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Pendor has many spawns, going from huge armies to small patrols, that will spawn and interact with kingdoms, most often harassing them, whilst those kingdoms fight eachother as well. In this page, Unique Spawns, Generic Spawns, Outlawed Companies, Mercenary Companies and Warbands will be all mentioned. To see numbers or more info and with further detail about any, check their pages (in the case of armies, to their faction page).

Unique Spawns

Unique Spawns are armies that tend to be even more powerful than the generic spawns of the minor factions. They might fight eachother if their respective factions are enemies, they also attack lords, caravans and villagers of the five major factions, and sometimes, even sack cities. Sometimes a kingdom brings in a Marshal and this one will gather most lords of a kingdom to fight one of these spawns, and sometimes even lose. Unique spawns are not to be taken lightly; bring your best men, horses, and tools of war.

You may or may not be able to capture a particular unique spawn when you defeat it. If you successfully capture them, you have several options:

  • Ransom them for a large pouch of Diamonds (Jatu lords do give a small CKO unlock on this option as a bonus)
  • Ransom them for a Qualis Gems
  • Tell them to leave Pendor forever - (won't return) - if used with these 3, they'll reward you with something unique; Aeldarian with his unique bow, Duskfall; Ithilrandir with his unique 1h/2h sword, Havathang; Maltise with her Supreme Asp Set (Supreme Asp Armor, Supreme Asp Helm, Asp Greaves, Asp Gauntlets and Asp Shield) - Secondary effect: player gains 3 honor and 5 renown
    • Since 3.9: Aeldarian and Ithilrandir have each 2 of these options. One gives their unique weapon (mentioned above) and the other gives the player their Mystical Rune Plate. This option will also make them not come back again, meaning the player has to choose to either have take their unique weapon or the armor (it is suggested you do the CKO unlock before doing any of these choices)
  • Kill them - (won't return) - Secondary effect: player loses 5 honor and 5 renown
  • (only some, these are listed with a "Yes" in the table below) Exchange secrets of producing their unique equipment (for your CKO) for freedom - (chance they'll return)

Note that the 'hero' leaders of the unique spawn armies must have at least 15 hp in order to appear on the battlefield, if they don't fight, they can't be captured. Check their health before engaging. Eyegrim the Devourer and The Three Seers are not tagged as 'hero' units and they also have the 'fall dead' flag enabled, meaning that they can die and can't be captured. But they will drop rewards regardless, if their party gets defeated and you get a successful roll (with "capture" chances working the same way as described below). This also means that Eyegrim the Devourer and The Three Seers don't have to be alive at the start of the battle in order to get the possible rewards in the end.

The capture chance relies on your Prisoner Management skill level, increasing by 5% per level, from 40% at 0, up to a max of 90% capture chance at 10. Investing points in this skill is highly worthwhile.

As of v3.9, the capture chance of spawn leaders is predetermined, to prevent save-scumming. The way this is done is that every 5 days (120 hours), a random value between 0 and 99 gets rolled and saved, let's call it "x". The unique spawn leader will be captured if:

x + (prisoner_management_skill * 5) ≥ 60

If your men took part in that battle, then regardless of the outcome, "x" gets immediately rolled again. Otherwise, if you and your party didn't do battle, "x" remains to be rerolled only upon every 5 days.

You can also capture a unique spawn leader when two or more of them fight with each other. If however, Ithilrandir or Aeldarian is present as well, then the "x" from above is replaced with straight -100, meaning that the defeated spawn leader will always escape, no matter whose side you joined.

You can't capture a Unique spawn of a minor faction you're friendly with (positive relations). You can still attack them or by join battle against them. So if you're friendly with Adventurer Companies for example, that'll automatically exclude the possibility of capturing Oswald De Fleur, Meregan Kierlic and Kodan Ironsword

All unique spawns except Ithilrandir, Aeldarian, Verante Kruus and Rasmus Devatica must be defeated to win the game.

Unique Spawns
Unique Spawn
 
Faction they belong to
 
Spawn location
 
Unlocks CKO equipment?
 
K'Juda the Ravager Jatu Between Valorshield Castle and Bierbuk, Falcondark Castle and Valorshield Castle (Jatu Plains) As bonus with Diamonds
Warlord Zulkar Jatu Between Valorshield Castle and Bierbuk, Falcondark Castle and Valorshield Castle (Jatu Plains) As bonus with Diamonds
Wolfbode the Slayer(1) Mystmountain Tribes Between Elktrin and Gosbur (Mystmountain Hideout), Stoutheart Castle and Saffrongate, Gosbur and Bazeck No
Dread Legion (Maltise)(1) Snake Cult Between Maras Castle and Fenada (Snake Cult Shrine), Serindiar and Fedner Yes
Aeldarian Noldor Lord (Aeldarian) Noldor Between Shieldstorm Keep and Elacrai (Noldor Forest) Yes
Ithilrandir Noldor Lord (Ithilrandir) Noldor Between Shieldstorm Keep and Elacrai (Noldor Forest) Yes
Burilgi the Usurper Singalians West of Shandur, where the desert meets the mountains Yes
Alaric von Brouhaha Peasant Revolt Between Valonbray and Rizi Yes
Sheik Shalavan's Adventure Company (Sheik Shalavan) Rogue Knights Muqaddas Pani No
Syla Uzas Rogue Knights Ethos Yes
Sir Boris the Raven Rogue Knights Ravenstern No
Griffonsword Adventure Company (Meregan Kierlic) Adventurer Companies Saffrongate No
Kodan Ironsword's Adventure Company (Kodan Ironsword) Adventurer Companies Knudarr Castle No
Oswald de Fleur Adventure Company (Oswald de Fleur) Adventurer Companies Between Mobray Castle and Azgad No
Melitine Invasion Force (Sebastokrator Kaspax) Melitine Training Fields (all 5) No
Tercio Villaviciosia (Rufio Vincente de Villaviciosia) Outlaws Training Fields (all 5) No
Obrist Heynrich Mettenheim Renegades Training Fields (all 5) Yes
The Renegade Witch Hunt (Verante Kruus) Veccavia Training Fields (all 5) No
Holy Inquisitor Rasmus Devatica(1) Inquisition Derakhte Ghermez, Mardan, Ahda Kalam, Tismirr Yes
Eyegrim the Devourer(1) Heretics East of Ruvar towards the mountains; between Reveran and Bretven, Kelredan Castle and Mobray, Amere and Avayburg Yes(2)
The Three Seers(1) Heretics Avayburg Yes(2)

1These spawns will periodically spawn patrols out of them until they get defeated

2Upon defeating the army, a capture roll will be done (calculated in the same way as for unique spawns),

To check which CKO unlocks these spawns give, check the Custom Knighthood Order Unlockable Equipment page.

Generic Spawns

Generic Spawns are large armies of the minor factions. They are overall slightly weaker than the Unique Spawns, but the main difference is that Generic Spawns don't have a leader. Any army in the list below will periodically spawn patrols nearby until the army is defeated. These include:

Invading Armies
Army name
 
Faction they belong to
 
Spawn location
 
Special Reward?
 
Jatu Army Jatu Between Valorshield Castle and Bierbuk, Falcondark Castle and Valorshield Castle (Jatu Plains) 1 Noldor Trade Goods +
1 Small Pouch of Diamonds/Gold Bar (50/50)
Mystmountain Army Mystmountain Raiders Between Elktrin and Gosbur (Mystmountain Hideout), Stoutheart Castle and Saffrongate, Gosbur and Bazeck 1 Various Loot +
1 Small Pouch of Diamonds/Gold Bar (50/50)
Vanskerry Army Vanskerries Between Tyra and Jayek (Vanskerry Landing), Dagon Castle and Tebandra, Odasan and Ruvar 1 Various Loot +
1 Small Pouch of Diamonds/Gold Bar (50/50)
Heretic Army Heretics East of Ruvar towards the mountains, between Reveran and Bretven, Kelredan Castle and Mobray, Amere and Avayburg 2 Heretic Writings
Inquisition Army Inquisition Derakhte Ghermez, Mardan, Ahda Kalam, Tismirr 1 Heretic Writings +
1 Snake Cult Rituals
Snake Cult Army Snake Cult Between Maras Castle and Fenada (Snake Cult Shrine), Serindiar and Fedner 2 Snake Cult Rituals
Peasant Revolt Rebel Peasants 20 possible location 2 Various Loot

All generic armies except the Inquisition Armies and Peasant Revolt must be defeated to win the game.

Outlawed Companies

Smaller than generic armies and unique spawns. Outlawed Companies are companies that may either spawn on their own as an independent company or will betray their faction if a monarch hires them. These do not have a leader, thus they are lead by the elite troops within the company.

Outlawed Companies
Company
 
Faction they belong to
 
Spawn location
 
Hireable by
 
Conquistadoros de Aventura Barclay Training Fields (all 5) Koningur Valdis / Marius Imperator
Mercenary Company Adventurer Companies Near the employer (can't spawn independently) King Ulric / King Gregory IV / Marius Imperator
Mettenheim Expeditionary Force Mettenheim Training Fields (all 5) King Ulric
Freikorps Mettenheim Mettenheim Training Fields (all 5) Kadan Bahadur Khan / Koningur Valdis
Melitine Scouting Force Melitine Empire Training Fields (all 5) Only may spawn as an independent company
Jatu Mercenaries Jatu Near the employer (can't spawn independently) Kadan Bahadur Khan / Koningur Valdis / Marius Imperator
Vanskerry Leiesoldat Vanskerries Near the employer (can't spawn independently) King Gregory IV / Kadan Bahadur Khan / Koningur Valdis
Daughters of Persinoe Veccavia Training Fields (all 5) Only may spawn as an independent company
Singalian Sellsword Company Singalians Singal Only may spawn as an independent company
Singalian Slavers Singalians Singal Kadan Bahadur Khan

Mercenary Companies

Mercenary Companies are smaller than generic armies that can be hired by by the player when he becomes a monarch. Some can be hired by other monarchs as well. Player is the only monarch that can hire any of these, providing he meets the right to rule and other requirements. Mercenary Companies' leaders cannot be captured.

Every company has its small lore, which will be briefly told about when hiring the company and talking to them for the first time. Some more can be known in some upon dismissing the company. To know more about these dialogues, go to the pages of the Leaders of these companies.

To find the composition and number of these companies, go to the pages of the companies.

Mercenary Companies
Company
 
Leader
 
Minimum right to rule
 
Hireable by
 
The Freybrueder Kapitan Gerhart 60 All monarchs
Primera Guardia Real Velasco Perfecta Banderas Durante 60 All monarchs
The Veccavian Renegades Toblik 30 All monarchs
Sir Timothy's Knights Sir Timothy 45 Player / King Ulric / King Gregory IV
1st Banneret of Marleons Grandilon 45 Player(1) / King Ulric
The Sarno Expedition Lydia of Sarno 60 All monarchs
Snowlion Brigade Sir Morcas VII, Baron Verral 45 Player(2) / King Ulric
Firuz and his Singalian Slavers Firuz the Brazen 30 Player / Kadan Bahadur Khan
The Free Company Jarryn Maersow 0 All monarchs
Chosen of Indar Shiruzah of the Hallowed Arrow 30 Player / Kadan Bahadur Khan / Koningur Valdis / Marius Imperator
Lothario's Brotherhood Lothario 0 Player

1Also requires positive relations with Duke Aelfwine and not at war with Sarleon or friendly ownership of Marleons
2Also requires war vs Ravenstern or Ravenstern defeated

Hiring a Company

Monarchs can hire a company that will follow them and support them in battles. Every monarch is limited to having at most one company at a time supporting them. Monarchs have a preset list of options, these including some Mercenary Companies, some Outlawed Companies and even some Unique Spawns (options differ depending on the monarch).

The player can hire a company if he becomes monarch, but he has access only to all Mercenary Companies. Most of these do have an extra requirement that has to be met in order to be able to hire the company. The player has to pay the wages of this company, as well as pay an initial 15,000 denars to hire the company. If the company gets destroyed or dismissed by the player, that company will have a 2 weeks cooldown, in which the player won't be able to hire it.

The player can give 3 orders to his mercenary company, "Follow me", "Go to..." and "Patrol around". The first is very straight forward, it'll make the mercenary company follow you (warning, normally they'll be slower, so player should wait them if planning to engage in a decisive battle). The second will allow the player to send the company to a walled fief of the kingdom. Very useful for siege defense and for getting the prisoners they have to your fief, where you can get them and sell those freely). The last one will get them to patrol around any nearby fief (no matter the faction it belongs to), and he will chase any foes that get close to that fief.

Telling the company to follow you will make them follow you fearlessly (not like lords, that may be scared and run away if they see a stronger foe). However, the other two options won't, they have a "smart" behavior, they will avoid and run away from any foe that's stronger than them, meaning that if you tell your company to defend a city that's being sieged, unless the company is stronger, the company will not be able to reach the city. So you have to send them in to the city before the siege starts or you have to help them reach the city.

Companies hired will no longer belong to their original faction, but to the faction of the monarch that hired them, meaning supporting or attacking these companies will only affect your relation with the monarch's faction. If a monarch hires an unique spawn, the player can still capture its leader.

A monarch can't hire a company / unique spawn that is already in Pendor.

Warbands

Warbands are the parties that are between Generic Armies and Patrols in terms of strength and numbers. Few minor factions have, these being:

Spawning Mechanics

When attempting to create a new spawn for a minor faction, the current faction strength (initially 120) is checked against a random number between 1-100. If the number is less than the faction strength, then a new spawn appears. As a result, spawns are more frequent when faction strength is high and left unchecked, and less frequent as those spawns are defeated.

When a new spawn is created, the faction strength is increased by a fixed value, depending on the spawn template. If an NPC defeats the spawn, the faction strength is diminished by the same amount, leaving the faction strength unchanged. However, if the player defeats the spawn, the strength is decreased by another fixed value that is slightly larger than the increase (also based on spawn template). Consequently, player involvement is necessary to reduce a minor faction's strength. This faction strength is capped at some minimum value, so a faction that has been obliterated still has a small chance of coming back over time.

Commentary by SaxonDragon: https://forums.taleworlds.com/index.php?threads/disappearing-jatus.375605/post-8950334

Surprise attack

Surprise attack

Ethos 560 + player (1) vs 937

Being close to the city, some spawns (ex. Dread Legion or Rasmus Devatica) can lay siege to the city. Like most siges, its free exp and possibly qualis gem

Every X time (like Dawn -> Early moring) conditions cheak for starting an attack:

  1. City is close
  2. (city + nerbay lords (inc. player)) * 2* < spawn autocalc power
  3. Spawn action: Patrolling (not following)
  4. City have >300* prisioners

*approximately

Surprise attack battle

TIP: If you can't see if the spawn leader is alive (>15 HP), just move away and back to the city

After win, you get -4 relationship (no matter was you in city or join afterwards)

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