ToE H5/HoF
Magic Guild level one
Magic Guild level one Cost Requirements Magic Guild level one
  • 2000
  • 5
  • 5
Town Level 3
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
Town Level 3
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
Town Level 3
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
Town Level 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
Town Level 3
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 spells of the fifth circle.
Infernal Loom
Infernal Loom Cost Requirements Infernal Loom
  • 1000
  • 2
  • 2
Town Level 3
Effect
The Infernal Loom increases number of gated creatures by 10%. Enemy heroes sieging this town get -2 to luck.
Spawn of Chaos
Spawn of Chaos Cost Requirements Spawn of Chaos
  • 1500
  • 5
Town Level 6
Demon Tower
Effect
The Spawn of Chaos increases Horned Demon, Horned Overseer and Horned Grunt growth by +2 per week.
Halls of Horror
Halls of Horror Cost Requirements Halls of Horror
  • 1000
  • 5
Town Level 15
Burning Stables
Effect
The Halls of Horror increase Hell Charger, Nightmare and Hell Stallion production by +1 per week.
Sacrificial Pit
Sacrificial Pit Cost Requirements Sacrificial Pit
  • 2000
  • 5
  • 5
  • 5
Town Level 12
Citadel
Effect
Allows to sacrifice creatures at this building in exchange for extra experience.
Lord of Torments
Lord of Torments Cost Requirements Lord of Torments
Effect
The Lord of Torments increases weekly creature growth by 50%, provides your empire with an additional 5000 gold each day and boosts Spellpower of defending heroes by +10. A Tear of Asha is required to build this structure.
Expert's Corner (by ThE_HyDrA)

Much like its evil-minded partner in crime, the Inferno also has a healthy number of special buildings to aid its cause, though they are not all as effective as they could be. The Infernal Loom, however, is an excellent structure to aid in Gating, speeding it up by a huge 30%! Together with even Expert Gating (Critical Gating and other abilities), the Inferno class ability has become much stronger due to this improvement. It is a small investment, but one well worth the measly 1000 gold 2 mercury and 2 sulfur. In a stark contrast, the Spawn of Chaos structure is perhaps one of the most useless in the game. Why would anyone want to boost the growth of Horned Demons? (There is a reason) But the boost is so small, why bother with it? The bonus simply isn't big enough - it may be viable for 5 or 6, but 2 just doesn't warrant it.

Despite the cheap cost for the Halls of Horror, the town level pre-requisite is quite high. If you're still in the middle of town development, then the building can wait (e.g. the Desecrated Temple has higher claims to this) but it provides an average level 5 bonus, and Nightmares are excellent melee fighters. Sulfur is the only element that may prevent you from acquiring them due to it being needed later on.

Yes, there's a use for those Horned Demons - it is called the sacrificial pit. If you never have any intention of using these creatures, then this is where they go (or, alternatively, don't buy them at all), but trading them in for experience is not bad if the map is short on gold chests and learning stones, etc. This is not the recommended way to level-up a hero, but can be useful when developing a low-level hero.

This information comes from the Heroes V release version (v3.0).

Thanks to Fiur and Vokial for 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!