The first level of the «__Alchemy__» science allows to rob magical crystals and to make buildings and artifacts perfect.\\
The second level of this science makes it possible for player to rob Runes in [Stonehenges|Stonehenge] and to perform runic rituals for artifacts` enhancement.\\
The third level makes it possible to rob recipes.
\\
\\
%%tabbedSection
%%tab-Level_1

The "Alchemy" science allows:\\
1. making buildings "perfect";\\
2. making Artifacts "perfect";\\
3. stealing magic Crystals.\\
\\
!1. Perfection of buildings
Some buildings, upgraded to the maximum level, can be perfected.\\
"Perfect" buildings have improved parameters and extra features.\\
For example, "perfect" military buildings produce certain number of units once a day.\\
\\
When you click on a building of level 7 (or Tavern building of level 1) that can be perfected, you will find the "Make building perfect" button instead of the usual "Upgrade" button in the round menu of the building.\\
\\
"Perfect" buildings are marked with a little crystal sign instead of the number showing level.\\
\\
Perfection of a building can be added to the queue of construction.\\
Durability of the "perfect" buildings is 1 building's level higher.\\
\\  
In order to make a building "perfect" you will need resources, Black Gems, and __Crystals__.\\
Crystals for perfection are taken from Heroes' Bags and from the "Vault" tab of the Vault building.\\
__After the next upgrade Crystals will also be taken from the "Alchemy" tab of the Vault building.__\\
Crystal are taken in the following order: from Bags, from the "Vault", from the "Alchemy".\\
\\
\\
!2. Perfection of Artifacts
There is the __Altar__ in the "Alchemy" tab of the Vault building.\\
There are 5 slots for Crystals of each type and 3 slots for Artifacts or Scrolls around the Altar.\\
And there is a slot for the Artifact you want to make "perfect" in the middle. If you place an Artifact in the slot you will be able to see the characteristics of the Artifact after upgrade.\\
\\
Perfection of an Artifact requires 5 Crystals, 2 any Artifacts of the same level (with the one that is upgraded), and a Scroll. \\
\\
Perfection is completed on clicking the "Make Artifact perfect" button.\\
\\
"Perfect" Artifact costs more than similar not-perfect.\\
\\
!!There are 5 types of Crystals:
|Red |Green |Blue |Yellow |Purple
|[{Image src='red_crystal.png' align='center'}]|[{Image src='green_crystal.png' align='center'}]|[{Image src='blue_crystal.png' align='center'}] |[{Image src='yellow_crystal.png' align='center'}] |[{Image src='pink_crystal.png' align='center'}]

\\
\\
Crystals are generated in the Monster Heroes' Bags. Monster Heroes dwell in the Aggressive Ruins.\\
Monster Hero from an Aggressive Ruin of level 5 has 2-3 Crystal in the Bag, Monster Hero from a Ruin of level 6 has 3-4 Crystals.\\
\\
!How to get Crystals
 Hero of a player or a Monster Hero gets Crystals into possession in the course of the "Robbery" mission. Only player who have the "Alchemy" science studied can steal Crystals. \\
Crystals are stolen from the defeated by the winner regardless of their roles in the battle (attacker or defender).\\
Player who has no Hero or whose Hero is stunned can't steal any Crystals.\\
\\
Crystals can be stolen from Hero's Bag, the "Vault" and "Alchemy" tabs randomly. Stolen Crystal gets to the winning Hero's Bag. If there is not enough place for all gained Crystals in the Bag, random Crystals of the gained will be stolen. If there is no place for Crystals at all, Crystals won't be stolen; this will be registered in the Battle Report.\\
\\
__Robbery of Crystal from players:__\\
\\
In the course of 1 "Robbery" mission with 1 Hero, a player can steal 1 random Crystal from those the opponent has in the Bag of the Hero in Garrison, from the "Vault" and "Alchemy" tabs of the vault building. \\
 Crystals cannot be stolen from the hero's bag if the hero is in the Sanctuary.\\
 Crystal are not stolen from the assisting Hero.\\
\\
If there are more than 1 Crystal in a domain and several players take part in the mission, each player will get 1 random Crystal. If there is only 1 Crystal and several players in the mission - random player will get the Crystal.\\
\\
__Robbery of Crystal from Monsters:__\\
\\
You can rob all Crystals from monsters, if your Hero has enough free slots in his bag.\\
\\
When Monster Hero goes out from the Ruin, he leaves 1 random Crystal there. The Crystal can be seen in the Main Building of the Ruin. The Crystal can be stolen from the Ruin if it is destroyed and if there is place for the Crystal in the Bag of your Hero. If there is also Magic Item in the Ruin but there is not enough place for both the Item and the Crystal - the magic Item will be stolen.\\
\\
On the returning home to the Ruin, Monster Hero takes the Crystal left for the time of his absence back in the Bag.\\
Defeated Monsters lose all their Crystals, winners will get the Crystals evenly.\\
\\
Crystals and other Magic Items do not interfere each other, meaning that a Crystal and, for example, an Artifact can be found by a player in the same Ruin. \\
\\

__Storage of Crystals__\\

 1 Crystal takes 1 slot in the Hero's Bag or in the Vault. \\
 Several Crystals of the same type cannot be placed at the Altar.\\
\\


__Sale of Crystal__\\

It's possible to sell Crystals to the Trader for 100 Black Gems on credit.\\
Crystals can not be sold 2 hours before battle in case of incoming attack. \\
\\
\\
!3. Converting artifacts

To __ convert an artifact into an ancient one__, place it onto the central slot of the Alchemy altar and click the button «Convert into ancient». The cost of converting is half the price of the final artifact. With that all additional effects applied to the artifact (crystals, runes, and rune words) remain unchanged. The conversion does not consider any items placed in other Altar slots. The cost of converstion of the artifact will be displayed next to the Conversion button. 

[{Image src='cia.png'  align='center' }]
/%
%%tab-Level_2

The second level of the «__Alchemy__» science allows:\\

1. to rob Runes in Stonehenges\\
2. to perform runic rituals\\

!!1. __Runes__.
Rune – is a magical stone which provides a passive bonus to the player by means of engraving a runic sing on an artifact.\\

!!There are 9 types of magic runes:
||\\__Feoh__|[{Image src='f.png' align='center'}]|\\ \\ __+25%__ hero`s experience in battles \\against the Monster race
||\\__Ur__|[{Image src='u.png' align='center'}]|\\ \\__+10%__  hero`s experience in battles
||\\__Thorn__|[{Image src='th.png' align='center'}]| \\ \\ __+5__ defense in battles against the Monster race
||\\__Eoh__|[{Image src='eo.png' align='center'}]| \\ \\ __+3__ defense for all troops
||\\__Rad__|[{Image src='r.png' align='center'}]| \\ \\ __+5%__ health for all troops
||\\ __Tir__|[{Image src='t.png' align='center'}]|\\ \\  __-5%__ enemy’s attack in battles \\against Monster race
||\\__Gyfu__|[{Image src='x.png' align='center'}]| \\ \\ __+3%__ attack for all troops
||\\__Ior__|[{Image src='ia.png' align='center'}]| \\ \\  __-2%__ mission duration of hero squad
||\\__Haegl__|[{Image src='h.png' align='center'}]| \\ \\ __-3%__ enemy’s attack

\\
The Runes are enlisted in level ascending order from Feoh to Haegl.  For example, three Feoh runes can be upgraded into 1 rune of the next level – the Ur rune. \\
\\

The Runes appear in ancient monster estates  – the [Stonehenges|stonehenge] which can be discovered only by Suzerains with the help of explorers. When a new Stonehenge appears on the map, one of the 9 Runes is randomly generated in the bag of its monster hero. The higher the level of the Rune, the less often it appears in Stonehenges and the stronger the monster garrison defending it. If winning an attack against Stonehenge, the attacker (mission’s initiator) gets its Rune, provided s/he has the second level of the Alchemy science studied and there is at least one free slot in the bag of initiator’s hero.\\

Unlike magic crystals, Runes can`t be stolen from other players. If needed, runes can be sold to Artifact Trader. \\

!!2. __Runic rituals__.
\\
Magical rituals with runes can be performed in Treasury’s [Runemaster|Artifact_store] tab (and in the Hero window). \\
[{Image src='ritualen.png' align='left'}]
\\
!__Runic sings__

At the Runemaster`s, you can engrave an artifact with one or several runes to activate their bonuses. The runes used in this rite will disappear and their bonuses will be added up with those of the artifact. To perform the rite, place a “clean” (not engraved with runic signs) artifact and runes into slots at the Runemaster`s and click the button «__Perform the rite__». An artifact can be engraved with up to 5 runes, no matter whether of the same level or not. \\
\\
!__Rune recovery__

At the Runemaster`s, you can restore the Runes from an engraved artifact and therefore use them again. In order to do so, place an artifact engraved with runic signs into the Runemaster`s slots and click the button «__Restore runes__». When performing the ritual, there must not be any other objects besides the artifact in the slots.  Upon performing the ritual, the player gets the artifact (free from any runic sings) and the runes of the respective runic sings. The ritual can be performed only for Black Gems.\\
\\
!__Rune conversion__

If needed, three runes of the same level can be upgraded into 1 rune of the next level at the Runemaster`s.  Once done, the ritual can`t be reversed.\\
\\
!__Runic word__

Special combinations of runes create Rune words that give artifacts additional in-game bonuses. A rune word can be created with 2-5 runes, if the runes used in the magical ritual are in the __rune word recipe__. If even one rune that is not in the recipe was used in the ritual, the word won`t be activated on the artifact. Each rune word is meant only for one kind of artifact (sword, armour etc.) and cannot be activated on an artifact of a different type. Each rune's bonus is shown in turquois in a separate line of the tooltip of the artifact, the Rune word's bonus is shown in yellow. The value of the bonus is generated within given limits at the moment of the activation of the word and therefore may vary. When runes are taken off the artifact, the effect of the Rune word disappears.\\

/%
%%tab-Level_3
||\\__Master of Exchange 1 lvl__|[{Image src='1_1.png' align='center'}]|\\Creates a random lvl 1 artifact out of 1 lvl 1 artifact. \\ 
||\\__Master of Exchange 2 lvl__|[{Image src='1_2.png' align='center'}]|\\ Creates a random lvl 2 artifact out of 1 lvl 2 artifact.\\
||\\__Master of Exchange 3 lvl__|[{Image src='1_3.png' align='center'}]| \\Creates a random lvl 3 artifact out of 1 lvl 3 artifact.\\ 
||\\__Master of Exchange 4 lvl__|[{Image src='1_4.png' align='center'}]| \\Creates a random lvl 4 artifact out of 1 lvl 4 artifact.\\ 
||\\__Master of Exchange 5 lvl__|[{Image src='1_5.png' align='center'}]| \\Creates a random lvl 5 artifact out of 1 lvl 5 artifact (except artifacts from the Royal set and the High Elf set).\\ 
||\\__Quantity into Quality 1 lvl__|[{Image src='2_1.png' align='center'}]|\\Creates a random lvl 2 artifact out of 2 lvl 1 artifacts\\  
||\\__Quantity into Quality 2 lvl__|[{Image src='2_2.png' align='center'}]| \\Creates a random lvl 3 artifact out of 2 lvl 2 artifacts \\ 
||\\__Quantity into Quality 3 lvl__|[{Image src='2_3.png' align='center'}]| \\Creates a random lvl 4 artifact out of 2 lvl 3 artifacts \\ 
||\\__Quantity into Quality 4 lvl__|[{Image src='2_4.png' align='center'}]| \\Creates a random lvl 5 artifact out of 2 lvl 4 artifacts (except artifacts from the Royal set and the High Elf set).\\ 
||\\__The Right Choice 1 lvl__|[{Image src='3_1.png' align='center'}]|\\Creates a lvl 1 artifact of your choice out of 1 lvl 1 artifact\\ 
||\\__The Right Choice 2 lvl__|[{Image src='3_2.png' align='center'}]| \\Creates a lvl 2 artifact of your choice out of 1 lvl 2 artifact \\ 
||\\__The Right Choice 3 lvl__|[{Image src='3_3.png' align='center'}]| \\Creates a lvl 3 artifact of your choice out of 1 lvl 3 artifact \\ 
||\\__The Right Choice 4 lvl__|[{Image src='3_4.png' align='center'}]| \\Creates a lvl 4 artifact of your choice out of 1 lvl 4 artifact \\ 
||\\__The Right Choice 5 lvl__|[{Image src='3_5.png' align='center'}]|\\Creates a lvl 5 artifact of your choice out of 1 lvl 5 artifact (except artifacts from the Royal set and the High Elf set).\\  
||\\__Extraction of Runes \\1 lvl__|[{Image src='4_1.png' align='center'}]| \\Allows you to extract 1 rune from an artifact without spending BG\\ 
||\\__Extraction of Runes\\2 lvl__|[{Image src='4_2.png' align='center'}]| \\Allows you to extract 2 runes from an artifact without spending BG \\ 
||\\__Extraction of Runes \\3 lvl__|[{Image src='4_3.png' align='center'}]| \\Allows you to extract 3 runes from an artifact without spending BG \\ 
||\\__Extraction of Runes\\4 lvl__|[{Image src='4_4.png' align='center'}]| \\Allows you to extract 4 runes from an artifact without spending BG \\ 
||\\__Extraction of Runes \\5 lvl__|[{Image src='4_5.png' align='center'}]| \\Allows you to extract 5 runes from an artifact without spending BG \\ 
||\\__Merge of Crystals \\5 lvl.__|[{Image src='scroll_5_crystals.png' align='center'}]| \\Creates 1 purple crystal from 1 red, 1 yellow, 1 green, 1 blue crystals and BG \\ 
/%
%%tab-Level_4
!!Enchanments 
The Alchemy 4 science allows you to rob __Enchantments__ in Sarcophagus, if there is a free slot in hero`s bag. 
Using __Enchantments__ allows to make better basic parameters of some artefacts in the Runemaster window. To do this, it is enough to put the Artefact and the suitable __Enchantment__ in the Runemaster window. If the basic parameter of the Artefact and improving by the __Enchantment__ parameter are suitable, you will see below the information about chance of successful rite. When clicking the button `Perform the rite` you will see a confirmation window. If the rite is successful, the __Enchantment__ will disappear and the basic parameter of the Artefact will increase by the corresponding amount. If the rite fails, the __Enchantment__ will disappear and the enchanting level of the Artefact`s basic parameter will decrease to the nearest non-combustible level.  \\ Example: There is an Artefact that has +36% Army Strength parameter and the __Shiv__ that has +1% Army Strength parameter in the Runemaster window. If the rite (sharpening) is successful, you will get the Artefact that has +36% and bonus __Sharpened by +1%__ (in total 37% Attack)/ \\ 
\\
An artefact that has been enchanted before can be enchanted again. The higher artefact is already enchanted the less chance it will be enchanted successfully in the future. Each parameter can be enchanted to a certain value above which it is no longer possible to enchant. 
!!Non-combustible level
When enchanting the Artefact, there are so called `non-combustible` levels. If such level has been reached or the Artefact has been improved above the level, then the next unsuccessful attempt to enchant the basic parameter of the Artefact will decrease to the nearest such level.\\
Example: \\ 
__Enchantment__ for Army Strength improves the basic parameter of the Artefact by up to +25%. At the same time, non-combustible levels are at levels of +5%, +10%, +15%, +20%. \\ 
If the Artefact 36% Army Strength has already been enchanted by 4% (40% in total) and the next enchantment fails, then the player will get the Artefact +36%. \\ 
If the Artefact 36% has already been enchanted by 7% (43% in total) and the next enchanting fails, then the player will get the Artefact 36%+5% (41% in total), so the enchanting level will decrease to the nearest non-combustible level +5%. \\ 
!!__Enchantment__ levels
__Enchantments__ can be from level 1 to level 5. The higher level is, the more bonus it will give, in case of a successful rite. 
Example:\\ 
__Enchantment__ of the 1 lvl. by +1% Army Strength improves the Artefact 36% up to 37% in total for 1 rite, \\__Enchantment__ of the 5 lvl. by +5% Army Strength improves the Artefact 36% up to 41% in total.  \\ 
!!Perfect Enchantments
Every __Enchantment__ can be standard or perfect. 
Perfect __Enchantment__ always provides the chance of successful enchanting 100%, regardless of the existing level of enchanting of the Artifact on which it is applied. \\
 \\
!!Table of levels
|     __Name__     |__Icon__ |__Available levels__|__Non-combustible levels of Enchantments\\ (the last one is of the maximum value)__ |     __Enchantment properties__
|Army Strength| [armystrength.png] |1-5| 5%, 10%, 15%, 20%, __25%__ | Increases the parameter Army Strength
|Protection| [protection.png] |1-5| 5, 10, 15, 20, __25__ | Increases the parameter Protection
|Army Durability| [armyres.png] |1-5| 5%, 10%, 15%, 20%, __25%__ | Increases the parameter Army Durability
|Protection against Magic| [Magdefense.png] |1-5| 5%, 10%, 15%, 20%, __25%__ | Increases the parameter Protection against Magic
|Enemy`s Weakness| [enemweak.png] |1-4| 5%, 10%, __15%__ | Decreases the parameter Enemy`s Army Strength
|Protection Suppression| [enemdef.png] |1-4| 5, 10, __15__ | Decreases the parameter Enemy`s Protection 
|Health Suppression| [enemhealth.png] |1-4| 5%, 10%, __15%__ | Decreases the parameter Enemy`s Army Durability
|Horror| [terr.png] |1-3| 4%, 7%, __10%__ | Increases the parameter Horror
|Maximum defence limit| [maxdef.png] |1-3| 4, 7, __10__ | Increases the parameter Maximum defence limit
|Hero Speed| [herospeed.png] |1-3| 4%, 7%, __10%__ | Increases the parameter Hero Speed
|Hero Experience| [heoexp.png] |1-5| 20%, 40%, 60%, 80%, __100%__ | Increases the parameter Hero Experience
|Ally`s Maximum defence limit| [maxdefally.png] |1-2| 4, __7__ | Increases the parameter Maximum defence limit for me and allies 
|Ally`s Army Strength| [armystrengthally.png] |1-4| 5%, 10%, __15%__ | Increases the parameter Army Strength for me and allies
|Ally`s Protection| [Protectally.png] |1-4| 5%, 10%, __15%__ | Increases the parameter Protection for me and allies
|Ally`s Army Durability | [armyresally.png] |1-4| 5, 10, __15__ | Increases the parameter Army Durability for me and allies 
|Maximum defence suppression| [{Image src='enemmaxdef.png' align='left'}] |1-3| 4, 7, __10__ | Decreases the parameter Enemy`s Maximum defence limit 



/%