assume that not everyone is going through the same courtly warfare and there's multiple season contests going on) in normal circumstances, but if they get a victory notably faster than normal thanks to mana dump + Aster's winter advantages, then that means only the groups specifically with them will be released at the same time, and other contestants will have to try and catch up on other later floors.

It could be there's other cheats- like the 'soldier factory rune,' that one of the others assumed Matt had made, but having even one as good as Matt's for the job seems rare, and having Aster in addition is a bonus, so the number of courts getting out even near them should be few.

Also, if I'm understanding things correctly, the Federation is still carrying a bunch of the trappings of a democracy? And the Guild also has a fair bit of superhero theming? Again, having some of this stuff laid out a bit more clearly is being helpful.

I gotta say I can't really remember much superhero theming.

Iirc both the Federation and Republic have democracy. There was one discussion on how trained from birth leaders from nobility and such do tend to have a small but noticeable statistical edge in performance over those who are elected and there are ways to mitigate it and reduce the gap the long-time democracies had, but they didn't have that experience in the empire. At least per the nobility faction royal, i.e. the hardest part is the switch from nobility to democracy.
 
it's unlikely for anyone's run to get through significantly before another instance (I assume that not everyone is going through the same courtly warfare and there's multiple season contests going on)

My impression is that it is all the same instance.

There was some discussion about how nobody can win permanently, so when one faction wins the others make a comeback.
They wouldn't need to be so careful if they could just dump the losers into another instance.
 
My impression is that it is all the same instance.

That fits with what Luna says.
"A fourth-floor Courtly Warfare would serve as a dam, allowing all the chaff to catch up to her charges and remove any advantage that their speed had earned them."

There was some discussion about how nobody can win permanently, so when one faction wins the others make a comeback.

The other POVs chapter for floor 4 has characters getting involved with a three season alliance to grind down the winner's advantages and its collapse when they get them back down to a similar level to the others. That meant the second victory was delayed beyond when it usually would occur to a year and a half after the first won (They seem to have been above the minimum victory conditions again at least once in that period).

After a second faction has won, Han De shows up to take command of the remnants of a faction and put them back on the road to victory.

The main point is that all the cultivators from the winning faction left, but only those who had enough Genesis Energy to exit and weren't going to try for more left from the other factions. So the first winner had the advantage of a better army of Fae but cultivators were joining the other factions in preference due to better opportunities to gain genesis energy.
 
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The other POVs chapter for floor 4 has characters getting involved with a three season alliance to grind down the winner's advantages and its collapse when they get them back down to a similar level to the others. That meant the second victory was delayed beyond when it usually would occur to a year and a half after the first won (They seem to have been above the minimum victory conditions again at least once in that period).

After a second faction has won, Han De shows up to take command of the remnants of a faction and put them back on the road to victory.

The main point is that all the cultivators from the winning faction left, but only those who had enough Genesis Energy to exit and weren't going to try for more left from the other factions. So the first winner had the advantage of a better army of Fae but cultivators were joining the other factions in preference due to better opportunities to gain genesis energy.
I think this should really be in a spoiler.
I gotta say I can't really remember much superhero theming.
The blind cultivator was calling himself a Hero so I think that Pather-equivalents for the Guilds are called Heroes.
Also, I was under the impression that the founder of the Clans got his bloodline from Minkalla. I could have sworn I read that somewhere. I've tended to have difficulty mentally separating the Corporation from the Guilds and the Republic from the Federation, and this is actually quite helpful..
I think that the Emperor said it was unknown how the Clans founder managed to get a bloodline, but reviewers have been theorizing that it was from Minkalla. I think there might be a "perfect score" bonus for people who get the theme reward for all seven floors.
 
Man. Not really a huge fan of secret identities outside of actual superhero settings, so when the Torch and Quill stuff started I kinda put the story on pause and ended up like fifty chapters behind before finally catching up now.

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Dwarf Bloodline:
Theories abounded among those who cared, but what Emmanuel found most likely was a treasure rumored to be findable in Tier 47 rifts, which could give the user a bloodline of their choosing, or strengthen an existing one. There were no Human Bloodlines, but something must have happened. The feat had never been replicated previously, or since. An item from the border of a higher realm, meant for use on a beast, but applied to a human instead? It made sense to him, but no one could confirm something that happened so long ago. Even Aunt Helen was just a chick when the Clans' founder ascended let alone when he created his bloodline.

Then again, perhaps it was just a Talent. Stranger examples certainly existed, and especially at higher tiers, it was almost easier to list the things that Talents couldn't do. Regardless, they were an utterly unique existence among the Great Powers.
There is no official answer. Emperor suspects tier 47 treasure. Talent is also speculated.

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Guilders:

I got the sense they were more of a western fantasy / D&D kind of thing, like an Adventurer's guild, and the standouts being that sort of "Hero". But then they mentioned "Sidekicks" which does give the superhero vibe.

/shrug

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Courtly Warfare:

Yeah. I am also in agreement that I got the sense that it is a single running instance.

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Han De

Damn. I feel bad for the guy after losing his love. And that his love never even truly existed. Also that I don't think he even got to actually confess or anything to her either. All he gets is a boatload of heartache. (And I suppose the determination necessary to create his own unique skill too I guess)

Surprised we haven't seen the Young Master from his sect again yet. Well, I figure that maybe he was the guy our team saw between the first two floors that immediately dashed for the second floor, but that would barely even count.
 
My impression is that it is all the same instance.

There was some discussion about how nobody can win permanently, so when one faction wins the others make a comeback.
They wouldn't need to be so careful if they could just dump the losers into another instance.

I was thinking that there was a handful, and given the circumstances, all of them still would have the same damming effect.

That said, if it is just the one, also means that as time goes on, the scale of all the courts gets much bigger!


The blind cultivator was calling himself a Hero so I think that Pather-equivalents for the Guilds are called Heroes.

Oh sure, heroes, but I wasn't picturing western-style supers when that was made. I was picturing more fantasy or mythological heroes.
 
so the part that confuses me about the courts is that I can't see how anyone could possibly win one of them, given what they've laid out. Let's consider the situation where you're besieging the last city. As of that time, the war is effectively one-on-three... and the three are making desperation offers to draw in more cultivators. Winter describes those as unwise choices - short-term thinking and the like. presumably it does serious damage to their ability to produce mobs of various sorts. Okay... but it also means that there's a major imbalance in the cultivator numbers, and the cultivators are providing them with mana income. More to the point, though... how is the winning court managing to prosecute a war against one power (who will have more cultivators than they) while also containing two others (each of whom will also have more cultivators than they)?
 
I got the impression that the other courts giving better offers is because Matt is a cheating cheater who cheats. If it was just at the point of one side dominating the others through normal methods they wouldn't give out better offers.
 
so the part that confuses me about the courts is that I can't see how anyone could possibly win one of them, given what they've laid out. Let's consider the situation where you're besieging the last city. As of that time, the war is effectively one-on-three... and the three are making desperation offers to draw in more cultivators. Winter describes those as unwise choices - short-term thinking and the like. presumably it does serious damage to their ability to produce mobs of various sorts. Okay... but it also means that there's a major imbalance in the cultivator numbers, and the cultivators are providing them with mana income. More to the point, though... how is the winning court managing to prosecute a war against one power (who will have more cultivators than they) while also containing two others (each of whom will also have more cultivators than they)?


Mana income? Remember that cultivators rarely would give their mana like Matt does because they need to conserve it for their own activities. So it's indirect income, and only at normal regeneration rates. And it seems taking territory also gives income, so someone holding more territory will gradually increase resources while their foes get less.

Sure, there's benefits when playing 'catch up,' but there's also clear advantages to being ahead in more forces and resources. More soldiers, lieutenants, more generals, and stronger ones. You start to get enough to hold off the opposition for a time while your cultivators can gradually do bigger and bigger assaults- if you take a large fort and fall back before the other two know, are they going to slam against your fortifications? Maybe, maybe not, and maybe they do and you pull back and slam them first, since it's in your territory.

Plus while there's benefits to joining a behind-side, there's also benefits for winning, so there'll still be a good share of cultivators going for the winning side- right now, if you're an old timer trying to score immortality you want it to take awhile, but if you're a young pather equivalent? You may value winning fast much more, why worry about slowly accumulating genesis energy over time when you can join Winter and clear much faster, counting on the intensity of combat and your skills to carry you through?




I'm guessing what normally happens is after awhile of feeling each other out, one side ends up suppressed by the others (maybe by trying to be ambitious and gets knocked down too far, but also possibly just by being easy pickings due to not gathering enough strength/not offering enough benefits, and the other three continually pick at them and gain territory away from the weaker prey), then once you're in a more unstable 3-way situation someone gets teamed up on 2 on 1, and when two sides are effectively out of the running for a time, the top two duke it out and one wins.

It's super rare for one side to be able to bulldoze all three to be sure, but stasis isn't the actual goal so eventually it gets disrupted, and then once you're down to 3 in real contention, the ideal isn't returning the stalemate, it's taking advantage of the disruption in it.



Then for the next victor- How much a 'reset' everything is depends on how the victory happens. If one side crushes all 3 at once, then you have 3 broken sides and one new side, everyone needs to recover for a time before going on offenses, return to stalemate, but if the damage is uneven, like say, Court A is laid low and instead of trying to play catchup when they're so behind, they gather forces for two months while B, C, and D duke it out, and then when D clears, they have a head start and use that to quickly follow-up win. In some circumstances I could see the winners rapid-fire in a series, all four clearing before there's a true fresh start.


tl;dr: Being the one side standing below the rest is discouraged by the setup, but one or two sides falling behind the others is fine, which leads to unstable situations where someone eventually wins.
 
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so the part that confuses me about the courts is that I can't see how anyone could possibly win one of them, given what they've laid out. Let's consider the situation where you're besieging the last city. As of that time, the war is effectively one-on-three... and the three are making desperation offers to draw in more cultivators. Winter describes those as unwise choices - short-term thinking and the like. presumably it does serious damage to their ability to produce mobs of various sorts. Okay... but it also means that there's a major imbalance in the cultivator numbers, and the cultivators are providing them with mana income. More to the point, though... how is the winning court managing to prosecute a war against one power (who will have more cultivators than they) while also containing two others (each of whom will also have more cultivators than they)?

The court that is in the lead is capable of telling the prospective cultivators that. While once they have shattered all three opposing armies they won't have the prospect of getting stuck in on that last army to get GE to offer until they've taken the third power out they are a good bet for getting GE and the boon until that point.

And since they are winning it is less danger on their side and they are likely to be in control of more Challenge Rooms.

The sides that have lost will bleed those cultivators who have enough GE and have decided not to risk trying for the Boons and Titles.

That being said usually a two sided court war takes at least six months and a four sided court war would be longer.

Remember that the vast majority of the surviving Tier 14s on the losing sides will pull out of action once they have enough GE for the Exit Reward or if it looks too dangerous since what they care about is the Tier 15 capable Concepts. On the side that looks to be winning they will stay in to get the exit to open as soon as possible and see if they can get the GE to get the boon as well.

People only get the ability to buy the boon if their side is winning when they leave the floor. This means the losing sides cultivators have to judge if it is worth the risk to keep going or leave when they can (at which point they have no incentive once they have enough GE to be involved). And if they want to keep going they are better off letting the side that is ahead win, since its cultivators are going to leave when they do since they'll have had enough Fae to grind the GE they need.

Even in a nominally balanced situation, the four courts are offering different Boons and cultivators will mostly choose based on which boon they'd most like to have (i.e. Matt and friends were only interested in Winter and Summer's boons) or what they think is going to be popular among those that have an opinion. Which should bias towards one or two factions early on.
 
Side note - I am honestly perplexed why a couple that included a guy with "I turn into a giant molten metal guy" fire powers went for winter... and the story doesn't even treat it like it's a thing.
 
Side note - I am honestly perplexed why a couple that included a guy with "I turn into a giant molten metal guy" fire powers went for winter... and the story doesn't even treat it like it's a thing.
I think it's because of the immunity to cold boon. If he can only manipulate MOLTEN rock or metal, then he'd want to make sure that people can't just use a lot of water to turn it into a solid.
 
Side note - I am honestly perplexed why a couple that included a guy with "I turn into a giant molten metal guy" fire powers went for winter... and the story doesn't even treat it like it's a thing.

In theory they might want to branch out?
Fire and Cold might be better than Fire and Fire?

It occurred to me that if the team had chosen any court other than Winter, then in addition to losing out on the cold powerups, Aster would've been crippled fighting against winter.

Presumably the molten metal dude isn't worried about fire resistance from the Summer court.

"I can resist heat!"
"Can you resist metal?"
 
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I hope that whenever the book for the Minkalla arc comes out, the author includes an explanation for why Matt is using Cracked Phantom Armor when it's always seemed like a distinctive skill for his real identity before. Someone suggested in the comments that Matt was taking advantage of the part of his boon where he could disguise his magic as Winter's doing, but there should be a description of how Cracked Phantom armor is different if that's the case.
 
Btw, I'm doing some re-reading and in case one wants to check floors and rewards, they're on 173 (172 is general Minkalla stuff).

I hope that whenever the book for the Minkalla arc comes out, the author includes an explanation for why Matt is using Cracked Phantom Armor when it's always seemed like a distinctive skill for his real identity before. Someone suggested in the comments that Matt was taking advantage of the part of his boon where he could disguise his magic as Winter's doing, but there should be a description of how Cracked Phantom armor is different if that's the case.

He still has a disguise mask, and those disguise even someone's physical shape. It should be very obvious it's phantom armor, but the crack might not be as obvious without actually fighting him.
 
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