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An Entrapped unit can't move, and suffers a giant Defence Skill penalty. They can't attack, either. This is quite unideal.
There are two broad categories of Entrapment: nonmagical, and magical. Nonmagical Entrapment doesn't work against the Ethereal, nor against 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 | STR, 13-to-25 | Nature Magic |
Earth Grip | Nonmagical | Yes | Flying Floating | STR, 23 | Earth Magic |
Netting | Nonmagical* | Yes? ![]() | Size STR | STR, 19 or 23 ![]() | Net Attacks (melee) |
Webbing | Nonmagical | Yes? ![]() | Size STR | STR, 20 or 22 ![]() | Nature Magic Giant Spiders (melee or ranged) |
False Fetters | Magical | Technically | True Sight | MR, 21 | Glamour Magic |
Bonds of Fire | Magical | No | N/A | MOR, 21 | Fire Magic |
Encased in Ice | Magical | No | 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 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.
Those who casually teleport instead of moving normally, or "Blinkers", can simply exit their Nonmagical Entrapment instantly whenever it's their turn to move. Astral mages can similarly escape with the Blink spell.
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,
The Breakout Test for Entanglement is a Strength check, with a base difficulty of 19. In Wastelands, the base difficulty is 18 instead; in Forests, the base difficulty is 20. From there, the difficulty level is modified by the amount of Growth on the local Scales, with
Death counting as a negative.
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:
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.
A bunch of units, most of them 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 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:
Assuming the calculations were adjusted with the changes to Size in Dominions 6, they may look like so:
There is exactly one Magical Netter in the game, 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.
While giant spiders aren't an everyday sight for 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 is nowhere near as common as Nonmagical Entrapment. However, it shuts down the Ethereal, the Unhindered, and the 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 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 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 Penetration check first. ()
There are two spells that apply shackles of fire to your foes, and both of them are Fire Thaumaturgies:
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 AN Fire DMG; which may very well kill them, if they're weak enough.
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:
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
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.