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dom6:lab [2026/07/20 07:59] (current)
cactusowl created (copied from dom5 illwiki; I wrote most of that page...)
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 +====== Laboratory ======
  
 +A laboratory can be built in a [[province]] to enable you to perform certain magical tasks there. Labs cost most [[nations]] 600 gold, and can only be constructed by a mage (a [[commander]] with at least one level in one of the nine [[magic]] paths, not counting Holy).
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 +A lab is required to recruit mages, perform [[research]], cast [[ritual|rituals]], and forge [[items]] in that province. Commanders in a lab can exchange items and [[gems]] with the nation's treasury; without a lab, they can only trade things with other commanders in that province.
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 +A nation collects gems from magic [[sites]] only if it can trace a path from the province with the site through friendly territory to a province with a lab. 
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 +Labs have no effect on combat, and aren't specific to a nation; if you capture a province with a lab in it, you can use it.
 +
 +==== Strategy ====
 +
 +You will want to build a lab in most of your [[fort|forts]] to allow you to recruit mages and do research there. 
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 +If you have a large stack of mages as part of an army, and that army finds itself wanting to hold position for a turn or two, it can be helpful to build a lab in the field. This allows those mages to research, reload gems, cast rituals, and pick up magic items forged elsewhere. 
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 +Ironically unforted labs have strategic advantages: mages in a fort with a lab can either defend their province or research; mages in a lab outside of a fort can do both at once. 
dom6/lab.txt ยท Last modified: 2026/07/20 07:59 by cactusowl