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	<title>Prison Cell - Revision history</title>
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	<updated>2026-06-11T12:53:41Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.v-ris.ing/index.php?title=Prison_Cell&amp;diff=1602&amp;oldid=prev</id>
		<title>imported&gt;Skolander: /* Limitations */</title>
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		<updated>2026-06-01T16:19:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Limitations&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Structure&lt;br /&gt;
|room=[[Prison]]|resources=8 [[Iron Ingot]]&amp;lt;br&amp;gt;2 [[Reinforced Plank]]|unlocked_by=[[Vincent the Frostbringer]]}}&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;__NOTOC__&lt;br /&gt;
==How to capture a Prisoner==&lt;br /&gt;
The [[Abilities#Vampire Powers|Vampire Power]] &amp;amp;nbsp;{{Ability|Dominate}} allows you to Subdue lifeforms with an active [[blood|blood type]] targets and convert them into loyal [[Servants]] or [[Prisoner|Prisoners]].&lt;br /&gt;
&lt;br /&gt;
To successfully Subdue a target for conversion to a [[Servants|Servant]], you must first reduce their health below 30%, activate &amp;amp;nbsp;{{Ability|Dominate}}, and channel the &amp;amp;nbsp;{{Ability|Dominate|sub=Dominate Spell}} (default key R) to dominate the target. The target may still attack during the channel.&lt;br /&gt;
&lt;br /&gt;
Once a target is dominated / Subdued they will enter a neutral, dormant state where their attacks are disabled, ready for [[Prison|imprisonment]]. While subdued they can still take damage, so it is recommended to use {{ItemFrame|Dusk Caller}} to transport them safely. Subdued enemies can be placed into &amp;#039;&amp;#039;any&amp;#039;&amp;#039; prison cell, allowing for prisoner trading between players.&lt;br /&gt;
&lt;br /&gt;
Prisoners cannot be dominated or killed during [[Siege Golem Stone|raids]]. &lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
* &amp;#039;&amp;#039;Has Matching Floor&amp;#039;&amp;#039; ([[Prison Flooring]]): &amp;#039;&amp;#039;&amp;#039;-25%&amp;#039;&amp;#039;&amp;#039; Blood Drain &amp;amp; Essence Extraction health costs.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Once a victim has been imprisoned, multiple actions may be performed on them: Drain Blood, Extract Blood Essence, Feed Prisoner, Subdue &amp;amp; Kill.&lt;br /&gt;
&lt;br /&gt;
===Drain Blood===&lt;br /&gt;
The first and primary use case for the Prison Cell, is to drain a prisoner&amp;#039;s blood to fill {{ItemFrame|Empty Glass Bottle}}s,&amp;lt;br&amp;gt;creating {{ItemFrame|Blood Potion}}s or {{ItemFrame|Blood Merlot}}s. These can be mixed at the {{ItemFrame|type=Structure|Blood Homogenizer}}, or consumed by the player to maintain a blood type &amp;amp; quality equal to the prisoner&amp;#039;s. Blood can be drained indefinitely at the cost of &amp;#039;&amp;#039;&amp;#039;-30% ~ -60%&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;-25% ~ -50%&amp;#039;&amp;#039;&amp;#039; of the prisoner&amp;#039;s &amp;#039;&amp;#039;&amp;#039;health&amp;#039;&amp;#039;&amp;#039;, and a &amp;#039;&amp;#039;&amp;#039;+10% ~ +20%&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;+5% ~ +15%&amp;#039;&amp;#039;&amp;#039; increase to their &amp;#039;&amp;#039;&amp;#039;misery&amp;#039;&amp;#039;&amp;#039; percentage.&lt;br /&gt;
&lt;br /&gt;
If the victim suffers too much damage and runs out of health, they will be permanently killed. It is therefore recommended to always ensure that a prisoner is well-fed before their blood is drained. Additionally, a prisoner&amp;#039;s misery also has to be taken into account, as their damage taken will be increased by that percentage.&lt;br /&gt;
&lt;br /&gt;
Assuming a full health prisoner, making a {{ItemFrame|Blood Potion}} / {{ItemFrame|Blood Merlot}} can be done safely at any misery level below &amp;#039;&amp;#039;&amp;#039;66%&amp;#039;&amp;#039;&amp;#039; /  &amp;#039;&amp;#039;&amp;#039;100%&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;122%&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;166%&amp;#039;&amp;#039;&amp;#039; with the {{ItemFrame|Prison Flooring|type=Flooring}} bonus active. See the formula below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;Max\ Blood\ Drain\ Damage\ \% = 50 \times (1 + Misery\%)\times (1 - Floor\ Bonus\%)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extract Blood Essence===&lt;br /&gt;
The second, less relevant use case for prisoners, is to extract {{ItemFrame|Blood Essence||discountable=no}}s from them, at a cost of &amp;#039;&amp;#039;&amp;#039;-10% ~ -30%&amp;#039;&amp;#039;&amp;#039; of their health and a &amp;#039;&amp;#039;&amp;#039;+2% ~ +6%&amp;#039;&amp;#039;&amp;#039; increase to their misery percentage.&lt;br /&gt;
&lt;br /&gt;
===Feed Prisoner===&lt;br /&gt;
Feeding prisoners is how their health is restored, as well as how their misery may be reduced. See below.&lt;br /&gt;
{| class=&amp;quot;fandom-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 10px&amp;quot;|Item&lt;br /&gt;
! style=&amp;quot;padding: 10px&amp;quot;|Health Increase&lt;br /&gt;
! style=&amp;quot;padding: 10px&amp;quot;|Misery Reduction&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Rat}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |20% — 30%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Fat Goby}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Rainbow Trout}}&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |10% — 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Fierce Stinger}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |20% — 30%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |5% — 10%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Twilight Snapper}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |20% — 30%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |10% — 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Sage Fish}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |30% — 70%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |10% — 20%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Blood Snapper}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |50% — 75%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |5% — 10%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Swamp Dweller}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |10% — 100%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |20% — 40%&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Golden River Bass}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |80% — 100%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |15% — 25%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 |{{ItemFrame|Corrupted Fish}}&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |-100% — 100%&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; |-25% — 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 |Alters the blood quality of the prisoner by -2% — 2%.&lt;br /&gt;
|-&lt;br /&gt;
|{{ItemFrame|Irradiant Gruel}}&lt;br /&gt;
|colspan=2 style=&amp;quot;max-width:412px&amp;quot; |Increases the blood quality of a prisoner by 1% — 2%, but has a 35% chance to turn the prisoner into a raging mutant.&lt;br /&gt;
|}&lt;br /&gt;
====Corrupted Fish Statistics====&lt;br /&gt;
Perhaps counter-intuitively, if the Prisoner is fed a sufficiently high number of Corrupted Fish, (and is at 0% misery each time) it is guaranteed to &amp;#039;&amp;#039;eventually&amp;#039;&amp;#039; reach 100% Blood Quality. The probability of succes in n fish attempts can be calculated with a simple symmetric random walk formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;P_{success} = 1 - \frac{N!}{(N/2)! (N/2)!} \cdot \frac{1}{2^N}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subdue &amp;amp; Kill===&lt;br /&gt;
Subduing a prisoner allows them to be moved to a different Prison Cell or put in a {{ItemFrame|Servant Coffin|type=structure}}.&amp;lt;br&amp;gt;Note that conversion to a [[Servant]] is irreversible. There is no option to set a prisoner free.  Finally,&amp;amp;nbsp;they&amp;amp;nbsp;may&amp;amp;nbsp;also&amp;amp;nbsp;be&amp;amp;nbsp;killed&amp;amp;nbsp;outright.&lt;br /&gt;
&lt;br /&gt;
===Werewolves===&lt;br /&gt;
An imprisoned human with werewolf capability will turn back into a werewolf at night. Previously this would cause them to escape their cell, but with the Oakveil expansion they now remain imprisoned, and retain their blood quality. This is enables you to drain both [[File:BloodType_Worker.png|frameless|25px|link=Blood#Blood Types &amp;amp; Quality]][[Blood#Blood Types &amp;amp; Quality|Worker Blood]] and [[File:BloodType_Creature.png|frameless|25px|link=Blood#Blood Types &amp;amp; Quality]][[Blood#Blood Types &amp;amp; Quality|Creature Blood]] from the same prisoner.&lt;br /&gt;
&lt;br /&gt;
Workers from [https://vrising.fandom.com/wiki/Map:Vardoran?marker=52 Gracefall Village] have an increased probability of being high blood quality.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&lt;br /&gt;
The [[enemies]] Hand of Dracula, Sanguinary Guard, Dreadhorn, Gargoyle, Worm Terror &amp;amp; Abomination cannot be [[Dominate]]d and turned into Prisoners, even though they have an active [[blood|blood type]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox Dominance Structures}}&lt;br /&gt;
[[Category:Dominance Structures| ]]&lt;br /&gt;
[[Category:Game Mechanics| ]]&lt;br /&gt;
[[fr:Cellule de prison]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Skolander</name></author>
	</entry>
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