
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.
No email needed. A guest's legions farm 1 hour while you are away, and a guest cannot reset a password. Register any time to keep your crypt.
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.
Beneath the Kingdom of Ash the stair has no bottom. Each depth asks your legions together for 5% more than the last and takes a toll that grows faster still. Every depth you break adds 2% Dark Energy and makes every legion 4.5% stronger than before, for good.
Let the dead pile high. Sacrifice an entire stack and claim before the ritual collapses.
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%.
A ritual is burning on the altar. Claim it, or let it collapse, before you offer the next stack.
Every perfect earns favor. New rites earn more; repeated masterpieces still count. Blessings and luck endure after sacrifice.
Golems are constructs, not skeletons: they take no command slots, and the Forge commands one golem for each legion you own. 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.
Skeletons feed your Dark Energy and golems crush Bonedust. The Revived are monsters you have slain and raised again: each one gathers Souls every second, even while you are away. Raise each kind once, then strengthen it up to level 10.
Forbidden knowledge, bought with Dark Energy and Souls.
Each land of Chapter III is sealed by a spell. Study it step by step at your desk, then test it at the land: the first two castings fail and send you back to your books, the third breaks the land. A spell can only be carried once it is fully learned. Each legion carries one as a buff on that legion, wherever it farms.
Grow the necromancer's craft. Fully grown, the three trees keep every spell burning without rest.
Games of nerve and patience for the long waits between conquests. Unseal each one once with Dark Energy and it is yours for good. The first costs little; the later ones cost more and wake as your dominion grows.
Lead your undead into a shared descent. The upper 30 floors can wipe out a legion. Deeper down, fighting wears the ranks thin and a quarter-army hazard can finish the survivors. Floods, shockwaves and other hazards take a quarter or half of your starting count. Watch their numbers and climb out in time. Losses last for this expedition only. Clearing all 100 levels pays 200x, and about one run in 220 does.
The Gravekeeper keeps six relics under his shroud. Stake a relic's price in Dark Energy and he brings it up Worn, Haunted, Cursed, Unholy or, once in a long while, Deathless. The rarer the find, the more it pays, and every relic you find goes into your collection.
Choose your relic. Break the seal. Discover its rarity.
Nine sealed coffins, and two or three of them hide a Mimic: each hunt tells you how many before you open one. Every safe coffin you open adds Dark Energy to your pot, each more than the one before; a Mimic swallows the whole pot. Open as many as you dare, and leave with the loot. A fresh trail to the coffins comes every ten minutes. Coffin spirits over your lands still lead to a hunt of their own.
Graves beside the Old Mausoleum, nine at first and up to thirty-six with the Grimoire. Plant seeds with Bone Idols; they ripen in about half an hour and wait for you. An empty grave beside the right ripe plants may sprout a new species every ten minutes, even while you are away. Most recipes are hidden: find them all.
Six worldbosses rise every day, one in every four hours, for fifteen minutes. Every necromancer online fights them together. Send a legion or a squad, then read the damage ranking when the boss sinks back: which army strikes hardest is yours to find out.
| # | Necromancer | Damage | Tickets |
|---|
A squad is an army for a boss, picked from every undead your legions hold, up to 100. It borrows them only for the fifteen minutes of the fight: each legion keeps its route and farms on with the summons it has left. One golem may join too: it fills 5 of the 100 places, and on a boss's field it counts twice and brings a role of its own. Pick the bosses a squad fights by default and it is chosen for you when they rise. Two squads are free; premium holds eight and sends each boss's squad on its own, even while you are away.
The last battles against the bosses you know, newest first. Open one to see its damage ranking.
Small victories. Greater power.
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.
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.