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== v0.48.0 — PRIMAL ASCENSION — The Amber Door Opens == * '''The amber door opens.''' Primal Ascension is here: the valley's true endgame. Once you have finished everything the Warden's Census counts — every skill at 99, every species, the museum, every quest, every chronicle, every Guardian, arena tier and rift boss, and (almost) every achievement — you may walk through the [[Caves#The Amber Door|Amber Door]]: your run resets, and permanent power follows you out the other side. Nobody is ever forced through; until you qualify, the new Ascension page is a completion tracker, not a button. * '''The warden's census.''' The Ascension page appears once all ten Guardians have fallen, showing a live checklist of 100% completion. Every line derives from the game's real content, so future updates raise the bar for anyone who hasn't crossed it. You only prove 100% once — after that, the Door stays earned forever, and later walks just need the Guardians re-felled and a rising score bar beaten. * '''Amber sparks.''' Everything you have ever done feeds one score, shown row by row — and the rows always sum to exactly the total. Sparks pay one-for-one on NEW high water only: nothing pays twice, and rebuilding a reset system to where it was pays nothing until you push past it. * '''The perk shop.''' Fifteen permanent perks, 40,000 Sparks for the full catalog — faster actions, deeper memory, richer amber, a head-start kit, preserved companions and more. Every bonus is its own labeled line outside every cap in the game, so every rank you ever buy always does something. That promise is written on the shop page and enforced by a test. * '''Amber bond.''' Chosen companions survive the reset inside the stasis vault, held in amber — they keep their levels, imprint and name, and step out as you rebuild stable space. The bond starts small (at most 4 on your first walk, even at max rank) and deepens by one with every ascension. * '''Ascension tiers.''' Five free bonuses that arrive automatically as your count grows, from Echo of the Door (+5% all XP) to Warden Ascendant — which also demands The Sigil. * '''The trophy case.''' Nothing crafted is ever lost: The Towel, the Don't-Panic Pendant, the Improbability Charm, every war banner, the depths relics, the quest trinkets and the rift uniques all survive the wipe and keep working. * '''The ledger of the door.''' Ascension is irreversible, so the confirmation is a full-screen ledger — LOST, KEPT, GAINED — generated from the very list the engine resets, with your live numbers. On your first walk you type ASCEND to confirm, and a complete copy of your save is archived on this device first (Settings → restore), so a misclick can never destroy a year-long run. The Door also refuses politely while anything is in flight — a fight, a raid, a squad, a dig, a clutch — and names the blocker. * SIX NEW ACHIEVEMENTS wait beyond the Door, none of which count toward the Census — an achievement that requires ascending can never gate the first ascension. Every Spark Spent is, quite deliberately, the longest chase in the game. * For everyone else: nothing changes. A player who never touches the Door keeps playing exactly the game that existed yesterday, byte for byte.
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