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. Icons match the in-game unit chips.

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 drawn by deep-floor treasure in a Dungeons game.

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 deep dungeon floors in a Rich Artifacts game.

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) is a difficulty descriptor only: neither changes the reward.

Crypt

A tomb of the restless dead.

Cavern

A cave bored deep into the rock.

Warren

A tangle of burrows and dens.

Vault

A sealed strongroom of old treasure.

Mystic sites

Mystic Sites games only

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

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.
  • 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.
  • 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).

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.

Cities & walls

  • City level (1–3) sets what you can build and your Wall bonus on defense: L1 +0, L2 +1, L3 +2 Str to defenders.
  • Higher-level cities also build higher-tier units and earn more income (+10 gold/turn per level). Upgrading costs level × 60 gold.

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.
  • Mana grows with level (max = 3 + level × 2, so a level 3 hero holds 9). Spells cost mana and require a minimum hero level.
  • Heroes can carry found items, whose bonuses stack on top of everything above.