ToE H5/HoF
Imp Crucible
Imp Crucible Cost Requirements Imp Crucible
  • 400
  • 5
Effect
The Imp Crucible allows you to recruit 16 Imps per week.
Familiar Crucible
Familiar Crucible Cost Requirements Familiar Crucible
  • 1200
  • 5
Imp Crucible
Effect
An upgrade of the Imp Crucible.
The Familiar Crucible allows you to recruit 16 Familiars per week.
Demon Tower
Demon Tower Cost Requirements Demon Tower
  • 1000
  • 5
Town Level 3
Effect
The Demon Tower allows you to recruit 15 Horned Demons per week.
Demon Bastion
Demon Bastion Cost Requirements Demon Bastion
  • 2500
  • 10
  • 5
Town Level 3
Demon Tower
Effect
An upgrade of the Demon Tower.
The Demon Bastion allows you to recruit 15 Horned Overseers per week.
Howling Kennels
Howling Kennels Cost Requirements Howling Kennels
  • 1200
  • 10
  • 2
Town Level 6
Tavern
Effect
The Howling Kennels allows you to recruit 8 Hell Hounds per week.
Raging Kennels
Raging Kennels Cost Requirements Raging Kennels
  • 2500
  • 15
  • 5
Town Level 6
Howling Kennels
Effect
An upgrade of the Howling Kennels.
The Raging Kennels allows you to recruit 8 Cerberi per week.
Hall of Temptations
Hall of Temptations Cost Requirements Hall of Temptations
  • 3500
  • 5
  • 5
  • 3
  • 3
Town Level 9
Magic Guild level one
Effect
The Hall of Temptations allows you to recruit 5 Succubi per week.
Hall of Sins
Hall of Sins Cost Requirements Hall of Sins
  • 5000
  • 5
  • 3
  • 5
  • 3
Town Level 9
Hall of Temptations
Effect
An upgrade of the Hall of Temptations.
The Hall of Sins allows you to recruit 5 Succubus Mistresses per week.
Burning Stables
Burning Stables Cost Requirements Burning Stables
  • 4000
  • 5
  • 5
  • 10
Town Level 9
Effect
The Burning Stables allows you to recruit 3 Hell Chargers per week.
Blazing Stables
Blazing Stables Cost Requirements Blazing Stables
  • 6000
  • 5
  • 5
  • 7
  • 10
Town Level 9
Burning Stables
Effect
An upgrade of the Burning Stables.
The Blazing Stables allows you to recruit 3 Nightmares per week.
Heart of the Pit
Heart of the Pit Cost Requirements Heart of the Pit
  • 5000
  • 10
  • 10
Town Level 12
Hall of Temptations
Effect
The Heart of the Pit allows you to recruit 2 Pit Fiends per week.
Heart of the Abyss
Heart of the Abyss Cost Requirements Heart of the Abyss
  • 8000
  • 10
  • 10
  • 7
Town Level 12
Heart of the Pit
Effect
An upgrade of the Heart of the Pit.
The Heart of the Abyss allows you to recruit 2 Pit Lords per week.
Temple of the Fallen
Temple of the Fallen Cost Requirements Temple of the Fallen
  • 10000
  • 10
  • 10
  • 5
Town Level 15
Effect
The Temple of the Fallen allows you to recruit 1 Devil per week.
Temple of the Forsaken
Temple of the Forsaken Cost Requirements Temple of the Forsaken
  • 10000
  • 10
  • 15
  • 10
Town Level 15
Temple of the Fallen
Effect
An upgrade of the Temple of the Fallen.
The Temple of the Forsaken allows you to recruit 1 Arch Devil per week.
Expert's Corner (by ThE_HyDrA)

In the early stages of development, the Inferno can be likened to the Haven town, with slightly less gold demand, much more wood and a small need of sulfur. The higher wood cost, with the focus shifting from primary resources to secondary resources as the town breaches level 4 and onwards. In the middle levels, sulfur is the main precious resource, while mercury is the main protagonist in the latter stages of development, especially when taking into account the massive 25 mercury for the Devil and Archdevil (+20 for Pit Fiend/Lord!).

The gold cost in the Inferno is likable to that of the Dungeon town, and indeed the high cost of precious resources in the middle-late dwellings means that you'd be well advised to plan ahead and search for secondary resource mines early on, making use of gating to keep numbers up against neutrals. The Infernal Loom can assist in this objective.

The Burning Stables is the only (expensive) building needed for any of Inferno's special buildings. Mercury and Sulfur are heavily favoured in the Inferno town, while Gems and Crystal play relatively minor roles - gold also features in the middle-levels. The Inferno dwellings are balanced in cost, meaning that you'll have to expand and explore to find the necessary materials, not always an easy task, but progress is made with the help of gating.

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!