Banners
A banner is a standard your hero carries; his army fights under it in every battle on the map. Each of the 12 changes one battle number for your side only, and he carries 3 at most.
All 12
5 belong to the Vale Host and 4 belong to the Peatholm; the other 3 any army can carry. Only the banners for anyone and those of your own people are offered to you. Where they are found: some chests offer one in place of their gold or XP, a won horde lair offers a choice, and the Crystal Cache holds one.
| Banner | Whose | Helps | What it does |
|---|---|---|---|
| Boar Standard | Vale Host | Melee | Your melee units strike in melee with +2 attack. |
| Hedge of Stakes | Vale Host | Melee | A stack of yours that braces gets +2 more defence (+5 in all). |
| Snapjaw Pennant | Peatholm | Melee | Your stacks swing back 25% harder. |
| Kestrel Eye | Vale Host | Shooters | Your shots fly with +2 attack. |
| Steady Wrist | Anyone | Shooters | A pinned shooter of yours shoots at 75% damage, not 50%. |
| Mire Mist | Peatholm | Shooters | Shots at your stacks deal 20% less damage. |
| Muster Horn | Anyone | The commander | Your commander gains 1 more Command each round (3, not 2). |
| Brass Crown | Vale Host | The commander | Your commander’s Brass Lance spell hits for 5 more damage. |
| Sedge Crown | Peatholm | The commander | Your commander’s Bitter Dew spell poisons for 4 more a turn. |
| Field Kettle | Vale Host | The long fight | Each of your stacks heals 3 HP on its top creature at the start of its turn. |
| Peat Smoke | Peatholm | The long fight | Poison your stacks leave lasts 1 turn longer. |
| Salt Banner | Anyone | The long fight | Poison eats your stacks for 2 less a turn (at least 1). |
In battle
The banners your hero carries fly beside him on the map and on the battlefield. Seven of them change a blow: Boar Standard, Hedge of Stakes, Snapjaw Pennant, Kestrel Eye, Steady Wrist, Mire Mist and Peat Smoke. The moment one of those changes a strike, a shot or a swing back, its icon flashes beside the stack whose side carries it, with its name and a short brass call; with reduced motion on, the name shows alone. The other 5 work on the commander’s Command and powers, or at the start of a stack’s turn, and show in those numbers instead.
Each banner, with a worked example
Every number below is the engine’s own: the strike preview of the game on an open board, without the banner and with it. The rolls are the low and high end of the damage.
Boar Standard

The Vale Host · Melee. Your melee units strike in melee with +2 attack.
10 Spearmen striking 10 Peat Cutters in melee: 10–30 damage without it, 11–33 with it. Shooters that step up to strike in melee get nothing from it.
Hedge of Stakes

The Vale Host · Melee. A stack of yours that braces gets +2 more defence (+5 in all).
10 Peat Cutters striking 10 Shieldmen who have braced: 8–16 damage without it, 8–15 with it. A stack that has not braced gets nothing from it.
Snapjaw Pennant

The Peatholm · Melee. Your stacks swing back 25% harder.
10 Spearmen striking 10 Peat Cutters: the Peat Cutters’ swing back deals 8–19 damage without it, 10–24 with it.
Kestrel Eye

The Vale Host · Shooters. Your shots fly with +2 attack.
10 Archers shooting 10 Peat Cutters from 4 tiles: 22–33 damage without it, 24–36 with it.
Steady Wrist

Anyone · Shooters. A pinned shooter of yours shoots at 75% damage, not 50%.
10 Archers shooting 10 Peat Cutters with the Peat Cutters right beside them: 11–17 damage without it, 17–25 with it. A shooter with no enemy beside it gets nothing from it.
Mire Mist

The Peatholm · Shooters. Shots at your stacks deal 20% less damage.
10 Archers shooting 10 Peat Cutters from 4 tiles, the Peat Cutters carrying it: 22–33 damage without it, 18–26 with it.
Muster Horn

Anyone · The commander. Your commander gains 1 more Command each round (3, not 2).
Command grows by 2 a round without it and 3 with it, still never above 6, so a power is ready sooner every round from the second on.
Brass Crown

The Vale Host · The commander. Your commander’s Brass Lance spell hits for 5 more damage.
The Vale commander’s Brass Lance spell deals 30 damage without it and 35 with it (a skill that strengthens the lance adds on top of both).
Sedge Crown

The Peatholm · The commander. Your commander’s Bitter Dew spell poisons for 4 more a turn.
The Sedge-Mother’s Bitter Dew spell poisons for 16 a turn without it and 20 with it.
Field Kettle

The Vale Host · The long fight. Each of your stacks heals 3 HP on its top creature at the start of its turn.
Each of your stacks heals 3 hit points on its top creature as its turn starts, never above that creature’s full health; a stack whose top creature is unhurt gains nothing.
Peat Smoke

The Peatholm · The long fight. Poison your stacks leave lasts 1 turn longer.
The Poison keyword’s blow leaves poison for 2 turns without it and 3 with it; it does nothing for an army with no poisoners.
Salt Banner

Anyone · The long fight. Poison eats your stacks for 2 less a turn (at least 1).
A poison tick on your stack deals 2 less, never below 1: worth most against the Peatholm’s poisoners and the Sedge-Mother’s Bitter Dew, and nothing against an army that does not poison.
More on Conquest: Haskett · Lairs · The Wild Beasts · The Causeway Meres · Reedford · Broadwater · Resources and the town · Warpath
Play Find a banner in a Conquest match.