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Gameplay · 13 min

The Fastest Way to Level Up in Aniimo: Wayfarer 1 to 50

The game prints its own ranked list of XP sources on the Quick Leveling Guide panel, and grinding wild Aniimo is not on it. Every figure below was read off the launch client in Lex’s footage: 2,000 Safaris from a main story quest, 500 from a Core Course, 3,000 a day from Daily Activity, 500 for an Alpha first clear. Then the route from level 1 to 50, and why 40 to 50 feels like a wall.

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The levelling route, the priority order and every screenshot on this page by Lex

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Video credit: Lex on YouTube · embedded with attribution. Watch on YouTube

The fastest way to level up in Aniimo is to leave wild Aniimo alone and work the four sources the game itself marks Super Efficient: the main story, Elite Training, Daily Activity and catching a species you have never caught. Account experience is called Safaris in the launch client, it is a different bar from your Aniimo’s experience, and random wild battles pay the second one rather than the first.

That order is not a tier list somebody invented. It is printed on the Quick Leveling Guide panel inside the game, under the heading Best Ways to Earn Safaris While Exploring Idyll, and the rest of this page puts a number on every card in it.

The route and the priority order are Lex’s, recorded on 19 September 2026 on the live launch client. Every Safaris figure below was read off a reward panel in his footage, with the timestamp in the caption, or checked against the game’s own data files. Where Lex’s spoken figure and the screen disagree, the screen wins and we say so.

What actually gives Wayfarer XP in Aniimo?

The game answers this itself. Page two of the Events tab carries a panel called the Quick Leveling Guide whose nine cards are the client’s own ranked list of Safaris sources, and four of them are tagged Super Efficient in gold.

Aniimo’s Quick Leveling Guide panel headed Best Ways to Earn Safaris While Exploring Idyll, with Main Story, Elite Training, Daily Activity and Catch new Aniimo tagged Super Efficient
0:31. The client’s own ranking. Four gold cards, then Challenge Alpha and Pathfinder Challenge under Combat, Collect Amber under Explore, Journey Quests under Story and Institute Exclusive under Primegy. There is no card for fighting wild Aniimo.

Every card has a Go button that opens the screen behind it, which makes this panel the sensible first stop on any day you have twenty minutes and no plan. The table below adds what each one actually paid on Lex’s screen, so you can see the gap between a 2,000 Safaris quest and a 150 Safaris repeat fight before you spend an evening on the wrong one.

SourceWhat it paid, as seenRepeatable?When to do it
Main story quest2,000 Safaris on the Rainbow of the Ground reward panel (0:28)One-off per questAlways first, until it gates you
Daily Activity, whole boardHeader ceiling of 3,000 Safaris a day (6:07)Resets daily at 04:00Every single login
Elite Training Core Course quest500 each in Chapter 3, 400 each in Chapter 2 (2:37, 15:22)Five per chapter, four requiredThe moment the story stops
Alpha first clear500 on the map’s First Clear Reward panel (11:37)One-off per AlphaWhen one sits on your route
Omega weekly challenge250 at 50 Prime Energy (11:34)Three a weekWeekly, for the materials too
Aniilog research, Own an Elite Aniimo200 Safaris, on 48 species entries in the game’s own data filesOne-off per speciesPassively, as you catch
Alpha challenge, repeat clear150 at 30 Prime Energy (11:31)Energy gatedOnly with energy to burn
Elite Training elective objective100 plus 6,000 Credits, on every path (2:43, 14:55)One-off per objectiveClaim as you pass
First catch of a new species150 to 300, Lex’s figure, no panel shownOne-off per speciesWhenever you see one
Lumin Amber pickupAbout 200, Lex’s figure; on screen amber pays through Branch objectivesRepeatableOnly if it is on your path
Area milestoneAbout 500, Lex’s figureOne-off per milestoneWhen you are nearly there
Pathfinder Challenge200 to 400, Lex’s figureOne-off per challengeWhen you are already nearby
Killing wild AniimoAniimo experience only. No Safaris reward appears anywhereEndlesslyNever as a plan

Read the top three rows and you have the whole video. One main story quest is worth thirteen repeat Alpha clears, and a full day of Daily Activity is worth twenty of them.

Aniimo’s Level Up Rewards screen with the level 50 rung open beside the Wayfarer III title emblem, showing Level Rewards, Title Rewards and plus 8 Report Cards above a Claim All button
0:24. Levels pay you back. The 50 rung carries 100,000 Credits, a Title Reward row and 8 Report Cards, and the ones behind it sit under a Claim All button until you press it.

Safaris is your account bar, and it is not Aniimo experience

This is the confusion that costs people the most time, and the client settles it in one reward panel. A main story quest hands out two different experience items: a blue EXP tile worth 2,000, which is Safaris and moves your own level, and a paw-print EXP tile worth 8,000, which feeds your Aniimo. Levelling the creature you are holding does nothing at all for the number the story is asking you to raise.

Lex puts it the same way at 0:51 and it is the right instinct: if you are stuck at 43, 47 or 49, what you need is Safaris, not another way to level your individual creatures. The menu guide has the rest of the Institute Guide screens these numbers live on.

An Aniimo reward toast reading EXP Safaris X100 and Voxel Coin X30 over the Elite Training Path of Splendor tab, whose objectives each pay 100 EXP and 6,000 Credits
2:43. The toast names the currency outright: Safaris X100, behind the blue EXP icon. Every EXP tile on every reward panel in this article is that same currency.

One naming note, because the video uses the words loosely and so does half the community. Wayfarer is a title, not the number. The ladder runs Rookie, Student I, II and III, then Wayfarer I, II and III, with Trailblazer above them, and the client’s own promotion panels say so: Chapter 2 asks for a III Student promotion, Chapter 3 for a I Wayfarer one. The number on your character is the account level. Our ten things guide unpicks the six different ways the build spells that rank.

Main story: the biggest single payouts in the game

Nothing else pays like a story quest. The panel Lex opens at 0:28 is an ordinary chapter step, Rainbow of the Ground in Tideblossom Coast, whose only objective is to go and visit a character, and it is worth 2,000 Safaris, 50,000 Credits and 8,000 Aniimo experience for the walk.

The Aniimo Log on the Lore tab showing the main story quest Rainbow of the Ground in Tideblossom Coast with Quest Rewards of 2,000 EXP, 50,000 Credits and 8,000 Aniimo EXP
0:28. Two thousand Safaris for one objective: Head to Tideblossom Coast to visit Irelia. The blue tile is your level, the paw-print tile at 8,000 is your Aniimo’s.

So the rule at the top of the route is simple. If a main quest is available, do it. Do not park it and go farming, and do not treat the story as content you will get round to once you have levelled: it is the levelling.

The catch is that it stops. Aniimo gates the story on two things at once, your level and your title, and the tracker tells you both in plain language before you waste a minute wondering.

An Aniimo quest tracker reading Ancient Sacred Fragrance, complete the required quests in Elite Training Chapter 2, reach level 35 and advance to Student III
15:16. The gate, spelled out. Three lines and a shortcut key straight to the menu that clears them. This is the moment to stop exploring and start claiming.

Elite Training is the only thing that raises your level cap

Experience does not raise your ceiling. A promotion does. Elite Training’s top row, Core Courses, lists five required quests per chapter and asks you to finish any four, and the panel on the right of that screen prints the whole rule with no interpretation needed.

Aniimo’s Elite Training on Core Courses Chapter 3, its quests each paying 500 EXP beside an I Wayfarer Promotion panel reading level 40 and Level Cap After Promotion Lv.45
2:37. Chapter 3 pays 500 Safaris a quest, and its promotion panel reads Raise your character to level 40. [36/40] and Level Cap After Promotion: Lv.45.

The objectives themselves are not a wall. Chapter 3 asks you to earn the Bronze Collection Badge in Echoback Landing, fetch the Super Truffle from the Mistwoods, infuse the Branch fifteen times, equip one Epic held item and clear one more. That is ordinary play with a box to tick, which is exactly why Lex’s advice at 3:19 is to open the menu and check rather than assume: some of it is already done and waiting to be claimed.

The ladder underneath is fixed, and it is the same shape every time. Reach the level your current title allows, finish four required quests, pass the assessment, gain five more levels of headroom. The full table is in the game’s own data files, and the two rungs Lex shows on screen match it exactly.

Core Courses chapterLevel you must reachTitle it grantsNew cap
Chapter 1, First Steps with Aniimo25Student II35
Chapter 2, Charge Into Battle!35Student III40
Chapter 3, Song of the Echobacks40Wayfarer I45
Chapter 4, Pulse of the Berylline Vale45Wayfarer II50
Chapter 5, Dance of Flowers and Thorns50Wayfarer III55
Chapter 6, Echo of the Mysterious Keep55Trailblazer60
Chapter 7, Falling Star of Tideblossom Coast60Trailblazer65

One polite correction to the video. At 3:00 Lex lists the caps as “around 25, 35, 40, 45, 50 and more”. Those are the levels you have to reach to be eligible, not the caps you are granted: the caps are 35, 40, 45, 50 and 55. It is a small difference that matters a lot at 40, because reaching 40 does not unlock 45, passing the Chapter 3 assessment does.

Aniimo’s Elite Training Core Courses Chapter 2, Charge Into Battle, with quests paying 400 EXP each and a III Student Promotion Requirements panel reading level 35 and Level Cap After Promotion Lv.40
15:22. The rung below. Chapter 2 pays 400 a quest rather than 500, wants level 35, and lifts the ceiling to 40. The bar under the title reads Required quests progress: [2/4].

The four tabs beside Core Courses are a second, separate track. They are labelled Elective Courses, they pay a flat 100 Safaris and 6,000 Credits an objective, and they do not touch your promotion at all: they fill the 180 point reward bar along the bottom of the screen. They are still worth claiming, because almost every objective on them is something you were doing anyway.

Aniimo’s Elite Training Path of Discovery tab, its objectives to complete 10 journey quests and defeat 15 different Alpha or Omega Aniimo each paying 100 EXP and 6,000 Credits
14:55. Path of Discovery. Complete 10 journey quests [10/10] is finished and sitting on a Claim button, which is precisely the free experience Lex warns you are leaving in a menu.

Journey quests and side quests, the late-game workhorse

Journey quests are the tab of the Log that most players stop opening around level 30, and Lex’s strongest claim is that this is exactly when you should start. They pay a meaningful chunk of Safaris, they feed the Complete 10 journey quests elective objective on top, and several of them unlock bosses and systems that pay again.

A new Journey quest called The Perfect Path appearing in the Aniimo world, with the objectives Find the mud ball’s owner and an optional Gather information about the mud ball at 0 of 3
12:35. The Perfect Path starts itself because he walked past a mud ball. This is what Lex means when he says some Journey quests are not sitting in a menu waiting for you.

His rule for choosing between them is the most useful sentence in the video, and it is about travel rather than rewards. Do not chase a side quest across the map for a small reward, and never make five trips where one will do. If several are clustered in one area, that cluster is your next session. If one is alone on the far side of Idyll, leave it. Our fast travel guide is worth five minutes before you plan any of these loops.

Daily Activity pays up to 3,000 Safaris a day, and it is capped

The Daily Activity tab of the Institute Guide deals five task cards a day, scores them out of a 500 point board, and prints its own separate payout ceiling in the header: 3,000 Safaris and 1,200 Credits. The points on the cards are not experience. The experience comes from the reward track those points unlock.

Aniimo’s Daily Activity tab reading Obtained Today 600 of 3000 EXP, with five cards for Combat, Stamps, Primegy, Homeland and Log In worth 100 or 200 points each above a 500 point reward track
6:07. The board on the day Lex filmed: defeat 5 Aniimo, earn 50 Season Stamps, spend 60 Primegy, place an Aniimo in your Home, log in. Two of them are already finished and unclaimed.

Watch what happens when he presses the buttons. Six seconds later the same header reads 2,400 of 3,000, with the Credits line maxed at 1,200 of 1,200 and the points bar at 400 of 500. That is 1,800 Safaris for two clicks on rewards he had already earned and left sitting there.

Aniimo’s Daily Activity tab after claiming, reading Obtained Today 2400 of 3000 EXP and 1200 of 1200 Credits, with the Log In, Combat and Stamps cards marked Claimed and the points bar at 400
6:13. The same screen after two claims. The Credits line is already at its daily ceiling, and the Safaris line has moved 1,800 without a single fight.

Lex’s practical advice on the board holds: combine the cards rather than treating them as five chores. If you need to catch something, catch it where you still need species. If you need to spend Primegy, spend it on an Alpha you have not cleared. The full menu breakdown has the point values and the weekly Stamp Rush caps beside them.

Catch every species you have not caught, and only those

A first catch is a Safaris payment, an Aniilog entry and a push on that area’s collection percentage in one action. Lex puts the figure at roughly 150 to 300 depending on the creature’s stage; no capture reward panel appears on screen in the video, so treat that as his number rather than a client one.

Catching in Aniimo during a group appearance, with Skippy at Lv.12 and Pranky at Lv.16 named on screen, the Aniipod loadout showing 26 and 32 pods and a Catch prompt
10:10. The moment worth stopping for: several species at once, at least one of them new. The twentieth Pranky is not worth ten minutes of running in circles.

What the data files do confirm is the quieter reward behind it. Each species’ Aniilog research topics include Own an Elite Aniimo, and on 48 of the launch entries that topic pays 200 Safaris outright. Collection percentage matters twice over, because the Bronze Badge at 40% opens Nurture in that area, which is the route to a Prismana: our Nurture guide walks the whole badge ladder.

Lumin Amber, Blooms and the Branch

Lex values a Lumin Amber pickup at around 200 Safaris and tells you not to cross the map for one. The client does not print a per-pickup figure anywhere in his footage, so that number is his. What the client does show is where amber actually turns into levels: the Branch.

The Breezy Plains Branch screen in Aniimo at 86 of 90 infused, its Lumin Amber tooltip listing Lumin Marking, Sanctum, Defeat Alphas and Defeat Omega as the ways to obtain it
11:22. The Branch at 86 infusions, with Nurture and Change Weather beneath it. The tooltip’s How to Obtain line is the honest amber route: Lumin Marking, Sanctum, Defeat Alphas, Defeat Omega.

Infusing that Branch is itself a Core Course quest worth 500, and an elective objective worth another 100 at 110 infusions. So the amber does pay, generously, but through the objectives it completes rather than through a pickup popup. Collect it when it is ten seconds off your path, exactly as Lex says, and let the counters do the rest.

Alpha and Omega first clears, and the trap in them

This is the one place where the screen corrects the video outright, and it is worth knowing before you spend energy. Lex says at 12:56 that first clear Alpha and Omega rewards are “around 600 XP”. On the map panel he opens at 11:37, the First Clear Reward for an Alpha reads 500.

An Aniimo map panel tracking an Alpha Aniimo at Lv.57 on Zephyrus Landbridge, with a First Clear Reward of 500 EXP above a repeat reward of 150 EXP at 30 energy per use
11:37. Two reward rows, and the gap between them is the whole point. First Clear Reward: 500. Repeat clear: 150, at 30 energy a go, on Zephyrus Landbridge.

The Aniimo Challenge list says the same thing from the other side. Every roaming Alpha there, from Stellarys at Level 50 to Scorchhowl at 33, pays a flat 150 Safaris and 10,000 Credits for 30 Prime Energy once its first clear is spent.

Aniimo’s Alpha Challenge list, with Alpha Scorchhowl, Leafy, Glynsera, Panpanta and Blazen each paying 150 EXP and 10,000 Credits for 30 energy, under a 127 of 600 energy bar
11:31. The repeat price list. Note the energy meter top right at 127 of 600: this is a rationed source, not a farm.

Omega is the better rate and the tighter rota. Omega Tuckin pays 250 Safaris and 50,000 Credits for 50 Prime Energy, and its row reads Weekly Challenges Available: 1/3, which matches what our forms guide records about Omega refreshing weekly while Alpha roams freely.

Aniimo’s Aniimo Challenge list showing Omega Tuckin at Level 35 with Weekly Challenges Available 1 of 3, paying 250 EXP and 50,000 Credits for 50 energy, above Alpha Tubster at 150 EXP for 30
11:34. Omega Tuckin at 250 against Alpha Tubster at 150, and the weekly counter that decides how often you get to take it.

So Lex’s conclusion survives his number. Take the first clear when you are passing, because 500 is real money and it only happens once. Do not turn the repeats into your levelling plan, because 150 for 30 energy out of a 600 pool is a couple of thousand Safaris a day at the absolute ceiling, and it costs you the energy you wanted for materials.

A Lv.40 Aged Omega Sherro boss fight in Aniimo on a wet shoreline at dusk, its Water element marked beside the health bar, with the Ancient Sacred Fragrance quest tracked on the left
8:06. An Aged Omega Sherro at Lv.40, fought in the open world during a quest rather than as a farm. That is the right way round.

The level 1 to 50 route

Lex splits the run into three phases, and the shape of it changes twice. Here it is as a sequence, with the phase each step belongs to.

  1. Levels 1 to 25, do not overthink it. Follow the main story, catch new species while you travel, do Elite Training objectives as they appear and start Daily Activity the day it unlocks. Normal progression carries you.
  2. Never leave a menu without claiming. Core Courses, the four elective paths, Journey rewards and the Daily Activity track all hold what you have earned until you press the button.
  3. Levels 25 to 40, get deliberate. Keep pushing the story, but check Elite Training and side quests far more often. When you enter a new area, look at its collection objectives before you leave it.
  4. Turn every trip into four rewards. A Journey quest, a new species on the way, amber on the path, a Pathfinder Challenge nearby, an Alpha you have never cleared. One route, five payments.
  5. At every gate, go to Elite Training first. Finish four required quests, report for the assessment, take the promotion and the five levels of headroom with it.
  6. Levels 40 to 50, plan before you travel. Open the Log, Elite Training, area progression and Daily Activity, list what is close to finished, then pick the one area that covers the most of it.
  7. Come back and claim, then repeat. Lex’s condensed routine is: log in, do the dailies, check Elite Training, claim everything finished, push the story, and when the story stops, check the promotion requirements.
The Aniimo world map open on Breezy Plains at 11 per cent, with Nimbus Fields marked Lv.17 to 21 at 65 per cent and a Branch pin offering Infuse Energy and Teleport
15:31. The screen the route is planned on. Every area carries its level band and its completion percentage, which is how you spot the one that is nearly finished.

The principle under all seven steps is one sentence from 9:00, and it is worth pinning up: do not just look for XP, look for XP you can collect efficiently.

The level 40 to 50 stretch, and why it feels like a wall

Two separate things slow down at 40, and only one of them is experience. The first is the curve: the requirements grow, and the small sources stop covering a level the way they did at 25. The second is structural, and it is the one that actually stops people. Level 40 is where the Chapter 3 assessment sits, so at 40 the bar is not slow, it is finished. No amount of Safaris moves you until you hold the Wayfarer I title.

Aniimo’s III Wayfarer Assessment Passed screen, congratulating the player with three New Title Rewards, an Aniimo Level Cap Up marker, plus 8 Report Cards and an Unlock Talent button
16:43. What a promotion actually hands over: a title, a higher cap for you and your Aniimo, 8 Report Cards and three new talents behind an Unlock Talent button.

That Unlock Talent button is the step most people walk past, and it is free power. Each assessment opens more of the Pathfinder talent tree, which is spent with the Report Cards the same screen just gave you.

The Aniimo Pathfinder Talents screen after a promotion, with Active Skills such as Revive beside Passive Talents including Quick Twine, Master Catcher and Research Expert
17:08. The talent screen behind the promotion, with 19 Report Cards unspent. Master Catcher and Research Expert both make the rest of this route faster.

For the experience half of the wall, Lex’s answer is breadth rather than a secret farm, and the numbers back him. If you are at 48, one main story quest, a full Daily Activity board and three finished Journey quests already out-pay an evening of Alpha repeats, and none of them cost Prime Energy. Our beginner guide lists the daily investigations that stack onto the same trips.

The biggest levelling mistakes

Lex closes with six, and every one of them is visible somewhere in the screens above.

  • Grinding wild Aniimo. There is no Safaris card for it on the Quick Leveling Guide and no Safaris tile on any wild kill. You will fight plenty naturally.
  • Ignoring Journey quests. They are a Super Efficient tier below the top four but they also feed an elective objective and take you where the other rewards are.
  • Ignoring Elite Training. This is the one that stops progression outright rather than slowing it.
  • Leaving rewards unclaimed. 1,800 Safaris were sitting in one menu in this video, on a day that had barely started.
  • Travelling badly. Five trips where one would do is the most expensive mistake on the list, and the hardest to notice.
  • Treating everything as an XP farm. Some content is worth doing for materials, unlocks or the Companion Handbook track. That does not make it the fastest way to level.

Lex’s closing advice, which contradicts the whole video on purpose

An Aniimo loading screen for Companion Mode showing four Pathfinders running along a beach with their Aniimo, captioned invite nearby Pathfinders and share the journey
14:07. The client’s own last word on the subject, on a loading screen: set out together and share the journey. None of the route above requires you to rush it.

His last thirty seconds are worth quoting properly, because they are the opposite of a minmax pitch. At 18:04 he says to play your own way and not to listen to “these guys” if you want to enjoy the game as much as you would like, and that the route above is only for people trying to minmax the whole thing.

That is a fair place to leave it. The ceiling in this build is 65, the launch client’s experience table runs past it to 70, and reward strings for Core Courses Chapters 8 and 9 already exist while the chapter table stops at seven, so the ladder is provisioned further than it is switched on. Whatever pace you pick, our patch notes are where a new rung will show up first, and our codes page is the one minute job worth doing before your next session.

What is the fastest way to level up in Aniimo?

Work the four sources the game marks Super Efficient on its own Quick Leveling Guide panel: the main story, Elite Training, Daily Activity and catching a species you have never caught. On the launch client on 19 September 2026, a single main story quest paid 2,000 Safaris, an Elite Training Core Course quest paid 400 to 500, and the Daily Activity tab pays up to 3,000 a day. Fighting wild Aniimo is not on the panel at all and pays Aniimo experience rather than account experience.

Does killing wild Aniimo give Wayfarer XP in Aniimo?

No meaningful amount. The launch client shows no Safaris reward for a wild kill anywhere in Lex’s 19 September 2026 footage, and wild battles are absent from the Quick Leveling Guide’s nine ranked sources. What wild fighting does pay is your individual Aniimo’s experience, which is a separate bar with its own EXP items. If your account level is stuck, wild battles are not the fix.

Why has my level stopped at 40 in Aniimo?

Because 40 is a cap, not a slow patch. Your level ceiling comes from your title, and the title comes from an Elite Training promotion. Core Courses Chapter 3 asks you to reach level 40 and finish four of its five required quests, and its own panel reads Level Cap After Promotion: Lv.45. Until you pass that assessment and become a Wayfarer I, no amount of Safaris will move the number. The same thing happens at 25, 35, 45, 50, 55 and 60.

What is Safaris in Aniimo?

Safaris is the launch client’s name for account experience, the number that raises your own level rather than your Aniimo’s. Reward toasts name it outright, reading “EXP Safaris X100” behind the blue EXP icon, and the in-game Quick Leveling Guide is headed “Best Ways to Earn Safaris While Exploring Idyll”. Every blue EXP tile on a quest or challenge reward panel is Safaris. The paw-print EXP tile beside it is Aniimo experience.

How much XP do daily activities give in Aniimo?

The Daily Activity tab of the Institute Guide prints its own ceiling in the header: 3,000 Safaris and 1,200 Credits a day, beside a 500 point board of five task cards. In Lex’s footage the counter moved from 600 of 3,000 to 2,400 of 3,000 in six seconds once he claimed two finished cards, so roughly 1,800 Safaris were sitting unclaimed in a menu. It resets daily at 04:00, so a skipped day cannot be made up later.

How much XP does an Alpha or Omega give in Aniimo?

On the launch client, an Alpha’s First Clear Reward panel reads 500 Safaris, and every repeat clear afterwards pays a flat 150 for 30 Prime Energy. Omega Tuckin pays 250 for 50 Prime Energy and its row reads Weekly Challenges Available: 1 of 3. Lex states the first clear figure as roughly 600 in the video; the reward panel on his own screen at 11:37 reads 500, so take 500. First clears are worth a detour, repeats are not.

Is Wayfarer 1 a level or a title in Aniimo?

A title. The launch build runs Rookie, Student I, II and III, then Wayfarer I, II and III, with Trailblazer above them, and the client’s promotion panels name them directly: Core Courses Chapter 2 grants a III Student promotion, Chapter 3 a I Wayfarer one. The number on your character is the account level, which Safaris raises. The title is what raises the ceiling that number can reach, and only a promotion assessment grants it.

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