In Pathfinder: Wrath of the Righteous, you will be able to manage your own crusader army. Armies in Pathfinder: Wrath of the Righteous is a crucial part of your adventure. You need to recruit different soldiers - Infantry, Archers, and Paladins and keep them paid. You need to maintain their morale, calculate their movement, and help them earn more experience to gain Army Power. Your dedication to army management decides whether you can successfully accomplish the crusade or not.
Your Mythic Path will also have a great influence on Crusade Army, depending on your actions and alignment, some allies might join or leave the Crusade, triggering various outcomes later in the game. Relationships with your companions, who are helping you by being your councilors in the Crusade, will be affected as well.
PATHFINDER: WOTR ARMY MANAGEMENT GUIDE & TIPS
Pathfinder WOTR Army Management Tips
- You can turn on Crusade Auto Mode if you want to skip this part of the game. In this mode, the strategic management of the crusade is carried out without the player. The inclusion of this mode is irreversible, it will not entail changes in the plot and makes the defeat of the crusader armies impossible. (This may block some quests and god ascend ending)
- When you are on Strategy map mode, your army legions and players' movement are independent. Meaning you can send one of your legions to attack a city, another to hold your campsite, while your character visiting the third region.
- When you recruit new units, they will form a new legion, appearing at Kenabres. (At Drezen after you retake that city.)
- If a road is blocked by a hostile fort, your character cannot pass it before sending an army to defeat it.
- Occasionally, your army will find treasures after a victory.
Army Crusade Morale
Crusade morale affects recruitment growth, resource income, and morale of the crusader armies
- Banner of Victories
After defeating any demon army, the Banner of Victories will become green for 7 days, then yellow for 4 days, then red.
- Banner of Conquest
After capturing any demon fort, the Banner of Conquest will become green for 20 days, then yellow for 7 days, then red.
- Banner of Defense
As long as no crusader fort is under siege, the Banner of Defense is green. If any fort is under siege, the Banner of Defense turns yellow for 3 days, then red. As long as at least one crusader fort is captured by demons, the Banner of Defense remains red.
Pathfinder: WOTR Army Movement Points
Every legion of your army has a limited movement point (40 by default), which decides how far can they march. Each day, the movement points resets.
When you combine two different legions into one (Legions can be merged when they are at same location, but the units in a legion cant breach the unit cap), the merged legion will have the lower MP of the two.
The morale of an army decides how eager they are to fight the enemies. When your units charge the enemy during combat, they will roll a d100 plus their current morale to determine how much additional damage they cause.
Estimated Army Power
Each army, whether it belongs to the crusader faction or the demon faction, has an estimated army power score, this represents how powerful this army is. Generally speaking, you should avoid fighting an army with higher estimated army power than yours. Try to find another way to reach your destination.
Certain types of enemies may be more deadly than the Estimated Army Power shows. For example, gargoyles blocking the path to Reliable Redoubt has an estimated army power of 4. But they are flying units and your troops only do limited damage to them without the anti-air upgrade, so be careful when fighting armies of special units.
How to Recruit and Merge Units in Pathfinder: WOTR
You can spend financies to recruit more units. Finances generates with time and can be purchased by gold or rewarded by complete crusader quests. (Defeat demon armies and take demonic fortress, etc.) Later, you can build buildings to increase your Finances.
Your newly recruited army appears at Kenabres/Drezen. Move it to one of your other armies to merge them. (Press Shift and drag the units.) Note though that an army can have no more than 3 units as such (of any type). This limit can be increased with Generals (army leaders) that have or obtain certain feats.
What are Generals (Army Leader) in Pathfinder: WOTR?
You can buy and assigned a leader to any of your legions (called Generals). Army Leaders earn experience after each victory won, and can unlock useful traits (feats) to strengthen the army. Army leaders can cast spells to hurt the enemy or raise the fallen.
Quick Search of All Leader SkillsClick on the header to sort the table.
|Leadership||The morale of the army counts as 10 higher per rank during combat.|
|Pathfinding||All units in the army get +1 to maneuver, and the army restores 10 more movement points every day. (Per Rank)|
|Traveler||An army restores 10 additional movement points every day per level of this feat. (Per Rank)|
|Defensive Training||All units in the army get a +1 bonus to defense. The army gets a +1 bonus to the situation roll during combat, significantly increasing a chance to take a more advantageous position. (Per Rank)|
|Intimidation||All enemy units have their morale decreased by 10 per level of this specialization.|
|Offensive Training||All units in the army get a +1 bonus to their attack per level of this specialization.|
|Bane||Energy cost: 3
Effect: All units in the enemy army get a -1 penalty to their attack for (2 + 1/2 Power) rounds. Bane dispels bless.
|Bless||Energy cost: 3
Effect: All allied units gain a +1 bonus to their attack for (2 + 1/2 Power) rounds. Bless dispels Bane.
|Cause Fear||Energy cost: 3
Effect: Reduces target unit's morale by (20 + Power).
|Cure Wounds||Energy cost: 2
Effect: Restores (d8 [Power damage formula]) HP to the target unit. This can bring back dead creatures in the unit, but cannot target a destroyed unit.
|Heroism||Energy cost: 4
Effect: Target unit gains a +2 bonus to attack and restores (20 + 3×Power) morale
|Shield of Faith||Energy cost: 2
Effect: Target unit gains a +(2 + Power/6) bonus to AC for (2 + Power/2) rounds.
How Battles work in Pathfinder: WOTR
Pathfinder: WOTR Battle Mode
When your legion meets an army of hostile faction, the game will enter battle mode. (Heroes of Might and Magic style)
How to use units in Pathfinder: WOTR?
You can place your melee units in the first line, and the ranged units at the second line for better protection. If you have numerous units, you can split them into several smaller troops, so they don't overkill weaker opponents.
If you have high unit cap, you can split your cheapest melee unit into multiple 1 man troops. Use them as shields to protect the real valuable assets. You can also use these 1 man troops for hit & run tactics. Lure enemies into chasing your cheap cannon fodder, while your archers can have easy kills. (Most demon armies lack ranged units, the longer you stall them, the more damage your archer can deal.)
After the battle, some of your fallen units can be healed. (You can increase healing capabilities by Leader skills)
Important Note: Make sure you assign a leader to your main legion and learn the Cure Wounds ability as fast as possible for it can revive fallen units in the battle. Don't end the battle prematurely before you raised all your fallen units or used all the energies. Simply weaken the enemy to only a handful of units left, then chose to defend, revive all lost units. This way, you can defeat most demon army without losing a single unit.
In Pathfinder: Wrath of the Righteous, your army consists of all types of units, each has its own strength, cost, and abilities. You must make your recruit plan carefully and use them wisely to defeat the demonic force at World Wounds.
When you upgrade your Military Rank, you will have the opportunity to upgrade your units to more powerful troops.
Army Types in Pathfinder: Wrath of the Righteous
Note: Each week you can only recruit a limited number of certain units.
|Types||Description||Growth Rate||Costs||CA||Ability||Upgrade From||Unlock|
|Barbarians||Savage and fierce warriors bred in the Kellid tradition. These masters of bloody combat fight to the last.|
|Duelists||Agile and skilled fencers who prefer to rely on their honed skill rather than the weight of their armor.|
|Golden Legionnaires||Elite knights, defenders of Andoran's freedom. Their skills are undisputed, their loyalty to their comrades is absolute, and their impeccable reputation is as spotless as their glinting golden armor.|
|Inquisitors||Warriors who have dedicated their lives to serving their deity. They are proficient at dealing with sorcerers and other masters of arcane and divine magic.|
|Mendevian Cavaliers||Brilliant cavalrymen and worthy bearers of noble knightly traditions of fair combat.|
|Rogues||Cunning and lightly armed soldiers who prefer the underhand tactics of rear attacks to charging the enemy head-on.|
|Sisters of the Golden Erinyes||Female monks from Isger who worship Asmodeus. All of them were orphaned during the wars with goblins and raised in a convent. Their fighting style, known as Hamatulatsu, is inspired by the tactics of the barbed devils, guardians of Hell.|
|Sorcerers||Spellcasters who compensate for their lack of proper magical education with exceptional natural abilities.|
|Arcanists||Arcanists are masters of arcane magic who combine their accumulated knowledge of the laws behind the art of spellcasting with the power granted by their innate gift.|
|Archers||Ordinary folk armed with bows and arrows who are yet to learn that demon hunting is much harder than shooting down deer and pheasant.||+19||25||10/8/10||/|
|Assassins||Heartless and cynical masters of assassination, elite mercenaries who know how to sneak up to their victims and take their lives with a dagger or poison.|
|Bandits||These outlaws are proficient in the intricate art of dirty tricks and ambushes. Their arrows know no difference between demons, careless merchants or lazy guards.|
|Bards||By their very presence on the battlefield, bards disprove the idea that war is not a place for art. Their inspiring songs fill soldiers with new vigor.|
|Bloodragers||Warriors who have very special blood running through their veins. In the heat of battle, they can unleash its power, descending into a state of horrible blood rage.|
|Champions||These elite soldiers wear their heavy armor and carry their deadly blades with well-earned dignity. They can easily fend off even the most dangerous demons in close combat.|
|Church Guards||These warriors are bound by their oaths to the church. They march into battle to the sound of grim religious hymns, striking fear into the hearts of enemies and inspiring allies.|
|Clerics||Brave priests who seek to spread their faith through conviction, words, and in some cases, war. Their toughness and divine magic can save many soldiers' lives.|
|Conscripts||There is always a need for cheap and plentiful cannon fodder whose only purpose is to provide cover for more valuable war assets with their own bodies. Those who do not falter in the face of demonic onslaught might earn themselves promotion, but that is by no means guaranteed.|
|Convicts||Convicted criminals and apprehended deserters who fight at their taskmaster's will instead of being compelled by the call of duty. They are as hard as nails and very dangerous, yet they have absolutely no desire to die for Mendev.|
|Cuirassiers||Armored melee cavalry knights who have high defense and morale. They are the best the proper army has to offer.|
|Dragonslayers||Reckless daredevils who can single-handedly fight the most terrible monsters. They know the monsters' tricks, so they don't rush into close combat before they properly exhaust their foes with the help of projectiles shot from a distance.|
|Footmen||The basic infantry makes up the bulk of any army in Avistan.||15||Conscripts/Champions/Shield Bearers|
|Hardened Veterans||A single veteran is worth ten fresh recruits in battle. They have paid for their invaluable experience with copious amounts of shed blood.|
|Headhunters||These hired assassins earn their bread by tracking down and eliminating all kinds of sentient prey. They prefer not to waste their time on cannon fodder, instead focusing on enemy commanders, spellcasters, and other valuable soldiers.|
|Hedge Knights||None of these heavily armored horsemen hold any titles, but they surpass many actual noblemen when it comes to fighting prowess. Years of military campaigns have taught them to kill quickly and prudently and not to save gold on equipment.|
|Honor Guards||Magnificent guardians of the Mendevian throne, who descended from the best noble families and received an excellent military education. Their very presence on the battlefield inspires the army.|
|Knights of Ozem||Warriors of a legendary order dedicated to the goddess Iomedae. Breaking away from their vigil over the Whispering Tyrant's prison, they came to the aid of their brothers and sisters in Mendev in repelling the attack on Golarion.|
|Light Cavalry||Lightly armored horsemen who trade heavy weaponry for lightning-fast speed.|
|Marksmen||Exceptional archers who can pierce a target's heart through the smallest slit in their armor.|
|Mongrel Sharpshooters||These sure-handed sharpshooters are able to hit the target even in complete darkness. They hone their skills by hunting the horrific creatures of the caves.||14/10/12||Lust for Battle|
|Monks||Martial arts masters who have hardened themselves physically and spiritually with all kinds of trials. They need no weapons other than their own bodies.|
|Mounted Scouts||Mounted scouts can both warn the army about the approaching enemy force beforehand and support their allies in combat with swift flanking attacks.|
|Paladins||These knights pledged their allegiance to the gods and have been blessed with special powers to smite evil and protect themselves from the enemy evil tricks.|
|Raiders||These rugged nomads of the steppes draw their first and last breath in the saddle. Harsh living conditions and endless battles with neighboring tribes have honed their fighting skills to perfection and taught them not to leave any valuable loot behind.|
|Rangers||These seasoned wanderers are equally good at long-range and close-quarter combat.|
|Shield Bearers||Solid armor and huge shields help these soldiers to stop incoming enemies and to hold their ground while their comrades-in-arms flank the opposing forces and destroy them with well-aimed shots.||+16||40||17/16/7||DR 1/-|
|Slingers||These badly trained slingers are large in number and bombard the enemy lines with hail of stones. They are easy to recruit in large quantities and do not require any expensive training, which evens out any losses due to their lack of discipline.|
|Spearmen||The long and firm spears of these warriors can fend off even the largest of monsters. A phalanx of spearmen lined up for battle is not an easy target.|
|Warpriests||Clerics who dedicated their lives to military service and who are as much soldiers as they are priests. They can perform their duties within regular military units or serve as the militant wing of the church.|
|Witches||Spellcasters who draw their power from pacts signed with beings from beyond. Their horrible curses sow dread in many hearts.|
In order to gain more resources, you need to complete crusade Quests to increase the daily income. You can also spend your own money to buy resources.
Enemy Army Types
|Greater Apocalypse Locust|
In Pathfinder: Wrath of the Righteous, you can build multiple buildings after you have taken the Drezen. They provide useful resources and troops to the crusade.
Pathfinder: Wrath of the Righteous Buildings
Min Fort Level
|Main Archery Range||1x1||The Main Archery Range allows recruitment of and provides weekly recruitment growth for Archers, Rangers, Bandits, Marksmen, Slingers, and Headhunters(if available). Only one Main Archery Range can be built in total.||-||Drezen Only|
|Main Barracks||1x1||The Main Barracks allow recruitment of and provide weekly recruitment growth for Conscripts, Footmen, Spearmen, Convicts, Champions, and Shield Bearers (if available). Only one Main Barracks can be built in total.||-||Drezen Only|
|Main Stables||1x1||Spacious stables meant to house battle horses and other mounts. The Main Stables allow recruitment of and provide weekly recruitment growth for Mounted Scouts, Paladins, Cuirassiers, Hedge Knights, Raiders, and Light Cavalry (if available). Only one Main Stables can be built in total.||-||Drezen Only|
|Alchemist's Laboratory||1x1||The wise alchemist stores magic in glass vials, so that it can be unleashed on the battlefield at the descive mooment. Alchemist's Laboratory provides a +10 bonus to Energy for all generals.||-||Lvl 1 Stronghold|
|Citadel||1x1||When the enemy storms the outer walls of the fort, its defenders retreat to the citadel, where they can maintain the defencse for many days more. A Citadel increases the time of the siege of the fort by 3 days. Only one Citadel can be built in each fort.||-||Lvl 1 Stronghold|
|Engineers' Workshop||1x1||Here is where educated engineers and architects make their necessary calculations so that construction projects progress quickly and on budget. An Engineers' Workshop reduces the cost of building construction by 10%.||-||Drezen Only|
|Garrison Archery Rang||1x1||A Garrison Archery Range increases recruitment growth for the Main Archery Range by 25%. Only one Garrison Archery Range can be built in each fort.||-||Lvl 1 Stronghold|
Garrison Barracks increase recruitment growth for the Main Barracks by 25%. Only one Garrison Barracks can be built in each fort.
|-||Lvl 1 Stronghold|
|Garrison Stables||1x1||Garrison Stables increase recruitment growth for the Main Stables by 25%. Only one Garrison Stables can be built in each fort.||-||Lvl 1 Stronghold|
|Hospital||1x1||The Hospital is where clerics and healers tend wounded soldiers so that their wounds will quickly heal and they can return to duty. A Hospital provides a +5% bonus to Infirmary size for all generals.||-||Lvl 1 Stronghold|
|Inn||1x1||An Inn increases Finance Points income by 200 if there are no buildings that provide recruitment growth in the fort. Only one Inn can be built in each fort.||-||Lvl 1 Stronghold|
|Supply Center||1x1||The advance of the crusade deeper into enemy territory lengthens supply routes and complicates logistics. The Supply Center is a citadel of scribes, clerics, and coachmen, whose job it is to see that the advancing army faces no shortages of medical supplies, ammunitions, or provisions. A Supply Center increases Materials Points income by 3. Only one Supply Center can be built in each fort.||-||Lvl 1 Stronghold|
|Watchtower||1x1||Vigilant watchmen can warn the garrison about advancing enemies and give their comrades time to prepare for battle. A Watchtower provides all allied units within the fort's area of control a +1 bonus to attack, AC, saving throws, and initiative.||-||Lvl 1 Stronghold|
|Apothecary||1x1||Medicines and invigorating potions prepared by the apothecary boost soilders' energy and heal their wounds. An Apothecary provides a +10% bonus to HP for all trainable units in adjacent buildings. Only one Apothecary can be built in each fort except Drezen.||-||Lvl 2 Bastion|
|Arsenal||1x1||A skilled master craftsmen makes sturdy armor here that not even demon blades can pierce. An Arsenal provides a +1 bonus to AC for all trainable units in adjacent buildings. Only one Arsenal can be built in each fort except Drezen.||-||Lvl 2 Bastion|
|Mercenary Guild||1x1||An institution where the soldiers of fortune gather in anticipation of new contracts. Membership of the Guild isn't cheap, but it provides many privileges atttracting the best mercenaries across the whole of Golarion. Mercenary Guild increases the number of available mercenary units by 1. Only one Mercenary Guild can be built in each fort.||-||Lvl 2 Bastion|
|Hall of Glory||1x1||Hall of Glory reduces the cost of recruiting mercenary units by 5%. Only one Hall of Glory can be built in each fort.||-||Lvl 2 Bastion|
|Sanctuary||1x1||An ancient sacred place of Sarkoris that was cleansed of demonic corruption and once again serves as a beacon of faith for mortals. A Sanctuary increases Energy Points income by 4.||-||Lvl 2 Bastion|
|Shelter||1x1||A Shelter allows the Commander's party to rest in the fort without increasing the effect of the Abyssal corruption.||-||Lvl 2 Bastion|
|Smithy||1x1||The armor that will see the crusaders to victory is crafted here to the sound of ringing hammers and roaring fires. Smithy provides a +1 bonus to attack for all trainable units in adjacent buildings. Only one Smithy can be built in each fort except Drezen.||-||Lvl 2 Bastion|
|Teleportation Circle||1x1||A network of teleportation circles connects the crusade's forts, allowing forces to be transported quickly to different sections of the front. A Teleportation Circle allows the Commander's party to teleport to this fort from anywhere on the map.||-||Lvl 2 Bastion|
|Training Grounds||1x1||Here fighters hone their combat skills, and recruits undergo rigorous trials set by experiencesd officers. Training Grounds provide a +10% bonus to damage for all trainable units in adjacent buildings. Only one Training Grounds can be built in each fort except Drezen.||-||Lvl 2 Bastion|
|Hall of Strategy||2x2||A Hall of Strategy provides a +1 bonus to Attack, Defense, and Power for all generals.||-||Lvl 3 Fotress|
|Military Academy||2x2||Here officers recive their military eduation, studying treatises on warfare written by generals of previous eras and honing their own tactics. Military Academy provides a +1 bonus to attack, AC and saving throws for all trainable units.||-||Lvl 3 Fotress|
|Pathfinder Society Lodge||2x2||A Pathfinder Society Lodge provides a +1 bonus to attack, AC, and saving throws for all trainable units. - Lvl 3 Fotress||-||Lvl 3 Fotress|
|Scouts' Headquarters||Scouts' Headquarters provide all allied units within the fort's area of control a +1 bonus to speed, a +10 bonus to combat morale, and a +4 bonus to initiative. The effects of multiple Scouts' Headquarters do not stack.|
|Brewery||A Brewery provides a +10 bonus to crusade morale and a +1 bonus to maximum crusade morale, and also provides a +5 bonus to combat morale and DR 1/- to all units. All units receive a 5% chance to perform a random action instead of the one selected in battle. Only one Brewery can be built in each fort.|
|Infernal Forge||An Infernal Forge increases Materials Points income by 3 and Finance Points by 100. Only one Infernal Forge can be built in each fort.|
|Reliquary||A Reliquary provides a +3 bonus to attack, AC, saving throws and initiative for all mythic units. Only one Reliquary can be built in each fort.|
|Saboteurs' Headquarters||Saboteurs' Headquarters give all enemy units within the fort's area of control a -1 penalty to speed (to a minimum of 2), a -10 penalty to combat morale, and a -4 penalty to initiative. The effects of multiple Saboteurs' Headquarters do not stack.|
|1x1||A Bulletin Board provides all units with a +3% bonus to the chance to act twice due to positive combat morale and a -2% bonus to the chance to skip action due to negative combat morale.||Staff Council Rank 5 (Harmatta)||Lvl 2 Bastion|
|Gallows||1x1||Gallows decreases the chance to skip action due to negative combat morale by 3% for all units.||Staff Council Rank 5 (Regill)|
|Monumen||1x1||A Monument provides all units with a +5% bonus to the chance to act twice due to positive combat morale.||Staff Council Rank 5 (Seelah)|
|Tavern||1x1||A Tavern reduces all morale effects in combat by 10%.||Staff Council Rank 5 (Daeran)|
|Warehouse||1x1||A well guarded site where wares are housed and safeguarded by a unit of supply officers and home front workers. A Warehouse increases Finance Points income by 100, if it is built next to an Inn, Materials Points income by 1, if it is built next to a Supply Center, Energy Points income by 1, if it is built next to the Sanctuary.||Logistics Council Rank 3 (Dorgelinda)||Lvl 2 Bastion|
|Fighting Pit||1x1||Fighting Pit provides a +1 bonus to initiative for all trainable units in adjacent buildings.||Logistics Council Rank 3 (Wenduag)|
|Market||1x1||Market increases Finance Points income by 20 and Materials Points income by 1.||Logistics Council Rank 3 (Woljif)|
|Salvager's Post||1x1||Salvager's Post increases Materials and Energy Points income by 1.||Logistics Council Rank 3 (Lann)|
|Shrine||1x1||Shrine increases Energy Points income by 1 and Finance Points income by 10.||Logistics Council Rank 3 (Arueshalae)|
|Main Spellcasters' Lodge||1x1||A bastion of arcane and divine arts whose denizens are focused on constantly perfecting their skills away from uninitiated laymen. The Main Spellcasters' Lodge allows recruitment of and provides weekly recruitment growth for Church Guards, Warpriests, Monks, Assassins, Witches, and Bards (if available). Only one Main Spellcasters' Lodge can be built in total.||Military Council Rank 4||Drezen Only|
|Garrison Spellcasters' Lodge||1x1||A Garrison Spellcasters' Lodge increases recruitment growth for the Main Spellcasters' Lodge by 25%. Only one Garrison Spellcasters' Lodge can be built in each fort.||Military Council Rank 4||Lvl 1 Stronghold|
|Palace||A Palace increases Finance, Materials, and Energy Points by 25%. Only one Palace can be built in total.||Act 5|
|Stronghold||A Stronghold reduces the cost of recruiting mercenary units by 3%. Only one Stronghold can be built in total.||Act 5|
|Cathedral||Cathedral provides all units with a +15% bonus to HP, a +3 bonus to attack and AC and a +10% bonus to damage against demon units. Only one Cathedral can be built in total.||Act 5|
|Spiritual Garden||A Spiritual Garden provides a +25 bonus to combat morale of all units and increases generals' Energy recovery by 50%. Recruitment growth for mythic units increases by 20%. Only one Spiritual Garden can be built in total.||Act 5|
|Main Hall of Champions||The allows recruitment of and provides weekly recruitment growth for Hardened Veterans, Knights of Ozem Arcanists, Dragonslayers, Bloodragers, and Honor Guards (if available). Only one Main Hall of Champions can be built in total.||Act 5||Drezen Only|
|Garrison Hall of Champions||A increases recruitment growth for the Main Halls of Champions by 25%. Only one Garrison Hall of Champions can be built in each fort.||Act 5|