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Leveling Guide for Setsuna Shy: 1 - Master of Maneuver 1 (no need to pick, already have it upon recruiting - 4 units max) 2 - Bless 3 - Spellcraft 1 (Master of Maneuver 2 is still tempting but not as many unit types this early) 4 - Cure Wounds * - Very important - minimizes casualties so you can possibly keep all units in tough battles 5 - Protective Wards 6 - Inspiration 1 ** - Morale is critically important 7 - Fireball - expensive but really good 8 - Arcane Magic - increase magic of all magic 9 - Master of Maneuver 2 - 5 Units now 10 - Ice Storm - damage and movement penalty 11 - Protective Wards 2 13 - Offensive Training 1 14 - Divine Magic 15 - Channel Negative Energy (Why Divine Magic was picked before - AOE Damage all non-undead units) 16 - Inspiration 2 *** - MOAR MORALE!! 17 - Twincast - Two battle spells in one round?? Yes please! Only first turn. 18 - Firestorm - Like fireball, but greater range 19 - Master of Maneuver 3 - 6 Units now 20 - Greater Channel Negative Energy
One thing I have to disagree with. In chapter 3 you should recruit a second general (also either Setsuna or Chief), and save some easy battles for them to earn xp. The general won't be needed in chapter 3, but they will become useful in chapter 5, where demonic armies will start spawning few at once from different directions. Since over the course of the game you will gain many units that you can't use in your main army (such as units that you can't recruit, like Slingers when you chose Marksman), you will be able to form a second, weaker army with that second general without weakening the main army at all. Considering that the attacking demonic armies are weak, the second general will be enough to defend once they get a bit of xp, and it will save you quite a lot of frustration with chapter 5
Thank you for this note, I didn't use to see it that way, but later I found out it can indeed be useful. So nowadays I often get a free General in Chapter 3 from one of the Crusade Events just in case!
I enjoy the crusade Mode personally and wish it was more expansive and had sieges that you could participate in or even battles you could join to help turn the tide of the fight. Another great video!!!
I found it enjoyable as well but also wish there was more to it, I feel most units for example are pretty subpar and when you're finally getting powerful at Chapter 5, there's not that many Crusade Battles left to fight. And thanks for the& support comment as always!
Very good advice in this vid. Everything mentioned is spot on and I can testify works like a charm. Only thing I do different is build more hospitals 'cos each one stacks a buff to increase your general's field hospital size which in turn means you can lose more soldiers in battle and still have them fully replaced afterwards. Very useful against nasty enemy mage generals. But follow this vid's advice and profit mightily - happy crusading!
Thank you for the comment and support! Yeah, I also agree that you can indeed build more Hospitals if you want for higher Infirmary Size, it can also help recovering some of the more expensive late game units that are also rather frail such as Assassins. Doesn't really cost much to build a lot of Hospitals & Alchemist Laboratories in Drezen too.
Hi there, and glad to be of use! I know the guide is a bit long but I tried to explain everything as to really help players with Crusade mode which can be very different from the normal gameplay.
Excellent tips, thanks for the video. If only I could have seen it before, I probably made bad choices, but I think it will ok ok anyway. I remember facing an ennemy throwing fireballs early. Not sure if it is the one at Greengates, but probably. What I did at the time was to separate a cheap unit into 8-9 1 unit armies and send them 1 by 1. The ennemy was throwing his fireball at the one unit. Ultimately he had no more power and I attacked him with the main army. Of course this was in a sigle "turn" (day).
You're welcome and thanks for the comment! Some of the spell spamming enemy Crusade Generals can be tough indeed, and reducing your stacks so they don't get killed does work.
Nice vid. I make one different choice, i take hold instead of ice storm. This has 2 benefits, first is obviously locking down a high priority target you can't kill quickly before it wreaks havoc. Second is if one of your units does get dominated, you can just cast hold on them to keep them safe and out of trouble until you can clean up the battle. Ice storm is a marginal upgrade to fireball early and obsolete late game.
Thank you for this tip. I never thought about using Hold on your own units to block charmed ones from attacking your own party. I suppose I just really like that Ice Storm can damage fire immune enemies and the movement penalty can be great against big armies with high stacks as they will take forever to reach you meaning more attacks on your side while remaining safe.
I picked hold... it is WAYYYY more useful than ice storm, turns out. it locks down any enemy stack for 3 full turns! really usefull for big summoners like balors, and gigantic stacks that take concentrated attacks over multiple rounds to take down. no retaliation is a great thing.
In Unfair, if you go to Areelu's laboratory early, having built teleportation circle is critical, as the laboratory is very far from Drezen and getting back by foot is suicide.
You are correct, Teleportation Circle should always be rushed as far as Chapter 3 buildings, the effect is simply too good to pass! At least for Drezen.
Glad to hear it! Crusade Mode can indeed be overwhelming at first as the mechanics are very different from normal gameplay. Hope this guide proves effective, as I've timed a lot of the important sections for ease of use.
Don't underrate Magic Instructor (the ability that buffs spellcasting units in your army). While you might think your caster units are things like sorcerers and bards, it also applies to other units like clerics and paladins. Buying cleric mercs at every chance will let you build a large stack of them, and taking paladins for your mounted units will give you some extremely tanky self- (and other-)healing stacks. Clerics are amazing when you build a decent stack of them - they don't do all that much damage, but they are fantastic when you want something that not only can survive forever, but for some reason also get targeted by the enemies a lot.
can confirm that hold is a better choice than ice storm. you can lock down things like balors for 3 full turns! immensely more useful, since they summon some brutal units. you can also lock down those nasty 1k+ fighter stacks, which take multiple turns of concentrated attacks to take down. wayyyyyyy more useful than ice storm.
One way to get a 300-400 marksmen really quickly at the start of Ch5 is to split off the marksmen into a separate army and use Call to Arms army spell on it so that all of the 'value' goes to the marksmen instead of being spread across all the units in the army.
Uuummmm... very interesting. In the first game, the kingdom management was a pain in the ass, seriously. But in this second game, this army management mini game seems to be really fun. It gave me a vibe of the old school heroes of might and magic, which I loved back in the day.
My tips for curse mode is to skip it using mods so you auto win or just one shot everything... It may feel good to play once in a while when you high level general with fireball and kill everything or get enough stack of archers/ranger/markmens. But at the same time feel like a chore to do. I enjoy the degree and politics part of the crusade more than the combat itself. It is a game and I don't really feel like to control the characters I don't care about. The story mode is just more fun to play.
One hot tip- enemy generals who have spells will *always* use their spells before their units act. So the dude who deletes your archers on turn one? Send in an "army" that is 1 footman. The enemy general will use a spell on it. Send in another army of 1 footman. Rinse and repeat until the general runs out of energy and then send your real army in to actually fight. Also you mentioned hedge knights, marksmen, and assassins, which infantry unit do you think is the best?
Thanks for the tip, really didn't know about that! As for best Infantry, I often just go with Champions. They feel overall the best to me, versatile all around, not really high damage but still decent and easy enough to get high stacks of them.
@@cRPGBro That's just my personal opinion, of course, but the notion that champs are the best infantry came pretty surprising for me. They are a glass cannon incarnate. Decent damage output surely, but ridiculously low hp (22) and poor initiative. Moreover, enemy units focus on them a lot (which is rather reasonable). Liked shieldbearers much more, they are fantastic at tanking while marksmen obliterate anything that moves. Otherwise, nice work there.
@@АлександрДараган-з8ц I often use the Champions to flank the enemy, as they do some decent damage considering how easy it is to stack them. Shieldbearers certainly are the tankiest, but they can't really do anything damage wise.
The problem with Champions is they have an AC of 10 and die very quickly. Hellknights work much better in that role. For infantry, I prefer the shield bearers since their only purpose is to protect the marskmen.
Superb video, thanks for the excellent content. Have you considered a guide that breaks down the different mythic paths’ unique units/building priority (I.e. the lich path) than standard? Or are the fundamentals (high moral, 60-75% of army being glass cannon, and a caster general) sufficient that the choices there don’t really matter as much?
Sorry if you've mentioned this in the video and I missed it. When would you recommend building up the second general, if that's even advised? Better to have two moderately strong heroes or one super strong?
it can get dicey from time to time but as long as you keep your main army more towards the rear you should be able to respond to almost any advance the demons make, just teleport your army to where its needed. once the advance is dealt with, go on the offensive. You need to have a couple armies in reserve but thats more of armies for overflow of all the trash units the game gives you. Just throw them at advancing demons to slow them down or station them in fortified towns along your 2 or 3 main axisies.
The heal spell you get can be used to nuke undead units. Does more damage than scorching ray and costs less energy, which is great when you first get access to it and don't have building to grant infinite energy.
It seems like this game is getting more complicated but I'm interested and learning to understand it little by little. I didn't expect the mechanism to be this complicated but this game is cool😊
Do you know if there are crusade mode overhaul mods in development? I feel like as a gameplay thing it has pretty high potential and it heightens the game above something like say DA:I where you never felt like you actually led an inquisition, the balance and ways certain things are doled out are just very scuffed.
I am not sure, but the modding community for Wrath seems to be growing more and more. I also think the devs themselves are planning on continuously improving it as well.
@@cRPGBro Hmm, that's good to hear then. I can't help but feel like it -could- even be one of the major selling points of the game but it's just not polished enough. Like the tanky low damage units having a taunt or zone of control ability so they aren't just ignored. One thing else it could really do with is the turn based mode loosened up a bit. The modded Kingmaker one felt so much smoother, both in movement and in ability usage. For instance if you misclicked you could often quickly pause and retarget the spell, can't do that here.
Nice. I was wondering... they changed the army spells in a patch at some point didn't they? Because I remember using a spell with Demon that gave me demon units when I was on high mythic level. I'm getting back to the game and thinking.... is that spell changed? Removed or something?
I believe each of the Mythics still have their own spells to add unique units. I think in the case of Demon it can take a bit longer to get, but should open up from Crusade Events.
It took me the longest time to figure out that if you cast Cure Wounds on enemy undead it was the most energy efficient way to kill them. I had to accidentally click on the wrong unit
I find the ulbrig military units to generally be better. Houndmasters for infinite meat shields, axe throwers seems to deal even more damage than marksmen because of the two attacks being added together and they're not as squishy. But i still go Paladin for my stables for their free heals.
Hi. Really enjoy all your videos about Pathfinder WOTR. Good job. Running my 2nd playthrough now with your Cavalier build...and all my team characters are based on your builds. Anyways...to my question: I am about halfway through Act 3 but I can't build Monuments anywhere. It doesn't come up in the build list. Is there a prerequisite building? Or only available in Act 5? Thanks. 😎🤟
Hello there, and thank you for the support! Hope you're having fun with the builds 😁 Momuments require a certain Crusade Rank Up event to be built, you have to pick the Seelah option to get them, I believe it's from either Diplomacy or Leadership, but as you increase your Crusade Ranks the option should certainly come up. I also believe chances are you'll only get them at Chapter 5 due to the rank up requirement, it's one of the later events.
What do you take at L12? You skipped it, I'm guessing because all the choices are bad. My choices are Bear's Endurance, Bull's Strength, Good Hope, and Breath of Life. Breath of Life sounded good at first but it looks like it's just a double strength cure wounds for 7.5 times the energy and can't resurrect stacks like the normal spell can. Bear's Endurance and Bull Strength are single stack buffs for 8 energy. Yuck. Leaves Good Hope which costs as much energy as Ice Storm (13) but at least buffs the whole army. Seems like one should go with Good Hope or Breath of Life. Not sure which.
Yeah, the choices don't really matter at level 12. As you just noted, the spells are all disappointing in that youi won't ever really use any of the three.
I prefer wolf riders over hedge knights. They just have better stats and attack twice per round. It's a more reliable unit with the same speed, but higher healthpool and AC. I think in terms of damage it evens out. Also Headhunters are better than Marksmen. Yes they do have a bit less damage (not much), but they do a lot more damage when forced to melee and have a large healthpool. On top of that they counter other ranged attackers. So that's a free attack.
I know we have these kind of games, like it's a whole genre... but I wouldn't mind a complete game, in a Dungeons and Dragons/Pathfinders (Medieval Fantasy), that is just this. Turn Based, Army Management. I wouldn't mind if I could just hop right into Crusade Mode.
Indeed. If you don't fancy reloading, then it's very important to know when your infirmary is full as to recover lost units and not lose them permanently after battle!
@@cRPGBro I have a quick question for you if you don't mind crpg bro. Is a non polymorph gold dragon build viable? I've been kicking ass with 2h sword for over 200 hours, and I refuse to respect into some kind of monk/Druid to scale natural weapons.
@@InternetSupervillain Definitely! Gold Dragon was buffed recently and I believe even more buffs are to come with EE. I'm basically waiting for it to get started on a Gold Dragon Guide!
@@cRPGBro Check out this build. Switched by 10 hellknight/9 mutation warrior/1 thug (cleave/fear maniac) build to this...to accommodate gold dragon more. 3 hell knight to keep my theme and the fear 1 thug for the sneak attack to take advantage of all the fear 1 scaled fist monk (just so I get some armour on the rare occasion I polymorph) Rest mutation warrior (taking natural weapon training...for the rare occasion I polymorph) And lastly...maybe I'll switch out my gloves to buff natural armour IN your
I have a question, it's not related to the video tho. Do you do Nenio's quest in all saves? because every time I get inside that map I want to quit the game... Great video!!
I... don't actually, hah. Honestly, I think I did it for my first run and then the Azata run as well. But just like with you, the Enigma really does tend to completely drain my will to keep playing what with all the obtuse and numerous puzzles and the never ending crystal collecting.
not gonna lie, after first few times i shamelessly cheat lvl 20 generals and just nuke all demons with firestorms off the map in few days with extra move speed but i wish i knew all of this when i started
Do you have any advice about how to reach rank 8 in Logistics for the Endgame quest? I am stuck at 600,000 Logistics experience (650,000 needed for tank 8). I have filled every available building slot that I'm aware of.
I believe the last step would be to uptrade your Posts into Forts/Bastions etc. Basically upgrade the small settlements into bigger ones through the Decrees.
6:01 - have you checked if Arcane Magic actually works? I'm testing it right now and the damage numbers for fireball and scorching ray are the same no matter if I pick Magic Channeling or Arcane Magic or Divine Magic. Unless I'm missing something, it's probably yet another bugged feat.
@@cRPGBro , well, my "expected" damage range doesn't change at all (the one I see when hover the mouse over an enemy before casting the spell), the real one - hard to say. Maybe it changes and the error is only in the tooltip, I'll need to test it later on bigger armies...
So you can increase your armies morale even if the crusade morale bar is at 20? I've been keeping all morale increase decrees for future use, as my bar is at 20 all the time.
I think there is a cap of 20 as far as the army morale by winning and most of the general Decrees, but there are other ways of increasing it further through passive boosts you can get from your general level up or some events. What I mean is that I believe they are treated separatedly, you have 20 as that cap, but you can also increase the effect through other ways.
I have a question. It's a good choice to skip days between acts when your morale is high? I don't know how much you can gamble the morale system to increase your armies & funds as high as possible before advancing the campaign.
You can skip days if you want. If you want to skip, I'd do it to recover Army Movement Points, to recruit more units as recruitment growth happens weekly, or recover General Energy. There's not really going to be much of a consequence, as every month you get random demon army respawns, so you'll never run out of them to keep your Banners healthy & green.
Setsuna did so much work killing thousands of demon that he should be commander instead of MC Another tip for beating hard fort in act 3 is choosing Shieldbearer as 1-unit army and stacking them pairing with Setsuna fireball should be easy even for early game
Btw, can you get Greater negative energy channel at level 20 if you dont get Negative channel first at level 15? EDIT* I tested it, you can get Greater Negative Energy at Level 20 w/o normal Negative Energy Channel at level 15.
Whoever coded the crusade is gotta be a huge fan of Dungeon from HOMM 5 (afaik some of the devs are the same). I tried some quickly cheated builds (with toyboxed XP gain) and "Might" generals are such junk compared to "Magic".((
Yeah, I'm pretty sure some of the devs are behind HOMM5! I do wonder if they're going to increase the power of the melee/ranged generals because as you said, spellcasting generals are truly OP!
Yes, you can do it but you need to have your main army (or whatever army you want to recruit into) either at Kenabres at Chapter 1, or at Drezen during Chapter 3+, then select them and go to Recruit!
One strategy I use is to split my footmen into two stacks, place my archers in the corner and have them block access to the archers. IME, the general and the archers do the bulk of the damage to enemy units. Against a couple of generals, it is better to split the archers into two stack so they can kill enemy stacks without overkilling them. Against these generals they do so much damage with their attacks it is critical to burn down their units as quickly as possible. I think they biggest flaw in crusade mode is that stacks should have a cap and then allow slightly more units for each general. This would make some of the other generals more useful.
That sounds like a neat strategy. It is true that ranged units but most importantly spellcasting Generals really do the most damage and basically carry your whole army on their backs. I personally would like more unit variation and that power was less reliant on doomstacks, as a lot of cool mythic units that you only get a few of really can never compete with a big doomstack of archers for example.
@@cRPGBro The problem with the mythic units is that you get so few of them and they die so quickly. When you are face an enemy army in Chapter 5 that has two stacks of ranged units that are 1,000 or more they can take out any one of your unit stacks. They are also usually dispersed so a general cannot hit all of them with his AoE attacks. By the time any of the mythic units get into battle it is usually won or lost by that point. Especially when you have high morale and your archers are attacking twice in a row. It is a big problem with their crusade design IMHO. They should have put a cap on the size of a stack based upon the units that make up that stack. Older PnP versions of D&D mass combat do just that and use roughly the same mechanics for combat resolution. In those systems, medium sized creatures for units of 10. Then multiple units are put together to create an army. Large creatures can form stacks of 5, Huge stacks of 2 and so on. This creates more interesting tactics and prevents death star like stacks. Also, since only generals carry over from Chapter 3 into Chapter 5, it isn't worth spending lots of money on expensive units only to have them eliminated since they don't carry over. One example is the dragon you can get as a unit. However, since you only get one (as far as I can tell) it is extremely vulnerable and doesn't do nearly the damage as a stack of 200 marksmen. It has an breath weapon that takes at least two rounds to employ. By that time the battle is usually over.
Heya! Apologies for that, I must have forgotten. But looking back, I think level 12 is one of those where the abilities are all "useless" in that it's just buffs like Good Hope/Heroism/etc that won't matter for your General because you'll just be spamming offensive spells like Scorching Ray or Fireball instead.
Is auto crusade still bugged? reason I quit the game a while ago was that I had crusade on auto off and eventually it blocked me off half the game cause they couldnt open up the map, is it safe to now do auto crucade?
I like getting the lady General that comes for free from a Crusade Event in Chapter 3. You don't really need it, as with proper building of Teleportation Circles, you'll always have time to go rescue your sieged Forts and combat respawning Demon Armies and such. Also, chances are you'll just hoard most XP with your main general, the sooner you get the AoE General spells, the better!
@@jasonpauldegraaf I can't recall the name at the moment, but one of the Crusade Event Cards you get should definitely give a General as a reward so long as you pick the correct option, you can always highlight the choices to see the corresponding rewards 😀
Just one is enough, especially because you'll hoard most of the XP with your single general anyways. But you can also keep a backup general just in case, although your general can never die.
How do you add the bonuses from buildings to other buildings? For example, how do I get the smithy bonus on the barracks? Do I just build the barracks next to the smithy or at least at a tile that’s touching the smithy?
@@cRPGBro thanks, I’ve been wracking my brain about this for like 2 hours lmao. Love the game and appreciate your content, been watching your vids the last few days. Keep it up bud!
The most impactful change is that Marksmen deal somewhat less damage now. It doesn't really matter since their damage is still good, and a spellcaster General as built from this guide still destroys everything 😁😁
I’m going for a one army strategy. If I get a second general, won’t that put my main army at disadvantage because the xp will be divided between two armies?
In terms of raw power generals-mages are the best indeed. But i find them a bit weird gameplay wise, because it just feels like your army doesnt matter at all. So i think i gona switch to warriors next time.
Mage generals are very powerful indeed but they only really start one shotting entire armies at the upper mid or late game. Before that your units are still very much needed.
@@cRPGBro i've had a good experience with ranger general (White Nyssa in my case) as well. She started quite weak in compare to Chief & Setsuna, but once got some levels above 10 and number of really good class abilities to play around (holy bomb for example), she quickly became my personal favorite. Nothing as powerfull as channel negative energy etc i think, but she could use all those abilities in every single battle for free, being able to defeat multiple armies per turn without need to wait in order to refill energy spent.
Bubble Tweaks mod, it's a lifesaver not only for increasing Crusade Battle Speed but also World Map Travel Speed! www.nexusmods.com/pathfinderwrathoftherighteous/mods/177?tab=files I forgot to talk about it in my Wrath Mods video here, but later added a note on the description and the pinned comment as it's indeed very useful: ua-cam.com/video/dAdtKjo8kKs/v-deo.html
How do you recruit units directly into a generals army? You said you can, but didn't show how. I tried and can't figure out how to do it. I hate having to march new units halfway across the map to join an army.
Hi there, what you need to do is have your General army either in your main camp (at Chapter 2) or at Drezen (Chapter 3+). Then just select your main army before recruiting, and there you go!
@@cRPGBro Oh, nevermind. I thought you meant you can recruit into the army while wandering around the world map. So you didn't have to run back to town or march new units across the map.
I don't think your General can die. If you lose your current army, your General just backs out but you can still assign them to another army after a cooldown period of a few days. As far as Crusade Mode, I believe if you do get sieged in your capital (Drezen) to the point of no return, it should just switch into auto crusade mode rather than giving you a game over, but I could be wrong.
@@cRPGBro I think I will drop this run and start over from the beginning. But thanks to your builds and guides I have at least an idea now how to plan everything out.
Crusade mode is SOOO much missing a HARD mode / UNfair mode, so you can actually make use of the 30 kind of armies instead of just DUAL negative energy blast the Main daemon army in 1 hit. It is a huge missed opportunity
I think there is an option to increase Crusade Mode Difficulty. If anything, I wish it had more content in the late game/Chapter 5. We go through the entire Chapter 4 without Crusade, then we finally get massive stacks and a powerful army at Chapter 5, the game kinda ends.
For that, it's important to stack the "Master of Maneuver" General feat/ability. Some Generals have it at the beginning (like Setsuna Shy which I recommend) and you can also get more through level up.
heres what i dont get. my general is over here nuking down stacks upon stacks of enemies that my party struggles with just a few of, and my general over here killing stacks of hundreds like its no big deal. they totally got the main character wrong, my party is a bunch of noobs compared to that, always failing their saves and getting dominated
It is true that Setsuna Shy or other spellcasting generals are indeed the true Mythic Heroes of the game! If only our Fireballs & Channel Negative Energy could kill thousands of foes at once. I imagine they actually keep their power level in check as to not steal the spotlight from the main character 😁
Usually when that happens, there will STILL be respawning random demon armies every now and then so your banner won't stay forever into red. You can also use some repeatable Crusade Decrees to get Morale back.
@@cRPGBro I’m at the point where I’m 100% so far. I’ve cleared and the random armies/decrees are not enough for morale. Also, the morale decrease basically makes all of my units feared for the turn every single turn. It needs a rework
@@Mattyice402 it doesn't need a rework, it's you who need to understand the mechanics and adapt. You're probably playing at an easy difficulty that allows you to clear the map quickly. Otherwise, just clear the map from forts as your party advance in that area, that's more fitting in term of roleplay and it's a good use of the mechanics as it allow you to keep everything "super green".
@@Ranyanya you should be able to play at any pace regardless of the difficulty. I think I was on one level before core difficulty. The problem is that I really like the crusade mode in the beginning and made an unbeatable army in the first few chapters. Then after the second go at crusade in the later chapters I cleared everything very quickly. Morale is broken
@@Mattyice402 that's because the game is intended to be played on "core" difficulty, not other difficulties. They make other difficulties for players who want more or less challenges, but those difficulties are not suitable to the intended way to play the game. I played on normal first "to see", and everything was way too easy, so I increased the difficulty and it was better. The crusade mode is a cheap HoMM anyway, they didn't make it very interesting, it's easy to cheese even on harder difficulties. That's the second kingdom management they failed to build properly.
I love this game but i find this mode boring, so i modded the game to skip this entirely while still getting the stuff from it, i know it isn't the best to do but i couldn't stand it.
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Leveling Guide for Setsuna Shy:
1 - Master of Maneuver 1 (no need to pick, already have it upon recruiting - 4 units max)
2 - Bless
3 - Spellcraft 1 (Master of Maneuver 2 is still tempting but not as many unit types this early)
4 - Cure Wounds * - Very important - minimizes casualties so you can possibly keep all units in tough battles
5 - Protective Wards
6 - Inspiration 1 ** - Morale is critically important
7 - Fireball - expensive but really good
8 - Arcane Magic - increase magic of all magic
9 - Master of Maneuver 2 - 5 Units now
10 - Ice Storm - damage and movement penalty
11 - Protective Wards 2
13 - Offensive Training 1
14 - Divine Magic
15 - Channel Negative Energy (Why Divine Magic was picked before - AOE Damage all non-undead units)
16 - Inspiration 2 *** - MOAR MORALE!!
17 - Twincast - Two battle spells in one round?? Yes please! Only first turn.
18 - Firestorm - Like fireball, but greater range
19 - Master of Maneuver 3 - 6 Units now
20 - Greater Channel Negative Energy
you forgot number 12
@@magmarite0475 No, CrpgBro forgot it. Just take breath of life. Better heal than the one you have.
One thing I have to disagree with. In chapter 3 you should recruit a second general (also either Setsuna or Chief), and save some easy battles for them to earn xp. The general won't be needed in chapter 3, but they will become useful in chapter 5, where demonic armies will start spawning few at once from different directions. Since over the course of the game you will gain many units that you can't use in your main army (such as units that you can't recruit, like Slingers when you chose Marksman), you will be able to form a second, weaker army with that second general without weakening the main army at all. Considering that the attacking demonic armies are weak, the second general will be enough to defend once they get a bit of xp, and it will save you quite a lot of frustration with chapter 5
Thank you for this note, I didn't use to see it that way, but later I found out it can indeed be useful.
So nowadays I often get a free General in Chapter 3 from one of the Crusade Events just in case!
You can even do it in chapter 2 and progress 2 generals at once on way to ddrezebb(both Spellcasters). Most early armies fall to the scorching ray!!
I've done that in every run I've done so far, and like you said it helps out a lot in the game, early and late.
I enjoy the crusade Mode personally and wish it was more expansive and had sieges that you could participate in or even battles you could join to help turn the tide of the fight. Another great video!!!
I found it enjoyable as well but also wish there was more to it, I feel most units for example are pretty subpar and when you're finally getting powerful at Chapter 5, there's not that many Crusade Battles left to fight.
And thanks for the& support comment as always!
Very good advice in this vid. Everything mentioned is spot on and I can testify works like a charm. Only thing I do different is build more hospitals 'cos each one stacks a buff to increase your general's field hospital size which in turn means you can lose more soldiers in battle and still have them fully replaced afterwards. Very useful against nasty enemy mage generals. But follow this vid's advice and profit mightily - happy crusading!
Thank you for the comment and support!
Yeah, I also agree that you can indeed build more Hospitals if you want for higher Infirmary Size, it can also help recovering some of the more expensive late game units that are also rather frail such as Assassins.
Doesn't really cost much to build a lot of Hospitals & Alchemist Laboratories in Drezen too.
Thank you for this guide. This is the best one I have found so far. I hate crusader mode but this makes it easier to deal with.
Hi there, and glad to be of use!
I know the guide is a bit long but I tried to explain everything as to really help players with Crusade mode which can be very different from the normal gameplay.
Excellent tips, thanks for the video. If only I could have seen it before, I probably made bad choices, but I think it will ok ok anyway. I remember facing an ennemy throwing fireballs early. Not sure if it is the one at Greengates, but probably. What I did at the time was to separate a cheap unit into 8-9 1 unit armies and send them 1 by 1. The ennemy was throwing his fireball at the one unit. Ultimately he had no more power and I attacked him with the main army. Of course this was in a sigle "turn" (day).
You're welcome and thanks for the comment!
Some of the spell spamming enemy Crusade Generals can be tough indeed, and reducing your stacks so they don't get killed does work.
Nice vid. I make one different choice, i take hold instead of ice storm. This has 2 benefits, first is obviously locking down a high priority target you can't kill quickly before it wreaks havoc. Second is if one of your units does get dominated, you can just cast hold on them to keep them safe and out of trouble until you can clean up the battle. Ice storm is a marginal upgrade to fireball early and obsolete late game.
Thank you for this tip. I never thought about using Hold on your own units to block charmed ones from attacking your own party.
I suppose I just really like that Ice Storm can damage fire immune enemies and the movement penalty can be great against big armies with high stacks as they will take forever to reach you meaning more attacks on your side while remaining safe.
@@cRPGBro well, except for teleporting enemies, where hold would work better. it's legit a tough choice.
I picked hold... it is WAYYYY more useful than ice storm, turns out. it locks down any enemy stack for 3 full turns! really usefull for big summoners like balors, and gigantic stacks that take concentrated attacks over multiple rounds to take down. no retaliation is a great thing.
So i guess both isn't possible?
In Unfair, if you go to Areelu's laboratory early, having built teleportation circle is critical, as the laboratory is very far from Drezen and getting back by foot is suicide.
You are correct, Teleportation Circle should always be rushed as far as Chapter 3 buildings, the effect is simply too good to pass!
At least for Drezen.
This is an amazingly timed video, I just started the crusade things and it was a little overwhelming.
Glad to hear it!
Crusade Mode can indeed be overwhelming at first as the mechanics are very different from normal gameplay.
Hope this guide proves effective, as I've timed a lot of the important sections for ease of use.
Don't underrate Magic Instructor (the ability that buffs spellcasting units in your army). While you might think your caster units are things like sorcerers and bards, it also applies to other units like clerics and paladins. Buying cleric mercs at every chance will let you build a large stack of them, and taking paladins for your mounted units will give you some extremely tanky self- (and other-)healing stacks. Clerics are amazing when you build a decent stack of them - they don't do all that much damage, but they are fantastic when you want something that not only can survive forever, but for some reason also get targeted by the enemies a lot.
can confirm that hold is a better choice than ice storm. you can lock down things like balors for 3 full turns! immensely more useful, since they summon some brutal units. you can also lock down those nasty 1k+ fighter stacks, which take multiple turns of concentrated attacks to take down. wayyyyyyy more useful than ice storm.
One way to get a 300-400 marksmen really quickly at the start of Ch5 is to split off the marksmen into a separate army and use Call to Arms army spell on it so that all of the 'value' goes to the marksmen instead of being spread across all the units in the army.
Uuummmm... very interesting. In the first game, the kingdom management was a pain in the ass, seriously. But in this second game, this army management mini game seems to be really fun. It gave me a vibe of the old school heroes of might and magic, which I loved back in the day.
The developers (Owlcat Games) have a love for Might and Magic, and they even worked one of the installments, so it's no wonder 😀
Amazing guide bro, thanks for the help. Love from Spain
Glad it helped, bro!
One video to rule them all. Amazing video, you pretty much covered every aspect of crusade management.
What would you get at lvl 12? Between Bear's Endurance, Bull's Strength, Good Hope and Breath of Life?
They are kinda all useless/outclassed by others, it's why I mostly skipped it.
I would go with Breath of Life just for healing if needed.
My tips for curse mode is to skip it using mods so you auto win or just one shot everything... It may feel good to play once in a while when you high level general with fireball and kill everything or get enough stack of archers/ranger/markmens. But at the same time feel like a chore to do. I enjoy the degree and politics part of the crusade more than the combat itself. It is a game and I don't really feel like to control the characters I don't care about. The story mode is just more fun to play.
It's understandable, and I know many share this opinion and just prefer to normal adventure instead.
damn I cleared the entire map with my level 10 army with Twincast Combo!
thanks, dude! this saved me a lot of frustration!
Yep, it's why Mage Generals are so OP!
Thanks man this is so needed (especially for secret ending) appreciate it
Glad I could help!
One hot tip- enemy generals who have spells will *always* use their spells before their units act. So the dude who deletes your archers on turn one? Send in an "army" that is 1 footman. The enemy general will use a spell on it. Send in another army of 1 footman. Rinse and repeat until the general runs out of energy and then send your real army in to actually fight.
Also you mentioned hedge knights, marksmen, and assassins, which infantry unit do you think is the best?
Thanks for the tip, really didn't know about that!
As for best Infantry, I often just go with Champions. They feel overall the best to me, versatile all around, not really high damage but still decent and easy enough to get high stacks of them.
@@cRPGBro That's just my personal opinion, of course, but the notion that champs are the best infantry came pretty surprising for me. They are a glass cannon incarnate. Decent damage output surely, but ridiculously low hp (22) and poor initiative. Moreover, enemy units focus on them a lot (which is rather reasonable).
Liked shieldbearers much more, they are fantastic at tanking while marksmen obliterate anything that moves.
Otherwise, nice work there.
@@АлександрДараган-з8ц I often use the Champions to flank the enemy, as they do some decent damage considering how easy it is to stack them.
Shieldbearers certainly are the tankiest, but they can't really do anything damage wise.
The problem with Champions is they have an AC of 10 and die very quickly. Hellknights work much better in that role. For infantry, I prefer the shield bearers since their only purpose is to protect the marskmen.
You don't use your Champs on the front line. You put your tougher units up front and wait with your Champs to act last as finishers.
Superb video, thanks for the excellent content.
Have you considered a guide that breaks down the different mythic paths’ unique units/building priority (I.e. the lich path) than standard? Or are the fundamentals (high moral, 60-75% of army being glass cannon, and a caster general) sufficient that the choices there don’t really matter as much?
New WotR content! Very nice.
Hope you enjoyed it!
More to come soon too.
For the cat in the thumbnail alone, this deserves a like.
It's a rather fun edit of Setsuna Shy's portrait, isn't it?
Sorry if you've mentioned this in the video and I missed it.
When would you recommend building up the second general, if that's even advised?
Better to have two moderately strong heroes or one super strong?
it can get dicey from time to time but as long as you keep your main army more towards the rear you should be able to respond to almost any advance the demons make, just teleport your army to where its needed. once the advance is dealt with, go on the offensive.
You need to have a couple armies in reserve but thats more of armies for overflow of all the trash units the game gives you. Just throw them at advancing demons to slow them down or station them in fortified towns along your 2 or 3 main axisies.
The heal spell you get can be used to nuke undead units. Does more damage than scorching ray and costs less energy, which is great when you first get access to it and don't have building to grant infinite energy.
It seems like this game is getting more complicated but I'm interested and learning to understand it little by little. I didn't expect the mechanism to be this complicated but this game is cool😊
It's definitely worth learning the inns and out of Pathfinder, it's why I make these guides to help others 😃
Clerics do fantastic damage, if you're fighting undead. The lay on hands ability is full range and brutal.
I wish I found this first good job!
Glad you liked it 😁
Thankyou! Very helpful mate
Glad it helped 😁
You always have the BEST guides for this game!!!! Thanks!
Do you know if there are crusade mode overhaul mods in development? I feel like as a gameplay thing it has pretty high potential and it heightens the game above something like say DA:I where you never felt like you actually led an inquisition, the balance and ways certain things are doled out are just very scuffed.
I am not sure, but the modding community for Wrath seems to be growing more and more.
I also think the devs themselves are planning on continuously improving it as well.
@@cRPGBro Hmm, that's good to hear then. I can't help but feel like it -could- even be one of the major selling points of the game but it's just not polished enough. Like the tanky low damage units having a taunt or zone of control ability so they aren't just ignored.
One thing else it could really do with is the turn based mode loosened up a bit. The modded Kingmaker one felt so much smoother, both in movement and in ability usage. For instance if you misclicked you could often quickly pause and retarget the spell, can't do that here.
Nice. I was wondering... they changed the army spells in a patch at some point didn't they? Because I remember using a spell with Demon that gave me demon units when I was on high mythic level. I'm getting back to the game and thinking.... is that spell changed? Removed or something?
I believe each of the Mythics still have their own spells to add unique units.
I think in the case of Demon it can take a bit longer to get, but should open up from Crusade Events.
It took me the longest time to figure out that if you cast Cure Wounds on enemy undead it was the most energy efficient way to kill them. I had to accidentally click on the wrong unit
Yep, that should work inded!
I find the ulbrig military units to generally be better. Houndmasters for infinite meat shields, axe throwers seems to deal even more damage than marksmen because of the two attacks being added together and they're not as squishy. But i still go Paladin for my stables for their free heals.
Summary
Step 1: Pick mage general (specifically Shy)
Step 2: do whatever
Step 3: do whatever
Step 4: Win Crusade
Hi. Really enjoy all your videos about Pathfinder WOTR. Good job. Running my 2nd playthrough now with your Cavalier build...and all my team characters are based on your builds. Anyways...to my question: I am about halfway through Act 3 but I can't build Monuments anywhere. It doesn't come up in the build list. Is there a prerequisite building? Or only available in Act 5? Thanks. 😎🤟
Hello there, and thank you for the support!
Hope you're having fun with the builds 😁
Momuments require a certain Crusade Rank Up event to be built, you have to pick the Seelah option to get them, I believe it's from either Diplomacy or Leadership, but as you increase your Crusade Ranks the option should certainly come up.
I also believe chances are you'll only get them at Chapter 5 due to the rank up requirement, it's one of the later events.
Thanks dude!
Happy to help!
Fantastic tips!
Thank you 😁
What do you take at L12? You skipped it, I'm guessing because all the choices are bad. My choices are Bear's Endurance, Bull's Strength, Good Hope, and Breath of Life. Breath of Life sounded good at first but it looks like it's just a double strength cure wounds for 7.5 times the energy and can't resurrect stacks like the normal spell can. Bear's Endurance and Bull Strength are single stack buffs for 8 energy. Yuck. Leaves Good Hope which costs as much energy as Ice Storm (13) but at least buffs the whole army. Seems like one should go with Good Hope or Breath of Life. Not sure which.
Yeah, the choices don't really matter at level 12.
As you just noted, the spells are all disappointing in that youi won't ever really use any of the three.
I prefer wolf riders over hedge knights. They just have better stats and attack twice per round. It's a more reliable unit with the same speed, but higher healthpool and AC. I think in terms of damage it evens out.
Also Headhunters are better than Marksmen. Yes they do have a bit less damage (not much), but they do a lot more damage when forced to melee and have a large healthpool. On top of that they counter other ranged attackers. So that's a free attack.
Wish I had seen this a few days ago Lol. I chose the Kitsune and she's not bad, but I missed out on this dude.
Setsuna Shy is really strong, but ideally any Spellcasting class General can work!
Nice work :) all info in 1 movie
Thanks 🙂
I know we have these kind of games, like it's a whole genre... but I wouldn't mind a complete game, in a Dungeons and Dragons/Pathfinders (Medieval Fantasy), that is just this. Turn Based, Army Management.
I wouldn't mind if I could just hop right into Crusade Mode.
im so glad they added the infirmary size bar
Indeed. If you don't fancy reloading, then it's very important to know when your infirmary is full as to recover lost units and not lose them permanently after battle!
@@cRPGBro remember the release version unit portraits lol
Those were some of the ugliest marksmen I have ever seen
@@herohiralal3255 I do, haha.
Some truly were appalling and rather derpy too!
Maybe I'm a bit late on my question, so during the whole game, is better to have only one general, so we invest on him?
u kick ass crpg bro!
Thank you, friend 😁
@@cRPGBro I have a quick question for you if you don't mind crpg bro. Is a non polymorph gold dragon build viable? I've been kicking ass with 2h sword for over 200 hours, and I refuse to respect into some kind of monk/Druid to scale natural weapons.
@@InternetSupervillain Definitely!
Gold Dragon was buffed recently and I believe even more buffs are to come with EE.
I'm basically waiting for it to get started on a Gold Dragon Guide!
@@cRPGBro thank you crpg bro 🤘👍. Ditching aeon (not nearly as cool as I thought it would be), and becoming a hell knight half dragon lol.
@@cRPGBro Check out this build. Switched by 10 hellknight/9 mutation warrior/1 thug (cleave/fear maniac) build to this...to accommodate gold dragon more.
3 hell knight to keep my theme and the fear
1 thug for the sneak attack to take advantage of all the fear
1 scaled fist monk (just so I get some armour on the rare occasion I polymorph)
Rest mutation warrior (taking natural weapon training...for the rare occasion I polymorph)
And lastly...maybe I'll switch out my gloves to buff natural armour
IN your
I have a question, it's not related to the video tho. Do you do Nenio's quest in all saves? because every time I get inside that map I want to quit the game... Great video!!
I... don't actually, hah.
Honestly, I think I did it for my first run and then the Azata run as well.
But just like with you, the Enigma really does tend to completely drain my will to keep playing what with all the obtuse and numerous puzzles and the never ending crystal collecting.
not gonna lie, after first few times i shamelessly cheat lvl 20 generals and just nuke all demons with firestorms off the map in few days with extra move speed
but i wish i knew all of this when i started
Yeah, Spellcasting Generals can handle entire armies by themselves eventually!
Do you have any advice about how to reach rank 8 in Logistics for the Endgame quest? I am stuck at 600,000 Logistics experience (650,000 needed for tank 8). I have filled every available building slot that I'm aware of.
I believe the last step would be to uptrade your Posts into Forts/Bastions etc.
Basically upgrade the small settlements into bigger ones through the Decrees.
@@cRPGBro Unfortunately< I don't have any upgrade decrees (presumably a bug).
Thank you for yet another excellent guide. I didn't take satsuna for a cat person though, I guess even monks need a hobby ;)
Glad it was helpful!
I like to imagine the cat is what keeps Setsuna's Power Level in check 😀
I already screwed up 😂 I picked a dark elf looking General because I thought she looked cool.
Yeah, it can be tough early on when we have no idea what the General types do 😀
Any spellcaster one should do the trick for an easy time!
6:01 - have you checked if Arcane Magic actually works?
I'm testing it right now and the damage numbers for fireball and scorching ray are the same no matter if I pick Magic Channeling or Arcane Magic or Divine Magic.
Unless I'm missing something, it's probably yet another bugged feat.
Interesting.
I think I was getting an increase, but the damage range for Crusade spells is so massive that I suppose I could indeed be wrong!
@@cRPGBro , well, my "expected" damage range doesn't change at all (the one I see when hover the mouse over an enemy before casting the spell), the real one - hard to say. Maybe it changes and the error is only in the tooltip, I'll need to test it later on bigger armies...
What's the benefit for building up outposts?
i loved the terrible audio, keep it up
So you can increase your armies morale even if the crusade morale bar is at 20? I've been keeping all morale increase decrees for future use, as my bar is at 20 all the time.
I think there is a cap of 20 as far as the army morale by winning and most of the general Decrees, but there are other ways of increasing it further through passive boosts you can get from your general level up or some events.
What I mean is that I believe they are treated separatedly, you have 20 as that cap, but you can also increase the effect through other ways.
I have a question. It's a good choice to skip days between acts when your morale is high? I don't know how much you can gamble the morale system to increase your armies & funds as high as possible before advancing the campaign.
You can skip days if you want. If you want to skip, I'd do it to recover Army Movement Points, to recruit more units as recruitment growth happens weekly, or recover General Energy.
There's not really going to be much of a consequence, as every month you get random demon army respawns, so you'll never run out of them to keep your Banners healthy & green.
Setsuna did so much work killing thousands of demon that he should be commander instead of MC
Another tip for beating hard fort in act 3 is choosing Shieldbearer as 1-unit army and stacking them pairing with Setsuna fireball should be easy even for early game
In the end, Setsuna really is the real MVP of the Worldwound Campaign.
And that's without any Mythic Levels!
You could put the list of the buildings that you have at the beginning in Drezen and later, when you already have the Military Academy ?
Btw, can you get Greater negative energy channel at level 20 if you dont get Negative channel first at level 15?
EDIT* I tested it, you can get Greater Negative Energy at Level 20 w/o normal Negative Energy Channel at level 15.
I believe you should be able to indeed!
Apologies for the late reply.
@@cRPGBro No need to apologize, thanks!
i found a mod that lets you auto-win every battle without skipping it entirely which is perfect for me.
Yep, I believe ToyBox should have ways of doing that, for those that want Crusade Rewards but don't really want to bother with it at all.
Whoever coded the crusade is gotta be a huge fan of Dungeon from HOMM 5 (afaik some of the devs are the same).
I tried some quickly cheated builds (with toyboxed XP gain) and "Might" generals are such junk compared to "Magic".((
Yeah, I'm pretty sure some of the devs are behind HOMM5!
I do wonder if they're going to increase the power of the melee/ranged generals because as you said, spellcasting generals are truly OP!
Did you say you can recruit directly into your army ?
Yes, you can do it but you need to have your main army (or whatever army you want to recruit into) either at Kenabres at Chapter 1, or at Drezen during Chapter 3+, then select them and go to Recruit!
hello, thanks for your useful video. is it a way to respec the feats of the general ?
Hi there and thanks for the comment!
Unfortunately I don't think you can respec your General.
One strategy I use is to split my footmen into two stacks, place my archers in the corner and have them block access to the archers. IME, the general and the archers do the bulk of the damage to enemy units.
Against a couple of generals, it is better to split the archers into two stack so they can kill enemy stacks without overkilling them. Against these generals they do so much damage with their attacks it is critical to burn down their units as quickly as possible.
I think they biggest flaw in crusade mode is that stacks should have a cap and then allow slightly more units for each general. This would make some of the other generals more useful.
That sounds like a neat strategy.
It is true that ranged units but most importantly spellcasting Generals really do the most damage and basically carry your whole army on their backs.
I personally would like more unit variation and that power was less reliant on doomstacks, as a lot of cool mythic units that you only get a few of really can never compete with a big doomstack of archers for example.
@@cRPGBro The problem with the mythic units is that you get so few of them and they die so quickly. When you are face an enemy army in Chapter 5 that has two stacks of ranged units that are 1,000 or more they can take out any one of your unit stacks. They are also usually dispersed so a general cannot hit all of them with his AoE attacks. By the time any of the mythic units get into battle it is usually won or lost by that point. Especially when you have high morale and your archers are attacking twice in a row.
It is a big problem with their crusade design IMHO. They should have put a cap on the size of a stack based upon the units that make up that stack. Older PnP versions of D&D mass combat do just that and use roughly the same mechanics for combat resolution. In those systems, medium sized creatures for units of 10. Then multiple units are put together to create an army. Large creatures can form stacks of 5, Huge stacks of 2 and so on. This creates more interesting tactics and prevents death star like stacks.
Also, since only generals carry over from Chapter 3 into Chapter 5, it isn't worth spending lots of money on expensive units only to have them eliminated since they don't carry over. One example is the dragon you can get as a unit. However, since you only get one (as far as I can tell) it is extremely vulnerable and doesn't do nearly the damage as a stack of 200 marksmen. It has an breath weapon that takes at least two rounds to employ. By that time the battle is usually over.
The only problems with the cluster strat are dretches with stinking cloud, and enemy mage generals.
@@thomasneal9291 If you are allowing enemy mage generals to attack your units, then you are doing it wrong.
Hey, friend! You actually skipped Lv. 12, is that because feat selection doesn't matter there or did you forget?
Heya!
Apologies for that, I must have forgotten.
But looking back, I think level 12 is one of those where the abilities are all "useless" in that it's just buffs like Good Hope/Heroism/etc that won't matter for your General because you'll just be spamming offensive spells like Scorching Ray or Fireball instead.
@@cRPGBro Very true, I got to Lv 12 with my general in my playthrough and yeah, those abilities are all pretty useless for our General.
Setsuna Shy and Chief Ageboya MVP generals xD
They sure are.
The true forces behind the victory over the Worldwound!
Is auto crusade still bugged? reason I quit the game a while ago was that I had crusade on auto off and eventually it blocked me off half the game cause they couldnt open up the map, is it safe to now do auto crucade?
Thoughts on getting a second general?
I like getting the lady General that comes for free from a Crusade Event in Chapter 3.
You don't really need it, as with proper building of Teleportation Circles, you'll always have time to go rescue your sieged Forts and combat respawning Demon Armies and such.
Also, chances are you'll just hoard most XP with your main general, the sooner you get the AoE General spells, the better!
@@cRPGBro You get a free general in Chapter 3?! How?
@@jasonpauldegraaf I can't recall the name at the moment, but one of the Crusade Event Cards you get should definitely give a General as a reward so long as you pick the correct option, you can always highlight the choices to see the corresponding rewards 😀
How many generals do you actually need for this mode? I just got into the crusade mode.
Just one is enough, especially because you'll hoard most of the XP with your single general anyways.
But you can also keep a backup general just in case, although your general can never die.
How do you add the bonuses from buildings to other buildings? For example, how do I get the smithy bonus on the barracks? Do I just build the barracks next to the smithy or at least at a tile that’s touching the smithy?
I believe it needs to be touching the other building, indeed.
@@cRPGBro thanks, I’ve been wracking my brain about this for like 2 hours lmao. Love the game and appreciate your content, been watching your vids the last few days. Keep it up bud!
@@treeokk You're welcome, and thanks for the support!
After the update, do you think much has changed? I wanna test it, but i also dont wanna ruin my crusade T.T
The most impactful change is that Marksmen deal somewhat less damage now.
It doesn't really matter since their damage is still good, and a spellcaster General as built from this guide still destroys everything 😁😁
Is it correct that with the enhanced edition the alchemist lab no longer stacks?
Are there good places for placing teleportation circles besides Drezen?
I like to spread them around the map as to make revisiting some areas easier, like close to the southern part as there are many areas there.
I cant upgrade drezen at all, is that a glitch or am I doing something wrong
Thanks for the tips on building s. The most confusing aspect for me…
Happy to help!
I’m going for a one army strategy. If I get a second general, won’t that put my main army at disadvantage because the xp will be divided between two armies?
One General is enough, but it will only "drain" XP if you complete battles with the other general.
@@cRPGBro currently in act 4. My Army did great, level 11 with a level 13 General. No problems. Really enjoying act 4 now!
In terms of raw power generals-mages are the best indeed. But i find them a bit weird gameplay wise, because it just feels like your army doesnt matter at all. So i think i gona switch to warriors next time.
Mage generals are very powerful indeed but they only really start one shotting entire armies at the upper mid or late game.
Before that your units are still very much needed.
@@cRPGBro i've had a good experience with ranger general (White Nyssa in my case) as well. She started quite weak in compare to Chief & Setsuna, but once got some levels above 10 and number of really good class abilities to play around (holy bomb for example), she quickly became my personal favorite. Nothing as powerfull as channel negative energy etc i think, but she could use all those abilities in every single battle for free, being able to defeat multiple armies per turn without need to wait in order to refill energy spent.
I hated Crusade mode and deactivated, now I find out that thats permanent. So I am thinking about restartint the game to play this mode properly
No worries, with this guide you're sure to have an easy time even if you don't particularly enjoy Crusade Mode.
What is the Level 12 ability?
It can be anything, which is why I didn't cover it, it doesn't really matter compared to the other ones.
@@cRPGBro Oh... Thank you and good job with the video :D
How do you fast forward the crusade battles?
Bubble Tweaks mod, it's a lifesaver not only for increasing Crusade Battle Speed but also World Map Travel Speed!
www.nexusmods.com/pathfinderwrathoftherighteous/mods/177?tab=files
I forgot to talk about it in my Wrath Mods video here, but later added a note on the description and the pinned comment as it's indeed very useful:
ua-cam.com/video/dAdtKjo8kKs/v-deo.html
Where do you put your teleportation circles for max convenience?
I always like putting one close to the Ivory Sanctum, and also another close to Iz at least.
Besides that, you can build one close to the Lab too.
How do you recruit units directly into a generals army? You said you can, but didn't show how. I tried and can't figure out how to do it. I hate having to march new units halfway across the map to join an army.
Hi there, what you need to do is have your General army either in your main camp (at Chapter 2) or at Drezen (Chapter 3+).
Then just select your main army before recruiting, and there you go!
@@cRPGBro Oh, nevermind. I thought you meant you can recruit into the army while wandering around the world map. So you didn't have to run back to town or march new units across the map.
If I start the last azlanti, what happens when my general dies ?
I don't think your General can die.
If you lose your current army, your General just backs out but you can still assign them to another army after a cooldown period of a few days.
As far as Crusade Mode, I believe if you do get sieged in your capital (Drezen) to the point of no return, it should just switch into auto crusade mode rather than giving you a game over, but I could be wrong.
No need for shelter in drezen as you are safe to rest there anyway
Oh no, I'm in act 3 now and did everything wrong. I guess there is no way to replace my general and transfer the exp to the new one?
I'm afraid the only way would be through the ToyBox mod by giving your new general xp or so.
Sadly there is no supported General Respec in game.
@@cRPGBro I think I will drop this run and start over from the beginning. But thanks to your builds and guides I have at least an idea now how to plan everything out.
Crusade mode is SOOO much missing a HARD mode / UNfair mode, so you can actually make use of the 30 kind of armies instead of just DUAL negative energy blast the Main daemon army in 1 hit. It is a huge missed opportunity
Also - Marksmen is just way too OP, you get them early ACT 3, and why there are other good units - they are just not needed if you have MM.
I think there is an option to increase Crusade Mode Difficulty.
If anything, I wish it had more content in the late game/Chapter 5.
We go through the entire Chapter 4 without Crusade, then we finally get massive stacks and a powerful army at Chapter 5, the game kinda ends.
How can I hire the general of Army Size above 4/4 ?
For that, it's important to stack the "Master of Maneuver" General feat/ability.
Some Generals have it at the beginning (like Setsuna Shy which I recommend) and you can also get more through level up.
misses out level 12 for satsuma :)
What is the mod to have faster battles?
It's called Bubble Tweaks:
www.nexusmods.com/pathfinderwrathoftherighteous/mods/177
Crusade of loading screens.
heres what i dont get. my general is over here nuking down stacks upon stacks of enemies that my party struggles with just a few of, and my general over here killing stacks of hundreds like its no big deal. they totally got the main character wrong, my party is a bunch of noobs compared to that, always failing their saves and getting dominated
It is true that Setsuna Shy or other spellcasting generals are indeed the true Mythic Heroes of the game!
If only our Fireballs & Channel Negative Energy could kill thousands of foes at once.
I imagine they actually keep their power level in check as to not steal the spotlight from the main character 😁
Anyone else notice if you clear the map of enemies in act 2-3 the mode is completely broken and you can’t get morale?
Usually when that happens, there will STILL be respawning random demon armies every now and then so your banner won't stay forever into red.
You can also use some repeatable Crusade Decrees to get Morale back.
@@cRPGBro I’m at the point where I’m 100% so far. I’ve cleared and the random armies/decrees are not enough for morale. Also, the morale decrease basically makes all of my units feared for the turn every single turn. It needs a rework
@@Mattyice402 it doesn't need a rework, it's you who need to understand the mechanics and adapt. You're probably playing at an easy difficulty that allows you to clear the map quickly. Otherwise, just clear the map from forts as your party advance in that area, that's more fitting in term of roleplay and it's a good use of the mechanics as it allow you to keep everything "super green".
@@Ranyanya you should be able to play at any pace regardless of the difficulty. I think I was on one level before core difficulty. The problem is that I really like the crusade mode in the beginning and made an unbeatable army in the first few chapters. Then after the second go at crusade in the later chapters I cleared everything very quickly. Morale is broken
@@Mattyice402 that's because the game is intended to be played on "core" difficulty, not other difficulties. They make other difficulties for players who want more or less challenges, but those difficulties are not suitable to the intended way to play the game.
I played on normal first "to see", and everything was way too easy, so I increased the difficulty and it was better. The crusade mode is a cheap HoMM anyway, they didn't make it very interesting, it's easy to cheese even on harder difficulties. That's the second kingdom management they failed to build properly.
hey, I just noticed you skipped level 12. lol.
Ah, that was because the spells gained there are rather useless, unfortunately.
Thank you. Crusade mode is so confusing and there's no real tutorial. It's a bit lackluster and VERY unintuitiv.
Glad to help!
crusade mode blows might be worse than kingdom management
I love this game but i find this mode boring, so i modded the game to skip this entirely while still getting the stuff from it, i know it isn't the best to do but i couldn't stand it.
Understandable! A lot of nice rewards as far as items behind it.
Get marksman and that's it.
They were nerfed a bit, but still pretty overpowered!
Dont be like me and buy 3 generals before the act 2 is over
Yeah, it's kinda crazy how ONE General alone can truly become a one man army!
Yep did same and paid for it in act 5 lol. Pay for 1 in act 2 and get another In act 3. Never need more than 2 generals
I turned crusade off. Wasnt about to have to start game over for critical morale or something
@@johndymond4596 it looks like you can't get a game over from that. I think? Maybe if all your armies somehow die yeah
@@Mystra dam to late now. Thats how it was in kingmaker. Dam
Br né? Sotaque inconfundível lol 😅