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==Thracia 776==
 
==Thracia 776==
Characters can only capture enemies that have a smaller [[Constitution|Build]] compared to them, though mounted units are exempt from this rule except while [[Dismount|dismounted]]. When a battle is initiated with the intention of capture, the character's [[Strength]], [[Magic (stat)|Magic]], [[Skill (stat)|Skill]], [[Speed (stat)|Speed]] and [[Defense]] are all halved, so it is advised to weaken the enemy prior to a capture attempt, unless the character is powerful enough to inflict sufficient damage regardless of stat reductions.
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Characters can only capture enemies that have a smaller [[Constitution|Build]] compared to them, though mounted units are exempt from this rule except while [[dismount]]ed. When a battle is initiated with the intention of capture, the character's [[Strength]], [[Magic (stat)|Magic]], [[Skill (stat)|Skill]], [[Speed (stat)|Speed]] and [[Defense (stat)|Defense]] are all halved, so it is advised to weaken the enemy prior to a capture attempt, unless the character is powerful enough to inflict sufficient damage regardless of stat reductions.
   
 
The enemy's [[HP]] must drop to zero in order for the capture to take effect. [[Brave weapons]] like [[Finn]]'s [[Brave Lance|Hero Lance]] or the [[Skills|skill]] [[Charge]] are considered very helpful in a capture attempt.
 
The enemy's [[HP]] must drop to zero in order for the capture to take effect. [[Brave weapons]] like [[Finn]]'s [[Brave Lance|Hero Lance]] or the [[Skills|skill]] [[Charge]] are considered very helpful in a capture attempt.
   
Once an enemy is successfully captured, the character can [[Trade|trade]] with their hostage to take anything in their inventory. They may also release the hostage, although this counts as killing them gameplay-wise (whereas just holding onto them until the chapter's end counts as if they have never been fought). Ostensibly, releasing a captured unit counts as letting them escape the battlefield with their lives intact, in relation to the story.
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Once an enemy is successfully captured, the character can [[trade]] with their hostage to take anything in their inventory. They may also release the hostage, although this counts as killing them gameplay-wise (whereas just holding onto them until the chapter's end counts as if they have never been fought). Ostensibly, releasing a captured unit counts as letting them escape the battlefield with their lives intact, in relation to the story.
   
 
Capture is an extremely important element in ''Thracia 776'', especially since the game begins with no [[gold]] and selling stolen weapons is almost required to earn funds, unless the player exploits the [[arena]]s available.
 
Capture is an extremely important element in ''Thracia 776'', especially since the game begins with no [[gold]] and selling stolen weapons is almost required to earn funds, unless the player exploits the [[arena]]s available.
   
Certain characters can only be recruited by first capturing them, and then finishing the chapter without releasing them. These characters include [[Lifis]], [[Salem]], [[Trewd]], and [[Misha]].
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Certain characters can only be recruited by first capturing them, and then finishing the chapter without releasing them. These characters include [[Lifis]], [[Salem]], [[Troude]], and [[Misha]].
   
Mounted or airborne units cannot be captured normally, unless they have been put to [[Sleep (status)|Sleep]], in which case they are treated as though they have dismounted. Characters with a Build of twenty cannot be captured, though. Interestingly, unique enemies and bosses usually say different lines if they are captured and released, instead of merely defeated in combat.
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Mounted or airborne units cannot be captured normally, unless they have been put to [[Sleep (condition)|Sleep]], in which case they are treated as though they have dismounted. Characters with a Build of twenty cannot be captured, though. Interestingly, unique enemies and bosses usually say different lines if they are captured and released, instead of merely defeated in combat.
   
 
Enemies may also attempt to capture the player's units, so keeping non-combative units, such as [[Priest]]s, away from the front line is strongly recommended at all times. Any unit that is unarmed will always be captured in an attempt, as they have no means to defend themselves. It should be noted that if a unit is captured, the enemy is severely weakened, making them very easy to defeat and get your unit back; therefore, sometimes putting an unarmed unit in the front lines can be useful for defeating more difficult enemies.
 
Enemies may also attempt to capture the player's units, so keeping non-combative units, such as [[Priest]]s, away from the front line is strongly recommended at all times. Any unit that is unarmed will always be captured in an attempt, as they have no means to defend themselves. It should be noted that if a unit is captured, the enemy is severely weakened, making them very easy to defeat and get your unit back; therefore, sometimes putting an unarmed unit in the front lines can be useful for defeating more difficult enemies.
   
 
==Radiant Dawn==
 
==Radiant Dawn==
In ''[[Fire Emblem: Radiant Dawn]]'', a very similar mechanic exists, though it only appears in the [[On_Drifting_Clouds|Prologue of Part II]]; in this chapter, the opposing [[Begnion]] [[Dracoknight]]s will capture Princess [[Leanne]] if she is within their range.
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In ''[[Fire Emblem: Radiant Dawn]]'', a very similar mechanic exists, though it only appears in the [[On Drifting Clouds|Prologue of Part II]]; in this chapter, the opposing [[Begnion]] [[Dracoknight]]s will capture and carry off Princess [[Leanne]] if she is within their range.
   
 
==Fates==
 
==Fates==
In ''[[Fire Emblem Fates]]'', the ability to Capture is only available to one unit in each route, or two if playing on the ''Revelations'' path. In this case, ''Birthright'' players can use [[Orochi]] to capture enemy units, while in ''Conquest'', [[Niles]] does this instead. To capture a unit, you must use either one and select the "Capture" option when they are in attack range of the desired target. Normal battle sequences will occur and the enemy must be defeated in order to be captured. Players can capture most generic enemies; however, this does not apply to those found in DLCs, [[Stoneborn]], [[Faceless]], Invaders (Valla soldiers) and unique characters, excluding a few listed below.
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In ''[[Fire Emblem Fates]]'', the ability to capture enemy units is limited to two units, the [[Nohr]]ian [[Outlaw]] [[Niles]] and the [[Hoshido|Hoshidan]] [[Diviner]] [[Orochi]]. Both of their [[Kidnap|Personal]] [[Capture (Skill)|Skills]] allow them to capture enemy units by giving the special '''Capture''' Command. When prompted, Orochi and Niles will attack the enemy with reduced damage and cannot activate skills. If they defeat the enemy, they will immediately be placed in the player's [[Prison]] in their [[My Castle]], but only if it has been built and there are open slots. Most generic enemy soldiers are capturable, however there are a few exceptions:
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*[[Wolfskin]]/[[Wolfssegner]]s
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*[[Kitsune]]/[[Nine-Tails]]
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*Most DLC enemies (e.g Visitors and Staff in [[Museum Melee]], [[Witch]]es, [[Ballistician]]s, Illusions).
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*All playable characters of the opposite route (Hoshido characters in ''Conquest'' and Nohrian characters in ''Birthright'')
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*[[Faceless]]
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*[[Stoneborn]]
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*[[Automaton]]s
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*Vallite soldiers (invisible units)
   
Once kept in the prison, enemy units stay there for an indefinite period of time. You can persuade and/or bribe them to get them to fight for you. This will require resources which can be obtained from either your or other players' castles to meet their requirements. Depending on who is on post at the jail, these costs can be reduced slightly. They can also be released where they will simply leave and never return, being unable to be recruited. Demolishing a jail will result in you releasing all prisoners inside. In a My Castle battle, enemies can attack and destroy the jail. In this case, no prisoners will escape if the jail is destroyed and will return when the battle is over.
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Imprisoned units are kept in their cells for an indefinite period of time, either until the player convinces them to join the army or they are released. A maximum of 20 captured units are allowed to be used in the army. However, these 20 slots applies to all Unit Logbook units. If the extra 20 slots are filled, one must be released in order to recruit a new unit. Players can either recruit enemy units by having the unit currently working in the prison interrogate them into joining. The process is slow and takes considerably longer for Boss Units. Players can also bribe the prisoners by using resources, which speeds up the convincing process. Once recruited, that unit is permanently added to the logbook.
   
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Most captured units are very low grade units, having low growths and often bad starting stats. They also are limited to their starting class set, having no secondary class, and cannot form supports with any allied units. They can use DLC specific class Seals and Skill Scrolls. On higher difficulties, captured units may have unique enemy skills, such as [[Inevitable End]], when fought and captured. However, upon recruitment, the enemy will lose any of the enemy-exclusive skills on them.
Captured units can be used like normal units, however they cannot form supports with any other units and do not have a secondary class. Their primary class is also randomly selected, although they may have skills from other classes that can normally promote into that class. An example would be the [[Hero]] class, where generic Heroes may carry Fighter-unique skills such as [[HP +5]], even though their base class is the [[Mercenary]]. They can still use typical promotion/reclassing seals that they can use (e.g a unit can be reclassed from a generic Sniper into a [[Ballistician]] class with the corresponding seal).
 
   
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However, in ''Conquest'' in particular, several enemies have unique skills. For example, a Master Ninja in [[Den of Betrayal|Chapter 17]] has [[Grisly Wound]], a skill that is exclusive to the [[Nine-Tails]] and [[Wolfssegner]] classes, despite not being of either race. Another is a [[Master of Arms]] in [[Possessed|Chapter 23]] that has four [[Rally]] Skills, which is normally not obtainable in his class set. For their uniqueness, they can be considered good additions for the player's army, especially if their army has lost units, but are not necessary to complete the route.
Players should always try to capture the most unique units in a chapter to get the best out from them. An example would be in ''Conquest'' chapters 17 and 23, where there is a [[Master Ninja]] with [[Poison Strike]] and [[Grisly Wound]] (in addition to Movement +1). Since Grisly Wound and Movement +1 are unavailable for generic Master Ninjas, this allows that specific Master Ninja an advantage over any other master ninjas in game. Another example is shown in Chapter 23 where there is a "rallybot" [[Master of Arms]] with four different Rally skills, all of which are unavailable for the Samurai class.
 
 
A player can have up to 20 captured units in their army at any given time; if the player gets more than that they will be forced to send one captured unit away. The player is prompted to update their stats incase they wish to rehire them again without having to capture another one.
 
   
 
===Capturable Boss Units===
 
===Capturable Boss Units===
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In ''Fates'', the bosses below can be captured by the player rather than killing them. They can be found in their respective chapters (Daniela, Haitaka and Kumagera being path-locked to ''Birthright'' and ''Conquest'' respectively). All bosses excluding the three mentioned characters can also be found in the DLC [[Museum Melee]].
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* [[Daniela]]
 
* [[Daniela]]
 
* [[Haitaka]]
 
* [[Haitaka]]

Revision as of 16:38, 31 March 2019

Capture (捕捉) is a recurring gameplay feature that appears in Fire Emblem: Thracia 776, to an extent in Fire Emblem: Radiant Dawn and in Fire Emblem Fates. Under certain conditions, characters can capture those from the opposing side, equivalent to rescuing allies.

Thracia 776

Characters can only capture enemies that have a smaller Build compared to them, though mounted units are exempt from this rule except while dismounted. When a battle is initiated with the intention of capture, the character's Strength, Magic, Skill, Speed and Defense are all halved, so it is advised to weaken the enemy prior to a capture attempt, unless the character is powerful enough to inflict sufficient damage regardless of stat reductions.

The enemy's HP must drop to zero in order for the capture to take effect. Brave weapons like Finn's Hero Lance or the skill Charge are considered very helpful in a capture attempt.

Once an enemy is successfully captured, the character can trade with their hostage to take anything in their inventory. They may also release the hostage, although this counts as killing them gameplay-wise (whereas just holding onto them until the chapter's end counts as if they have never been fought). Ostensibly, releasing a captured unit counts as letting them escape the battlefield with their lives intact, in relation to the story.

Capture is an extremely important element in Thracia 776, especially since the game begins with no gold and selling stolen weapons is almost required to earn funds, unless the player exploits the arenas available.

Certain characters can only be recruited by first capturing them, and then finishing the chapter without releasing them. These characters include Lifis, Salem, Troude, and Misha.

Mounted or airborne units cannot be captured normally, unless they have been put to Sleep, in which case they are treated as though they have dismounted. Characters with a Build of twenty cannot be captured, though. Interestingly, unique enemies and bosses usually say different lines if they are captured and released, instead of merely defeated in combat.

Enemies may also attempt to capture the player's units, so keeping non-combative units, such as Priests, away from the front line is strongly recommended at all times. Any unit that is unarmed will always be captured in an attempt, as they have no means to defend themselves. It should be noted that if a unit is captured, the enemy is severely weakened, making them very easy to defeat and get your unit back; therefore, sometimes putting an unarmed unit in the front lines can be useful for defeating more difficult enemies.

Radiant Dawn

In Fire Emblem: Radiant Dawn, a very similar mechanic exists, though it only appears in the Prologue of Part II; in this chapter, the opposing Begnion Dracoknights will capture and carry off Princess Leanne if she is within their range.

Fates

In Fire Emblem Fates, the ability to capture enemy units is limited to two units, the Nohrian Outlaw Niles and the Hoshidan Diviner Orochi. Both of their Personal Skills allow them to capture enemy units by giving the special Capture Command. When prompted, Orochi and Niles will attack the enemy with reduced damage and cannot activate skills. If they defeat the enemy, they will immediately be placed in the player's Prison in their My Castle, but only if it has been built and there are open slots. Most generic enemy soldiers are capturable, however there are a few exceptions:

Imprisoned units are kept in their cells for an indefinite period of time, either until the player convinces them to join the army or they are released. A maximum of 20 captured units are allowed to be used in the army. However, these 20 slots applies to all Unit Logbook units. If the extra 20 slots are filled, one must be released in order to recruit a new unit. Players can either recruit enemy units by having the unit currently working in the prison interrogate them into joining. The process is slow and takes considerably longer for Boss Units. Players can also bribe the prisoners by using resources, which speeds up the convincing process. Once recruited, that unit is permanently added to the logbook.

Most captured units are very low grade units, having low growths and often bad starting stats. They also are limited to their starting class set, having no secondary class, and cannot form supports with any allied units. They can use DLC specific class Seals and Skill Scrolls. On higher difficulties, captured units may have unique enemy skills, such as Inevitable End, when fought and captured. However, upon recruitment, the enemy will lose any of the enemy-exclusive skills on them.

However, in Conquest in particular, several enemies have unique skills. For example, a Master Ninja in Chapter 17 has Grisly Wound, a skill that is exclusive to the Nine-Tails and Wolfssegner classes, despite not being of either race. Another is a Master of Arms in Chapter 23 that has four Rally Skills, which is normally not obtainable in his class set. For their uniqueness, they can be considered good additions for the player's army, especially if their army has lost units, but are not necessary to complete the route.

Capturable Boss Units

In Fates, the bosses below can be captured by the player rather than killing them. They can be found in their respective chapters (Daniela, Haitaka and Kumagera being path-locked to Birthright and Conquest respectively). All bosses excluding the three mentioned characters can also be found in the DLC Museum Melee.