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

 

Name

Size

Description

Unlock

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 1x1

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.    

Bulletin Board
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  

 




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    • Anonymous

      so an inn does nothing if you have recruitment buildings? seems like a waste to me. it mentions merchants, but i think that's probably just flavor text for why it gives you finance points. i fail to see why having recruitment buildings in a town forces merchants to abandon ship.

      • Anonymous

        Why hasn't anyone put out some diagrams of actual building layouts using the above information? These were commonplace for Kingmaker and a huge timesaver for people who don't like this particular part of the crusade element. Would love to see some of these added in.

        • Anonymous

          How does this '+1 bonus to X for all trainable units in adjacent buildings' work? Cannot wrap my head around it.

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