So, you’ve just conquered the citadel of Drezen, but we’re only at the halfway point of the campaign in Pathfinder: Wrath of the Righteous. We’ve got new mechanics to play with as we defend against the demon hosts. Here’s our Pathfinder: Wrath of the Righteous crusade management guide to help you with your base of operations in Drezen, your additional forts, the buildings you can construct, and the endless threats that assail you from all sides.
Note: For more information, check out our Pathfinder: Wrath of the Righteous guides and features hub. You may also take a look at our main guide for the game’s crusade mechanics.
Pathfinder: Wrath of the Righteous – Crusade management guide — Drezen Citadel, forts, and buildings
What’s new in Act III?
At the start of Act III, enter Drezen’s citadel. You can click on the hand icon to see the new crusade management mechanics in Pathfinder: Wrath of the Righteous (some concepts might even remind you of Kingmaker). Anyway, the first thing you’ll notice is that demon hordes can actually move and besiege settlements on the world map. That means we’ll need to recruit new units based on the buildings that we’ve constructed (more units appear each week).
It’s also possible to receive new recruitable units and mercenaries based on decrees and events, as well as your chosen Mythic Path. You can see an example in the image below where I received 600x Zombies and 600x Skeletons immediately because I chose the Lich Mythic Path.
Constructing buildings so you can recruit more units
Speaking of buildings, you can construct these in Drezen and other forts or outposts (you can see an example of an outpost in the image above). Drezen has several building slots that you can fill up, though there are some options that are larger. As for outposts, they tend to be very limited.
Buildings take several days until construction has been completed. Some can only be built once and others can be built multiple times (the costs do increase). Try to be careful when plopping them down. Even though you can cancel the process, you’re only refunded a fraction of the resources that have been spent even if a day hasn’t passed yet.
Note: Don’t forget that you can use gold to purchase finance points and materials. These resources can also be obtained by winning tactical battles as per usual.
Building Type | Building | Effect | Finance/Material/Energy Costs |
Military Unit Recruitment | Main Archery Range | Recruit Archers, Rangers, Bandits, Marksmen, Slingers, and Headhunters | 500/250/0 |
Main Barracks | Recruit Conscripts, Footmen, Spearmen, Convicts, Champions, and Shield Bearers | 500/200/0 | |
Main Stables | Recruit Mounted Scouts, Paladins, Cuirassiers, Hedge Knights, Raiders, and Light Cavalry | 1000/500/0 | |
Recruitment Adjacency Buffs – Gives buffs to units trained in adjacent buildings | Apothecary | +10% bonus HP | 450/110/5 |
Arsenal | +1 AC | 150/150/0 | |
Smithy | +1 bonus to attack | 350/125/0 | |
Training Grounds | +10% bonus damage | 650/100/0 | |
Military Academy | +1 attack, AC, and saving throws for trainable units; does not need to be adjacent to any recruitment building (faction-wide effect) | 3500/400/25 | |
Mercenaries | Mercenary Guild | Increases the number of available mercenary units (i.e., troop type) by 1 | 2000/400/0 |
Pathfinder Society Lodge | +1 bonus to attack, AC, and saving throws for all mercenary units; does not need to be adjacent | 7500/100/10 | |
Hall of Glory | -5% mercenary recruitment costs | 1200/300/0 | |
Buffs for Generals | Alchemist’s Laboratory | +10 Energy for all generals | 500/50/0 |
Hall of Strategy | +1 attack and defense; +2 power for all generals | 200/500/50 | |
Hospital | +5% infirmary size for generals (i.e., post-battle healing and revival for units) | 350/60/0 | |
Resource Generation and Construction Discounts | Inn | +200 Finance Points | 400/200/0 |
Supply Center | +3 Materials | 100/50/0 | |
Sanctuary | +4 Energy | 250/250/10 | |
Engineers’ Workshop | -10% building construction costs | 2000/300/0 | |
Utility and Defensive Buildings | Citadel | +3 days siege holdout time for forts when attacked by demon armies | 300/100/0 |
Shelter | Allows your party to rest in this fort without being affected by Abyssal Corruption | 200/150/15 | |
Teleportation Circle | Allows your party to teleport to this fort from anywhere on the world map | 500/200/30 | |
Watchtower | +1 attack, AC, saving throws, and initiative for all units within the fort’s area of control | 250/75/0 |
Morale changes
Morale has also undergone a change with the new crusade management system in Act III of Pathfinder: Wrath of the Righteous:
- Banner of Victories – Same as before, this banner stays green for four days when you beat demon armies in tactical battles.
- Banner of Conquest – This adds 30 days where this banner would stay green as long as you capture new demon-held forts in the Lands of Yath, Gray Road, Lake Lost to the Sun, and the Wintersun Lands. Recapturing old forts won’t count.
- Banner of Defense – This banner will remain green as long as no fort is besieged by a demon army. It will turn yellow for three days, then red. As long as a fort is held by demons, this banner will remain red and cause issues with morale.
An endless loop
I’m not entirely sure if I encountered a bug or if this is working as intended. Basically, I had my crusader armies marching out of Drezen and it was besieged by a demon army. I only had weak garrisoned troops there which is why I knew I would lose.
I decided to see how things would play out if my units kept retreating. They all got wiped out and, to my surprise, another battle occurred. Again, I had weak troops, so I let them get annihilated. This went on and on, an endless loop of unwinnable battles. There’s also no way to avoid this since it’s Drezen, and I don’t think it’s allowed to get recaptured by hostiles. As such, always make sure you’ve got an army or two that can clear the way or defend it from invaders.
Pathfinder: Wrath of the Righteous is available via Steam.
Published: Sep 5, 2021 10:45 pm