
Iron Golem
Bulwark: raises its legion's defense and vitality and pierces armor. Needs Grave Iron.
Raise the fallen. Claim the forgotten.
Become the Deathlord.
Your servants await their master.
Your first servant. Your first conquest.
Your empire begins in seconds.
Every land remembers the necromancer who farms it. Each encounter won there and each harvest by hand teaches it one point of Lore, and a tenth of every point also fills the Lore Pool. Every ten levels a land gives more; at 50 it grants its own reward.
Let the dead pile high. Sacrifice an entire stack and claim before the ritual collapses.
A ritual is burning on the altar. Claim it, or let it collapse, before you offer the next stack.
Offer the entire stack of one kind. Once lit, the ritual surges every 2.5 seconds on its own until you claim it or it collapses to 75%.
Golems are constructs, not skeletons: the Forge commands them apart from your army of the dead, four at first and one more for each Chapter II land you conquer. Its first fire leaves enough material for one golem of each kind, and from then on your legions find more on conquered lands.

Bulwark: raises its legion's defense and vitality and pierces armor. Needs Grave Iron.

Wildfire: its magic multiplies with the size of the horde, double on the Forsaken Battlefield. Needs Cinder Cores.

Mending: its legion's wounded recover faster. Needs Clotted Ichor.

Chill: slows the enemy, so its legion is injured less often. Needs Rime Shards.
The fallen of the Kingdom of Ash rise as undead commanders. Each kind rises once and leads one legion, giving it a specialty; it has no strength of its own and is never wounded.
Forbidden knowledge, bought with Dark Energy and Souls.
Every perfect earns favor. New rites earn more; repeated masterpieces still count. Blessings and luck endure after sacrifice.
Legion traits aid their bearer; altar traits increase offering value and Dark Energy from every legion. Unequip and remove protection before sacrifice. Perfects and new personal bests are protected automatically. Sacrifice pays the shown Dark Energy immediately; your crafting records endure.
Small victories. Greater power.
Deeds whispered of in every crypt. Each grants a permanent boon.
Band together with up to four other necromancers. Every week your coven besieges the Paladin Citadel with the legions its members lend.
Three tasks from the work you already do. Progress made while you are away counts. Each finished contract pays Contract Seals; a claimed slot takes a new contract after an hour.
Nine graves beside the Old Mausoleum. Plant seeds with Bone Idols; they ripen over hours and wait for you. An empty grave beside two ripe plants of the right pair may sprout a new species on any hour, even while you are away.
One descent for every necromancer. Wager Dark Energy on how deep the legion goes and climb out before it dies. Level 1 pays 1.01x; the first levels kill often, the middle depths are steady, and the deep levels are merciless. Clearing all 100 levels pays 200x, and about one run in 220 does.