BANNERALL

The Bannerfall Compendium

The complete reference for Bannerfall — a turn-based fantasy conquest game. Every faction's units and their stats, the neutral allies you can win from ruins, every artifact, hero spell, map location and the core rules. This is the same catalog the game shows in-app, free to browse without an account.

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Units

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Every faction fields the same six roles — Infantry, Heavy, Cavalry, Elite, Flyer and Siege — but each with its own stat line, cost and homeland. Compare any of them side by side in the table, then read the full cards underneath. Icons match the in-game unit chips.

Comparing strength. Pick any number to jump to that unit's full card below — abilities, favored terrain and the rest of its line.

Stormcrest

Knightly order of the coast

Spearguard

Infantry
Str 3
Move 101 hp40g · 1tUpkeep 1/turn
Favors Plains

Shieldbearer

Heavy
Str 5
Move 81 hp80g · 2tUpkeep 2/turn
+1 leadership · Favors Plains, Hills

Lancer

Cavalry
Str 4
Move 141 hp70g · 2tUpkeep 2/turn
Favors Plains

Paladin

Elite
Str 7
Move 102 hp160g · 3tUpkeep 4/turn
+2 leadership · Favors Plains
Abilities: First Strike

Gryphon Rider

Flyer
Str 4
Move 161 hp110g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Trebuchet

Siege
Str 4
Move 61 hp100g · 3tUpkeep 2/turn
Siege — cancels city walls

Ardent Legion

Disciplined imperial legions

Legionnaire

Infantry
Str 3
Move 101 hp40g · 1tUpkeep 1/turn
Favors Plains

Veteran Cohort

Heavy
Str 5
Move 81 hp80g · 2tUpkeep 2/turn
+1 leadership · Favors Plains, Hills

Outrider

Cavalry
Str 4
Move 141 hp70g · 2tUpkeep 2/turn
Favors Plains

Praetorian

Elite
Str 7
Move 102 hp160g · 3tUpkeep 4/turn
+2 leadership · Favors Plains
Abilities: First Strike

Eagle Legate

Flyer
Str 4
Move 161 hp110g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Legion Ballista

Siege
Str 4
Move 61 hp100g · 3tUpkeep 2/turn
Siege — cancels city walls

Sylvan Court

Elusive wardens of the deep woods

Thornscout

Infantry
Str 3
Move 101 hp56g · 1tUpkeep 1/turn
Favors Forest
Abilities: Ranged

Grove Warden

Heavy
Str 4
Move 91 hp80g · 2tUpkeep 2/turn
+1 leadership · Favors Forest, Hills

Stagrider

Cavalry
Str 4
Move 131 hp75g · 2tUpkeep 2/turn
Favors Forest, Plains

Bough Ancient

Elite
Str 5
Move 82 hp160g · 3tUpkeep 4/turn
+2 leadership · Favors Forest
Abilities: First Strike

Hawk of the Court

Flyer
Str 4
Move 141 hp120g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Thornhurler

Siege
Str 4
Move 71 hp95g · 3tUpkeep 2/turn
Siege — cancels city walls

Ironhold

Deep-mountain forgeclans

Pickguard

Infantry
Str 4
Move 101 hp40g · 1tUpkeep 1/turn
Favors Hills

Hammerkin

Heavy
Str 6
Move 81 hp80g · 2tUpkeep 2/turn
+1 leadership · Favors Hills

Ram Cavalry

Cavalry
Str 4
Move 151 hp70g · 2tUpkeep 2/turn
Favors Hills, Plains

Anvil Lord

Elite
Str 8
Move 72 hp150g · 3tUpkeep 4/turn
+2 leadership · Favors Hills
Abilities: First Strike

Cave Wyvern

Flyer
Str 5
Move 141 hp120g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Forge Bombard

Siege
Str 5
Move 71 hp110g · 3tUpkeep 3/turn
Siege — cancels city walls

Duskborne

Restless hosts of the grave

Husk

Infantry
Str 2
Move 101 hp30g · 1tUpkeep 1/turn
Favors Forest
Abilities: Immune to Poison, Regenerate

Revenant

Heavy
Str 5
Move 91 hp75g · 2tUpkeep 2/turn
+1 leadership · Favors Forest, Hills
Abilities: Immune to Poison

Wraithrider

Cavalry
Str 4
Move 151 hp75g · 2tUpkeep 2/turn
Favors Forest, Plains
Abilities: Immune to Poison, Poison, Assassinate

Boneliege

Elite
Str 7
Move 102 hp160g · 3tUpkeep 4/turn
+2 leadership · Favors Forest
Abilities: First Strike, Immune to Poison

Dread Shade

Flyer
Str 4
Move 161 hp110g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged, Immune to Poison

Plague Catapult

Siege
Str 4
Move 61 hp100g · 3tUpkeep 2/turn
Siege — cancels city walls
Abilities: Immune to Poison

Emberfang

Warbands of the burning steppe

Cutter

Infantry
Str 4
Move 101 hp50g · 1tUpkeep 1/turn
Favors Plains

Brute

Heavy
Str 6
Move 81 hp85g · 2tUpkeep 2/turn
+1 leadership · Favors Plains, Hills

Wolfrider

Cavalry
Str 4
Move 151 hp70g · 2tUpkeep 2/turn
Favors Plains

Warfiend

Elite
Str 7
Move 92 hp160g · 3tUpkeep 4/turn
+2 leadership · Favors Plains
Abilities: First Strike

Cinder Drake

Flyer
Str 5
Move 151 hp120g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Firethrower

Siege
Str 4
Move 71 hp95g · 3tUpkeep 2/turn
Siege — cancels city walls

Azure Covenant

Scholarly conclave of stormcallers

Adept

Infantry
Str 4
Move 101 hp46g · 1tUpkeep 1/turn
Favors Hills

Warlock

Heavy
Str 5
Move 91 hp65g · 2tUpkeep 2/turn
+1 leadership · Favors Hills

Skyskiff

Cavalry
Str 4
Move 161 hp70g · 2tUpkeep 2/turn
Favors Hills, Plains

Archon

Elite
Str 7
Move 112 hp140g · 3tUpkeep 4/turn
+2 leadership · Favors Hills
Abilities: First Strike

Storm Djinn

Flyer
Str 4
Move 171 hp110g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

Storm Cannon

Siege
Str 4
Move 61 hp105g · 3tUpkeep 2/turn
Siege — cancels city walls

Vale Nomads

Swift clans of the open vale

Slinger

Infantry
Str 3
Move 101 hp48g · 1tUpkeep 1/turn
Favors Plains
Abilities: Ranged

Axe Kin

Heavy
Str 4
Move 91 hp80g · 2tUpkeep 2/turn
+1 leadership · Favors Plains, Hills

Horselord

Cavalry
Str 4
Move 131 hp100g · 2tUpkeep 3/turn
Favors Plains

Khan’s Chosen

Elite
Str 5
Move 102 hp165g · 3tUpkeep 4/turn
+2 leadership · Favors Plains
Abilities: First Strike

Roc Rider

Flyer
Str 4
Move 141 hp120g · 2tUpkeep 3/turn
Flyer
Abilities: Ranged

War Wagon

Siege
Str 4
Move 81 hp95g · 3tUpkeep 2/turn
Siege — cancels city walls

Allies

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Neutral creatures granted by ruins and mystic sites — never built.

Wyrm

Str 7
Move 82 hpGranted allyUpkeep 3/turn
Flyer
Abilities: Ranged, First Strike

Griffon

Str 5
Move 101 hpGranted allyUpkeep 2/turn
Flyer
Abilities: Ranged

Ancient Treant

Str 6
Move 42 hpGranted allyUpkeep 2/turn
+1 leadership · Favors Forest
Abilities: Regenerate

Revenant Knight

Str 6
Move 62 hpGranted allyUpkeep 2/turn
+2 leadership
Abilities: Immune to Poison, Assassinate

Stone Elemental

Str 7
Move 52 hpGranted allyUpkeep 3/turn
Favors Hills, Mountains
Abilities: Immune to Magic

Fen Wisp

Str 4
Move 81 hpGranted allyUpkeep 1/turn
Favors Forest, Marsh
Abilities: Poison, Resist Magic

Behemoth

Str 8
Move 43 hpGranted allyUpkeep 4/turn
Abilities: First Strike, Regenerate

Artifacts

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Found as battle and ruin loot, then carried by a hero. Effects stack.

Artifacts

Found as battle and ruin loot, then carried by a hero. Effects stack.

Ancient Blade

+2 str
+2 strength

Wyrmfang Talisman

+3 str
+3 strength

Crown of Command

+1 cmd
+1 strength to whole army

Duskward Aegis

+1 str+1 cmd
+1 strength, +1 army command

Windstride Boots

+4 mv
+4 movement

Horn of the Deep

+1 str+2 mv
+1 strength, +2 movement

Dungeon relics

Dungeon games only

Stronger artifacts, found in a dungeon crawl's treasure — occasionally on the first floor, more often the deeper the party goes — or handed over by a forge room at any depth.

Soulreaver Blade

+4 str
+4 strength

Warhelm of the Depths

+2 str+1 cmd
+2 strength, +1 army command

Rune Banner

+3 cmd
+3 strength to whole army

Sevenleague Boots

+6 mv
+6 movement

Enchanted artifacts

Rich Artifacts games only

Powers beyond raw might — flight, farsight, mana, warding, healing and more — found only in a Rich Artifacts game.

Cloak of the Zephyr

flight
the bearer and its army may fly

Farseeing Lens

+2 sight
+2 vision radius for the bearer’s army

Orb of the Arcane

+4 mana+1 mana/turn
+4 max mana, +1 mana each turn

Ring of Warding

+3 resist
wards the bearer against wounds (defensive +3)

Standard of Mending

+1 heal/turn
restores 1 hp to each wounded unit in the army every turn

Coffer of Plenty

+15 gold/turn
+15 gold income each turn

Grimoire of the Storm

casts Stormbolt
the bearer may cast Stormbolt regardless of level

Enchanted dungeon relics

Rich Artifacts + Dungeon games

The mightiest enchanted relics, drawn from the same dungeon treasure and forge rooms as the relics above once a crawl is a Rich Artifacts one.

Winged Aegis

+2 resistflight
grants flight and wards the bearer (defensive +2)

Grand Orb of Power

+6 mana+2 mana/turn
+6 max mana, +2 mana each turn

Reliquary of Mending

+1 sight+2 heal/turn
restores 2 hp to each wounded unit each turn, +1 vision

Grimoire of Cinders

casts Firestorm
the bearer may cast Firestorm regardless of level

Spells

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Cast by heroes for mana; each needs a minimum hero level.

Scrying Eye

2 mana · needs L1
Reveal the land around any point on the map
Target: tile

Stormbolt

4 mana · needs L2
Blast a visible enemy army within 4 tiles: destroys up to 6 strength of its weakest units
Target: enemy · range 4

Battle Ward

3 mana · needs L3
This army fights at +2 until your next turn
Target: self

Gatestep

6 mana · needs L4
Teleport this army to any city you rule (ends its movement)
Target: city

Farsight

4 mana · needs L2
Reveal a wide region (radius 8) around any point on the map
Target: tile

Firestorm

6 mana · needs L3
Immolate a visible enemy army within 3 tiles: destroys up to 10 strength of its weakest units
Target: enemy · range 3

Recall

4 mana · needs L3
Teleport only the casting hero to any city you rule (ends the hero’s movement)
Target: city

Mend Wounds

4 mana · needs L2
Restore the hit points of every wounded unit in this army (to their maximum)
Target: self

Nature’s Bounty

3 mana · needs L2
Conjure 60 gold to relieve your army’s upkeep
Target: self

Attune Ley

2 mana · needs L3
Draw on the ley lines: every hero in this army regains up to 6 mana
Target: self

Summon Fen Wisp

3 mana · needs L2
Conjure a Fen Wisp to join this army
Target: self

Summon Griffon

4 mana · needs L3
Conjure a Griffon to join this army
Target: self

Summon Ancient Treant

5 mana · needs L3
Conjure an Ancient Treant to join this army
Target: self

Summon Stone Elemental

6 mana · needs L4
Conjure a Stone Elemental to join this army
Target: self

Summon Behemoth

8 mana · needs L5
Conjure a Behemoth to join this army
Target: self

Heroes' Mount

7 mana · needs L4
Conjure a steed the hero rides: this hero gains flight and can cross mountains and water
Target: self

Locations

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Sites you meet on the map — what each is and does. Icons match the map markers.

Ruins

Hero-only sites. The hero's stack fights the ruin's guardian, then rolls a reward — gold, an item, an ally, or hero XP. The four themes are cosmetic terrain flavour, and a ruin's tier (near / mid / far from the nearest capital) only describes how hard the guardian hits: it does not change that roll. In a Dungeons game a hero-led stack opens a crawl instead of rolling once, and there the tier does decide the haul — a far ruin runs deeper, its guardians hit harder, and its treasure is worth more.

Crypt

A tomb of the restless dead.

Cavern

A natural hollow bored deep into the earth.

Warren

A burrowed lair of beasts.

Vault

A sealed hoard, its treasure warded.

Mystic sites

Mystic Sites games only

Sacred sites that appear only when a game is created with Mystic Sites enabled.

A weathered stone angel statue, wings folded and hands clasped in prayer, standing on a stepped stone plinth.

Temple

Any visiting stack is blessed: each unblessed unit permanently gains +1 strength, once. No hero needed.

Sage

A hero encounter offering three paths: reveal the surrounding lands, locate an artifact, or take gold.

Cities

Your realm's settlements. City levels — walls, income and which units they can build — apply only in City Levels games (see the Rules tab); each level above the first adds +10 gold/turn. Base income below is a level-1 city.

Capital

Your throne and starting city (25 gold/turn base income). Lose every city you hold and you are eliminated.

Neutral city

An unowned settlement (15 gold/turn base income). Move onto it to capture it and expand your realm.

Rules

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The core mechanics — combat, movement, cities and heroes. Numbers are pulled from the engine, so they match the live game.

Combat & strength

  • Each unit has a Strength (Str). A stack fights with its members' combined strength, highest-Str units defending last.
  • A battle is a series of one-on-one exchanges: each is a strength-weighted coin flip (the side with more effective strength is more likely to win it), and the loser takes 1 hp. This repeats until one side is destroyed or retreats.
  • Leadership: the single highest Leadership among a stack's non-hero units adds to the whole stack — it does NOT stack (only the best applies). Elite units give +2, heavy +1.
  • Command, Leadership, Walls and Terrain bonuses are added together but capped at +5 for either side.
  • Favored terrain: if any unit in a battle favors the tile it's fought on, the whole side gets +1. Ground units favor their faction's homeland; heavies also favor Hills, cavalry also favor Plains.
  • Marsh is nobody's home ground: no side gets the favored-terrain bonus fighting on a marsh tile.
  • Siege: a siege engine in the attacking stack cancels the defender's city Wall bonus.
  • Naval: strength at sea is capped (a land army can't project full force onto the water).
  • Wounds carry between battles: a unit that survives fighting hurt stays hurt until something mends it (see Wounds & healing).

Wounds & healing

  • Most soldiers have a single hit point: they are alive or they are dead. Heroes, your faction's elite, summoned creatures and a few others have more, and those are the ones who can be wounded and mend.
  • Wounded units mend by RESTING. A unit that neither moved nor fought during a turn banks that turn's rest, and 4 turns of rest in the open field restore one hit point.
  • In a city you hold, a single turn of rest restores a hit point — 4 times faster. Every city counts, at any level: what mends a soldier is being off the line and among your own people, not the height of the walls.
  • The moment a unit moves or fights, it loses whatever rest it had banked. An army that attacks every turn never mends, wherever it stands — and a hero cannot ride out, fight, and ride back for a free heal.
  • A besieged city — one with an enemy army standing right beside it — mends at the open-field rate instead. The garrison is cut off, not abandoned.
  • An ally's city is somewhere you are a guest: it mends your units at the open-field rate, not at your own city's rate.
  • A party inside a dungeon cannot rest: nothing about a crawl gives a unit the quiet turn that mending takes, so wounds carry from chamber to chamber for as long as the party stays down there.
  • The exception underground is a shrine. Claiming one — the same way the party claims any other room's find — mends every wounded unit in the party by a hit point and wards them, so the next fight in the crawl is fought at a bonus. Each shrine gives this once; passing back through a spent one does nothing.
  • The Mend Wounds spell restores every wounded unit in the army to full in a single cast — the fastest healing there is, and the only one that does not care where you are standing.
  • A mending artifact (the Standard of Mending, the Reliquary of Mending) restores hit points to the whole army at the start of every turn, wherever it is. It resolves BEFORE natural rest, so a unit it does not fully heal can still gain a hit point from rest in the same turn.
  • A unit with the Regenerate ability recovers its wounds immediately after any battle it survives — unless it was poisoned in that battle, which denies the regeneration.
  • None of these ever push a unit past its own maximum: every heal stops at the ceiling that unit actually has, including the extra hit points a hero bought with the Toughness skill.

Movement & terrain

  • A stack moves at the pace of its slowest member; entering a tile costs that terrain's move points.
  • Plains: 2 move
  • Forest: 3 move
  • Hills: 3 move
  • Mountains: impassable to most
  • Water: impassable to most
  • Marsh: 4 move
  • Flyers ignore terrain (2 per tile everywhere) and cross water. Ironhold tunnels mountains (5); Sylvan move cheaply through forest; cavalry are fast on Plains, slow in Forest.
  • Marsh is the slowest passable ground (4 move) and grants no home-ground bonus; only flyers (2) and the Duskborne, who wade it at 2, cross it quickly.
  • Roads cut a step's cost to 1 move — cheaper than any open terrain.
  • Bridges let a land unit cross water at the same 1 move cost as a road.
  • A city keeps the natural ground it was founded on, so entering one costs that same terrain's move points — a city on Forest or Hills costs more to reach than one on open Plains.
  • Movement points reset in full at the start of your turn.

Cities & walls

  • Every city gives its defenders a flat +1 Str Wall bonus on defense (City Levels is off, so a city's level never changes it).
  • Terrain still matters in a siege: a city keeps the ground it was built on, so the Favored terrain bonus (see Combat & strength) applies fighting there exactly as it would in the open field — for whichever side it favors.

Economy & upkeep

  • A capital starts producing 25 gold/turn and a captured neutral city 15 gold/turn.
  • Every unit costs gold upkeep, credited and debited automatically at the start of your turn.
  • If your treasury can't cover upkeep, your army goes bankrupt: non-hero units desert PERMANENTLY, highest-upkeep unit first, until what's left is affordable. Heroes never desert. This is core to every game — it can't be turned off.

Heroes & magic

  • Heroes gain XP from battles and level up (need level × 12 XP). Strength = 5 + (level − 1).
  • Command bonus by level: L1–3 → +1, L4–5 → +2, L6+ → +3 to the whole army.
  • Heroes regain 2 mana at the start of your turn (plus any mana-regenerating item carried), up to their maximum.
  • Mana grows with level (base max = 3 + level × 2, so a level 3 hero holds 9 before bonuses) — the Arcane hero skill and mana-boosting artifacts raise this further.
  • Spells cost mana and require a minimum hero level.
  • Spell Learning is on: a hero only knows the spells it's learned (one per school at level 1, more from level-up picks) — not the whole roster.
  • An army (stack) can never hold more than 8 units at once.
  • Heroes can carry found items, whose bonuses stack on top of everything above.
  • If a hero carrying items dies, the items pass to another hero in the same fight or stack. With no hero left to bear them, they're sold for 80 gold each rather than lost.

Dungeon crawls

Dungeon games only
  • A ruin is not fought, it is entered. A hero must lead the party — no hero, no delve — and the party is at most 4 units including that hero.
  • Whoever you leave behind garrisons the ruin tile in plain sight, and they can be attacked while you are underground. A party climbing back out rejoins them, up to the same 8-unit limit every army has; anyone over it is disbanded.
  • How deep it runs is the ruin's tier — the same near / mid / far reading the map already gives you. A near ruin is a single floor; the deepest run 3 floors, and each one has to be reached through the last.
  • Torches are the crawl's clock. The party carries 6 per floor, and every move from one chamber to the next burns one. At zero the party cannot go anywhere: the only thing left is to fight what is in front of it or climb out.
  • Going down a level relights them. Reaching the stairs and descending restores the full torch budget, so a floor cleared efficiently pays for the next one — but the stairwell's guardian has to be dealt with first, and there are no stairs on the bottom floor.
  • Fleeing a fight is not free. It costs a torch — so a party with none cannot retreat at all, only fight or leave — and about 35% of the time one of the soldiers with you is cut down covering the withdrawal. It is never the hero, and it can be the last soldier you have.
  • If the party is destroyed, everything it was carrying is lost with it — every coin, every relic found down there. The ruin is not consumed, though: it stands unexplored, and another hero may try it.
  • If the hero falls but the rest of the party wins the room, the delve ends there — nobody is left to lead it deeper — and the survivors climb out with everything the party had won. Every chamber they cleared still counts.
  • Relics come out in a surviving hero's hands. With no hero left to bear them they are sold rather than lost, at the same price as anywhere else.
  • Walking straight back out costs nothing. A party that looks at a ruin, decides every guarded chamber is beyond it, and leaves without clearing a guardpost or plundering a room does not burn the location — it stays on the map, and the next attempt finds a different layout inside.
  • Nothing mends underground except a shrine — see Wounds & healing, which is the one place all of it is described.

Unit veterancy

Unit Veterancy games only
  • Non-hero units earn XP in battle and rank up every 10 XP, to a maximum of rank 9.
  • Each rank adds +1 Str, permanently.

Terminology

  • "Mana" and "MP" are the same resource — the Spellbook shows it as MP, everywhere else calls it mana.

Special abilities

  • First Strike: Lands a free, unanswered opening blow before the melee begins.
  • Ranged: Opens the fight with a pre-melee volley that can wound before blows are traded.
  • Poison: A winning strike can poison the foe, wounding it beyond the blow itself.
  • Assassinate: A winning strike can instantly slay a full-health non-hero (never a hero).
  • Regenerate: If it survives the battle, it recovers its wounds afterwards.
  • Resist: A chance to shrug off a matching attack (poison, magic, ranged or death).
  • Immune: Wholly unaffected by a matching attack (poison, magic, ranged or death).