Prophecy



Prophecies are visions of a character's future, provided by Navali. They can be purchased for one and are stored in the prophecy screen. These prophecies influence the future of what happens to the player's character. Some can change areas to generate different encounters or to force various outcomes to occur. Others trigger when a condition occurs and change the result.

For an additional cost of ranging from 1 to 9, Navali can seal prophecies, turning them into items so that they are tradeable. This allows players to delay their fate, or capitalize on it. Sealing prophecy chains will reset the quest state of that prophecy chain to 1. Conversely activating a sealed prophecy will set the quest state to the activated one, no matter where the state has been before.

Prophecies that do not trigger upon loading an area will not trigger ever for that area unless sealed and reused. This does not include maps.

There are currently Prophecies that can spawn in the game.

Master missions
One of these prophecies can be randomly acquired from a set of 5.

Fated Uniques
Each of these prophecies results in the transformation of a certain unique item into a Fated item.

Unique weapons such as The Dancing Dervish must be in your inventory or equipped for the prophecy to apply. Prior to Version 3.1.0 it was required to have the unique item equipped.

The unique items needed to complete these prophecies must not be corrupted. Sockets, item level, implicit rolls (including enchantments) and explicit rolls that appear on both versions of the unique item are unchanged.

A random fated unique prophecy can be acquired from a set of 3.

Tempest
All of these Tempests except for Vaal Winds grant 30% additional item quantity and rarity, which stacks additively with other sources of item quantity and rarity affecting the area.

Prophecy chains
See Category:Prophecy chains

Version history

 * Adjusted the weightings of many prophecies.
 * You can now complete the steps of many prophecy chains in various maps.
 * Prophecies which can trigger in maps no longer lock their triggers to specific maps out of their possible pool. In other words, if you attempt to open a map where a Prophecy might trigger and it doesn't, it may trigger next time you open it. Previously, if it did not trigger in that map, it never would.
 * Prophecies that previously forced the appearance of one of the old Masters now force the appearance of one of the new ones instead.


 * Cruel and Merciless difficulties have been removed. Costs to Seal prophecies no longer increase from the former Normal Difficulty cost.
 * The Ancient Rivalries prophecy chain is no longer available.


 * The drop rate of Silver Coins has been increased.
 * Fixed a bug where The Feral Lord V and The Unbreathing Queen V couldn't be completed when using Atlas versions of the maps.


 * The Prophecy system (previously a challenge league) has been added to the core game. You can now find and rescue Navali in The Climb.
 * Navali can now be invited to your hideout and she doesn't consume a slot that would be used by a Forsaken Master.
 * When seeking Prophecies from Navali in your hideout, the difficulty used is now the latest difficulty in which your character has ever accessed the Twilight Strand.
 * Silver Coin now drop less often than before, as Prophecy is not the main league mechanic now.
 * The sealing cost for most Prophecies has been slightly reduced.
 * The highest level that some Prophecies can spawn at has been reduced.
 * The Normal difficulty version of The Forgotten Soldiers prophecy has been made easier.
 * Fixed a bug where the "Kalandra's Craft" Prophecy triggered on chests when it states that it only triggers on monsters.


 * Enabled the Beyond Sight prophecy chain.
 * When you have multiple Prophecies that can affect an area, the one that is picked is now done so more intelligently.
 * We no longer display the Mission Failed message in the middle of the screen if you enter an area with the mission already failed.
 * Navali dialogue will now be interrupted when another NPC begins to talk. She also interrupts herself if already telling you about a Prophecy.
 * Fixed the map device consuming your Prophecy if you cancel map activation.
 * The Invader Prophecy will no longer trigger in areas that cannot spawn Invasion bosses.
 * Mission complete and failure text will now disappear when you leave and return to an area.


 * Added two more prophecies and one prophecy chain.
 * The seal costs of Unique and Fated Unique prophecies have been reduced. They now occur less often, reducing the amount of backtracking in the end-game.
 * The occurrence chances of various prophecies have been reduced with the goal of less backtracking in the end-game.
 * Navali will no longer offer . The original design intent was that only one could be used per run. We can't prevent multiple of these prophecies applying, and that ruins the intended rewards of the Labyrinth.
 * Some prophecies have been disabled from triggering in problematic unique maps.
 * Prophecy monsters using Chaos Bombs now have a description showing this.
 * Fixed an exploit case with chain prophecies where players could get the final part of a chain after consuming that final part but not yet completing it.


 * Introduced to the game in Prophecy leagues.
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