The banner summons creatures with 80 or more happiness, and drains mana. To move the flag without wasting mana, pick it up with the hand and place it elsewhere. Unlike the first game, casting this spell does not put the player in its "move mode", so do not waste mana by recasting the spell for this purpose (casting via the Spells Panel recasts it even if it's already active). Of note is the fact that when Call to Arms is active, your creatures will go so far as to completely forgo their needs - missing their payday while completely ignoring the mood effects brought by doing so, praying at a Temple constantly if not told to do otherwise or taking up a full-time job at a Library until your next spell has finished researching.Ĭall to Arms has only an up-front Mana cost and no constant drain associated with it. In sound.dat, there is a FANFARE3.WAV file, which is an alternative fanfare used by enemy Keepers in early versions of Dungeon Keeper.Ĭall to Arms drops a banner on a select piece of revealed terrain that causes all creatures to drop their current job (if any) and run towards it blindly, most often even avoiding fighting until they can settle themselves near it (within five tiles). Note however that Imps are not affected by this spell, and units without a Lair will create one before heading for the Call to Arms banner. One can also cast this spell on an enemy room to command one’s creatures to start destroying the room, which is useful for hit-and-run attacks. Minions who are able to Teleport will do so directly to the banner if there is a direct path to it. They are Continue Campaign, Start New Campaign, and. When the player clicks on Campaign, three things come up. It can also be used to invade an enemy dungeon or other places where you cannot drop your army directly. They are: Human Alliance Night Elves Orcs of the North Wood Elves Orcs of the South The Undead Men of the West Mountain Trolls Campaign Campaign mode is were the player plays the computer. This spell allows you to keep or draw your units together to prepare for a fight. The spell stays active until you cancel it or run out of money. If you cast the spell on your own land, the spell is free, but it will otherwise rapidly drain your gold. Note that this means creatures can and will starve to death if the spell is active for too long, so try to avoid long crusades. Friendly creatures in the area with gather around the flag and will stay there until the spell is cancelled. When cast on a ground tile, a banner of your colour appears and flaps around. The Call to Arms spell draws any of your creatures that hear it to the area it is cast.
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