Community Empire Wars Guide

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  • Cthulu
    Retired Game Guru
    • Dec 2014
    • 3377

    Community Empire Wars Guide

    Underworld Empire
    Community EvE Guide


    Welcome to the Empire Wars Guide!
    Comments/Suggestions/Questions can be discussed here --> http://underworldempireforums.com/sh...Comment-Thread <--
    Future Updates can also be made in the comment thread and then applied here by a GG or mod

    Last edited by Cthulu; 07-04-2017, 05:46 PM. Reason: Thank you CYBORGX for the image!
    Come join us
    on the official
    Underworld Empire Discord Server
    https://discord.gg/ThdmzmJ
  • Cthulu
    Retired Game Guru
    • Dec 2014
    • 3377

    #2
    Re: Community Empire Wars Guide

    Introduction to Empire Wars

    This guide was made possible by the hard work of players updating the UE Wiki
    and sharing between each other in-game, on Line, and by other means.
    Thank you everyone who has contributed!


    Empire wars or EvE (empire versus empire) are a fundamental part of game-play in Underworld Empire. A player must be a part of an empire to participate and must join the wars to contribute and receive wars. Joining the wars requires 10 stamina and gives player experience, class experience, class coins, possible drops from shadow broker upgrades, the ability to complete daily achievements and the chance at crate shard drops.

    Setting up Wars


    Power Index and Leaderboards:

    - A power index is calculated for each empire and is updated after every battle, and leaderboards are ordered using the power index. As an example, the number one empire in Legend League will have the highest power index, and the final empire in Bronze League will have the lowest power index.

    - The calculation for power index takes into account each empire’s previous 50 battles and more recent activity has a greater weighting. If the winning empire had a lower power index at the start of the battle, more points may be awarded to the winning empire.


    Matchmaking:

    - Within each League, empires are divided into “pools” of similar power index. Empires are most likely to fight other Empires of similar power index/leaderboard position within their own pool, but can be matched against Empires in other pools. The farther away two Empire’s pools are, the less likely they are to fight one another.

    - Sometimes there are an odd number of Empires to be matched within a given League. In this event, the ‘odd’ empire will be matched with an Empire in the League directly below (i.e. Empire at the bottom of Legend will be matched with an Empire at the top of Diamond)

    Events

    EvE Heists/mini-events

    World War

    Stop talking,
    I don't know what I'm doing!!?!!?


    Relax, it's going to be okay, maybe even fun.
    • Click on the empire tab during the war times (wars are at 5am, 11am, 5pm and 11pm EST). Your empire can choose to be in any or none of the available time slots. Click the left option and it will take you to the join war screen. Join by paying 10 stamina and you're in. Wars last 2 hours or when one team annihilates the entire opposing team/buildings.

    • Many empires use a caller - an officer or other player to direct the war via empire chat. Recently a bomb symbol and crosshairs have been added to help as well. When in doubt, ask on empire chat or Line what the target is and someone will help. Conventionally, A is your side and B is theirs, buildings are numbered like a phone pad 1-2-3 is top row, 4-5-6 is middle, 7-8-9 is the bottom. "Demo" is HW/Terminators or anyone avoiding hitting people at the moment (hit the green building health or blue shields). "Killers" are for anyone not conserving tokens and typically the targets are defenders unless otherwise specified. Each empire is different, ask plenty of questions - it's better for everyone to understand and work together than mass chaos and confusion. "Decap" or "Cap" is the amount of health your assassins/reapers can execute at, be mindful of this to save tokens. Going "rogue" is often counterproductive and can lead to removal from the empire.

    • "I'm dead, what happened? What next?" By hitting opponents, being attacked, or by status effects your in-war health can diminish. Below 200 you are wounded and at 0 you are dead. While alive you can use armor packs on screen or in the armories, when dead you can use a health pack on screen or in the hospital. Your empire starts with a limited number of these and only the health packs regenerate over time. Be sure to know if healing/armoring is appropriate - rogue healers are problems and often kicked out of the empire. You can increase your health with the health stat directly or by using insignias/LTs (recommended) - be sure to have your health loadout equipped BEFORE the war begins and then switch to your active loadout after joining.

    • Each class has its own skills (see below) and advantages.

    • Your EvE points are determined by the buildings your empire has demolished (each has its own point value) and the number of enemies killed (worth 1 point unless they heal). Most points wins and a tie is a loss for both.
    Last edited by Cthulu; 04-09-2017, 02:37 AM.
    Come join us
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    • Cthulu
      Retired Game Guru
      • Dec 2014
      • 3377

      #3
      Re: Community Empire Wars Guide

      Buildings

      There are currently 9 building locations available in a 3x3 grid. After an empire is created, it begins with a headquarters and 8 warehouses. These warehouses must be upgraded into the other available buildings with cash and item donations.

      Donations


      Go to empire tab, check news for possible updates, click HQ tab, either use Donate button or select appropriate building to donate cash and items. Cash donations can be increased with Victoria Vanderbilt and laundered money. Item donations can be increased with shadow tokens and Victoria's ice chain. There are donation achievements/goals for Empire donations of cash and items. Monthly and lifetime donations for empire members can be viewed under the running figure tab on the empire home screen.



      Warehouses
      Worth 5 points, 3 defenders max, 1000 health max
      Upgrades:
      • 7 can upgrade to other buildings




      Headquarters
      Worth 20 points, 6 defenders (upgradable), 4000 health (upgradable)
      Gives players the ability to upgrade other powers past set levels and increases the daily donation limit for all players.
      Upgrades:
      • HQ - Max daily donations (50k/100k/250k/750k/2.5million in daily donations)
        (free/$1million/$15million/$400million+400 steel beams/$3billion+1000 blood diamonds)

      • Combat Training - Increases player attack for all players in all areas of the game (+1/2/3/4/5/6% to attack)
        ($2million/$10million/$50 million+HQ3/$200million+350 concrete blocks+HQ4/$1billion+1000 crown jewels+HQ5/$5billion+3000 crown jewels+HQ5)

      • Fortification - Increases player defense for all players in all areas of the game (+1/2/3/4/5% to defense)
        ($2million/$10million/$50 million+HQ3/$200million+350 concrete blocks+HQ4/$1billion+1000 blood diamonds+HQ5/$5billion+3000 blood diamonds+HQ5)

      • Leadership - Increases empire member limit (60/70/80 members)
        ($5million/$15million/$75million+150 concrete blocks+HQ3)

      • Extortion - Increases income for all members (+$1k/$2.5k/$5k/$10k)
        ($2million/$10million/$50million+HQ3/$50million+400 concrete blocks+HQ4)

      • Building health - Increases building health (+200/400/600/800/1200/1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%0
        ($100million+50 steel beams/$200million+100 steel beams/$400million+150 steel beams+HQ3/$2billion+750 steel beams+HQ4)

      • Body armor - Adds armor to members in EvE (+100/+200/+350 base armor to all members)
        ($500million+200 composite fabrics/$1.6billion+500 composite fabrics+HQ2/$2.4billion+1500 composite fabrics+HQ3)

      • Shadow broker - Adds item drop to EvE wins, upgrading changes items dropped (4 levels)
        ($10million+50 crown jewels+HQ2/$30million+500 crown jewels+HQ2/$50million+1000 crown jewels/$50million+1000 crown jewels)

      • Philanthropist - Increases max donation and item donation (+20%+1/+40%+2/+60%+3/+80%+3/+100%+4)
        ($10million+50 crown jewels+HQ2/$20million+250 crown jewels/$50million+1000 crown jewels+HQ3/$60million+2000 crown jewels+HQ3/$600million+4000 crown jewels+HQ4)




      Hospital
      Worth 5 points, 3 defenders (upgradable), 2000 health (upgradable)
      Health packs allow players under 200hp to add 1200 health, packs regenerate over time (can be upgraded)
      Upgrades:
      • Hospital - # of health packs and regeneration time (1 per 16/14/12/10/8 minutes)
        ($10million/$50million+HQ2/$200million+HQ3/$700million+400 steel beams+HQ4)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)




      Armory
      Worth 5 points, 3 defenders (upgradable), 2000 health (upgradable)
      Players start wars with 10 tokens and accumulate 1 per 10 minutes asleep, 1 per 5 minutes awake (can be upgraded and max token count)
      Upgrades:
      • Armory - Shortens token regeneration time for EvE (4:30-30max/4:00-35max/3:30-40max/3:00-45max)
        ($15million/$70million+HQ2/$300million+HQ3/$1billion+500 steel beams+HQ4)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)




      Sniper Tower
      Worth 5 points, 3 defenders (upgradable), 2000 health (upgradable)
      Gives an attack bonus to players in the building (upgradable)
      Upgrades:
      • Sniper tower - Adds attack bonus to players in the tower (+3%/+5%/+7%/+10%)
        ($3million/$15million+HQ2/$75million+HQ3/$400million+500 steel beams+HQ4)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)




      Safehouses
      Worth 8 points, 3 defenders (upgradable), 3000 health (upgradable)
      Safehouses provide a defense boost to defender slots in all towers.
      Upgrades:
      • Hardened Bunker - converts Safehouse to Hardened Bunker level 1
        ($250million+100 titanium beams+HQ4)

      • Safehouse (+3%/+5%/+7%/+10% defense bonus)
        ($3million/$15million+HQ2/$75million+HQ3/$400million+400 steel beams+HQ4)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)




      Hardened Bunkers
      Upgraded form of safehouse (keeps the safehouse upgrades)
      Worth 10 points, 4 defenders (upgradable), 3500 health (upgradable)
      Upgrades:
      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)

      • Hardened bunker - Adds shields to adjacent buildings (+6000/+8000/+10000/+15000/+20000)
        ($1billion+250 titanium beams+HQ4/$1.5billion+500 titanium beams+HQ5/$2billion+750 titanium beams/?/$5billion+3000 titanium beams+HQ5)

      • Armor packs - Makes a number of armor packs available to empire members during EvE



      Nuclear Silo
      Upgrades:
      • Nuclear silo - Decreases time to arm and launch while increasing effect of nukes in EvE
        ($2billion+750 plutonium/$3billion+1000 plutonium+HQ5/$?billion+1500 plutonium+HQ5/$10billion+3000 plutonium+HQ5)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%/+25%)
        ($20million+25 steel beams/$50million+50 steel beams+HQ2/$100million+100 steel beams+HQ3/$2billion+750 steel beams+HQ4/$5billion+3000 steel beams+HQ4)



      Research Lab
      Worth 8 points, 6 defenders (upgradable), 2500 health (upgradable)
      For every point the enemy scores, your forces gain bonus attack, defense, and damage mitigation
      Upgrades:
      • Spy network - Gives increasing empire buff per enemy point in EvE (?/?/+1.75 attack-defense and +0.175 mitigation/+2.1 attack-defense and +0.21 mitigation/+2.4 attack-defense and +0.24 mitigation)
        (?/$1.5billion+500 spy drones+HQ5/$2billion+800 spy drones/$2.5billion+1500 spy drones/$5billion+3000 spy drones)

      • Building health - Increases building health (+200/+400/+600/+800/+1200/+1800)
        ($1million/$2million/$10million+HQ3/$50million+150 concrete blocks+HQ4/$200million+750 concrete blocks+HQ5/$5billion+3000 concrete blocks+HQ5)

      • Defender slots - Increases the number of defender slots (+1/+2/+3)
        ($30million/$300million+HQ2/$3billion+HQ3)

      • Reinforced steel - Building damage mitigation (+5%/+10%/+15%/+20%)
        ($30million/$300million+HQ2/$3billion+HQ3/$6billion+HQ4)




      Upgrade Strategy

      As more feedback comes in, this section can be expanded. A general strategy is to upgrade your HQ-armory-hospital and then cherry pick a few upgrades before coming back to the HQ. Upgraded HQs allow access to better overall upgrades and increase the daily donation amounts which means getting them paid off much quicker. Having the donation priorities can allow an empire to prioritize items across 3 different upgrades while focusing cash on the current goal. Shadow Broker and Philanthropist are also very helpful for expediting empire growth. The research lab and nukes can be helpful but shields/armor (Hardened Bunkers) often help more in the long term for anyone considering their empire planning. Building an empire can be a lot of fun but it does take a lot of time, effort, and patience.



      Empire Building Super Powers

      These are empire buffs that last for 24 hours. The progress bar is charged up to 100% by players completing the daily goals/achievements (click on trophy icon next to your level bar). Once charged up, it takes an officer to activate the super powers and this can be done by going to HQ tab showing your building layout - clicking the desired building -then choosing the top tab "activate superpowers". Each has their own benefits and are worth considering relative to empire rank/tier.

      Headquarters
      1) +30% critical damage mitigation
      2) +30% splash damage mitigation
      3) Cap incoming damage by the higher of 2000 or 33% current health

      Hospital
      1) +1000 EvE health for all members
      2) +20% debuff resist to all players
      3) 3 random players start the battle as juggernauts (add the lower of 10000 or max health to player max health).

      Armory
      1) All members start EvE awake with fast token regen timer.
      2) +2 extra starting tokens for every member.

      Sniper Tower
      1) Add the higher of 200 or 5% player attack to all players in EvE.
      2) Add damage buff to all players in EvE:
      +10% chance to deal 1.5 damage, 6% for 2x, 3% for 3x, 1% for 4x

      Hardened Bunker
      1) To directly attack either buner, the defenders in both bunkers must be eliminated.
      2) Timebomb, Booby Trap, Big Gun, Nuclear Bomb can still do damage to the bunkers.

      Research Lab
      1) Grant visibility to opponent's bottom row and center building.
      2) Block the opponent's visibility to any building but the frontline, even if the opponent has the ability 1)

      Nuclear Silo
      1) Deal 30% of max building health+shield as building damage to the main target and 15% to splashed targets
      2) +50% chance to apply strong napalm (30 dmg/min) and normal plague (2% health) to affected players.
      Last edited by Cthulu; 07-04-2017, 05:49 PM. Reason: Thank you CYBORGX for the better Silo image!
      Come join us
      on the official
      Underworld Empire Discord Server
      https://discord.gg/ThdmzmJ

      Comment

      • Cthulu
        Retired Game Guru
        • Dec 2014
        • 3377

        #4
        Re: Community Empire Wars Guide

        Classes

        There are currently 8 classes available to play in Underworld Empire.

        These are separated into
        Tier One: heavy weapons, assassins, enforcers, and snipers;
        Tier Two: terminators, reapers, titans, and ghosts.

        Class can be chosen after level 15? at the bottom of the home screen in the Class Power tab. Choosing your class here only affects your class in EvE and doesn't currently impact other areas of the game. (A player is able to choose their class for bossfights for each individual boss entered.) Tier One classes acquire experience from bosses at a 10stam/1exp rate while Tier Two classes gain it at 200/1. Choosing the Tier 1 class in a boss will give you experience in both classes if the Tier 2 class is unlocked. Tier One classes receive experience at a fixed rate from empire wars (7xp) while Tier Two classes receive progressively more depending on the level of the class. Leveling any class allows a player to level their veteran level with the corresponding benefits.

        Class Levels (xp)

        Level 1 up to 999xp
        Level 2 1,000 to 4,999xp
        Level 3 5,000 to 9,999xp
        Level 4 10,000 to 19,999xp
        Level 5 20,000 to 39,999xp
        Level 6 40,000 to 79,999xp
        Level 7 80,000 to 159,999xp
        Level 8 160,000 to 319,999xp
        Level 9 320,000 to 499,999xp
        Level 10 500,000xp or more


        Veteran Effect
        1 +10 CC, 15% Damage bonus
        2 +13 CC, 20% Damage bonus
        3 +17 CC, 22% Damage bonus, 5% Damage Mitigation, 2% Health bonus
        4 +21 CC, 24% Damage bonus, 30% Damage Mitigation, 4% Health bonus
        5 +25 CC, 25% Damage bonus, 35% Damage Mitigation, 6% Health bonus
        6 +26 CC, 25% Damage bonus, 35% Damage Mitigation, 7% Health bonus
        7 +27 CC, 25% Damage bonus, 35% Damage Mitigation, 8% Health bonus
        8 +28 CC, 25% Damage bonus, 35% Damage Mitigation, 9% Health bonus
        9 +29 CC, 25% Damage bonus, 35% Damage Mitigation, 10% Health bonus

        The Damage Mitigation % and Damage % apply in EvE only. Note that Veteran skill is shared between all classes


        ***Quick Note***


        Regardless of class, having a loadout dedicated to health insignias (and Consigliere or Centurion if you have him) is a good idea. Seat this loadout between/before wars with other passively beneficial LTs like Ariel, Joaquin, Gunner etc. if you like but definitely consider having Gunslinger seated to be sure - it's always nice to start the war with a couple extra tokens. Once you've joined the war, switch to your active use loadouts and enjoy the boost in EvE health.


        ****Quicker Note****


        We could use a bit more on the specific classes, more feedback will only help deepen the thread,
        please feel free to comment or message me/GGs/mods


        ***Quickest Note***

        Definitely consider using Layla regardless of class
        Last edited by Cthulu; 06-03-2017, 02:11 AM.
        Come join us
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        • Cthulu
          Retired Game Guru
          • Dec 2014
          • 3377

          #5
          Re: Community Empire Wars Guide

          Heavy Weapons

          The Heavy Weapons player brings firepower to the battlefield in large doses!
          They hit everything and everyone and are great at demolishing buildings.




          Lieutenants:

          Walker - Heavy Weapons exp boost

          Dozer, Backfire - increased demo damage

          Red Countess, Poppy - help bring buildings down fast in case there is a healer

          Rocket, Morningstar, Anthony - increase splash chance and damage

          General damage boosting LTs will help demo damage. Splash LTs will help flamethrower, dynamite and explosives. Critical LTs won't help demo damage but will contribute to offensive damage.


          Class Skills


          Skill



          Flamethrower
          10-15-20% horizontal splash damage
          Cost 750, 2500, 5000cc


          Dynamite
          15-25-35% 3x3 area splash, cost 2 tokens
          Cost 2000, 5000, 10000cc
          Requires Heavy Weapons level 2


          Booby Trap
          Does 70-100-125 + 1-3-5% attack strength as damage to target player and building when target heals
          Cost 2000, 4500, 7000cc
          Requires Heavy Weapons level 3


          Explosives
          55-62.5-70% chance to detonate on burn, 11.5-14.5-17.5% damage on chain detonation (stacks)
          Cost 3000, 5000, 7000cc
          Requires Heavy Weapons level 4


          Passive



          Indiscriminate
          Adds +3-4-5% attack power against Snipers
          Cost 275, 1000, 2500cc


          Demolition
          Adds +20-40-60 damage to attacks against buildings
          Cost 1000, 3000, 7000cc


          Collateral Damage
          Adds +5-7-10% chance to splash damage a random player on attacks against buildings
          Best use comes from hitting shields and full HQs
          Cost 2000, 5000, 10000cc
          Requires Heavy Weapons level 2


          Burn
          Adds 20-30-40% chance to burn on splash damage, lasts 5 minutes or until opponent uses a token (stacks 3x)
          Cost 2000, 4000, 6000cc
          Requires Heavy Weapons level 4


          Barrage
          Adds 50-70-90% chance to ignore dodge abilities
          Cost 2000, 3000, 4000cc
          Requires Heavy Weapons level 3


          Bulletproof
          Take 15-20-25% less damage when hit by a critical
          Cost 3000, 4000, 5000cc
          Requires Heavy Weapons level 3

          Veteran
          All around bonus and extra coins
          Requires any class to be the next level to upgrade



          Upgrade Strategy

          Heavy Weapons or HW should consider demolition and booby traps as their first priority. Building demo is always needed and traps have become very important in taking down active healers. After that, flamethrower or dynamite+burn+explosives or working on the passives is always beneficial. With the advent of shields, collateral damage has acquired usefulness and so all of the HW abilities should eventually be acquired.

          *If planning on switching to Terminator, consider saving 33,000cc total in order to open the Tier 2 class and upgrade fully to Grenade 3
          Last edited by Cthulu; 05-31-2017, 09:27 AM.
          Come join us
          on the official
          Underworld Empire Discord Server
          https://discord.gg/ThdmzmJ

          Comment

          • Cthulu
            Retired Game Guru
            • Dec 2014
            • 3377

            #6
            Re: Community Empire Wars Guide

            Terminators

            Terminators are the worst nightmare for buildings with many enemies inside them.
            They have devastating attacks that can damage each enemy inside a building
            as well as the building itself in one attack.

            Unlock by reaching Heavy Weapons level 3 and paying 10,000 class coins


            Lieutenants:

            Fleur: Class 2 experience boost

            Dozer, Backfire - increased demo damage

            Red Countess, Poppy - help bring buildings down fast in case there is a healer

            Rocket, Morningstar, Anthony - increase splash chance and damage

            General damage boosting LTs will help demo damage. Splash LTs will help bury. Critical LTs won't help demo damage but will contribute to offensive damage.

            Class skills

            Super Powers


            Incinerate
            Reduce health of target row by 15%, cost 2 tokens


            Devastate
            Deal 100 damage to building and 75+ true damage to players based on attack power, cost 2 tokens
            Cost 15,000 cc, requires Terminator level 4


            Skill



            Napalm
            Attack that deals 50-75-100%damage and applies napalm effect on target
            Napalm deals 5-7-10 amount of damage per minute to target until target heals or gets a stim pack
            Napalm effect will replace Heavy Weapon Burn effect
            Cost 0cc, 8000cc, 15000 cc to level


            Bury
            Attack that deals 80-90-100%damage and splashes 5% of that damage to all other targets in the building
            Cost 3000cc, 8000cc, 15000cc to level
            Requires Terminator Level 2


            Time Bomb
            Plants a time bomb on target which detonates after 2-5 minutes dealing 30-40-45 damage to building and 50-7-100+ damage to target based on attack power. Half effectiveness if detonated by health or stim pack. If used for building damage, this skill is best used on dead or inactive players while using the Heavy Weapon boobytrap skill on active opponents.
            Cost 3000cc, 8000cc, 15000cc to level
            Requires Terminator level 3


            Passive



            Grenade
            Adds 10-15-20 extra damage and 20-35-50%base damage to buildings and shields plus an extra 10-20-30% damage on shields
            Cost 0cc, 8000cc, 15000cc to level


            Napalm Bomb
            10-20-30%chance to splash napalm effect on the target row and add 5-7-10 additional damage per minute for napalm
            Cost 3000cc, 8000cc, 15000cc to level
            Requires Terminator level 2


            Big Gun
            Increase splash damage to players by 33-66-100%
            Cost 3000cc, 8000cc, 15000cc to level
            Requires Terminator level 3


            3rd Degree
            Targets with napalm status heal 3-6-10% less and add 5-7-10 additional damage per minute for napalm
            Cost 3000cc, 8000cc, 15000cc to level
            Requires Terminator level 4


            Collapse
            When dealing damage to players, splash 1-2-3% damage to the building
            Cost 3000, 8000, 15000cc to level
            Requires Terminator level 5

            Veteran

            All around bonus and extra coins
            Requires any class to be the next level to upgrade



            Upgrade Strategy

            Terminators should strongly consider upgrading Grenade to level 3 first. This will give the best shield and building damage. After this, consider going the Bury+Big Gun vs. Napalm+Napalm Bomb+Third Degree routes first. If you win a lot and have faster wars consider the bury route first, if you don't always win and wars can go longer consider doing napalm first. Both are good, just depends on which you prefer to do first. Collapse is good for some extra damage after upgrading the others. Time bomb is only useful in situations where a nuke or active healer has left a small amount of health on the building - preferentially use it on dead opponents in order to avoid having it stimmed off by an enforcer.
            Last edited by Cthulu; 05-31-2017, 09:27 AM.
            Come join us
            on the official
            Underworld Empire Discord Server
            https://discord.gg/ThdmzmJ

            Comment

            • Cthulu
              Retired Game Guru
              • Dec 2014
              • 3377

              #7
              Re: Community Empire Wars Guide

              Assassins

              Assassins come from an ancient disciplined order that train to kill quickly and silently.
              They are masters at maneuvering through urban structures and can set up deadly ambushes.




              Lieutenants:

              Arrow
              - Assassin exp boost

              Celia
              - Another chance to regen a token

              Gutter
              - Splash damage on execute

              Scorpion - Increase decap limit

              Class Skills


              Skill



              Backstab
              +10-20-30 damage to a non-defender
              Cost 750, 2500, 5000cc


              Cripple
              Damages 10-15-20% of target health on victory (half that on defeat), costs 2 tokens
              Cost 2000, 5000, 10000cc
              Requires Assassin level 2


              Poison
              Attack that deals 25% Damage debuff on target that deals 1-1.5-2.0% of max hp per token spent, lasts for 15-20-25 tokens
              Cost 3000, 5000, 7000cc
              Requires Assassin level 4


              Frenzy
              Attack that increases by 15-20-25% damage on executions (stacks up to 5)
              Cost 2000, 4500, 7000cc
              Requires Assassin level 4


              Passive



              Slayer
              +3-4-5% attack vs. Heavy
              Cost 275, 1000, 2500


              Opportunist
              +20-30-40% damage to sleeping enemies
              Cost 1000, 3000, 7000cc


              Decapitate
              Execute target at 500-600-700 health
              Cost 2000, 5000, 10000cc
              Requires Assassin level 2


              Cunning
              5-7-9% chance to generate a token when hit
              Cost 3000, 4000, 5000cc
              Requires Assassin level 3


              Payback
              +5-7-10% counter damage when chained (stacks up to 25-35-50 times)
              Cost 2000, 4000, 6000cc
              Requires Assassin level 3


              Evasion
              +40-60-80% to resist splash
              Cost 2000, 3000, 4000cc
              Requires Assassin level 3

              Veteran
              All around bonus and extra coins
              Requires any class to be the next level to upgrade



              Upgrade Strategy

              Decapitate first and foremost, followed by the rest as possible
              Last edited by Cthulu; 05-29-2017, 11:05 PM.
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              • Cthulu
                Retired Game Guru
                • Dec 2014
                • 3377

                #8
                Re: Community Empire Wars Guide

                Reapers

                Reapers are naturally talented at taking lives. They are trained to strike fast and early, then disappearing until later to deliver the final blow. Enemies need to be careful when facing them, otherwise a deadly plague may be unleashed onto them.

                Unlock by reaching Assassin level 3 and paying 10,000 class coins

                Lieutenants:

                Fleur: Class 2 experience boost

                Celia
                - Another chance to regen a token

                Gutter
                - Splash damage on execute

                Scorpion - Increase decap limit

                Class Skills

                Super Powers


                Impale
                Deals 500+ true damage to a single attacker based on attack power


                Mass Plague
                Each player in target building has a 75% chance to be plagued, uses 2 tokens
                Costs 15000cc
                Requires Reaper level 4


                Skill



                Bloodlust
                Increase Attack and base damage by +1-1.5-2% per win, stacks up to 10
                Cost 0, 8000, 15000cc


                Plague
                Attack with 60-80-100% chance to apply plague on target on win
                Cost 3000, 8000, 15000cc
                Requires Reaper level 2


                Precise Blade
                Deals 210=220-240% base damage to target. Dodge, Deflect, is half effective, takes 2 tokens
                Cost 3000, 8000, 15000cc
                Requires Reaper level 3


                Passive



                Harvest
                Increase base execution range to 800-900-1000, decreasing by 50 per successful execution to 400-500-600 minimum
                Cost 0, 8000, 150000cc


                Shadow Strike
                Increase damage to a player by 5-10-15% when alive and 20-40-60% when dead
                Cost 3000, 8000, 15000cc
                Requires Reaper level 2


                Ambush
                10-20-30% chance for free attack on sleeping targets
                Cost 3000, 8000, 15000cc
                Requires Reaper level 3


                Disable
                Plague is 50-100-200% more effective and decreases target chance powers 1-2-3% and building damage by 10-20-30%
                Cost 3000, 8000, 15000cc
                Requires Reaper level 4


                Life Curse
                3-6-10% life drain on win, does not work with Impale
                Cost is 3000, 8000, 15000cc
                Requires Reaper level 5


                Veteran
                All around bonus and extra coins
                Requires any class to be the next level to upgrade

                Upgrade Strategy

                Harvest will be the equivalent of the assassin decap ability but the other skills may be of more value depending on an empire's strategies. For this class it's not so much which to pick but the order because all of them are useful.
                Last edited by Cthulu; 05-29-2017, 11:08 PM.
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                • Cthulu
                  Retired Game Guru
                  • Dec 2014
                  • 3377

                  #9
                  Re: Community Empire Wars Guide

                  Enforcers

                  Enforcers are the tanks of their team.
                  Their knowledge of urban warfare rivals none,
                  and their training with cover and defenses gives their team the best survival odds.



                  Lieutenants:


                  Palladium - Enforcer exp boost

                  Anyone that increases defense, dodge, or damage mitigation

                  Class Skills


                  Skill



                  Knockout
                  Attack with 3-5-7% chance to stun target
                  Cost is 750, 2500, 5000cc


                  Stim Pack
                  +10 HP, Removes status effects, applies 10-15-25% resistance to new status effects
                  Cost is 2000, 4000, 6000cc
                  Requires Enforcer level 3


                  Last Stand
                  +300-400-500 health, increases counter damage by 15-25-35 dmg + 10-15-20% of attack damage (req. last defender)
                  Cost is 3000, 5000, 7000cc
                  Requires Enforcer level 4







                  Passive



                  Bruiser
                  Adds 3-4-5% attack power vs Assassins
                  Cost is 275, 1000, 2500cc


                  Toughness
                  Grants +20-40-60 def and +10-20-40 health
                  Cost is 1000, 3000, 7000cc


                  Deflect
                  Adds +5-10-15% chance to reflect damage to attacker
                  Requires Enforcer level 2


                  Juggernaut
                  At the beginning of battle, you gain a +3% chance to get +2,000-5,000-10,000 health
                  Cost is 2000, 5000, 10000cc
                  Requires Enforcer level 2


                  Die Hard
                  +15-30-40% chance to dodge execution above 400 Health
                  Cost is 3000, 4000, 5000cc.
                  Requires Enforcer level 3


                  Fortified
                  -10-20-30% Opponent counter damage
                  Cost is 2000, 3000, 4000cc
                  Requires Enforcer level 3


                  Adapation
                  -1-2-3% damage taken when chain attacked (stacks)
                  Cost is 2000, 4500, 7000cc
                  Requires Enforcer level 4

                  Veteran
                  All around bonus and extra coins
                  Requires any class to be the next level to upgrade


                  Upgrade Strategy

                  Deflect and stimpacks are a great place to start. Adaptation and die hard are also super frustrating for attackers.
                  Last edited by Cthulu; 05-30-2017, 01:54 AM.
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                  • Cthulu
                    Retired Game Guru
                    • Dec 2014
                    • 3377

                    #10
                    Re: Community Empire Wars Guide

                    Titans



                    Unlock by reaching Enforcer level 3 and paying 10,000 class coins

                    Lieutenants:

                    Fleur: Class 2 experience boost

                    Use the best combination of LTs that will boost your defense, dodge and damage mitigation.

                    Class Skills

                    Super Powers


                    Rally
                    Gain at least 600 armor immediately, additional armor gained is based on the player's defensive power.


                    Impervious
                    Become invincible for 2 minutes, remove all debuffs, cannot use tokens or be targeted in this state
                    Cost 2 tokens, Requires Titan level 4
                    Cost 15000cc


                    Skill



                    Bull Rush
                    Attack that deals 40-50-60% damage to all players in the target row
                    Cost 3000cc, 8000cc, 15000cc to level


                    Sucker Punch
                    Attack with 20-40-60% chance to remove a random negative status effect from self
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 2


                    Riot Shield
                    Give a target ally up to 120-160-200 armor when the armor is below 150. Target gains 20 less armor per riot shield received, with a minimum of 40-80-?. Riot Shield will wake up target from sleeping.
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 3


                    Passive



                    Turtle
                    Reduce damage taken by up to 30-40-50%. The higher damage taken per hit, the higher damage reduction potential.
                    Cost 0, 8000, 15000cc


                    Strengthen
                    All attacks gain 10-20-30% chance to stun on win. 100% chance to stun on a stunned or sleeping target.
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 2


                    Nanosuit
                    5-10-15% chance to shield all damage and turn 10% of it into your armor. Additionally, all your attacks against players return 5-10-15% damage dealt as your armor.
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 3


                    Vengeance
                    Deals 1% extra counter damage per 2 tokens absorbed. Caps at 50-75-100%
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 4


                    Reinforce
                    +3-5-7% of your starting health to the building you are defending. In addition, increase all armor gain by 3-5-7%
                    Cost 3000cc, 8000cc, 15000cc to level
                    Requires Titan level 5

                    Veteran
                    All around bonus and extra coins
                    Requires any class to be the next level to upgrade

                    Upgrade Strategy

                    Bull Rush, Turtle, Nanosuit and then the rest is a good jumping off point.
                    Last edited by Cthulu; 05-30-2017, 02:19 AM.
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                    • Cthulu
                      Retired Game Guru
                      • Dec 2014
                      • 3377

                      #11
                      Re: Community Empire Wars Guide

                      Snipers

                      Snipers are highly trained marksmen who can relay enemy information back to their team
                      as well as isolate and assassinate enemy leaders without being detected.



                      Lieutenants


                      Wraith: sniper experience boost

                      Critical chance LTs to get killing spree started then a loadout of critical damage/attack/damage LTs + insignias to increase your damage.

                      Class Skills


                      Skill



                      Head Shot
                      Attack with 5-7-9% chance to critical
                      Cost is 750, 2500, 5000


                      Lucky Shot
                      Attack with 10-15-20% chance to guaranteed win
                      Cost is 2000, 5000, 10000cc
                      Requires Sniper level 2


                      Concealed Shot
                      Attack with 25-35-50% chance to inflict Suppression on target. Halves counter attack damage. Sniper does 60-65-70% damage and takes no counter damage on win.
                      Cost is 3000, 5000, 7000cc
                      Requires Sniper level 4


                      Mark Target
                      75-85-?% chance to reveal an unknown player
                      Cost is 2000, 4500, ?cc
                      Requires Sniper level 3


                      Passive



                      Armor Piercing
                      Adds 3-4-5% attack power against Enforcers
                      Cost is 275, 1000, 2500cc


                      Invisible
                      Adds 3-5-7% chance to Dodge attacks
                      Cost is 1000, 3000, 7000cc


                      Killing Spree
                      Adds 13-15-17% chance to critical chance and critical damage on Critical (stacks)
                      Cost is 2000, 5000, 10000
                      Requires Sniper level 2


                      Sureshot
                      Adds 5-7-9% chance to Crit for each non-critical hit (stacks then resets on critical hit)
                      Cost is 2000, 4000, 6000cc
                      Requires Sniper level 3


                      Barricaded
                      Adds 5-7-10 damage mitigation
                      Cost is 2000, 3000, 4000cc
                      Requires Sniper level 4


                      Richochet
                      Adds 50% chance to hit a random target for 5-10-15% of attack damage on Crit
                      Cost is 3000, 4000, 5000cc
                      Requires Sniper level 3

                      Veteran
                      All around bonus and extra coins
                      Requires any class to be the next level to upgrade

                      Upgrade Strategy

                      Head shot, killing spree, and sure shot to get started then the others.
                      Last edited by Cthulu; 05-30-2017, 02:02 AM.
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                      • Cthulu
                        Retired Game Guru
                        • Dec 2014
                        • 3377

                        #12
                        Re: Community Empire Wars Guide

                        Ghosts

                        Ghosts take pride in their deadly accuracy, able to often deal one-shot kills They become more accurate with each shot, and their senses magnify during battle, allowing them to evade shots against them.


                        Unlock by reaching Sniper level 3 and paying 10,000 class coins

                        Lieutenants:

                        Fleur: Class 2 experience boost

                        Anyone that will help you wreck more havoc harder

                        Class Skills

                        Super Powers


                        Adrenaline Rush
                        Boosts your critical chance by 40% and critical damage by 40%. The counter damage you take will be doubled. The boost ends when you are wounded or killed.


                        Penetrating Shot
                        Deal at least 250 true damage to target row. The bonus damage dealt is based on your attack power. 10% chance to 3x the damage.
                        Cost is 15000cc
                        Requires Ghost level 4


                        Skill



                        Power Shot
                        10-15-20% chance to deal a 3x attack
                        Cost 0cc, 8000cc, 15000cc to level


                        Ghost Tag
                        Attack with 80% chance to mark the target with a Ghost Tag on win. Ghost tag amplifies damage taken by the target by 8-12-15%. Apply chance is halved on loss.
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 2


                        Piercing Shot
                        Deals 25-50-75% extra damage against targets with armor
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 3


                        Passive



                        Accuracy
                        Critical hit damage has 15% chance to be 2x-3x-4x
                        Cost 0cc, 8000cc, 15000cc to level


                        Dodging Spree
                        +2-3-4% dodge chance per successful dodge, max 10-15-20%
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 2


                        Precision
                        Each win increases base damage by 0.5%
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 3


                        Ghost Hunter
                        Ghost Tag gains the ability to reduce target's defense, deflect chance, and dodge chance by 2-4-6%
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 4


                        Hot Shot
                        1-2-3% chance to trigger Hot Shot when battle starts. Hot Shot will double your base damage and will last the entire battle
                        Cost 3000cc, 8000cc, 15000cc to level
                        Requires Ghost level 5

                        Veteran
                        All around bonus and extra coins
                        Requires any class to be the next level to upgrade

                        Upgrade Strategy

                        All of them and as fast as you can. Are there any ghost skills that aren't amazing?
                        Last edited by Cthulu; 05-30-2017, 02:06 AM.
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                        • Cthulu
                          Retired Game Guru
                          • Dec 2014
                          • 3377

                          #13
                          Re: Community Empire Wars Guide

                          Player Types

                          There are currently 5 types of players available in Underworld Empire: free agents, regular empire members, officers, underboss and boss.

                          Free agents can play in the rest of the game but are excluded from empire wars, donations, empire chats, and viewing the empire leaderboards.

                          Regular empire members can play in all aspects of the game including contributing to their empire development, participating in wars and increasing their empire ranking on the boss points leaderboard. Regular members are indicated with white text in empire chat.

                          Officers can enjoy everything regular members can plus allow new members to join the empire, mark buildings for demo and attack, arrange empire buildings, set up donation priorities and post news. Officers are indicated with green text in empire chat and stripes on the empire home screen.

                          Underboss and Boss are able to do the things an officer can plus promote/demote/remove players, set the empire description, set recruitment and change the empire banner. Underboss and Boss have the same abilities except the boss can demote or promote the underboss. Bosses/underbosses are indicated with orange text in empire chat and have gold/silver stars on the empire home screen.
                          Last edited by Cthulu; 04-08-2017, 07:07 PM.
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                          • Cthulu
                            Retired Game Guru
                            • Dec 2014
                            • 3377

                            #14
                            Re: Community Empire Wars Guide

                            Symbols


                            Sleeping
                            Player has neither joined the war nor been attacked
                            Generates tokens more slowly, takes more damage from
                            Assassins and Reapers


                            Wounded Defender
                            Defensive player has less than 200 health
                            Deals 50% damage, active skills disabled, passives persist


                            Wounded Attacker
                            Offensive player has less than 200 health
                            Deals 50% damage, active skills disabled, passives persist


                            Dead
                            Player has 0 health
                            Deals 50% damage, active skills disabled, passives persist


                            Stunned
                            Player affected by enemy Knockout (Enforcer skill) or
                            Strengthen (Titan passive)
                            Deals reduced damage, generates tokens more slowly,
                            takes more damage from Assassins, expires on first action


                            Immunity
                            Player affected by friendly Stim Pack (Enforcer skill)
                            Resists most new status effects up to 25% of the time,
                            doubled percentage when Enforcer applies on self


                            Last Stand
                            Enforcer affected by self-applied skill Last Stand
                            Deals more counter damage, gains defense, expires when dead


                            Booby Trapped
                            Player affected by enemy Booby Trap (Heavy skill)
                            Receives damage when healed, building also suffers damage


                            Burning
                            Player affected by enemy Burn (Heavy passive)
                            Receives 5 damage per minute for 5 minutes, can be
                            stacked up to 3 times


                            Explosives
                            Player affected by enemy Explosives (Heavy skill)
                            Receives damage when Burned, triggers splash damage


                            Napalmed
                            Player affected by enemy Napalm (Terminator skill)
                            Receives damage over time indefinitely, suffers reduced
                            healing if upgraded


                            Time Bomb
                            Player affected by enemy Time Bomb (Terminator skill)
                            Receives damage on delay, building also suffers damage,
                            halved if detonated by heal


                            Poisoned
                            Player affected by enemy Poison (Assassin skill)
                            Receives up to 2% max HP as damage per token spent,
                            lasts for up to 25 tokens


                            Plagued
                            Player affected by enemy Plague (Reaper skill)
                            Receives a percent of current HP as damage per token
                            spent or absorbed, lasts indefinitely, suffers reduced
                            chance powers and building damage if upgraded


                            Suppressed
                            Player affected by enemy Concealed Shot (Sniper skill)
                            Deals halved counter damage, 50% chance to expire per
                            token spent


                            Marked
                            Player affected by enemy Marked Target (Sniper skill)
                            Made visible to all enemy snipers


                            Adrenaline Rush
                            Ghost affected by self-applied super Adrenaline Rush
                            Gains 40% critical rate, deals 40% more critical damage,
                            receives double counter damage, expires when wounded or dead


                            Ghost Tagged
                            Player affected by enemy Ghost Tag (Ghost skill)
                            Receives up to 12% more damage, suffers reduced
                            defense, dodge, and deflect chance if upgraded


                            Impervious
                            Player becomes invincible for 2 minutes, remove all debuffs, cannot use tokens or be targeted in this state.
                            Last edited by Cthulu; 06-03-2017, 02:27 AM. Reason: credit to an old thread by Selene
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                            • Cthulu
                              Retired Game Guru
                              • Dec 2014
                              • 3377

                              #15
                              Re: Community Empire Wars Guide

                              EvE FAQ

                              What influences my token timer?
                              At this point, joining a war will modify your token timer to the level of your empire's armory. There is currently no need to use a "wake-up shot" anymore. A stim-pack or being attacked will also do the same. Losing either the armory or HQ will return your token timer to 5 minutes per token and there will be a loss of some conserved tokens.

                              How can I get more tokens?
                              There are 3 lieutenants that can give more tokens: Layla has a chance to give a token on a win, Gunslinger gives a chance to start the war with extra, and Frank can give a no cost action. The Assassin skill Cunning can generate a token when attacked and the Reaper skill Ambush can give a chance for free attacks on sleeping players.

                              How can I avoid dying while on Killing Spree?
                              Use armor packs if possible to continue the spree without dying/healing/interrupting the killing spree.

                              Does it matter who starts/loads/fires the nukes?
                              The nuke damage is dependent on the upgrades to the nuclear silo and independent of player level/attack/class/etc.

                              Should I switch to one of the Tier 2 classes? What's the difference?
                              Generally, stronger and more active accounts will do well with a Tier 2 class while weaker and less active accounts do better with Tier 1 classes.

                              I heard they are considering a 3x4 or 4x3 grid?
                              Not at this point in time. That was from an old Facebook post made by past developers.

                              Where can we get "Empire Drops"?
                              So these are just placeholders for the future when the actual items are released.

                              Why aren't the Shadow Empire upgrades included?
                              They aren't available yet to actually build - you can donate however. In the future these will need to be added.

                              I can't use my personal Super Powers?
                              Find yourself in your building in a war and apply them to yourself.

                              How do we recruit new members?
                              World Chat is commonly used, EvE chat, in-game chat rooms and Line groups. It's also possible to directly message players individually. All have a varying level of success depending on personal preferences.

                              Our leader quit and no one can get a hold of them to promote the Underboss?
                              Contact support, help for this problem is situational but it does occasionally work out.

                              We saw something weird in the war log?
                              Contact support or make a forum post for Duke (with screenshots if possible). It could be a display error or glitch that needs repair.

                              What do we do if there is missing, incorrect or misleading information?
                              Please, please, please comment in the Comment thread indicated at the top of this thread. It's a community thread so it belongs to all of us.
                              Last edited by Cthulu; 05-30-2017, 09:14 AM.
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