PvX

Farming turns into PvP.

You come for drops, but the richest targets are players already carrying a haul. Their chests and gold ingots fall on death for anyone to take. Prepare your gear in Mythgate, gather on the map that fits your progression, then hunt a carrier or reach the Warrior Ghost alive with your own haul.

The stakes

Die and your carried haul drops

Everything carried in the Endgame Chest inventory drops when you die, including gold ingots and Raw Mineral. Anyone nearby can pick it up immediately. Mythgate storage can keep ordinary chests safe, but first you have to bring them there.

  • Chests and other items in the Endgame inventory drop on death, whether a player or a monster kills you.
  • Your equipment and ordinary inventory stay with you. The haul in your Endgame inventory is at stake.
  • Kills do not send your alignment below zero. On death, your points fall to your current rank's minimum. If already at that minimum, they fall to the previous rank's minimum, never below zero. Duels, agreed PvP and the Tower of Greed are exempt.
  • The usual return from farming is through the Warrior Ghost. It appears for 5 minutes, then is absent for 5; you still have to defend the path to it.
If you are weak, you farm for someone else. If you are good, you leave with a full inventory. If you are strong, the map knows when you enter.

After the fall

Back to Mythgate. Or back into the fight.

On farm maps and in Wubba Arena, town revival returns you to Mythgate with full HP and SP and no wait. Your dropped haul stays behind. Hearts of Rebirth let you revive in place, but quick repeat deaths raise the cost.

  1. Free return

    Wake up in Mythgate

    Choose town revival and return to Mythgate with full HP and SP without spending Hearts. Dropped chests do not return with you. Prepare your next run or try to get back to them.

    • HP + SP full
    • 0 Hearts spent
    • 0s cooldown
  2. With the Heart

    You rise where you fell

    Revive where you fell with full HP and SP and 5 seconds of protection. The first use costs one Heart. Die within 20 seconds of that revival and the next costs one more, up to five. Survive for 20 seconds and the cost returns to one.

    • In place where you died
    • HP + SP full
    • 1-5 Hearts spent

The revive button shows the exact cost fixed at death; waiting on the death screen does not lower it. Hearts work on the four farm maps and in Wubba Arena. In Mythgate, revival in place is free.

What PvX means

Farm for chests. Fight to keep them.

Gather your own haul or hunt a loaded carrier. Until you return to Mythgate, the next death can cost you everything in your chest inventory. Farming creates the prize; PvP decides who brings it home.

  1. The haul

    Fight mobs, metins and bosses on your eligible farm map. Chests and gold ingots fill the Endgame inventory, and everything you collect there stays at risk until you secure it.

  2. The hunt

    A full inventory turns its carrier into a target. A rival can hunt you anywhere on the map or on the way to the Warrior Ghost, just as you try to leave with your haul.

  3. Any second

    The Eye of Shadows reveals which visible players are carrying chests. When the Warrior Ghost appears, its position is visible across the map, and every loaded carrier has to survive the same escape route.

Four maps. Each with its own tier.

Leave Mythgate through the Teleporter and arrive at a random point on your eligible farm map. Cape is the starter stage. From level 105, Fighting Spirit and equipment limits determine your destination. All eight main equipment slots must be filled before entry.

  1. Level 99-104 · starter gear

    Cape Dragon Fire

    Start with your EndGame gear and work toward level 105. Cape requires starter main equipment and allows Normal-rarity costumes. At 105, equipped starter pieces are removed and you return to Mythgate to prepare your next set.

  2. Level 105 · Spirit 101-800

    Nephrite Bay

    The first tier after starter gear. Entry requires Fighting Spirit from 101 to 800, with equipment and costumes limited to Normal rarity.

  3. Level 105 · Spirit 801-1199

    Gautama Cliff

    For Fighting Spirit from 801 to 1199. Equipment and costumes may reach Epic rarity. Your haul remains at risk until you reach the Warrior Ghost.

  4. Level 105 · Spirit 1200+

    Thunder Mountains

    The farm tier for Fighting Spirit of at least 1200, where Legendary equipment and costumes are allowed. Here too, you gather your haul until you choose to seek the Warrior Ghost.

The Warrior Ghost appears at a random location, stays for 5 minutes, then is absent for 5. Track it on the minimap and atlas to return free of charge beside Mythgate's Collector. The countdown below the minimap shows the time remaining.

The Royal Hunt

Kill the king. Wear his crown. Run.

King Wubba waits in his dedicated arena on CH99. Enter through the Teleport button beside the minimap. Whoever picks up the King's Chest becomes the whole arena's target. The chest expires one hour after it drops. Until you escape with it, everyone else hunts you.

total HP
198,924,000
punch / spin, of maximum HP
50% / 75% HP
hidden channel · dedicated Wubba Arena
CH99
until he returns after each death
6 hours

His punch takes half of a target's maximum HP, knocks them back and stuns them for 3 seconds. His spin hits three times for 75% of maximum HP in total. He alternates the two attacks with at least 8 seconds between them. Bring your crew and get out of his reach.

The guaranteed drop

King's Chest

One chest drops. Pick it up and you slow down, trapped in the arena until a breach opens. Everyone who wants it knows where you are.

What you carry
real time from the drop
1 hour
movement speed
-80%
The price
  • The whole map sees your live position on the minimap and atlas, with your name on hover.
  • The crown above your head gives you away. The chest grants no combat bonuses.
  • No mount, teleport or channel change can get you out of the arena. You cannot give the chest away, sell it or throw it down.
  • The hour keeps ticking on the ground and offline. If you die, log out or disconnect, the chest drops to the ground.
The carrier appears on the minimap and atlas of everyone on the same map. The target is you.

Hold the chest. Wait for the breach.

A breach can open while you carry the chest in the arena. Survive another 3 seconds and you arrive beside the Collector, inside the protected circle in Mythgate Sanctuary. Only he can open the King's Chest. You are guaranteed an Usurper's Crown.

One guaranteed crown Usurper's Crown Kingslayer · 7 days

Use the crown when you want to activate Kingslayer for 7 days. While the title is equipped, you gain +3,500 HP, +10% strength against half-humans and +10% half-human resistance. The timer keeps running offline.

Metins and bosses have no fixed spawns.

Metins and bosses respawn at randomly chosen points across the map. After you clear an area, the next targets can appear elsewhere. Read the map and find the next spawn.

  • Spawns across the whole map

    Each map supports up to 56 natural metins and four main bosses. Respawn locations are chosen from hundreds of points across the map.

  • Metins every 7 minutes, bosses every 30

    Each cycle replaces missing targets at newly chosen points. Metins and bosses that are still alive stay on the map.

  • Compasses for rare metins

    The standard compass finds the nearest metin and has 6 uses. Epic and Legendary compasses search the whole map for their own rarity and have 4 uses each.

Two eyes. One sees the bosses, the other sees the players.

The Eye of the Titans pins the living bosses of your map onto the atlas. The Eye of Shadows pins the other players — and roughly how many chests they are carrying. Each one is a snapshot, not a GPS: the pins stay where they were at scan time until you close the atlas or change map.

  • 10 uses
  • 60 s per Eye type, shared per character
  • Fixed snapshot
Shows
The name and the carried Endgame Chest band: 0–19, 20–44 or 45+. Never the exact count.
Limits
Use it on maps with an atlas. Invisible or camouflaged players stay hidden. A scan with no targets consumes a use.
  • 10 uses
  • 60 s per Eye type, shared per character
  • Fixed snapshot
Shows
A gold pin with the boss name for every living spawn — kings included.
Limits
Use it on maps with an atlas. Metins, NPCs and dead bosses do not appear. A scan with no bosses consumes a use.

A demo scan on the Thunder Mountains atlas: press an Eye to see what it would pin. In game, each Eye places its pins at the positions from the moment of the scan; a new scan replaces the old pins.

The Hunter's Chest is a rare drop from metins and bosses. Open it at the Collector or with a Collector Key outside the Tower of Greed. It gives one Eye: 40% Shadows, 60% Titans.

A protected Hunter’s Chest is also available in the Item Shop and opens directly. The Eye of the Titans is not sold separately.

The EndGame Stone

Collect 10 shards. Summon a metin nearby.

Every naturally spawned metin on the four maps drops one EndGame Stone Shard. At the Collector, 10 shards become an EndGame Stone with 100% success and no yang cost. Use it outside safe zones to summon a Normal, Epic or Legendary Endgame Metin nearby.

×10 EndGame Stone Shards
At the Collector · 100% success · 0 yang
EndGame Stone Consumable · summons 1 metin
Summoned metin · odds
  1. Endgame Metin Normal 94%
  2. Epic Endgame Metin Epic 5%
  3. Legendary Endgame Metin Legendary 1%
Each stone summons one metin: 94% Normal, 5% Epic, 1% Legendary. Natural metins on the chain have the same chance to spawn as Epic or Legendary.
  • One guaranteed shard

    Natural metins, including Epic and Legendary ones, drop one shard each. Drop rates and bonuses do not change this amount. After 10 metins, you have the 10 shards you need.

  • Summon it nearby

    Use the stone outside safe zones on terrain where the metin can spawn. If the summon is refused or no valid position is found, you keep the stone.

  • Loot by rarity

    Summoned metins use their variant's loot table wherever you break them. Epic and Legendary have higher reward chances and their own guaranteed drops.

A summoned metin never drops an EndGame Stone Shard. Only metins that spawn naturally on the four maps drop shards, so one stone cannot be used to make another.

Farm. Fight. Reach the Ghost.

Every run makes you choose how much to risk. Keep gathering loot or seek the Warrior Ghost before it disappears. Miss the return window and you wait for its next appearance.

  1. Enter your farm map

    Prepare your gear in Mythgate and visit the Teleporter. Your level, Fighting Spirit and equipment determine which map you can farm.

  2. Gather your haul

    Chests and gold ingots go into the Endgame inventory and drop on death. A Collector Key can open ordinary chests out in the field, but cannot open the King's Chest or event chests.

  3. Guard the carrier

    Your party escorts whoever carries the chests and hunts rival carriers on the path to the Ghost. Fights follow the selected PvP mode; guild membership does not grant immunity in Free mode. Equipped gear stays with you when you die.

  4. Bring your haul home

    The Ghost takes you beside the Collector in a protected part of Mythgate. Open your haul or bank ordinary chests. The King's Chest and event chests cannot be stored.

Group or prey

Alone you are prey. In a group, the hunter.

Your group

Build a party

A party protects its loaded carriers and can hunt rival carriers together. Prepare for the same farm tier, track the Warrior Ghost, and cover each other on the way to it. A guild gives you people to return to battle with.

The hunt

Or you hunt them

A loaded carrier or the Warrior Ghost's appearance gives you a target. Stop carriers before they return and take their chests, but the same ambush can be waiting for you.

Start at 99. Build toward 105.

Start at level 99, choose a specialization with G1 skills, and receive five days of starter cosmetics. Farm Cape Dragon Fire to reach level 105, then build your set for the next maps.

You start with 1,000 Yang. Endgame starter weapons and equipment cost 1 Yang per piece at the weapon and armour merchants.

New player guide
  • Start at level 99

    The level cap is 105. When you reach it, your worn Endgame starter equipment disappears and you return from the farm to Mythgate. Prepare your level-105 equipment before the next trip.

  • Class skills at G1

    Choose a specialization and receive five G1 skills as a Warrior or Ninja, six as a Sura or Shaman. Grade-bearing common skills are at Perfect Master, while Combo starts at level 2.

  • A five-day starter bundle

    The Doctor Death costume, hair and weapon skins for your class each give +10% strong against monsters, +5% average damage and +2,000 HP. They disappear after five days. The Jiangshi Phoenix, with +10% strong against monsters, and the visual sash also last five days. You also receive elixirs, Multi Dew and Wind Shoes.

  • A Royal Lion, forever

    A permanent Royal Lion mount seal — yours for good, it never expires — so you are mobile from the very first second.

What you farm, and what it does in a fight

Drops here are not just a bigger number in your inventory. Every tier, bonus and stat from the chain strengthens your set for the next fight — and helps you defend the next load of chests.

Final Damage Hit harder
Raises normal-attack and direct-skill damage after the usual combat calculations. The target's Final Damage Resistance reduces this multiplier.
Normal → Epic → Legendary A rising ceiling
Level-105 equipment progresses through Normal, Epic and Legendary. Weapons and armour evolve with Royal Seals, jewellery with Divine Fragments and fusion. Epic and Legendary jewellery chests now give upgrade stones, not equipment.
Maximum bonus, real risk 25% success
Choose the bonus and compatible level-100+ equipment. Each attempt has a 25% success chance and consumes the bonus item. Success adds the maximum value to the first free slot; failure leaves the equipment unchanged.
Strong Will and Mortal Power PvP rings Two families, two slots
Each ring adds 2,500 HP and combat resistances. Wear one from each family in the two upper slots. Yak-Hwan crafts 3- or 7-day versions, and the Item Shop offers 14-day versions. Time starts on the first successful equip and continues offline.
A fourth Spirit Stone socket 50% success chance
Socket IV Stone opens a fourth socket on a level-100+ weapon or body armour after the first three stones are installed. The attempt has a 50% chance and consumes the stone. Yak-Hwan crafts it from 100 Diamonds with no Yang cost.
D→S rank, no negative alignment Positive progress
The D→S rank adds HP, critical chance, piercing chance, cast speed and strong against semi-humans. Fruit of Life raises it; it never goes negative and fighting never locks you out of the shop.

Rank, no negative alignment

Climb from D to S. Power, not punishment.

We replaced positive and negative alignment with the D, C, B, A, S ladder. Each step adds a combat bonus on top of the lower grades while you hold that rank. Only Fruit of Life raises it, it never falls below zero, and fighting never locks you out of the shop.

20,000

+10% vs Semi-humans

12,001 – 19,999

+10% Cast speed

8,001 – 12,000

+10% Piercing hit chance

4,001 – 8,000

+10% Critical hit chance

1 – 4,000

+3,500 HP

Every step keeps the bonuses beneath it. At S rank you carry all five at once.

Equipment does not stop at +9

The six level 105 weapons, the four classes' body armours and helmets, the shield, boots and earrings climb from Normal to Epic and from Epic to Legendary. Refine them to +9, then evolve them with Royal Seals. You can win seals on floor 9 of the Tower of Greed.

Normal Green border · +9
attack · Inscribed Sword +9
403–457
HP · body armour +9
5,000

Level 105 equipment, refined to +9. Rarity evolution starts here.

Normal +9 Epic +0 1–2 seals · 12,000,000 yang 100%
Epic Blue border · +0 → +9
attack · Inscribed Sword +9
479–539
HP · body armour +9
7,000

Epic +0 keeps the native stats of Normal +9. Refining to +9 costs twice the materials and Yang of Normal.

Epic +9 Legendary +0 2–4 seals · 18,000,000 yang 100%
Legendary Red border · +0 → +9
attack · Inscribed Sword +9
582–654
HP · body armour +9
9,000

At +9, Legendary weapons have +25 against Half-Humans and +60 against monsters. Refining costs three times the materials and nine times the Yang of Normal.

Rarity evolution is guaranteed. Added bonuses and socketed stones carry over, and the native stats at +9 become the next tier's +0 starting point.

Which seal each category takes

  • Royal Weapon Seal

    The six endgame weapons

    2 to Epic · 4 to Legendary

  • Royal Armour Seal

    The four classes' body armours

    2 to Epic · 4 to Legendary

  • Royal Accessory Seal

    Helmet, shield, boots and earrings

    1 to Epic · 2 to Legendary

Each equipment piece evolves separately with the right seal and Yang. Race jewellery uses the Divine Fragment, while Tourmaline versions come from fusing all four race variants.

Four race variants. One jewellery piece for all.

Level 105 jewellery starts with the race variants from the Normal Jewellery Chest. Epic and Legendary chests give refining stones. Use these materials to craft Divine Fragments at the Collector and evolve race pieces to Epic and Legendary. For Tourmaline, collect all four variants from the same family and rarity, refine them to +9, then fuse them.

  1. Farm jewellery and materials

    Metins and bosses can drop Normal, Epic and Legendary Jewellery Chests from Cape onward. Later maps improve the drop chance; Legendary chests can drop before Thunder.

  2. Open pieces and stones

    A Normal chest gives a race bracelet, necklace or belt at +0. An Epic chest gives 10 stones of one kind, and a Legendary chest gives 30: Ruby, Garnet, Emerald, Sapphire or Red Flame Stone. These chests do not drop Tourmaline.

  3. Climb the rarity from gems

    One Divine Fragment costs 90 each of Ruby, Garnet, Emerald, Sapphire, Red Flame Stone and Tourmaline, plus 24,000,000 Yang. Evolving Normal +9 to Epic +0 takes one fragment and 2,400,000 Yang; Epic +9 to Legendary +0 takes two fragments and 7,200,000 Yang. Both evolutions are guaranteed and preserve bonuses.

  4. Forge the Tourmaline

    The Collector guarantees fusion of the four +9 race variants from the same family and rarity. The result is Tourmaline +0 of that tier, without the added bonuses or stones of the consumed pieces. Tourmaline then evolves with Divine Fragments too: Normal +9 to Epic +0 for 3 fragments and 10,000,000 Yang, Epic +9 to Legendary +0 for 4 fragments and 15,000,000 Yang, keeping its bonuses.

Bracelet

  • +9 Ruby Warrior
  • +9 Garnet Ninja
  • +9 Emerald Sura
  • +9 Sapphire Shaman
+0 Tourmaline Bracelet all races
Four race bracelets at +9 → one Tourmaline Bracelet at +0. Four maxed pieces become one jewellery piece for every race. At max (+9): +15 attack speed, +5,000 HP, and resistance against all races.
  1. Normal +10resist · all races · +9 4 Normal race jewellery pieces +9 + 6,000,000 Yang → Normal Tourmaline +0

    Green border. The entry rung. Four Normal jewellery pieces at +9 yield the Normal general variant.

  2. Epic +15resist · all races · +9 4 Epic race jewellery pieces +9 + 12,000,000 Yang → Epic Tourmaline +0

    Blue border. Evolve each Normal +9 race piece with one Divine Fragment. Epic +0 keeps the native stats of Normal +9, and refining to +9 takes twice the materials. A Normal Tourmaline +9 evolves straight to Epic for 3 Divine Fragments and 10,000,000 Yang.

  3. Legendary +20resist · all races · +9 4 Legendary race jewellery pieces +9 + 18,000,000 Yang → Legendary Tourmaline +0

    Red border. Evolve each Epic +9 race piece with two Divine Fragments. Legendary +0 keeps the native stats of Epic +9, and refining to +9 takes three times the materials. An Epic Tourmaline +9 evolves straight to Legendary for 4 Divine Fragments and 15,000,000 Yang.

Necklace

  • +9 Ruby Warrior
  • +9 Garnet Ninja
  • +9 Emerald Sura
  • +9 Sapphire Shaman
+0 Tourmaline Necklace all races
Four race necklaces at +9 → one Tourmaline Necklace at +0. Its Strong Against Races bonus applies to all four classes. At max (+9): +28 cast speed, +5,000 HP, and attack against all races.
  1. Normal +10damage · all races · +9 4 Normal race jewellery pieces +9 + 6,000,000 Yang → Normal Tourmaline +0

    Green border. The entry rung. Four Normal jewellery pieces at +9 yield the Normal general variant.

  2. Epic +15damage · all races · +9 4 Epic race jewellery pieces +9 + 12,000,000 Yang → Epic Tourmaline +0

    Blue border. Evolve each Normal +9 race piece with one Divine Fragment. Epic +0 keeps the native stats of Normal +9, and refining to +9 takes twice the materials. A Normal Tourmaline +9 evolves straight to Epic for 3 Divine Fragments and 10,000,000 Yang.

  3. Legendary +20damage · all races · +9 4 Legendary race jewellery pieces +9 + 18,000,000 Yang → Legendary Tourmaline +0

    Red border. Evolve each Epic +9 race piece with two Divine Fragments. Legendary +0 keeps the native stats of Epic +9, and refining to +9 takes three times the materials. An Epic Tourmaline +9 evolves straight to Legendary for 4 Divine Fragments and 15,000,000 Yang.

Belt

  • +9 King Warrior
  • +9 Spirit Ninja
  • +9 Runes Sura
  • +9 Great Bear Shaman
+0 Tourmaline Belt all races
Four race belts at +9 → one Tourmaline Belt at +0. Belts carry their own names, but the recipe is the same. At max (+9): high resistance against all races; refined with the Red Flame Stone.
  1. Normal +5resist · all races · +9 4 Normal race jewellery pieces +9 + 6,000,000 Yang → Normal Tourmaline +0

    Green border. The entry rung. Four Normal jewellery pieces at +9 yield the Normal general variant.

  2. Epic +10resist · all races · +9 4 Epic race jewellery pieces +9 + 12,000,000 Yang → Epic Tourmaline +0

    Blue border. Evolve each Normal +9 race piece with one Divine Fragment. Epic +0 keeps the native stats of Normal +9, and refining to +9 takes twice the materials. A Normal Tourmaline +9 evolves straight to Epic for 3 Divine Fragments and 10,000,000 Yang.

  3. Legendary +15resist · all races · +9 4 Legendary race jewellery pieces +9 + 18,000,000 Yang → Legendary Tourmaline +0

    Red border. Evolve each Epic +9 race piece with two Divine Fragments. Legendary +0 keeps the native stats of Epic +9, and refining to +9 takes three times the materials. An Epic Tourmaline +9 evolves straight to Legendary for 4 Divine Fragments and 15,000,000 Yang.

The Frosted Hammer

Every spare drop becomes refining material

Open the Frosted Hammer workshop from your inventory, add the spare +0 pieces and press Break All. You can select multiple items, and the window shows the materials you will receive. Only eligible pieces requiring level 100 or higher are accepted.

Jewellery → Stones

Spare jewellery cracks into stones

Race bracelets and necklaces break into their matching stone: Ruby, Garnet, Emerald or Sapphire. Race belts give Red Flame Stone. Use the materials for refining and the Collector's material recipes, including Divine Fragments.

  • 1 from Normal
  • 10 from Epic
  • 30 from Legendary
Weapons & armour → Energy

Old gear breaks into Energy

An eligible +0 weapon or armour piece requiring level 100 or higher gives 10 Energy Fragments. At the Alchemist, 500 fragments and 1,000 Yang become an Energy Crystal with an Energy value of 10, active for ten minutes. Fragments also fuel level 105 equipment refinement.

  • 10 per piece
  • 500 → 1 Energy Crystal
  • 10 min crystal duration

Open the workshop from your inventory without carrying a hammer or visiting an NPC to break items. Tourmaline pieces and equipment above +0 are rejected. Energy Fragment extraction requires character level 35 or higher.

A wardrobe, not a rental

Costumes you keep

Body costumes, hairstyles and weapon skins are permanent: no timer runs on them, so they never expire. Rarity decides how many bonuses they can hold. The starter Doctor Death set is the only exception: it disappears after 5 days and cannot evolve.

  1. Yours for good

    A costume never expires, whether you wear it, store it, sell it from an offline shop or put it up for auction. Its look, bonuses and rarity stay with it.

  2. Fill its bonus slots

    Add normal bonuses one at a time up to the rarity limit: 3 on Normal, 4 on Epic, 5 on Legendary.

  3. Evolve your costume to Legendary

    Drag the Blessing Scroll onto the costume. Normal → Epic costs 1 Quality Certificate; Epic → Legendary costs 2. Success is 100%, with no Yang cost, and you keep the scroll. Existing bonuses stay intact; the new bonus slot opens empty.

Applies to:
  • Body
  • Hair
  • Weapon
  • Normal up to 3 bonuses
  • Epic up to 4 bonuses
  • Legendary up to 5 bonuses

Less grind. More violence.

We cut dead grind and the chores that pull you out of the game. What remains drives you back toward farming, hunting loaded carriers and PvP.

The farm is not a safe zone

Gathered loot turns its carrier into a target

  • Four farm maps, with access based on level, Fighting Spirit and equipment
  • Unprotected Endgame chests spill on death on farm maps, so your haul is worth defending
  • Spawns move: there is always something to find, gather, or steal

You start in the action

Less leveling, more fighting

  • Start at level 99 with G1 specialization skills and a permanent Royal Lion; the cap is 105
  • See the refining chance before confirming; eligible failures raise it toward guaranteed success
  • Multi Dew and a reusable Blessing Scroll instead of burning consumables on every attempt

Read the fight

See your target's health and keep your fight mode

  • The target bar shows the selected player's health percentage and updates during combat.
  • Your selected PvP mode stays saved through warps, channel changes and relogs.

Less time buried in menus

Tools keep you close to the fight

  • Offline shops, market search, and voice chat directly in the client
  • Loot filters, chest-drop previews, and rival equipment inspection
  • Craft 3- or 7-day PvP rings; the 14-day versions are in the Item Shop

Choose your farm map.

Enter the farm and defend your chests until you open them. If you die, someone else can leave with them.

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