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The '''Prison''' is a building and a mechanic in [[Fire Emblem Fates]] that can be built in [[My Castle]] .
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The '''Prison''' is a building and a mechanic in ''[[Fire Emblem Fates]]'' that can be built in [[My Castle]].
   
 
==Overview==
 
==Overview==
A unit with the Capture or Kidnap skill can drop enemies off at the prison. In ''Birthright'', [[Orochi]] performs this while in ''Conquest'', [[Niles]] does this instead. In ''Revelation'', you can use either one to help you capture enemy units.
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A unit with the [[Capture]] or [[Kidnap]] skill can drop enemies off at the prison. In ''Birthright'', [[Orochi]] performs this while in ''Conquest'', [[Niles]] does this instead. In ''Revelation'', either can be used to capture desired enemy units.
   
 
To drop an enemy off at the prison, the "Capture" option must be used when Orochi or Niles is near a target they can attack. After a normal battle sequence, if they manage to defeat the enemy, they will drop them off at the prison. After the battle ends, you can visit the prison and inspect the captured prisoners. One of your allied army units (excluding [[Einherjar]] and other generic units on your side) may take a shift at the prison. Pick the "Inspect" option to see your captured prisoners.
 
To drop an enemy off at the prison, the "Capture" option must be used when Orochi or Niles is near a target they can attack. After a normal battle sequence, if they manage to defeat the enemy, they will drop them off at the prison. After the battle ends, you can visit the prison and inspect the captured prisoners. One of your allied army units (excluding [[Einherjar]] and other generic units on your side) may take a shift at the prison. Pick the "Inspect" option to see your captured prisoners.
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The level of the prison will affect both Critical Hit rates and the amount of prisoners it can hold. At level 1, it can hold up to 2 prisoners. At level 2, it can hold up to 4. The maximum amount of prisoners it can hold at any given time is 6 prisoners, which will be at level 3. There are three options after inspecting prisoners; bribe, persuade, or release.
 
The level of the prison will affect both Critical Hit rates and the amount of prisoners it can hold. At level 1, it can hold up to 2 prisoners. At level 2, it can hold up to 4. The maximum amount of prisoners it can hold at any given time is 6 prisoners, which will be at level 3. There are three options after inspecting prisoners; bribe, persuade, or release.
   
By bribing prisoners, you will give them a set amount of your resources (from your path) and they will work for you without question. An example would be a captive [[Mechanist]] on ''Conquest'' who may want 15 Onyx, 11 Cabbage and 9 Crystal before joining your army. These costs can be lowered depending on who is taking a shift at the prison, shown with a "Rapport!" sign near their sprite. By persuading prisoners, the character taking a prison shift will talk with your selected prisoner to convince them to join you. Higher leveled units will take longer to be fully persuaded; for example, a level 3 [[Outlaw]] can be persuaded instantly while a level 20 [[Great Master]] will take far more attempts. Despite this, persuading can lower their bribe costs for every attempt done; when the "Almost convinced..." text appears, one more persuasion is needed to fully convince them. Releasing the prisoners simply lets them go without them joining your army.
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By bribing prisoners, you will give them a set amount of your resources (from your path) and they will work for you without question. The resources they demand are based on the game path and may be discounted depending on whoever is taking the shift. While it can be potentially costly as the [[Arena]] will be required in order to obtain the necessary resources quickly, it does save the time of persuading them.
   
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Persuading prisoners is significantly slower but is cheaper compared to bribing them. The level of the unit determines how long it takes to persuade them; for example, a level 3 [[Thief|Outlaw]] can be instantly persuaded to join, while a level 20 [[Great Master]] will take far more attempts. However, this does pay off long-term as it cheapens the bribe cost by a slight amount. When the message "Almost convinced..." appears, the next persuasion will instantly recruit them into the player's army.
Note that only 20 "other" units can be in the army at one time; should this exceed, you will be forced to dismiss one of your units (you will be prompted to update their roster before they are sent off). In the event that you want the unit back, you can buy them back from your logbook, similar to Einherjar units.
 
   
 
Note that only 20 "other" units can be in the army at one time; should this exceed, you will be forced to dismiss one of your units (you will be prompted to update their roster before they are sent off). In the event that you want the unit back, you can buy them back from your logbook, similar to other bonus units.
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  +
Enemies with enemy only skills such as [[Inevitable End]] and [[Staff Savant]] have them automatically removed upon being deposited in the prison. However, enemies with standard class skills even if they cannot normally learn the skill are still retained, making the prison extremely viable for ''Conquest'' players.
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  +
==Names==
 
Names for prisoners are randomized after being captured. Their names will correspond depending on which side their class is exclusive to. For example, a captured [[Cavalier]] belongs to Nohr, so he will be given the name Roland, and a captured [[Archer]] belongs to Hoshido, so he will given the name Yamato. The generic cavalier cannot be given a name that would be given for a generic archer, and vise-versa. This also applies to female generics such as [[Maid]]s, [[Falcon Knight]]s, etc.
 
Names for prisoners are randomized after being captured. Their names will correspond depending on which side their class is exclusive to. For example, a captured [[Cavalier]] belongs to Nohr, so he will be given the name Roland, and a captured [[Archer]] belongs to Hoshido, so he will given the name Yamato. The generic cavalier cannot be given a name that would be given for a generic archer, and vise-versa. This also applies to female generics such as [[Maid]]s, [[Falcon Knight]]s, etc.
   
 
While the list is incomplete at the moment, these are a list of names that can be given randomly for a captured generic unit:
 
While the list is incomplete at the moment, these are a list of names that can be given randomly for a captured generic unit:
   
=== Hoshidan Prisoners ===
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===Hoshidan Prisoners===
 
'''Male Names:'''
 
'''Male Names:'''
 
* Ariyoshi
 
* Ariyoshi
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* Kazunari
 
* Kazunari
 
* Kenosha
 
* Kenosha
  +
* Kenshi
 
* Masahiko
 
* Masahiko
  +
* Mitsuru
 
* Mizuki
 
* Mizuki
 
* Nobu
 
* Nobu
 
* Ren
 
* Ren
  +
* Rintaro
 
* Saburo
 
* Saburo
 
* Takanori
 
* Takanori
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* Tomihiko
 
* Tomihiko
 
* Ukyo
 
* Ukyo
 
 
* Yamato
 
* Yamato
 
* Yohei
 
* Yohei
  +
* Yoichi
  +
 
'''Female Names:'''
 
'''Female Names:'''
 
* Asuka
 
* Asuka
 
* Chiaki
 
* Chiaki
  +
* Haruhi
  +
* Haru
  +
* Hiroe
 
* Kasumi
 
* Kasumi
  +
* Kanade
 
* Komachi
 
* Komachi
 
* Koromo
 
* Koromo
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* Mikasa
 
* Mikasa
 
* Momiji
 
* Momiji
  +
* Miyabi
 
* Nanoha
 
* Nanoha
 
* Naomi
 
* Naomi
 
* Suzuran
 
* Suzuran
 
* Ruri
 
* Ruri
  +
* Yukari
  +
* Yayoi
  +
* Suzume
   
=== Nohrian Prisoners ===
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===Nohrian Prisoners===
 
'''Male Names:'''
 
'''Male Names:'''
 
* Andreas
 
* Andreas
  +
* Bernd
 
* Bertram
 
* Bertram
 
* Christof
 
* Christof
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* Gisela
 
* Gisela
 
* Hilda
 
* Hilda
  +
* Ingrid
 
* Judith
 
* Judith
 
* Karline
 
* Karline
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* Romy
 
* Romy
 
* Stella
 
* Stella
  +
* Ursula
 
* Verona
 
* Verona
   
 
==Trivia==
 
==Trivia==
*The captured units have unique names, but still use generic sprites.
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*The captured units have unique names, but still use generic portraits.
**They will still use the same generic sprites they had when captured if they are change into another class. In addition, they still retain the red color palette on their portrait even though they are with the player, as their in-game models and sprites show a blue color instead.
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**They will keep the same portrait they had when captured if they are changed into another class. In addition, they retain the red color palette in the prison.
*An easy trick to find out names of the prisoners before visiting the prison in my castle is by capturing as many units as possible in battle until it exceeds the limit the prison can hold. The game will prompt the player to release one of the prisoners (or the unit that was just captured). Once prompted, the player can see the names their prisoners were given before the battle is over.
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*An easy trick to find out names of the prisoners before visiting the prison in the Castle is by capturing as many units as possible in battle until it exceeds the limit the prison can hold. The game will prompt the player to release one of the prisoners (or the unit that was just captured). Once prompted, the player can see the names their prisoners were given before the battle is over.
 
**When the player battle saves before capturing a unit, the name will always be randomized for that last captured unit. This makes a good trick for players that aren't satisfied with the name given, and reset the game to recapture that unit until they find a name suitable for that prisoner.
 
**When the player battle saves before capturing a unit, the name will always be randomized for that last captured unit. This makes a good trick for players that aren't satisfied with the name given, and reset the game to recapture that unit until they find a name suitable for that prisoner.
*The profile description for all generics will be described as: "A soldier who fights for his or her own reasons." This also applies to Einherjar generics.
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*The profile description for all generics will be described as: "A soldier who fights for his or her own reasons." This also applies to generic units from the Einherjar Shop.
*Prisoners will act similar to Einherjars once they have been recruited, showing the silent treatment when they are in action even if he/she was captured prior when their voice clips were present. This does not affect bosses as they are unique prisoners and will retain their voice clips.
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*Prisoners will act as usual Einherjar units once they have been recruited, showing the silent treatment when they are in action even if he/she was captured prior when their voice clips were present. This does not affect bosses as they are unique prisoners and will retain their voice clips.
*After a certain point, bosses that originally appear as a pre-promote who are captured in their promoted class retain their pre-promote model when the player visits their prison cell. For example: [[Gazak]] captured as a [[Berserker]] will retain his [[Fighter]] model when the player visits him in the prison.
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*After a certain point, bosses that originally appear in a base class who are captured in their promoted class retain their base class model when the player visits their prison cell. For example: [[Gazak]] captured as a [[Berserker]] will retain his [[Fighter]] model when the player visits him in the prison.
   
 
==Gallery==
 
==Gallery==
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</gallery>
 
</gallery>
   
  +
{{Stub}}
 
  +
 
{{FE14}}
 
{{FE14}}
  +
{{Gmechs}}
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]

Revision as of 09:47, 29 April 2020

The Prison is a building and a mechanic in Fire Emblem Fates that can be built in My Castle.

Overview

A unit with the Capture or Kidnap skill can drop enemies off at the prison. In Birthright, Orochi performs this while in Conquest, Niles does this instead. In Revelation, either can be used to capture desired enemy units.

To drop an enemy off at the prison, the "Capture" option must be used when Orochi or Niles is near a target they can attack. After a normal battle sequence, if they manage to defeat the enemy, they will drop them off at the prison. After the battle ends, you can visit the prison and inspect the captured prisoners. One of your allied army units (excluding Einherjar and other generic units on your side) may take a shift at the prison. Pick the "Inspect" option to see your captured prisoners.

The level of the prison will affect both Critical Hit rates and the amount of prisoners it can hold. At level 1, it can hold up to 2 prisoners. At level 2, it can hold up to 4. The maximum amount of prisoners it can hold at any given time is 6 prisoners, which will be at level 3. There are three options after inspecting prisoners; bribe, persuade, or release.

By bribing prisoners, you will give them a set amount of your resources (from your path) and they will work for you without question. The resources they demand are based on the game path and may be discounted depending on whoever is taking the shift. While it can be potentially costly as the Arena will be required in order to obtain the necessary resources quickly, it does save the time of persuading them.

Persuading prisoners is significantly slower but is cheaper compared to bribing them. The level of the unit determines how long it takes to persuade them; for example, a level 3 Outlaw can be instantly persuaded to join, while a level 20 Great Master will take far more attempts. However, this does pay off long-term as it cheapens the bribe cost by a slight amount. When the message "Almost convinced..." appears, the next persuasion will instantly recruit them into the player's army.

Note that only 20 "other" units can be in the army at one time; should this exceed, you will be forced to dismiss one of your units (you will be prompted to update their roster before they are sent off). In the event that you want the unit back, you can buy them back from your logbook, similar to other bonus units.

Enemies with enemy only skills such as Inevitable End and Staff Savant have them automatically removed upon being deposited in the prison. However, enemies with standard class skills even if they cannot normally learn the skill are still retained, making the prison extremely viable for Conquest players.

Names

Names for prisoners are randomized after being captured. Their names will correspond depending on which side their class is exclusive to. For example, a captured Cavalier belongs to Nohr, so he will be given the name Roland, and a captured Archer belongs to Hoshido, so he will given the name Yamato. The generic cavalier cannot be given a name that would be given for a generic archer, and vise-versa. This also applies to female generics such as Maids, Falcon Knights, etc.

While the list is incomplete at the moment, these are a list of names that can be given randomly for a captured generic unit:

Hoshidan Prisoners

Male Names:

  • Ariyoshi
  • Akihiro
  • Daisuke
  • Hajime
  • Hidetora
  • Jin
  • Jinpei
  • Kaede
  • Kazuki
  • Kazuma
  • Kazunari
  • Kenosha
  • Kenshi
  • Masahiko
  • Mitsuru
  • Mizuki
  • Nobu
  • Ren
  • Rintaro
  • Saburo
  • Takanori
  • Tamaki
  • Tomihiko
  • Ukyo
  • Yamato
  • Yohei
  • Yoichi

Female Names:

  • Asuka
  • Chiaki
  • Haruhi
  • Haru
  • Hiroe
  • Kasumi
  • Kanade
  • Komachi
  • Koromo
  • Madoka
  • Mikasa
  • Momiji
  • Miyabi
  • Nanoha
  • Naomi
  • Suzuran
  • Ruri
  • Yukari
  • Yayoi
  • Suzume

Nohrian Prisoners

Male Names:

  • Andreas
  • Bernd
  • Bertram
  • Christof
  • Edsel
  • Elmar
  • Fritz
  • Gerald
  • Helmut
  • Hendrik
  • Hubert
  • Konrad
  • Leonard
  • Liam
  • Ludwig
  • Manfred
  • Oskar
  • Otto
  • Reinhard
  • Roderick
  • Roland
  • Simon
  • Stefan
  • Sven
  • Tancred
  • Theobald
  • Tobias
  • Virgil
  • Wenzel
  • Wolfgang

Female Names:

  • Adele
  • Annette
  • Astrid
  • Beatrice
  • Brigitta
  • Ernesta
  • Freyja
  • Gisela
  • Hilda
  • Ingrid
  • Judith
  • Karline
  • Louisa
  • Lulu
  • Nina
  • Rita
  • Romy
  • Stella
  • Ursula
  • Verona

Trivia

  • The captured units have unique names, but still use generic portraits.
    • They will keep the same portrait they had when captured if they are changed into another class. In addition, they retain the red color palette in the prison.
  • An easy trick to find out names of the prisoners before visiting the prison in the Castle is by capturing as many units as possible in battle until it exceeds the limit the prison can hold. The game will prompt the player to release one of the prisoners (or the unit that was just captured). Once prompted, the player can see the names their prisoners were given before the battle is over.
    • When the player battle saves before capturing a unit, the name will always be randomized for that last captured unit. This makes a good trick for players that aren't satisfied with the name given, and reset the game to recapture that unit until they find a name suitable for that prisoner.
  • The profile description for all generics will be described as: "A soldier who fights for his or her own reasons." This also applies to generic units from the Einherjar Shop.
  • Prisoners will act as usual Einherjar units once they have been recruited, showing the silent treatment when they are in action even if he/she was captured prior when their voice clips were present. This does not affect bosses as they are unique prisoners and will retain their voice clips.
  • After a certain point, bosses that originally appear in a base class who are captured in their promoted class retain their base class model when the player visits their prison cell. For example: Gazak captured as a Berserker will retain his Fighter model when the player visits him in the prison.

Gallery