

Since Navali adds an extra layer of tasks for players to complete, we did not want her competing with (and potentially disrupting) the integral early portions of the questing experience. You won't see Navali immediately when you get to the first town.There are many things we will change when adding Navali and her prophecies into the core game: Several factors - the access to specific uniques and the fated uniques, the levelling benefits, the varied gameplay early, late and for second (and third, etc) character, and the amount of content and effort devoted to making the expansion - all led to the decision to roll Prophecy into the core game. We were asked if these could be gained in alternative ways in the event that Prophecy as a whole did not carry over. The fated uniques were particularly desired items. Players were very quick to ask about keeping Prophecy in the main game.

We made adjustments as the league went on which improved it for endgame play. Players did not like backtracking, and felt compelled to do prophecies in areas they did not want to revisit. When players reached maps, we found the Prophecy content wasn't pitched as well as we would have liked. Players enjoyed having new things to do during the levelling process, as well as some of the new rewards, such as the very popular fated uniques. Prophecy worked well as a league, with high player engagement. Prophecy contained a lot of content, as well as having a fully-voiced NPC with nearly six thousand words of voice acting. Prophecy was released without an accompanying expansion and was the main feature of the 2.3.0 release. These quests introduced new goals and rewards in the world of Wraeclast. Prophecy started in early June 2016 and introduced the new NPC Navali, as well as the Silver Coins she would accept in exchange for quests.
