Lead the Crusade and Your Companions
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Wrath of the Righteous asks for more than a party of adventurers. The publisher describes leading the crusaders as both a strategist controlling battles from above and a field commander in a tactical combat mode, alongside more than ten unique companions.
Companions are earned, not collected
The store says companions will have your back if you earn their trust and respect, and that getting on their bad side may mean it is time to part ways. That makes the party a relationship system with mechanical consequences.
The crusade is a second game
Commanding the crusaders sits alongside the party-based adventuring, with its own tactical combat mode. Since the Worldwound has resisted a century of war, the army layer is where the campaign’s scale actually shows.
Choices decide who survives
The publisher states that decisions carry more weight than ever: who will die and who will live, who will stay and who will go. In a campaign with this many moving parts, the honest expectation is that some favourable outcomes are mutually exclusive.
Your Mythic identity shapes the war
Nine Mythic Paths and their extraordinary abilities sit above both the party and the crusade, changing what kind of commander you are. Choosing a path is therefore a statement about the campaign rather than just the character.
The character leading all this is built in twenty-five classes, and the fighting is covered in switching combat modes.
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