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.
Units
↑ TopEvery 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
InfantryShieldbearer
HeavyLancer
CavalryPaladin
EliteGryphon Rider
FlyerTrebuchet
SiegeArdent Legion
Disciplined imperial legions
Legionnaire
InfantryVeteran Cohort
HeavyOutrider
CavalryPraetorian
EliteEagle Legate
FlyerLegion Ballista
SiegeSylvan Court
Elusive wardens of the deep woods
Thornscout
InfantryGrove Warden
HeavyStagrider
CavalryBough Ancient
EliteHawk of the Court
FlyerThornhurler
SiegeIronhold
Deep-mountain forgeclans
Pickguard
InfantryHammerkin
HeavyRam Cavalry
CavalryAnvil Lord
EliteCave Wyvern
FlyerForge Bombard
SiegeDuskborne
Restless hosts of the grave
Husk
InfantryRevenant
HeavyWraithrider
CavalryBoneliege
EliteDread Shade
FlyerPlague Catapult
SiegeEmberfang
Warbands of the burning steppe
Cutter
InfantryBrute
HeavyWolfrider
CavalryWarfiend
EliteCinder Drake
FlyerFirethrower
SiegeAzure Covenant
Scholarly conclave of stormcallers
Adept
InfantryWarlock
HeavySkyskiff
CavalryArchon
EliteStorm Djinn
FlyerStorm Cannon
SiegeVale Nomads
Swift clans of the open vale
Slinger
InfantryAxe Kin
HeavyHorselord
CavalryKhan’s Chosen
EliteRoc Rider
FlyerWar Wagon
SiegeAllies
↑ TopNeutral creatures granted by ruins and mystic sites — never built.
Wyrm
Griffon
Ancient Treant
Revenant Knight
Stone Elemental
Fen Wisp
Behemoth
Artifacts
↑ TopFound 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 strWyrmfang Talisman
+3 strCrown of Command
+1 cmdDuskward Aegis
+1 str+1 cmdWindstride Boots
+4 mvHorn of the Deep
+1 str+2 mvDungeon relics
Dungeon games onlyStronger artifacts drawn by deep-floor treasure in a Dungeons game.
Soulreaver Blade
+4 strWarhelm of the Depths
+2 str+1 cmdSevenleague Boots
+6 mvEnchanted artifacts
Rich Artifacts games onlyPowers beyond raw might — flight, farsight, mana, warding, healing and more — found only in a Rich Artifacts game.
Cloak of the Zephyr
flightFarseeing Lens
+2 sightOrb of the Arcane
+4 mana+1 mana/turnRing of Warding
+3 resistStandard of Mending
+1 heal/turnCoffer of Plenty
+15 gold/turnGrimoire of the Storm
casts StormboltEnchanted dungeon relics
Rich Artifacts + Dungeon gamesThe mightiest enchanted relics, drawn from deep dungeon floors in a Rich Artifacts game.
Winged Aegis
+2 resistflightGrand Orb of Power
+6 mana+2 mana/turnReliquary of Mending
+1 sight+2 heal/turnGrimoire of Cinders
casts FirestormSpells
↑ TopCast by heroes for mana; each needs a minimum hero level.
Scrying Eye
2 mana · needs L1Stormbolt
4 mana · needs L2Battle Ward
3 mana · needs L3Gatestep
6 mana · needs L4Farsight
4 mana · needs L2Firestorm
6 mana · needs L3Recall
4 mana · needs L3Mend Wounds
4 mana · needs L2Nature’s Bounty
3 mana · needs L2Attune Ley
2 mana · needs L3Summon Fen Wisp
3 mana · needs L2Summon Griffon
4 mana · needs L3Summon Ancient Treant
5 mana · needs L3Summon Stone Elemental
6 mana · needs L4Summon Behemoth
8 mana · needs L5Heroes' Mount
7 mana · needs L4Locations
↑ TopSites 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
Cavern
Warren
Vault
Mystic sites
Mystic Sites games onlySacred sites that appear only when a game is created with Mystic Sites enabled.
Temple
Sage
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
Neutral city
Rules
↑ TopThe 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.