Elementals Production Buildings and Goods

Overview & Preparation Production Buildings and Goods Research Settlement Layout Quests
Culture Other Upgrades Military Updates Ancient Wonders By the Numbers


The GOODS used for this guest race chapter are:

The new BUILDINGS for this guest race are:


We will need 1st Tier Basic Sentient goods, Mana, and Divine Seeds throughout this chapter. We also get a new type of tier 1 good, and 3 levels of guest race goods.


New this chapter, we have a 2nd type of Basic, otherwise known as Tier 1 (T1), good.

We will now produce Sentient Tier 1 goods, or “S1” goods, in addition to our Standard T1 goods.

Sentient Goods are produced from Standard Goods and Divine Seeds.

You will be able to research a Production Boost for Sentient goods after unlocking the research for each of the 3 manufactory types. Your Sentient production boost will be your Standard production boost +1

  • If your boost is Marble, your Sentient boost will be Platinum (Sentient Steel.)
  • If your boost is Steel, your Sentient boost will be Tree Gum (Sentient Planks.)
  • If your boost is Planks, your sentient boost will be Moonstone (Sentient Marble.)

The % boost you will have, just like the Standard boost, will be based on the number of relics you have for your Sentient boosted good type, highlighted in blue.

Since we all need to use our Boosted+1 relic type in order to produce Power of Provision and Inspired Meditation enchantments, we may be disappointed to find out that we don’t have as many of this relic type as we’d prefer. Make sure to focus on obtaining and retaining 500 relics if you haven’t already:

  • Prepare to perform significantly well in the next tournament for your Sentient boosted good type.
  • Slow down production of Power of Provision and Inspired Meditation enchantments until you are more safely above the 500 maximum.
  • Sentient goods will be used in larger quantity than Standard goods during this chapter and from now on, so you can afford to replace a Standard T1 with your new Sentient S1, rather than add to your total number of Manufactories.

    Keep in mind that producing sentient goods will require seeds, and so depending on your current seeds output, supporting more than 1 may be difficult.

    With liberal use of the Magical Manufactoring enchantment, you can easily avoid needing to.

    1 Sentient-boosted Manufactory
    will be sufficient for the average player.

    If you are one who likes to push higher production, and are already producing more than the average amount of seeds, then you might consider building 2.

    3 will be difficult for the majority of players to afford in space, population and seeds.


    Once a tier 1 manufactory is upgraded to level 24 and higher, the production options will change.

    • Instead of having 4 time options for the production of Standard goods, you will have:
      • 2 time options, 3 hours and 9 hours, for Standard goods
      • 2 time options, 3 hours and 9 hours, for Sentient goods

    Upgrade all of your T1 and your S1 buildings. Continue producing only your Standard good in your upgraded T1s. Ignore the Sentient options in those; it is too expensive in seeds to produce Sentient goods without a Sentient production boost.

    Produce Sentient goods in your new S1 manufactories.

    Elvenar Elementals Manufactories

    This player is boosted in Steel. They have replaced one of their Steel Manufactories with a Planks Manufactory, since Steel + 1 = Planks.

    Each manufactory has been upgraded to the maximum level 27.

    The player continues to produce Steel in their T1 manufactories, and produces Tree Gum in their new S1 manufactory.


    Sentient Goods decay like Mana and Divine Seeds.

    However, unlike Mana and Divine Seeds which decay into nothing, Sentient goods decay into Standard goods.

    At the decay time each day, 10% of the balance of each of your Sentient goods will decay into Standard goods of the same type at a 1:1 ratio.


    We have 3 layers of goods this chapter. Production is similar to the Sorcerers and Dragons chapter with a twist.


    Many constructions and upgrades will require:

    Minerals from Canal – These are produced in a way similar to Apprentices by the Wisdom Square from the Sorcerers and Dragons chapter; they will accrue over time up to a maximum amount.

    Unlike apprentices, however, you cannot speed up the production of minerals by upgrading your settlement. Upgrading the portal and adding more canals are the only ways to increase mineral production.


    To upgrade the settlement buildings, and to produce the research goods, you will need:

    Air Artifacts from Manifestation of Air

    Fire Artifacts from Manifestation of Fire

    Earth Artifacts from Manifestation of Earth

    Water Artifacts from Manifestation of Water

    Each production will require Mana and Divine Seeds to run. The amount required will vary depending on whether you choose the “Cheap” or “Fast” production types.


    To complete research, you will use some of each of the artifact types to produce Elvenar Essence.

    Elvenar Essence produced in the Manifestations

    Elvenar Essence can be produced in any of the manifestations. It will use some of the three types of artifacts not produced from that building.

    If you produce it in:

    Manifestation of Air
    Manifestation of Earth
    Manifestation of Fire
    Manifestation of Water

    You will need:

    Earth, Fire, Water Artifacts
    Air, Fire, Water Artifacts
    Air, Earth, Water Artifacts
    Air, Earth, Fire Artifacts


    Different buildings will produce different amounts, but the cost per production and production per square will be generally equal throughout.


    It will be important to balance your mana, seeds, and artifacts to produce the Essence you’ll need to complete the chapter.

    Since we have so many production options and buildings to choose from, it can become challenging to know when to choose which options. If we keep all of our productions fairly balanced as we go, however, it remains relatively easy to have enough of what we need when we need it.


    Of course when we start, we must produce artifacts because we need artifacts before we can even produce Essence. In this case it is easy to decide. As you place and build each manifestations, start and keep producing artifacts to build up a nice stockpile.

    Build the manifestations up equally; add more types before adding more of the same. We will want to keep artifact production relatively balanced from the beginning, and not end up with too many or too few of any.

    Build more types of manifestations
    before building more of the same.

    Restoring an imbalance can be challenging due to the fact that the building we can make Essence in without using a particular artifact is the same building we need to produce more of that same artifact.

    After producing some artifacts, then the decisions about what to produce can become a bit more challenging. We need artifacts for upgrades, but we need Essence to progress further in research, what should we prioritize? Fight the temptation to make Essence too soon before you add at least one more of each manifestation, and keep producing artifacts.


    Once you have at least 2 of each manifestation type, and maybe 3 of the smaller ones, then it is time to start producing Essence.

    Once we start producing Essence, it becomes easier to run into imbalances that can halt our progress. We are bound to run into some, since the building sizes and thus production amounts vary among manifestations, and as we complete tasks that use some but not others, but we will want to avoid artifact imbalances as much as possible.

    Keep at least some of each manifestation type producing artifacts, always maintaining a reserve, and trying to stay far ahead of what it feels like you need.

    Keep Essence productions as close to equally balanced as you can among each manifestation type as often as possible. Don’t use all of one manifestation type for Essence, while using others for artifacts, for example.

    Of course, there may still be some limited times where it may make sense to only use one or some manifestation types for Essence, but in general, the best way to avoid shortages later on is to keep production as balanced as possible throughout and stay ahead of your needs.

    Split productions between artifacts and essence equally within each manifestation type.

    Avoid the temptation to use all of your manifestations to produce Essence exclusively unless you can afford to do so and still have plenty of artifacts left over. Needing to produce too many artifacts at once can quickly put a strain on your mana and seeds.


    As with many things in Elvenar, the option that is best for you will depend on your play style and goals. Most players will find themselves alternating between both options throughout the chapter as needed in order to balance their time and resources.

    The “cheap” options cost half as much as the “fast” options, and take four times as long. The “fast options” cost double in resources, but save quadruple in time.

    Choose Cheap if and when:

    • You need to save on mana and seeds.
    • You will be away from the game for too long to take advantage of the faster production time.

    Choose Fast if and when:

    • You aren’t at risk of running out of mana or seeds.
    • You will be able to come back to the game soon enough to take advantage of the faster production time.

    You can also take advantage of these options to correct or avoid imbalances in artifacts by alternating production options among buildings.

    For example, produce the type(s) you don’t need as much of on the slower, cheaper cycle, preserving more mana and seeds for ‘fast’ productions of the type(s) you do need, so you can run more of those in the same amount of time.

    Similarly, you could use the ‘fast’ Essence production option on the manifestation type(s) that use the artifact(s) you have in excess, while using the ‘cheap’ option on the manifestation type(s) that uses the artifact(s) you are low on.

    For those players focused on speed, being able to consistently afford the fast options will ultimately come down to how much mana and how many seeds can be produced. If one does not produce an above average amount of each of these resources, they will have difficulty affording the fast option consistently.


    The new guest race production buildings for this chapter are as follows.


    The Trader gets another upgrade, to level 3, early in the chapter.

    Upgrading the trader to level 3 will allow you to trade Sentient Goods.

    • You can see sentient goods in the trader from anyone in the world.
    • You can only filter by sentient goods if you have unlocked the production boost.
    • You can trade sentient goods with non-discovered neighbors without a fee.
    • Offers from players that are not within your normal group of trading partners are marked; a tooltip shows that you can only trade Sentient Goods with these players.

    The upgraded Trader grows in size to 5×5 and gets a new look to fit in with the Elementals.


    Once you unlock the production boost in research, you will have a new option added to your wholesaler for Sentient Goods; you will be able to buy your non-boosted Sentient goods with your Boosted.

    Trading for Sentient goods may be difficult at first, depending on the world you’re playing in and when you enter Elementals. Since there are far fewer players at this more advanced stage in the game, it can take some time to build up a dependable stockpile through trading.

    Especially if you have the Blooming Trader Ancient Wonder, using the Wholesaler can be a great way to get the goods you need early on before you can get enough from trading.

    As long as you don’t buy more than once or twice a day (before the trader fees can reset again), it will stay relatively affordable, and far more economical than trying to produce non-boosted goods yourself.


    The “Portal of the Elements” is unlocked with the “Dimensional Portal” research. Unlike previous chapters, however, it may not be the first settlement building we want to build and research. More on this soon.

    The portal is very large. It’s not the largest we’ve seen; it grows to only 8×8 compared to the Sorcerers and Dragons chapter’s 10×10 campus, but far more buildings will need to be placed around it.

    When first placing the portal, it will be 8×5 at level 1, and require a considerable amount of Sentient Goods to place.

    Level 1: 8×5

    Level 2: 8×6

    Level 3: 8×7

    Level 4: 8×8

    As with previous guest race chapters, upgrading the portal adds a production boost to the guest race production buildings. If you have the Blooming Trader Ancient Wonder, the portal bonus is further boosted.

    This boost increases the output, but does not increase the number of resources required to start each production.

    Upgrading the portal building also increases the storage capacity for the Research Goods.

    For these reasons, it is a good idea in every guest race chapter to focus on upgrading your portal as quickly as possible, before focusing on upgrades for any of the other guest production buildings.


    This chapter, in addition to the usual portal, we have the canals, which are the connecting entity, and we have Manifestations to produce the Guest Race Goods.

    S1 Goods will be needed in order to build any of the settlement buildings, including the portal.


    Canals are needed to produce Minerals and to connect the Manifestations to the portal.

    They come in two directions: North-South and East-West. Other than orientation, they are the same.

    Canals produce minerals in the way Residences produce coins; they accrue up to a maximum amount (10 hours.) Early collection is available after 3 hours.

    Build many of them as soon as you unlock them. You will need the minerals to place and upgrade the Manifestations, and to upgrade the portal.

    An early quest will ask you to have 4, and eventually 8. If you can fit more however, it is highly recommended.

    Place them wherever you have room! While Manifestations must be connected to canals that are connected to the portal to function, canals do not have to be connected to anything in order to produce Minerals.

    portal or canals, first?

    Since the portal isn’t actually needed in order for the canals to produce minerals, and since you will need a lot of minerals, you may want to research the canals first, and start building a few while you work on researching and then building your portal.

    Even the quests do not actually tell us when to research canals. They only tell us to have 4 canals right after they have us research and build the portal.


    The Elemental Manifestations are the guest race production buildings. Each produces a specific type of good, or artifact, and each can produce the main research good Elvenar Essence.

    Unlocking the Early Elemental Manifestations research will allow you to place all 4 of the manifestations:

    • Manifestation of Air – 6×4
    • Manifestation of Fire – 4×6
    • Manifestation of Earth – 4×4
    • Manifestation of Water – 3×6

    You will be able to upgrade each building as far as level 3, but each new level will require a separate technology to be researched.

    The buildings do not change in size or shape as they are upgraded.


    Level 1

    Level 2

    Level 3


    Level 1

    Level 2

    Level 3


    Level 1

    Level 2

    Level 3


    Level 1

    Level 2

    Level 3


    As usual, the quests give us a decent guide to help us figure out how many buildings we need. If you follow the quests, you will need exactly:

    • 8 Canals
    • 3 Air Manifestations
    • 3 Fire Manifestations
    • 5 Earth Manifestations
    • 4 Water Manifestations

    If you can afford the space, adding one more of each building will of course speed up progression through the chapter. We definitely recommend more than the minimum number of 8 Canals for the impatient.



    Overview & Preparation Production Buildings and Goods Research Settlement Layout Quests
    Culture Other Upgrades Military Updates Ancient Wonders By the Numbers