====== Entrapment ====== An **Entrapped** unit can't move, and suffers a giant [[Defence Skill]] penalty. They can't attack, either. This is quite unideal. {{:magic.png?nolink }} There are two broad categories of Entrapment: nonmagical, and magical. Nonmagical Entrapment doesn't work against the [[Ethereal]], nor against [[Blink|teleporting]]. Magical Entrapment //does// work against these, but is a bit tougher to employ. Fellows can try to bust out of their Entrapment at the start of each of their turns, by making a difficult [[DRN]] check with a certain stat. **In most cases**, they also get to attempt to slip out immediately. ^ Entrapment Type ^ Category ^ Resist? ^ Protecting Traits ^ Breakout Test ^ Source ^ | Entanglement | Nonmagical | Yes | N/A | [[Strength|STR]], 13-to-25 | [[Nature]] Magic | | Earth Grip | Nonmagical | Yes | [[Flying]] \\ [[Floating]] | STR, 23 | [[Earth]] Magic | | Netting | Nonmagical* | Yes? \\ FIXME | [[Size]] \\ STR | STR, 19 or 23 \\ FIXME | Net Attacks (melee) | | Webbing | Nonmagical | Yes? \\ FIXME | [[Size]] \\ STR | STR, 20 or 22 \\ FIXME | Nature Magic \\ Giant Spiders (melee or ranged) | | False Fetters | Magical | **//Technically//** | [[True Sight]] | [[Magic Resistance|MR]], 21 | [[Glamour]] Magic | | Bonds of Fire | Magical | **No** | N/A | [[Morale|MOR]], 21 | [[Fire]] Magic | | Encased in Ice | Magical | **No** | [[Underwater|Dry Land]] | STR, 22+[[DRN]]* | [[Water]] Magic (Underwater only) | Note that, in most cases, **the DRN is one-sided**; there isn't a competing DRN roll that's added to the result you have to beat. ===== Nonmagical Entrapment ===== {{:items:boots_of_the_spider.png?nolink }} Nonmagical Entrapment instantly fails against the [[Ethereal]], of course. There is also the **Unhindered (X)** trait, which gives you an **(X)%** chance to resist Nonmagical Entrapments before any of those other checks; the ??Boots of the Spider?? provide 75 points. {{:abilities:blink.png?nolink }} Those who casually teleport instead of moving normally, or **"[[Blink|Blinkers]]"**, can simply exit their Nonmagical Entrapment instantly whenever it's their turn to move. [[Astral]] mages can similarly escape with the ??Blink?? spell. ==== Entanglement ==== One of the more ubiquitous sorts of Entrapment, Entanglement is caused by a bunch of Nature spells, as well as the notorious "[[Entangles Attackers]]" trait. For example, * ??Tangle Vines??, ??Tangle Thicket??, and ??Wild Growth?? affect entire squares. * ??Vine Arrow?? and ??Storm of Thorns?? are missile spells (with the former being 1 missile and the latter being at least 10), so they're less likely to hit, but they also deal damage. * {{:items:vine_shield.png?nolink }}The "Entangles Attackers" trait will Entangle foes who try to hit them, after [[Awe]] and [[repel|repelling]] but before the hit has a chance to land. If the target doesn't resist Entanglement, their attack doesn't happen. This //would// be an extremely-rare trait, if not for a certain infamous [[item]] known as the ??Vine Shield??. The Breakout Test for Entanglement is a **[[Strength]]** check, with a base difficulty of **19**. In [[wastes|Wastelands]], the base difficulty is **18** instead; in [[forest|Forests]], the base difficulty is **20**. From there, the difficulty level is modified by the amount of {{:misc:scales:growth.png?14&nolink}}[[Scales#Growth-and-Death|Growth]] on the local Scales, with {{:misc:scales:death.png?14&nolink}}Death counting as a negative. ==== Earth Grip ==== Coming just behind Entanglement in profusion, the Earth's Grip is a common tool of [[Earth]] mages. Think of it as being half-buried. The spells are: * ??Earth Grip??, which grips a single target at a somewhat-short range * ??Earth Meld??, which grips five squares of foes at medium-short range * ??Maws of the Earth??, which scales excellently in range and AOE, and does [[Armor-Piercing|AP]] Magic Damage {{:abilities:floating.png?nolink }} Aside from Maws of the Earth pinching fellows, the Earth's Grip is more akin to super-fast quicksand than a hand grabbing your target. Thus, these three spells are useless against the [[Floating]], and against the [[Flying]]. The Breakout Test for the Earth's Grip is a **[[Strength]]** check, with a difficulty of **23**. ==== Netting ==== A bunch of units, most of them [[Underwater#Underwater-Traits|Amphibious]], carry **one** fishing Net on them at all times. When faced with their first melee opponent in battle, they shall toss that net on them, attempting to Nonmagically Entrap them in such a manner. Typically they do this //after// their regular attack; this is a strategic blunder, but oh well. The humble Net has to get through a lot of hurdles to bind its target. First, it has to hit, so the net-thrower's **[[Attack Skill]]** has to beat their target's **[[Defence Skill]]**. The net can also be [[repel|repelled]]. Then, there is the slightly-more-esoteric roll. A unit's **[[Size]]** and/or **[[Strength]]** determines whether or not the net manages to do anything meaningful. In __Dominions 5__, the calculation was like this: * **S** = ([[Size]] - 2) / 3 * **T** = ([[Strength]] - 15) / 20 * **R** = (**S** + **T**)% * Your percent chance to resist is **R**. Assuming the calculations were adjusted with the changes to Size in __Dominions 6__, they may look like so: * **S** = ([[Size]] - 3) / 4 * **T** = ([[Strength]] - 15) / 20 * **R** = (**S** + **T**)% * Your percent chance to resist is **R**. {{:nations:la:jomon:kaijin.png?nolink}} There is exactly **one** Magical Netter in the game, [[jomon-la|Jomon's]] ??Kaijin??. More research needs to be done on what this means. According to Loggy's code peek, the Breakout Test for the Net is a **[[Strength]]** check with a difficulty of **23**. However, other curious play-testers came back with a result of **19**. The Net is truly mysterious. ==== Webbing ==== While giant spiders aren't an everyday sight for [[machaka-ma|most people]], any Nature mage can cast a ??Web?? on any poor fool, at least 3 squares large. The spell version is typically going to be more reliable than the "attack" versions, anyhow; the melee web attacks carry the same problem as Nets (though with more "ammunition"), while the ranged web attacks have an AOE of only 1 square. Webbing functions **exactly the same as Netting**, except that the Breakout Test for the Web has a different difficulty. According to the in-game description text for the ??Web?? spell, the difficulty is **22**; according to code-peeker Loggy's notes, however, the difficulty is actually **20**. ===== Magical Entrapment ===== Magical Entrapment is nowhere near as common as Nonmagical Entrapment. However, it shuts down the [[Ethereal]], the [[Unhindered]], and the [[Blink|Blinkers]]. It also doesn't allow for foes to resist the application, allowing for a free turn against whatever dangerous threat approaches your mages... with one exception, of course. ==== False Fetters ==== ??False Fetters?? is a short-range, decently-scaling [[Glamour]] [[Enchantment]], which tricks at least 2 squares of units into //thinking// they're Entrapped. It //presumably// doesn't work against those with True Sight, nor on [[Disbelieve|Disbelievers]]. The Breakout Test for the Fetters is a **[[Magic Resistance]]** check, with a difficulty of **21**. The caster's **Penetration** doesn't matter here, nor does the target's Glamour levels. There **//technically//** isn't an opportunity to resist against its initial application; however, every single source of False Fettering requires the applier to succeed in a standard **Penetration check** first. ({{:misc:magic:glamour.png?14&nolink}}) * The average result of a 2-die DRN is an 8. In the Breakout Tests, the attempter wins ties, so an average fellow with 10 Magic Resistance needs only 3 above average to bust out. Still, that means they have only around a 21.29% chance to bust out each turn. * As for the initial Penetration check, the applier's base Penetration is considered to be **11**, and this time Magic Resistance //loses// ties. An average fellow with 10 Magic Resistance needs to beat the applier's DRN roll by 2. From research done in the [[https://illwiki.com/dom5/dominions-random-number|Dominions 5 era]], it appears an average fellow with 10 Magic Resistance has around a 30% chance to resist. * Thus, it appears that resisting is **easier** than the Breakout Test, at least if the applier doesn't have a Penetration bonus. ==== Bonds of Fire ==== There are two spells that apply shackles of fire to your foes, and both of them are [[Fire]] [[Thaumaturgy|Thaumaturgies]]: * ??Bonds of Fire?? does it to one person at medium range, and isn't super accurate. * ??Prison of Fire?? is much tougher to cast ({{path>F3}} vs. {{path>F1}}), but does it to at least 3 squares of fellows. There is no chance to resist having the Bonds put on you. The Breakout Test is a **[[Morale]]** check, with a difficulty of **21**. Those who break out take **3 [[Armor-Negating|AN]] {{:abilities:resist_fire.png?14&nolink}}Fire DMG**; which may very well kill them, if they're weak enough. ==== Encased in Ice ==== [[Underwater]] (and //only// Underwater), you may run the risk of having the water around you frozen, by some psychopathic [[Water]] mage. Two spells do this: * ??Encase in Ice?? does it to a square of fellows, with perfect accuracy but somewhat-short range. * ??Prison of Sedna?? does it to at least six squares of fellows. {{:abilities:ice_protection.png?nolink }} One small mercy to being popsicle'd is that you essentially have ice armor, which increases your [[Protection]]. Let's call this value **C**. To be specific, one casting gives you **+10**, **which can stack with other castings**. On the other hand, you take **5 AN {{:abilities:resist_cold.png?14&nolink}}Cold [[Fatigue]] each turn**. The Breakout Test for your Ice Prison is **dynamic**. It's always against **[[Strength]]**, but the difficulty is **12 + C**, and you immediately break out if **C** equals zero. Unlike the other Breakout Tests, the DRN you get is a **dueling** one, so your result may end up lower than your Strength. However, each failed Test still **reduces C by the result minus 12**. You can only remain Encased in Ice for so long, unless your foe keeps reapplying it; whenever you fail to reduce **C**, it **lowers by 1 anyway**, due to thermodynamics.