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. It can also be used to invade an enemy dungeon or other places where you cannot drop your army directly. 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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