ToE H5/HoF
Magic Guild level one
Magic Guild level one Cost Requirements Magic Guild level one
  • 2000
  • 5
  • 5
Effect
Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
Magic Guild level two
Magic Guild level two Cost Requirements Magic Guild level two
  • 1000
  • 5
  • 5
  • 1
  • 1
  • 1
  • 1
Magic Guild level one
Effect
An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.
Magic Guild level three
Magic Guild level three Cost Requirements Magic Guild level three
  • 1000
  • 5
  • 5
  • 2
  • 2
  • 2
  • 2
Magic Guild level two
Effect
An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the third circle.
Magic Guild level four
Magic Guild level four Cost Requirements Magic Guild level four
  • 1000
  • 5
  • 5
  • 3
  • 3
  • 3
  • 3
Magic Guild level three
Effect
An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Magic Guild level five
Magic Guild level five Cost Requirements Magic Guild level five
  • 1000
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
Magic Guild level four
Effect
An upgrade of the Magic Guild level four.
Allows a visiting hero to learn the spells kept within. Adds 2 spell of the fifth circle.
Altar of Elements
Altar of Elements Cost Requirements Altar of Elements
  • 2000
  • 3
  • 3
  • 3
  • 3
Town Level 3
Magic Guild level one
Effect
Supports Elemental Chains racial ability. Displays elements on own creatures what allows to plan attacks inflicting more damage. Creatures with opposite elements deal more damage to the enemy.
Altar of Primal Elements
Altar of Primal Elements Cost Requirements Altar of Primal Elements
  • 3000
  • 5
Town Level 3
Altar of Elements
Effect
An upgrade of the Altar of Elements.
Supports Elemental Chains racial ability. Increases damage of elemental chains by 10%. The more Altars you have the more will be the bonus.
Ritual Pit
Ritual Pit Cost Requirements Ritual Pit
  • 1000
  • 5
Town Level 6
Blood Arena
Effect
Can boost creature growth for Blood Maidens, Blood Furies and Minotaurs, Minotaur Guards. Sacrificing creatures here may result in additional growth rate increase at seemingly random tier.
Trade Guild
Trade Guild Cost Requirements Trade Guild
  • 1000
  • 5
  • 5
Town Level 6
Marketplace
Effect
Sells Artifacts. At the beginning of each week gives some random resource.
Hall Of Intrigue
Hall Of Intrigue Cost Requirements Hall Of Intrigue
  • 1500
Town Level 9
Effect
Knowledge of all Warlocks is increased by 1 (cumulative with other castles).
Mother of Darkness
Mother of Darkness Cost Requirements Mother of Darkness
Effect
The Mother of Darkness increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day and boosts Magic Power for defending heroes by +10. A Tear of Asha is required to build this structure.
Expert's Corner (by ThE_HyDrA)

The Ritual Pit is an inexpensive way of boosting early creature growth. Additionally, it strengthens the Blood Witches through the way of numbers, augmenting their good attacking abilities further. You may also decide to take a risk and sacrifice creatures for a growth rate at a random level, though the normal effect of this building justifies the small 1000 gold needed to build it. If Sulfur poses a problem, it could be foregone until later on. The Trade Guild can also be useful if the player has artifact duplicates or is willing to trade some in for gold/resources. Since it is cheap and provides a random resource each week, there is no harm in building it, but focus on the more integral buildings first.

Undoubtedly, the most influential of Dungeon's Special Buildings are the Altar of (Primal) Elements. The Altar of Elements is a given, despite its cost, and even without Elemental Vision enables spell chain damage. The Altar of Primal Elements is potent due to its cumulative effect, but in the early levels has a rather minimal impact on the already small elemental damage bonus.

The Hall of Intrigue's major benefit is increasing the knowledge of your Warlock heroes by 1. The destruction of two buildings is a double-edged sword, seeing as, in most situations, you'd like to retain control of the castle, and it pushes back development.

This information comes from the Heroes V release version (v2.1).

Thanks to Fiur for the in-game screenshots.
Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!