|Call to Arms|
|Appears in||Dungeon Keeper, Dungeon Keeper 2|
|Description||Draws all of your creatures to a single point on the map.|
|Spell speech|| — DK1|
| — DK2|
|Can be powered up|| Yes (DK1)|
|Cost|| Free on your own territory, 1-9 gold every tick otherwise. (DK1)|
10000 mana, 7000 upgraded (DK2)
|Area of effect||approx 5-25 tiles in diameter. (DK1)|
|Castable area||Any open area.|
|Research time||7400 (DK1)|
Description (Dungeon Keeper)Edit
The Call to Arms spell draws any of your creatures that hear it to the area it is cast. When cast on a ground tile, a banner of your colour appears and flaps around. Friendly creatures in the area with gather around the flag and will stay there until the spell is cancelled. 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. If you cast the spell on your own land, the spell is free but otherwise will rapidly drain your gold. The spell stays active until you cancel it or run out of money.
This spell is mainly used to draw your creatures together for a fight, allowing you keep them together to prepare for a fight, rush to aid creatures already in a fight, or as a temporary alternative to using a Guard Post. Minions who are able to teleport will teleport directly to the banner if there is a direct path to it. 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. Note however that Imps ignore the Call to Arms banner.
Description (Dungeon Keeper 2)Edit
| ||Armageddon / Call to Arms / Cave In / Chicken / Conceal Monster / Create Imp / Destroy Walls / Disease / Heal / Hold Audience / Lightning Strike / Must Obey / Possess Creature / Protect Monster / Sight of Evil / Speed Monster|
| ||Call to Arms / Chicken / Create Gold / Create Imp / Heal / Inferno / Possession / Sight of Evil / Summon Horny / Thunderbolt / Tremor / Turncoat|
| ||Time Bomb|
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