"Luca Balsa was once a world-renowned inventor. He never gave up his deepest aspiration even when he was in jail. Now that he's free, nothing is stopping him from completing his greatest invention."
The Prisoner is a decoding character. The Prisoner's item allows him to view and connect ciphers from around the map. By connecting ciphers, he can share decoding progress between the two ciphers. He can choose how much decoding progress he wants to transmit to the connected cipher, from 0% to 48%. However, some decoding progress between shared ciphers is also lost , ranging from 10% to 20% depending on how far away the connected cipher is. The Prisoner has a 10% Decoding buff when decoding at a connected cipher.
Exit gates are also automatically connected and the Prisoner can choose how much decoding progress will be shared between two gates, ranging from 0% to 48%.
An area around a connected cipher machine will be electrified, which is marked by a blue aura. Standing in the blue area charges the Prisoner's "Conductor" ability, which allows him to stun the Hunter with his electricity once per charge. Hunters that enter the area for a long time will also get stunned. Hunters will develop an immunity to the electricity after being stunned 3 times.
The connection can be broken by the Hunter or will naturally be broken after one cipher or one gate is fully decoded. The electrified area also disappears when the connection is broken.
Born to an unknown family in unknown circumstances, inventor Luca Balsa was known to the public as a friendly and pleasant individual who trusted other people easily. Despite not knowing where this boy came from or why, it was obvious that he had a good education, confidence, and the brains needed for inventing. Within due time, he was taken under the wing by a well-known inventor, and the two seemed to get along well, with Luca's smarts being greatly valued by his mentor. However, a dispute between the two over research and thievery ended up with the famous inventor dead and Luca in prison with irreversible brain damage, having to live with the constant threats of being a murderer and traitor. Desperate to end it all and now a shadow of his former glory, Luca was to be hanged for his crimes, his property was sold to compensate the inventor's widow, and he was unable to put as much focus into his work as before. With poor memory and no money to his name, his only goal in life was to complete his grand invention, which was impossible without a large sum of money; so when he received an invitation from the manor to participate in the game, he decided to risk it all for one last chance to complete his work.
He was bailed out of jail by the owner of the Manor.
|Circuit Control||The "Prisoner" is extremely familiar with the electric circuits under the Manor. He can change the connection status of the wires to alter the connection of the Cipher Machines. Once connected, the transmission of Decoding Progress between Cipher Machines is enabled.
How to Use
Tap item to use. The "Prisoner" envisions the distribution of Cipher Machines in his head and changes the wiring to adjust the connection status between Cipher Machines.
The "Prisoner" can connect two inactive Cipher Machines and form a Connection, with a cooldown of 30 seconds. Each "Prisoner" can only generate 1 Connection, and there can only be 2 Cipher Machines on each Connection. All Survivors will be able to see the Connection.
When Survivors decode a Cipher Machine on a Connection, they can transmit a certain percentage of their Decoding Progress to another Cipher Machine. During the transmission, their own Decoding Progress will be decreased by the same transmission percentage.
Survivors can adjust the transmission percentage within the rage of 0% to 48%. At the same time, due to deterioration of the circuit, some of the transmitted Decoding Progress will be lost (without affecting one's decoding speed). The farther away the connected Cipher Machines are, the bigger the loss will be, ranging from 10% to 20%. Connections can be destroyed by Hunters. A destroyed Cipher Machine can't be reconnected to a Connection for 45 seconds. If a Cipher Machines is activated in a Connection, the Connection will become invalid automatically.
An incident changed the Prisoner's body composition and made him a "Conductor" capable of accumulating electric charges. When the "Prisoner" decodes a Cipher Machine in a Connection, an electrical area will be formed as a result of electrical charges focusing around the Cipher Machine. When Hunters enter such an area for a long time, they will be electrocuted and stunned. With each electrocution, the Hunter's resistance to electric charges is permanently increased so that the stun duration of the Hunter will decrease until it drops to 0. When a Connection becomes invalid or destroyed, the electrical area will disappear with it.
Due to his unique body composition, the "Prisoner" will recharge when he enters the electrical area. Once the recharge is completed, he can release severe electric currents 1 time. The severe electric currents will send an Electric Shock towards Hunters nearby and stun them for 1 seconds.
As the effects of Electric Shock is strong, it won't be affected by Hunter's resistance to eletric charges.
|Super Circuit||To play it safe, the "Prisoner" set up a connection between the two Exit Gates in advance. While the Exit Gates are opened, the coded lock will connect automatically, allowing transmission of the Decoding Progress between the two coded locks.
As the connection between the Exit Gates is quite complicated, the transmission ratio of the Connecting Passage can only be adjusted by the "Prisoner" within the range of 0% to 48%. At the same time, due to deterioration of the circuit, the transmitted Decoding Progress is lost at a constant 15%.
|Obsession||The decoding speed of the "Prisoner" is increased by 10% when decoding a Cipher Machine on a connection. Once a calibration fails, his rigid time is decreased by 30%.
However, such obsession also weakens the Prisoner's perception of his surroundings, such that the distance of his detection of the Hunters is decreased by 20%.
|Original||Already Equipped||The original costume. Everything looks so natural.||N/A|
|Worn Clothes||Complete Character Deduction quest 11 'Overshoot' to get.||All the clothes are super tattered. Was it only a game they have been through?||N/A|
|The Viper||S10 Essence 2||It's time we call the quits, be it this journey or the chill that's been harassing me my entire life. My guide would do anything to get me out of here, yet "she" forced me to make a choice - perform my pledge or remedy my destiny. ([Limited] Costume, only available in S10 Essence 2.)||N/A|
|Electrolysis||Memory Sphere Season 13||He made use of the delicate relationship between science and alchemy to complete the performance of "turning stone into gold", yet he has no idea that the real Philosopher's Stone is nothing but a glorified lie.||N/A|
|Boidae||N/A||Perhaps all shadows love darkness; that's why I like sunset more than sunrise. I've seen the sixth sunset in this forest today. I hope that we... at least I... still have the chance to see the seventh.||318 Echoes or 1188 Fragments|
|Moldy Bread||S12 Essence 3||Is moldy bread edible? That's not a question for the people in prison.||N/A|
|Art of Science||Memory Sphere Season 12||Destiny is an irreversible formula, and no exceptional science can determine its value.
Special Effect: Replaces ability effect.
|788 Echoes or 2988 Fragments|
- Set up a cipher connection once the game starts. Try to connect two nearby ciphers to reduce the decoding loss.
- With one cipher left, you can connect your cipher to a teammates' cipher or an almost finished cipher that the Hunter is guarding to decode the cipher from a safe location.
- The Prisoner's charged stun lasts as long as a regular Enchantress stun. The stun can be triggered even without a Hunter nearby, but will be nullified. Ensure that you do not accidentally press the stun so as to not waste it.
- You can still set up connections while Tide Turner is activated. You may want to set up a connection for your teammates so that they can use your ability while you are chaired.
- The Terror Radius of the hunters towards the Prisoner is reduced by 25% - which can shorten the distance between him and the hunter by some meters while he is decoding.
- Bring Cold to function like a more-reliable terror radius, as well as determining which way the hunter is coming to avoid bumping in the same way to them.
- If the Hunter has Possessive, pay attention to when it's active as it can alert you that the Hunter is near.
- When the 2 cipher machine is connected, if the hunter is in some range towards the Prisoner, the string that connect the two connect bars will start to crackle, implying that the hunter is coming to you.