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 |
Description |
Price |
Smithy | 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. | |
Shrine | Shrine increases Energy Points income by 1 and Finance Points income by 10. | |
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. | |
Sanctuary | A Sanctuary increases Energy Points income by 4. | |
Salvager's Post | Salvager's Post increases Materials and Energy Points income by 1. | |
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. | |
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. | |
Pathfinder Society Lodge | A Pathfinder Society Lodge provides a +1 bonus to attack, AC, and saving throws for all trainable units. | |
Palace | A Palace increases Finance, Materials, and Energy Points by 25%. Only one Palace can be built in total. | |
Monument | A Monument provides all units with a +5% bonus to the chance to act twice due to positive combat morale. | |
Military Academy | Military Academy provides a +1 bonus to attack, AC and saving throws for all trainable units. | |
Mercenary Guild | Mercenary Guild increases the number of available mercenary units by 1. Only one Mercenary Guild can be built in each fort. | |
Market | Market increases Finance Points income by 20 and Materials Points income by 1. | |
Inn | 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. | |
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. | |
Hospital | A Hospital provides a +5% bonus to Infirmary size for all generals. | |
Hall of Strategy | A Hall of Strategy provides a +1 bonus to Attack, Defense, and Power for all generals. | |
Hall of Glory | Hall of Glory reduces the cost of recruiting mercenary units by 5%. Only one Hall of Glory can be built in each fort. | |
Main Hall of Champions | The Main Hall of Champions 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. | |
Garrison Hall of Champions | A Garrison Hall of Champions increases recruitment growth for the Main Halls of Champions by 25%. Only one Garrison Hall of Champions can be built in each fort. | |
Gallows | Gallows decreases the chance to skip action due to negative combat morale by 3% for all units. | |
Fighting Pit | Fighting Pit provides a +1 bonus to initiative for all trainable units in adjacent buildings. | |
Engineers' Workshop | An Engineers' Workshop reduces the cost of building construction by 10%. | |
Citadel | A Citadel increases the time of the siege of the fort by 3 days. Only one Citadel can be built in each fort. | |
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. | |
Bulletin Board | 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. | |
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. | |
Main Barracks | 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. | |
Garrison Barracks | Garrison Barracks increase recruitment growth for the Main Barracks by 25%. Only one Garrison Barracks can be built in each fort. | |
Shelter | A Shelter allows the Commander's party to rest in the fort without increasing the effect of the Abyssal corruption. | |
Arsenal | 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. | |
Main Archery Range | 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. | |
Garrison Archery Range | 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. | |
Apothecary | 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. | |
Alchemist's Laboratory | Alchemist's Laboratory provides a +10 bonus to Energy for all generals. | |
Garrison Spellcasters' Lodge | 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. | |
Main Spellcasters' Lodge | 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. | |
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. | |
Garrison Stables | Garrison Stables increase recruitment growth for the Main Stables by 25%. Only one Garrison Stables can be built in each fort. | |
Main Stables | 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. | |
Stronghold | A Stronghold reduces the cost of recruiting mercenary units by 3%. Only one Stronghold can be built in total. | |
Supply Center | A Supply Center increases Materials Points income by 3. Only one Supply Center can be built in each fort. | |
Tavern | A Tavern reduces all morale effects in combat by 10%. | |
Teleportation Circle | A Teleportation Circle allows the Commander's party to teleport to this fort from anywhere on the map. | |
Training Grounds | 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. | |
Warehouse | 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. | |
Watchtower | A Watchtower provides all allied units within the fort's area of control a +1 bonus to attack, AC, saving throws, and initiative. |
- 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
Which is better for damage between Smithy and Training Grounds?
- Anonymous
I can select a hall of champions but I cant put it down. Anyone know why?
- 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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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.
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