(Spoilers) [Angel and Azata Guide] One's LG, the Other is CG. Together They Fight Crime! - r/Pathfinder_Kingmaker (2024)

Well to celebrate getting my guides added to the sidebar, I decided to go ahead and do a guide for Angel and Azata as I've been thinking about doing Azata for a while and my two previous mythic path guides were pairs (if I ever do a fifth guide, Trickster/Swarm will be a weird combo XD).

As an aside, this guide is the first one I have done solely based on datamining, so please feel free to point out anything that I might have gotten wrong.

Angel is one of the two mythic paths unlocked by default. So the only thing you need to do to unlock it is reach the point where you choose a mythic path.

Routes

Angel has two routes for its mythic path. The two routes are the good-leaning Angel of Salvation route and the law-leaning Angel of Retribution route. These are determined based off of Salvation and Retribution counter. Whichever counter is higher is the path that you are locked into. If you have a tie then you will get the Salvation route.

The choices that get you points for each variable are:

Salvation

  • (End of Chapter 1) Quell the anger of the red warriors by offering them peace.
  • (Chapter 2, before attack on Drezen) "I thought we had a lot in common, Irabeth. The same fire burns inside both of us. If you break, what am I to do, as your comrade and commander?"
  • (Chapter 3, Pulura's Fall) "Enough arguing. Eliandra is right — the cultists wish to atone for their crimes, and we must support them on their path to redemption. We must not torture them." See Note*

Retribution

  • (End of Chapter 1) Cleanse the Wardstone, destroying the fallen celestials.
  • (Chapter 2, before attack on Drezen) "A paladin who loses their spirit and forgets their duty — that is the worst kind of betrayal... It's a betrayal of yourself."
  • (Chapter 3, Pulura's Fall) "Enough arguing. Katair is right — we cannot trust the sincerity of the cultists. We must get the truth from them, by whatever means necessary." See Note*

I'm not sure when the route choice is actually determined, but as you can see from the choices, there aren't a lot of opportunities to influence it, and technically you could end up with a single point between the two counters. The route doesn't actually change much other than five dialogue lines and one ending slide.

If I don't mention it, I know someone will ask, so the book events in the prologue do not have any impact on the counters or your route despite having options that align with both Salvation and Retribution.

Note: These two choices additionally have additional impact on events beyond the Salvation/Retribution route choice. So check the Pulura's Fall section for more details.

Pulura's Fall (Chapter 3)

Once you become an Angel full-time, you will get a visit from Inheribro who will take you to Pulura's Fall to get their help in finding a missing angel. This is the main Mythic Path quest for Angel in Chapter 3.

The first part of the quest is to run errands for the people in the secret temple. There are four quests associated with this task. Completing them is optional and there is no reward I can see for completing all of them. Completing the quest can influence the fates of some NPCs when you return in Chapter 5.

  • A guard will ask you to look into a suspicious note. You can kill the person that goes to retrieve it, capture them, keep their secret, or bring everything into the open .
  • Odden will request that you find out what happened to his daughter. You can tell him the truth or lie to him. His final possible states are "OK" if you lie to him, "Thanks" if you tell him the truth and pass the skill check, and "Depressed" if you tell him the truth and fail to cheer him up.
  • Regnard will ask you to recover a sword for him. Afterwards, the quest can continue with attempting to get him into the guard. Giving him the sword or not does not appear to impact his fate. Lying to get him into the guard or failing to get him into the guard will leave him untrained while getting him in as a new recruit will result in him becoming trained.
  • Taeril will ask you investigate the Stone Tree in Wintersun. Doing so will give him the state of "OK."

There is also an errand in Pulura's Fall to collect 21 ritual daggers that is not listed as part of the main Angel quest. You can get it by talking to Nidalav. If you accomplish this, you will get a +3 Holy Dagger. I believe this has to be done before you complete the Mythic Quest in Pulura's Fall.

After telling Eliandra that you want to start the ritual, cultists will crash the party. You will eventually be given a dialogue option to choose between siding with Eliandra or Katair. The options will give you a point for Salvation or Retribution, but it is also importantish because it determines which one of them will join you in the long run (and be kidnapped in the short run). The one you side with is the one that will be taken.

After you finish up in Pulura's Fall, you will move on to the standard mission to Desolate Hovel, which is where you will meet the first of the...

Mighty Morphin Paladin Rangers

So part of the events of the Angel Mythic Path is assembling a sentai team. You begin this in Chapter 3 with the angsty sixth ranger rejoining in Chapter 5. Full list of potential team members:

  • Targona - Found in the Desolate Hovel, she is your reason for going there and is necessary for continuing the Angel Mythic Quest.
  • Berenguer - You can encounter him 3 times on the world map in Chapter 3 (can't find the triggers, but the third dialogue mentions clearing the Ivory Sanctum). To recruit him, you have to pass a diplomacy check during the third encounter. If during the second encounter you choose "My crusade will be different from the ones before it." or "You think I'm going to try to persuade you?" then the Diplomacy DC will be 25. If you did not choose those then the DC will be 30. If you talk to him in Drezen you can get a project to increase your army's speed by 10 (scoutes) or to increase the initiative of all trainable units (recruits).
  • Yaniel - Don't kill her in the Midnight Fane and she should join up.
  • Lariel - When fighting the Devestator in Chapter 4, complete the fight before the timer for Lariel expires. Timer expires on 4 (round?) if you had Nocticula open the portal for you. Timer expires on 6 if you opened it yourself.
  • Eliandra/Katair - Complete the Chapter 4 quest to save the one you sided with in Chapter 3. Note: If you rescue them, they will be your advisor for the Angel military rank up events in Chapter 5.
  • Inheritor - During Chapter 4, complete the Mythic Quest and keep him from getting too disappointed in you. During Chapter 5, return his heart to him and use the Angel specific option to inspire him.

Chapter 4

The main point of discussion for the Chapter 4 quest is that there are two ways to proceed. You can have Nocticula force open the portal you need, but that will give you less time to save Lariel, as noted above. If you want to open the portal yourself, you need a Single-Use Key to the Echo's Lair. There are four of these that I have been able to locate.

  • Send Berenguer to hunt demons and then help him out to get one
  • Ask the Aasimar slaves in the slave market about the Echo (first ask about the aura they sense) to reveal a lootable location that has a key.
  • Bring Yaniel to fight against Minagho. Yaniel will reveal a lottable location with a key. If I am reading the files correctly, requires killing Minagho.
  • If the Echo ambushes the Herald because he has been helping too much, one of the attackers will have a key.

If you have keys remaining after you arrive in the area, you can use the keys to acquire additional loot. The loot includes:

  • Negotiator's Bracers - These bracers grant its wearer a +4 bonus on saving throws against mind-affecting conditions and a +10 competence bonus on Persuasion skill checks when used for diplomacy.
  • Sacred Commandment - If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: heroism, angelic aspect, chains of light, banishment, greater angelic aspect, and heroic invocation. To cast a spell, the wearer still needs to have a spell slot of the required level.

There is a third piece of "good loot" in the area, but from what little I can find on the item, I don't think you need a key for it. This third item is the Shield of Incorruptible Heart - This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric.

Once you finish the quest, you will use a key to escape the location. If you don't have any remaining keys, you will instead get a debuff when you leave.

Beyond the quest, I should mention that Angels have a reduced threshold for keeping Inheribro happy. He needs 50 respect for angels (and completion of the Echo's lair) as opposed to the standard 70 for every other Mythic Path. 50 is where his respect starts at the beginning of the chapter, so you just need to break even. Afterwards Angels can find him back at the Nexus where you can convince him to come with you. Note that bringing Inheribro with you appears to be required to continue the Angel Mythic Quest as letting him go on his own will cause the AngelFailed etude to start.

Chapter 5

During Chapter 5 you are sent back to Pulura's Fall as part of the Angel Mythic Quest. Based on the side quests you did in Chapter 3, the following will be the status of the NPCs.

  • If you got a result other than "Lover's Allowed" for the guard's quest, then Vestarilis (if not already dead) and Christry will be dead.
  • If Odden ends the quest depressed then he will be dead (only one who can survive by not doing their quest).
  • If Regnard was not trained, then he will be dead.
  • If Taeril is not "OK" then he will be dead.

There is a variable for PuluraFall_LiveCaptiveCounter, if it is 2 or more when you finish up at Pulura's Fall, then you'll get an army of 8 Arcanists. I do not see anything that increments this counter, but it is possible that it is tied to the four fates above.

When you are at Mutasafen's Lab for the quest, you will have a choice for how you handle him. You'll get slightly different dialogue in a later dialogue depending on if you let Targona handle things or if you take care of things yourself.

At the end of the quest, Iomedae will pop in to congratulate you and offer you a spot in heaven. Your choice here does not lock you into whether you will ascend to heaven or not. After talking with Iomedae, you will get the Unbroken feature ("All allies in a 30-foot radius receive DR 10/-. Angel can activate his Sword of Heaven ability one more time per day.") added to your character.

Chapter 6

All of the Paladin Rangers will join you in the outdoor fight in Threshold.

One of the unique aspects of the Angel Mythic Path is that it can get get a bonus boss fight after finishing the normal final boss. To do this, you need to sacrifice Areelu to close the Worldwound. Afterwards, you will have the option to go and kick in Deskari's teeth.

If you sacrifice Areelu, regardless of whether you curbstomp Deskari, you will get an extra conversation where you can choose to go to heaven or stay amongst the mortals impacting your ending slide.

Angel Rank Up 1

  • Increases effect of positive morale on recruitment by 50%
  • Increases effect of positive morale on incomes by 33%

(Random note relevant only when hacking) There are three etudes in the code, but option 2 cannot be triggered and does nothing when activated

Angel Rank Up 2

(Always) Decree to recruit Movanic Devas

  • (Good) All units gain +1 AC and an additional +1 for every adjacent allied unit (max +3)
  • (Lawful) Doubles the effect of positive morale on chance for double action

Angel Rank Up 3

  • Ritual to summon Movanic Devas
  • Ritual to damage armies on the world map and all generals gain a single target damage spell

Angel Rank Up 4

  • All generals learn damage spell that targets vertical line, infantry and cavalry gain cha to attack, damage, and AC against evil creatures
  • All generals increase infirmary size by 15%
  • All generals learn spell that protects against negative effects, ranged units gain cha to attack, damage, and AC against evil creatures

Angel Rank Up 5

  • (Good) Ritual to give temporary hit points for one battle (oddly labeled as "option 2")
  • (Lawful) Ritual to damage enemy armies
  • (Evil) +10 Morale

Angel Rank Up 6

  • Decree for Monadic Deva
  • Decree for Astral Deva

Song of Elysium's Key

Azata is a Mythic Path that must be unlocked during the events of Chapter 1. During the chaos of Chapter 1, you will come across Ramien and you'll get the quest Starward Gaze. The quest will have you is to find his three disciples Ilkes, Aranka, and Thall (also known as Wallflower). Ilkes should find you after sparing Ramien from Hulrun. Aranka can be found in Daeran's mansion. Thall can be found in Market Square after finding Aranka.

At the end of the quest, you will speak with the three of them in a temple of Desna. During the conversation, you will be given the option to sing the Song of Elysium. You must choose to sing to unlock Azata. Note that killing the disciples will block unlocking Azata. Additionally, killing Ramien will block interacting with the disciples and will lock Azata if you have already unlocked it. So in summary, don't kill the followers of Desna if you want Azata.

Choosing Your Own Path

Azata has three defined paths. Unlike some other Mythic Paths, there has been little discussion of the paths in the community. I'm not sure if this is because people don't care as much about them or if they just are unaware of the path distinctions. The path you are on is initially decided near the end of Chapter 3 with limited ability to change paths in Chapter 5.

  • "True" Azata - I'm going to consider this the default path because it has no requirements, so it is what you get if you fail to meet the requirements for the other paths. I'm calling it True Azata because the associated game files (e.g., MythicAzata_AzataPrevail) just call the path Azata like the True Aeon variables just call it Aeon and Azata Azata would be silly. You could also think of it as the Azata path emphasizing Good over Chaos. It is possible to transition over to the True path in Chapter 5 from either Chaos or Evil, but you have to meet some requirements.
  • Chaotic Azata - This is the route where you go a little bit more wild. You get it if you have 2 or more points on the MythicAzata_ChaosCounter and do not meet the requirements for being an Evil Azata. There are three choices that will get you a chaos point (described below). If you are on the Evil path, it is possible in Chapter 5 to swap over to the Chaos path by rejecting the swap over to the Devil Mythic Path.
  • Evil Azata - This is the route where you just say f*ck it to the whole being an Azata thing. There are two variables that are tracked MythicAzata_OrangeEvilCounter and MythicAzata_RedEvilCounter. You will be classified as being on the Evil path if you get at least 2 red points, at least 3 orange points, or at least 2 orange points and 1 red point. It changes some dialogue, and it is required for swapping over to the Devil Mythic Path.

Each of the routes is associated with a (hidden) feature that impacts your spell list. You get the feature when your route is locked in at the end of Chapter 3. The spells for each route are:

True

  • (3) Believe in Yourself - This spell grants the target a +1 morale bonus to chosen ability for each 4 caster levels.
  • (4) Elusive Nature - Azata can grant one companion immunity to prone condition and immunity to combat maneuvers for one round per caster level. If the affected companion was critically hit, they are also affected with the effect of the blink effect for one round per 4 Azata's caster levels.
  • (5) Moral Support - Under this spell Azata and all her allies in 30 feet from her get a bonus to all skills and to a critical confirmation roll equal to +1 per 3 caster levels, as well as a bonus to saving throws equal to +1 per 6 caster levels the Azata possesses.
  • (6) Songs of Steel (normally on Azata spell list)
  • (7) Unbreakable Bond (normally on Azata spell list)

Chaos

  • (3) Water Push - Azata creates a 30-foot cone of water dealing 1d6 damage per 4 caster levels. Affected enemy has to pass a Fortitude saving throw or be pushed away 10 feet away and then knocked down. If the affected creature passes its saving throw, it is only pushed away for 5 feet and becomes slowed down for 1 round.
  • (4) Repulsive Nature - Azata creates nauseating plants in a 30-foot area for 1 round per caster level. Any creature within this area has to pass a Fortitude saving throw or become nauseated and suffer 2d6 acid damage every round. Every round creature tries to stop being nauseated by making further Fortitude saving throws. A successful save makes the creature immune to this effect until the end of the combat.
  • (5) Burst of Sonic Energy - Azata creates bolts that deal 1d6 sonic damage per 2 caster levels to all adjacent creatures and half her caster level sonic damage to all creatures in a 10-foot area.
  • (6) Winds of the Fall (normally on Azata spell list)
  • (7) Revolt (normally on Azata spell list)

Evil

  • (none)

Azata Island

There are two quests for Azata in Chapter 3. One is the standard quest to be sent to the Desolate Hovel. The other has you build up the base for the Free Crusaders near Drezen.

All the steps of the second quest have you go back to the base and talk the Free Crusaders. You may have to choose between two options during these steps. Each of these choices will unlock an additional buff that you get when resting at the base/island.

Potential buffs from resting on the island, and their unlock conditions:

  • Sweet Sleep (For 1 hour Azata and her companions get a +2 luck bonus on all skill checks.) - No conditions.
  • Cookie For a Song (For 7 days, Azata and her companions who had rested with her, gain a +2 bonus to AC against bite attacks.) - Support the cavalry sculptors in making an edible sculpture.
  • Shiny Dreams (For 7 days, whenever Azata or any companion who has rested with her is hit by an enemy, that enemy becomes dazzled for 1 minute.) - Support Aven'Turine in making a mosaic.
  • Source of Alchemy (Azata and her companions gain an ability that allows them to use any potion as a potion of a cure wounds spell of the same level. This ability lasts 7 days.) - Side with Olla to create a prismatic spring or don't recruit the Treants.
  • Tree's Friend (Azata gains an ability to summon a treant to fight on her side, similar to the changestaff spell. The summoned treant has DR 10/-, natural armor 20, and has 18 Hit Dice.) - Side with Skerenthal to create a grove (requires recruiting the treants).
  • Desna's Bell Toll (For 7 days, whenever an enemy enters the area of Azata's mythical song performance, that enemy takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.) - Move the Bell of Mercy to the Island (requires restoring the bell).
  • Desna's Lullaby Harp (For 7 days, whenever a companion enters the area of Azata's performance, they become invigorated. While under this effect, after a weapon attack kills a living foe, one of the following effects happens. If its wielder is fatigued, it removes the fatigue. If exhausted, the companion becomes fatigued instead. If neither exhausted nor fatigued, the companion gains a +2 morale bonus on attack rolls and a +10 feet enhancement bonus to all modes of movement possessed until the end of the next turn.) - Choose to make your own instrument or don't restore the Bell of Mercy.

The True Treasure Was the Friends You Made Along the Way

As an Azata, people who value freedom will come to join you in your fight during Chapter 3. How you handle these potential allies will be what determines which of the three routes you end up on. Choices that have no variable changes are labelled as "True."

Bandits

  • "Who am I to drive you away from the righteous path? Join us and fight the demons to your heart's content." Chaos + 1
  • "I'm willing to let you join, but your skills aren't exactly what we need for battling demons. Find Anevia Tirabade. She'll put you to good use." "True"
  • "Guards, seize this man and hand him over to the nearest Hellknight authority! Cheliax will be grateful for his capture." Red + 1
  • "Despite your proclaimed good intentions, I don't want to see you in Drezen." Orange + 1

Treants

  • "Threaten our ally for something they have not yet done and probably never will? Out of the question! I will accept Skerenthal and his friends as my allies without these cruel conditions." "True"
  • "Of course I'll accept you as my allies. That said, I didn't like what you said about 'shepherds,' Skerenthal. My allies are not sheep. The quickwoods have their own life to live without you watching over them." Chaos + 1
  • "I'll let you join on the conditions Early Sunset mentioned. You'll tell us where your groves are located and be held responsible for any misdeeds that might occur." Red + 1
  • "You don't belong on my crusade." Orange + 1

Child Crusaders

  • "I suppose you could become 'free squires' and help Aranka, Ilkes, and Wallflower in my Court. One day it will be your turn to battle evil, but I hope we win this war long before that day comes." "True"
  • "If you're following the call of your heart, I cannot clip your wings. I will allow you to join me, and I will knight you as free crusaders." Chaos + 1
  • "I can't put these young souls in harm's way. Anevia, please ensure they are safely escorted back to Mendev." Orange + 1

Mimics

  • "Perfect. Consider yourselves enlisted. I dub thee Sir Wardrobe, Sir Footstool, and Sir Cultist's Bed." "True"
  • "Someone, please kick them out of Drezen. Make sure they actually leave, too!" Orange + 1

Dragonlings

During the Ivory Sanctum, you can encounter some dragon eggs. If you use the Azata option to hatch them, they will show up at the Free Crusader base during Chapter 5. This does not impact the Chaos, Orange, or Red flags, but does impact a flag for shifting to the Good path in Chapter 5.

Other

When you are in the Molten Scar, some Free Crusaders can show up. This isn't a recruit, but I mention it because if you talk to the Halfings, you can get an orange point if you select "Try to stay out of my way in future. I'll be going now!" This is the only point towards your Azata type outside of the recruitment conversations.

Midnight Fane

The Midnight Fane is where a lot of your prior decisions come to a head. This is the point where game evaluates your variables to determine whether Azata, Chaos, or Evil prevails. Before beginning the attack on the Midnight Fane, you will be given the choice to wait for Galfrey's reinforcements or to begin the attack early with the Free Crusaders. If you wait for Galfrey, you get the same basic attack on the Fane as all the other mythic paths. If you don't wait, you will be unable to retain your title of Commander when talking to Galfrey after the attack on the Fane.

If you attack with the Free Crusaders then you'll get reinforcements from all the groups you have recruited to your island (note: Child Crusaders only join you in battle if you choose their chaos option). How well the attack goes will depend on which of the three routes you are on. If you are on the True Azata route, your team of misfits will succeed with the power of nakama. If you are on the Chaos or Evil paths, well things go less well. In the Chaos and Evil routes, you will take casualties including Wallflower.

At the beginning of attacking with the Free Crusaders, you will have an option to have some of your troops hold back to help the Hand protect the entrance. If you are on the True route, they will hold back if you tell them to. If you are on the Chaos or Evil paths, your opinion will be ignored. If they hold back, then you'll get quest completion rather than failure if you ignore the two horn calls. As far as I can tell, this doesn't actually change anything other than saving some nameless NPCs. You will still get chewed out by Galfrey for ignoring the horn (and you already lost your title), but I guess you can grab the Midnight Fane Notes without some NPCs dying? If your forces rush ahead, they'll take out some mobs for you.

Additionally if you attack the Fane with the Free Crusaders, you will encounter a minotaur. You have the option of rescuing him and sparing him. If you do, he will join the Free Crusaders base in Chapter 5. Saving this minotaur impacts a flag for shifting to the True path in Chapter 5.

Chapter 4

The Chapter 4 quest doesn't have any variation beyond some dialogue cues if you are on the evil route. It does have a check that allows you to confront Early Sunset about his true nature. You need four points to get the option "I have something to discuss with you Early Sunset." You can then confront him with all the suspicious things you have noticed. Once you have pointed out enough items, he will come clean. You can get points for the Confrontation Counter by:

  • Have Arue in the party when talking with Early Sunset about his plan
  • Evaluate his demon disguise (Arcana 38 check)
  • Successfully sneak closer to hear Early Sunset talking with Ramisa
  • Ask Ramisa where they got the idea to steal Aivu
  • Ask him about his telepathy
  • Rescue Charming Minx

During the Chapter 4 quest, you will encounter Charming Minx. If you rescue her, she will show up in the Free Crusader base in Chapter 5. Saving her impacts a flag for shifting to the True path in Chapter 5.

Chapter 5

You'll have one more quest in Chapter 5. It is fairly straight forward, so I'm just going to cover the variable related aspects.

At the beginning of events on your island in Chapter 5, there is an ability to change from the Chaos or Evil route to the True route. To do so you need to have done the following rescued the dragonlings, saved the Minotaur, and saved Charming Minx. When initially talking to Aranka, choose the following options:

  • "I want to speak to all of you. It seems to me that our way, the way of the free crusaders, has led us down the wrong path..."
  • "I've realized we are on the wrong path — our freedom imposes a heavy price on us and those around us." (Chaos) or "I've realized I was trying too hard to control you. You need freedom, not caution and edicts." (Evil)
  • [Diplomacy 40] "Just trust me."

If you pass the Diplomacy check, you will no longer be on the Chaos or Evil routes. If you do not have all three of the optional recruits, then the "Just trust me," option will not appear as they won't be there to speak up for you.

Alternatively, if you are on the Evil routes, you will transition to the Chaos when you reject the offer at the end of the quest.

If you are on the evil route, you can transition into the Devil Mythic Path by agreeing to the offer. I have previously covered the Devil Mythic Path in my Aeon guide. You can ignore all the stuff about the trial as that is Aeon to Devil specific.

If you are not on the evil path and attempt to go to the Devil Mythic Path, then you will be betrayed after completing your end of the bargain because you didn't get the offer in writing (so worst of every world). Also, Aivu will cry if you do this.

Threshold

During the final assault on Threshold, you can be joined by Kel Five-Knives, Skerenthal, Wallflower, Aranka, and Ilkes.

The Azata unique ending is for you crash your island into the former Worldwound in order to jumpstart the restoration process. This can be done after either sacrificing Areelu or yourself (with different ending slides for both). In order to do this, you need to have 8 levels in Azata.

Extra Stuff

Sometime after finishing the Chapter 5 quest, you will get a new vendor. The highlight of the new vendor is probably Venomous Petals (+5 caustic starknife that deals extra damage on sneak attacks) because it is the strongest starknife in the game.

Additionally, Azata have files for using green magic (restoring the land) in Molten Scar, Wintersun, and Greengates. There is a file for "RegillQ2," but it does not appear to be used. As far as I can tell, using the green magic is just for flavor as I see no files referring to it besides the files for using it.

Azata Rank Up 1

  • All generals give +2 speed, and +1 damage for each square the unit moved through (mind affecting effect)
  • All generals gain spell that cause every unit to heal adjacent unit and damage adjacent enemy
  • All generals gain spell that cause flanking to increase to +4 and give +4 to damage for one round (mind affecting effect)

Azata Rank Up 2

(Always) Decree for 3 Yamah Azata

  • Unlock Bellflower Fighter merc unit, gain 17 Bellflower Fighters, and reduce merc costs by 5%
  • All generals gain +10 movement, increase finance points 10%
  • Unlock Clerics of Cayden Cailean merc unit, gain 9 clerics, increase merc slots by 1

Azata Rank Up 3

  • Unlock Students of Stone merc unit, gain 9 students
  • Unlock Stone Infantry merc unit, gain 6 infantry
  • Unlock Sand Cleric merc unit, gain 6 clerics

Azata Rank Up 4

  • Unlock Decree for Lillend Azata
  • Unlock Decree for Bralani Azata

Azata Rank Up 5

  • All generals gain a spell that increases unit maximum HP
  • All generals gain a spell that gives a unit an additional action for two rounds
  • All generals gain a spell that give teleport and -5 initiative for 3 rounds

Azata Rank Up 6

  • Unlock decree for Veranillia Azata
  • Unlock decree for Havoc Dragons

Guide Index

(Spoilers) [Angel and Azata Guide] One's LG, the Other is CG. Together They Fight Crime! - r/Pathfinder_Kingmaker (2024)
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Phone: +466880739437

Job: Future Retail Associate

Hobby: Polo, Scouting, Worldbuilding, Cosplaying, Photography, Rowing, Nordic skating

Introduction: My name is Velia Krajcik, I am a handsome, clean, lucky, gleaming, magnificent, proud, glorious person who loves writing and wants to share my knowledge and understanding with you.