WELCOME TO

FAIRIES CHAPTER

In Chapter VII, we say goodbye to Dwarves and hello to Fairies!

 

You can find details about the Fairies and their buildings in the wiki.  

 

This guide will provide a quick review of some Fairies basics as well as some general strategic recommendations based on what we’ve learned reading the wiki, crunching some numbers and playing through the chapter.

 

As always, if you have suggestions or recommendations, please share!

SUMMARY OF CONTENTS

 

  • Fairies goods overview

    • Upgrade goods​

    • Research goods

  • New buildings

    • Portal

    • Day Farms

    • Night Farms

  • Beginning the Fairies chapter

    • First research

    • First productions & upgrades

  • Continuing through research

    • Upgrade resources production​​​​​

    • Research goods production

  • Other upgrades

    • Residences

    • Workshops

    • Armories

    • Barracks

    • Second-tier manufactories​​

FAIRIES GOODS

 

As with previous chapters, we have two new production buildings and new types of goods unique to the chapter.  In fairies, however, unlike in Dwarves, we have several new goods, with each building producing one of 4 options at a time.  We have 3 categories of new goods: 

  1. Goods that upgrade guest race buildings

  2. Goods that produce research goods 

  3. Goods that unlock research

BUILDING AND UPGRADE GOODS

 

To build night farms, upgrade your day farms, night farms, or portal, you'll need:

Velvet from Day Farm to build or upgrade night farms, and portal upgrades

Sunflowers from Day Farm for portal and day farm upgrades

Nightshade from Night Farm for portal and night farm upgrades

PRODUCTION GOODS

To produce Ambrosia in the Day Farm, you'll need:

Fireflies from Night Farm

To produce Night Essence in the Night Farm, you'll need:

Cocoons from Day Farm

Dream Sheep from Night Farm 

RESEARCH GOODS

 

To unlock research in the Fairies Chapter, you'll need:

Ambrosia from Day Farm

Night Essence from Night Farm

NEW BUILDINGS

In this chapter, like in the dwarves chapter, we have 2 new types of production buildings.  New to this chapter, as discussed earlier, is that each which will allow you to choose to produce 1 of 4 different types of goods.

 

FAIRY PORTAL

 

The Fairy portal will be the first thing to build; unlock it as soon as possible before anything else so you can get it built while you work on other things.

 

The level 1 fairy portal is 2 x 2, and it grows with each upgrade up to 5 x 5 for level 4.

The size of your portal impacts your storage capacity for both Ambrosia and Night Essence. There is no limit to storage capacity for any of the other goods produced in the fairy chapter.

 

Note that there is no capacity for Ambrosia until the portal is at least level 2.

There is no capacity for Night Essence until the portal is at least level 3.

 

Do not attempt to produce Ambrosia or Night Essence until your portal is upgraded far enough.

DAY FARM

Day farms are 5 x 4. They do not grow in size as they are upgraded. 

The ideal number of day farms depends on how actively you play and how quickly you earn additional KP beyond the standard accrual rate. 

 

At least 3 is recommended, 4 and even 5 is better if you have the space.

 

More than 5 may likely be excessive, but the more you have, the fewer you need to upgrade.  

The more you can produce the faster you can move through the chapter but only to an extent.  

 

Producing too many research goods too fast simply leaves players waiting for KP instead of waiting for research goods.  

 

If you are producing more than you can use with the KP you are able to accrue, you likely have too many.

 

At least 3-4 Day Farms

is recommended;

more than 5

is likely excessive.

 

NIGHT FARM

Night Farms are 2 x 7. They do not grow in size as they are upgraded.

3-4 Night Farms are usually enough for most players.  5 is nice, and may enable you to require fewer upgrades to your night farms.

 

With 3 or fewer, upgrade all the way to level 4. With 4 or more, you may likely do just fine with only upgrading them through level 3.

 

 

3-4 Night Farms

are usually enough;

5 or more

is likely excessive.

 

BEGINNING THE FAIRIES CHAPTER

 

When you first open the Fairies chapter, just like with the Dwarves, try to unlock the settlement items as quickly as you can before anything else.  

FIRST RESEARCH

 

After unlocking the Advanced Scouts, you can skip all of the early researches and go straight through from the Fairy Portal to the Flower Lane to the Day Farms and to the Night Farms.

All of these researches can be unlocked using regular goods and don't require any of the special items produced in the Fairy Farms.

Once you have these four researches unlocked, you should unlock the harvest festival next, so that you can get to residences and begin those upgrades to get the necessary population for the workshops, armories, and other buildings.

Then go back and work on the researches you skipped, while you finish building and upgrading your Portal and Farms!

Most players find themselves stuck while waiting on Ambrosia and Night Essence for later researches - and are happy to stick their KP into the skipped productions while waiting.

FIRST PRODUCTIONS & UPGRADES

 

Once you've unlocked the day farms, build several and start them to work producing right away.

 

1.  PRODUCE SUNFLOWERS AND VELVET

Sunflowers are a short production time; only 1 hour.

Alternate between sunflowers and velvet depending on how long you plan to be away at once; you’ll need velvet to upgrade the portal to level 2, and to build night farms.

 

During the overnight, if you’ve produced plenty of sunflowers and velvet during the day, and once you have enough velvet for the portal upgrade, start producing the longer cycle cocoons so that you can begin creating the stockpile you’ll need for Night Essence later on.

 

2.  UPGRADE THE PORTAL TO LEVEL 2

 

The sooner you can upgrade the portal, the better. The production boost will apply to all day farms. You only need sunflowers and velvet for the first upgrade, so get it started as quickly as you can produce the goods required to do so.

3.  UPGRADE DAY FARMS

All that’s needed to upgrade Day Farms is sunflowers (and supplies.) You can work on producing these and upgrading the day farms as you work your way to night farms in research.

 

​Note production amounts are based on a level 1 portal; they will increase as your portal is upgraded.

Continue upgrading the day farms as you can while you work towards night farms.

To upgrade each of the Day Farms from level 1 to level 4 you will need a total of

  • 9,950 Sunflowers.

 

Once you have produced enough Sunflowers for your day farms and portal upgrades, you can stop producing these. Focus instead on velvet and cocoons.

 

 

4.  BUILD NIGHT FARMS

Each Farm makes 4 different items and each item takes a different amount of time for production. You’ll need to have some velvet produced in order to build them.

5.  UPGRADE THE PORTAL TO LEVEL 4

Upgrades past level 2 require Nightshade from Night Farms. Once you have both types of farms, you are now able to upgrade your Portal up to level 4. Make Sunflowers when you are going to be playing for a while, Velvet when you are away for longer periods, and Night Shade in the Night Farms.

 

To upgrade the Portal from level 2 to level 4 you will need a total of

  • 19,400 Sunflowers

  • 4,990 Velvet

  • 8,900 Night Shade

 

 

6.  UPGRADE NIGHT FARMS

Once your Portal is upgraded to level 4, begin upgrading some night farms. Upgrading your portal is a smarter first investment. Even though night farm and day farm upgrades may be cheaper, it takes more of them to realize the same benefit since each portal upgrade applies to every farm that has been built.

To upgrade each of the Night Farms from level 1 to level 4 you will need a total of

  • 4,460 Velvet

  • 6,600 Nightshade

 

Once your upgrades are complete, you no longer need to produce velvet, nightshade, or sunflowers. Focus solely on cocoons in day farms, and on fireflies and dream sheep in night farms.

 

Production amounts are based on a level 1 portal, and will increase as your portal is upgraded.

 

 

COMPLETING FURTHER RESEARCH

Once you have your farms and portal upgraded, THEN focus on producing the research items.

 

In the meantime, use your KPs to unlock all the researches that don't require Night Essence or Ambrosia.

 

Night Essence takes 15 hours to make in your Night Farms, Ambrosia takes 10 hours and Cocoons take 5 hours to make in your Day Farms.  If you are able to time these right you can make all 3 of them almost at the same pace.

 

You can start making Ambrosia and Night Essence according to the amounts you will need to unlock your next research and you can make the rest of the Fire Flies, Cocoons and Dream Sheep as you gather KPs for the following research.

The two main items you will need to produce to unlock researches are Ambrosia and Night Essence.

 

To unlock all of the research in this chapter you will need:

  • 5,560 Ambrosia

  • 1,730 Night Essence

In order to make the all of the Ambrosia, you will need:

  • 22,796 Fire Flies

In order to make all of the Night Essence, you will need:

  • 10,034 Cocoons

  • 4,325 Dream Sheep

 

 

Note that these numbers are based on level 1 portal.  

 

As you upgrade the portal, the output of production goods will increase, thus the total amount of resources required to complete the chapter will be significantly lower the earlier and further you upgrade your portal and farms before attempting to produce research goods.

If you followed the guidelines from above you should have almost all of the Dream Sheep, more than half of the Fire Flies and a good amount of the Cocoons you will need already made.

 

 

OTHER BUILDINGS

As with the Dwarves, the Fairies chapter brings us 2 new levels for residences, workshops, armories, barracks and the Main Hall.

4 Additional upgrade levels are made available for Tier 1 Manufactories.

RESIDENCES

 

Residences stay the same size and shape as they did for the Dwarven chapter. Each residence upgrade is very expensive in coins and supplies, but adds only a few population.

 

For this reason, you’ll want to make sure you have a healthy population excess when entering the chapter (around 1,000 or more), or you will find yourself faced with some difficult decisions to balance your population and production needs.

ELVES 

Elven residences add a slightly higher benefit from

17 --> 18 compared to humans.

 

Each upgrade from level

  • 17 --> 18 adds +40 population

  • 18 --> 19 adds +40 population.

HUMANS

For humans, upgrades from

  • level 17 --> 18 adds +30 population

  • level 18 --> 19 adds +40 population

 

Therefore for humans, if you are in a population crunch, upgrade further before you upgrade more for the biggest immediate benefit.

WORKSHOPS

 

Both elves and humans will find upgrading workshops in the fairy chapter to be one of the more challenging upgrades.

 

Not only do workshops increase in size for this chapter, they also change orientation for both races. Some major re-arranging to your city layout may be in order, and it could end up being a relatively painful process.

For this reason, many players prioritize workshop research over other choices as soon as fairy residences are unlocked so they can begin working on upgrades as they progress through the rest of the chapter.

As you unlock expansions through completing provinces and unlocking research, be careful not to fill them up too quickly before you have a chance to finish your layout to accommodate the new workshop size and shape.

ELVES 

Elven workshops grow from 5x3 to 3x6. 

Each upgrade from 17 --> 18

  • Costs 32.4k supplies, 1,310k coins, 202 populations and 109 culture.  

  • Unboosted output increases from 1,160 to 1,470 supplies per hour.

 

Each upgrade from 18 --> 19

  • Costs 34.6k supplies, 1,390k coins, 60 population and 48 culture.  

  • Unboosted output increases from 1,470 to 1,5500 supplies per hour.

HUMANS

Human workshops grow from 3x5 to 6x3. 

Each upgrade from 17 --> 18

  • Costs 32.4k supplies, 1,310k coins, 183 population and 109 culture.  

  • Unboosted output increases from 1,160 to 1,470 supplies per hour.

 

Each upgrade from 18 --> 19

  • Costs 34.6k supplies, 1,390k coins, 60 population and 48 culture.  

  • Unboosted output increases from 1,470 to 1,5500 supplies per hour.

ARMORIES

 

Both elves and humans will find upgrading armories in the fairy chapter to be relatively challenging upgrades.

 

Armories change in both size and shape for both races during this chapter.  The new size is slightly smaller than the old, allowing both races to save a bit of space on each upgrade, but the shape does change as well making it slightly more complicated.  They do not change in orientation for either race.

ELVES 

Elven armoires grow from 5x4 to 6x3. 

Each upgrade from 17 --> 18

  • Costs 73k supplies, 290k coins, 32 population and 67 culture.  

  • Training size grows to 70.

 

Each upgrade from 18 --> 19

  • Costs 81k supplies, 320k coins, 84 population and 33 culture.  

  • Training size grows to 80.

HUMANS

Human armoires grow from 4x5 to 3x6. 

Each upgrade from 17 --> 18

  • Costs 73k supplies, 290k coins, 32 population and 67 culture.  

  • Training size grows to 70.

 

Each upgrade from 18 --> 19

  • Costs 81k supplies, 320k coins, 84 population and 33 culture.  

  • Training size grows to 80.

BARRACKS

 

Both elves and humans should find upgrading Barracks in the fairy chapter to be one of the easier upgrades.

 

The Barracks remains the same shape and orientation, and actually shrinks a bit in size even while increasing in training speed.

ELVES 

Elven Barracks shrinks from 4x8 to 4x7. 

Each upgrade from 17 --> 18

  • Costs 21k supplies, 489 population and 173 culture.

  • Training speed increases from 49 to 59.

 

Each upgrade from 18 --> 19

  • Costs 123k supplies, 990k coins, 169 population and 549 culture.  

  • Training speed increases from 59 to 71.

HUMANS

Human Barracks shrinks from 8x4 to 7x4. 

Each upgrade from 17 --> 18

  • Costs 21k supplies, 489 population and 173 culture.  

  • Training speed increases from 49 to 59.

 

Each upgrade from 18 --> 19

  • Costs 123k supplies, 990k coins, 169 population and 549 culture.

  • Training speed increases from 59 to 71.

TIER 2 MANUFACTORIES

 

With the fairies you unlock the research to upgrade tier 2 manufactories through level 19.

Every factory type for both elves and humans will experience a size growth for these levels.

 

Finding space may be challenging, but even more challenging may be having enough population. The population requirements are intimidating, but the high cost is rewarded with much higher production.

Players who already have the higher end of the recommended ranges (5-6 or higher) may find themselves selling at least one tier 2 manufactory in order to have enough population to upgrade the rest of them. ​​

Crystal upgrades are moderately difficult for both races for the fairies chapter. Each has a slight size increase, and a large population cost. Players who carry the higher range of manufactories (> 5) may find themselves able to (or needing to!) sell one or two in order to afford the population requirements to upgrade the rest.

Scrolls upgrades are moderately difficult for both races for the fairies chapter. Each has a slight size increase, and a large population cost. Players who carry the higher range of manufactories (greater than 5 for human, greater than 4 for elf) may find themselves able to (or needing to!) sell one or two in order to afford the population requirements to upgrade the rest.

Silk upgrades are moderately difficult for both races for the fairies chapter. Each has a slight size increase, and a large population cost. Players who carry the higher range of manufactories (greater than 4 for human, greater than 5 for elf) may find themselves able to (or needing to!) sell one or two in order to afford the population requirements to upgrade the rest.

CONCLUSION

 

The fairy chapter can be a very fun chapter, but as with the Dwarven chapter, don’t expect to complete it too quickly, or you may find yourself frustrated.

 

While the introduction of several types of goods to be created in the fairy farms can be confusing at first, most players find it to be relatively easy after just a short while, and it is great practice for the Orcs chapter!

You should also know that building and upgrading the Portal and Farms and just about every other building you will upgrade in this chapter require large amounts of coins and supplies. Stock up on your Power of Provision (Workshops) and on your Ensorcelled Endowment (Culture) spells; you are going to need them!

 

We hope this guide helps make your passage through this chapter easier and more fun, and as always never hesitate to ask any questions you may have.

 

~Good Luck, and Happy Building~

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