Cost: 1000 , 4
Produces: 8 Maniacs per week
Cost: 1500 , 2 , 4 , 3
Produces: 11 Demented/Maniacs per week
Cost: 1750 , 6 , 2
Produces: 5 Hellhounds per week
Cost: 2250 , 4 , 2 , 2
Produces: 8 Cerberi/Hellhounds per week
Cost: 2000 , 5 , 5
Produces: 7 Succubi per week
Cost: 2750 , 2 , 3 , 3
Produces: 11 Lilim/Succubi per week
Cost: 3000 , 3 , 4 , 3
Requires: Town Hall
Produces: 4 Breeders per week
Cost: 3500 , 2 , 5 , 4
Produces: 5 Breeder Mothers/Breeders per week
Cost: 3500 , 5 , 5 , 5
Requires: Town Hall
Produces: 3 Lacerators per week
Cost: 3000 , 5 , 6
Produces: 4 Tormentors/Lacerators per week
Cost: 4000 , 8 , 3
Requires: Town Hall
Produces: 3 Juggernauts per week
Cost: 3000 , 4 , 5 , 4
Produces: 4 Ravagers/Juggernauts per week
Cost: 10000 , 13 , 11 , 12
Requires: City Hall
Produces: 1 Pit Fiends per week
Cost: 10000 , 12 , 14 , 13
Produces: 2 Pit Lords/Pit Fiends per week
Cost: 2000 , 2 , 2
Function: Allows Rank 2 buildings, +1000 gold per day
Cost: 5000 , 5 , 5
Function: Allows Rank 3 buildings, +2000 gold per day
Cost: 10000 , 10 , 10
Function: +4000 gold per day
Restriction: Can only build one Capitol
Cost: 2500 , 5 , 5
Function: Defensive walls around the town, +1 to weekly creature growth
Cost: 5000 , 10 , 10
Requires: Town Hall
Function: A moat filled with lava and a keep are added to your town’s defenses. Any creature entering the moat or standing in it is dealt 60 damage (Fire). Creature production is increased by 1.
Cost: 7500 , 15 , 15
Requires: City Hall
Function: Adds 2 arrow towers, fortifies town`s defenses, +1 to weekly creature growth
Cost: 2500 , 2 , 2
Function: A marketplace for trading and exchanging resources, built on a powerful nexus of Chaos magic that can modify the fees of all transactions, for better or worse... Also produces 500 gold/day.
Cost: 2000
Function: Heroes can be hired for a fee
Cost: 3500 , 5 , 5 , 5
Requires: Town Hall
Function: Your heroes can teleport from this town to any other town you control
Cost: 7000 , 10 , 10 , 10
Requires: City Hall
Function: Allows heroes to teleport back to this town. Note: Cost can`t be reduced by Architect II
Cost: 2000 , 5 , 2 , 2
Requires: Town Hall
Function: The efficiency of the Gating faction ability is increased by 10%.
OR
Cost: 2000 , 5 , 2 , 2
Requires: Town Hall
Function: Creates a gate inside the control zone and an entrance next to the Town. The Heroes can teleport to the gate by using the entrance. The gate can only be placed in the passable and visible area.
Cost: 4000 , 5 , 5 , 8
Requires: City Hall
Function: When the town is under siege, a Meteor Shower strikes the attackers at the start of each turn. Each enemy is dealt 335 damage (Fire) and random craters appear, reducing the Movement of walker creatures by 1.
OR
Cost: 4000 , 5 , 5 , 8
Requires: City Hall
Function: In every combat taking place in one of your towns’ Area of Control, an Abyssal Worms appears. The Worm will randomly swallow a medium sized enemy creature and start to digest it. The enemy can attack the Worm stack to rescue the swallowed creature.
Cost: 15000 , 15 , 15 , 15
Requires: Capitol
Function:Provides 5000 gold/day and increases all creature production by 50%.
Meteors are fired at any enemy hero entering the player’s Area of Control, dealing 1000 damage (Fire) to all creature stacks in their army.