Common buildings:
Picture
Name
Cost
Requires
Function
Village Hall
nothing
nothing
*The Village Hall is automatically built in every town and produces 500 gold per day.
Town Hall
2500 gold
*Village Hall
*Tavern
*The Town Hall replaces the Village Hall and produces 1000 gold per day.
City Hall
5000 gold
*Town Hall
*Blacksmith
*Mage Guild
*Marketplace
*This improvement upon the Town Hall produces 2000 gold per day.
Capitol
10000 gold
*City Hall
*Castle
*This final upgrade of the previous three buildings produces 4000 gold per day but can only be built in one of your towns.
*When you capture a town with a Capitol while you already have one, the new one is automatically downgraded to a City Hall.
Fort
5000 gold +20 wood +20 ore
*Village Hall
*When a Fort is built, the town is surrounded by walls.
Citadel
2500 gold +5 ore
*Fort
*This improvement upon the Fort adds a moat and an arrow tower to the town's defense.
*Creature growth increases by 50%.
Castle
5000 gold +10 wood +10 ore
*Citadel
*This final upgrade of the previous two buildings adds 2 smaller arrow towers to the town walls.
*The total basic creature growth is increased by 100%.
Mage Guild level 1
2000 gold +5 wood +5 ore
*Village Hall
*The Mage Guild allows heroes to learn 5 level 1 spells.
*Spellbooks can be purchased here for 500 gold.
*The Mage Guild also restores the full amount of spellpoints of any hero that ends his/her turn in that town.
Mage Guild level 2
1000 gold +5 wood +5 ore +4 crystal +4 gems +4 mercury +4 sulfur
*Mage Guild level 1
*This upgrade adds another level to the Mage Guild where heroes can learn 4 level 2 spells.
Mage Guild level 3
1000 gold +5 wood +5 ore +6 crystal +6 gems +6 mercury +6 sulfur
*Mage Guild level 2
*This upgrade adds another level to the Mage Guild where heroes can learn 3 level 3 spells.
Mage Guild level 4
1000 gold +5 wood +5 ore +8 crystal +8 gems +8 mercury +8 sulfur
*Mage Guild level 3
*This upgrade adds another level to the Mage Guild where heroes can learn 2 level 4 spells.
Mage Guild level 5
1000 gold +5 wood +5 ore +10 crystal +10 gems +10 mercury +10 sulfur
*Mage Guild level 4
*This upgrade adds another level to the Mage Guild where heroes can learn 1 level 5 spells.
Marketplace
500 gold +5 wood
*Village Hall
*The Marketplace allows you to trade one type of resources for another type. (the rate gets more profitable if you control more Marketplaces)
*You can donate resources to other players here too.
Tavern
500 gold +5 wood
*Village Hall
*In the tavern you can recruit new heroes for 2500 gold each. (the available heroes change every week)
*Your heroes that have fled or surrendered from combat end up in the tavern as well.
*In the tavern you can also listen to rumors.
*You can visit the Thieves' Guild to check on the status of your opponents. (the more taverns you own, the more detailed the information in the Thieves' Guild'll be)
*The tavern also increases the Morale of garissoned troops by 2.

Dungeon buildings:
Picture
Name
Cost
Requires
Function
Battle Scholar Academy
1000 gold +5 wood +5 ore
*Village Hall
*Visiting heroes receive 1000 experience points. (on their first visit only)
Artifact Merchants
10000 gold
*Marketplace
*A set of artifacts is for sale here (you can use either gold or other resources to trade), and artifacts may be traded for resources too. (the rate gets more profitable if you control more Marketplaces)
Blacksmith
1000 gold +5 wood
*Village Hall
*The ballista can be purchased here.
Mana Vortex
1000 gold
*Mage Guild
*The Mana Vortex doubles the maximum spell points of visiting heroes. (it is depleted after use and refilled on the first day of the next week)
Mushroom Rings
1000 gold
*Warren
*7 more Troglodytes/Infernal Troglodytes are available each week.
Portal of Summoning
2500 gold +5 ore
*Village Hall
*On day 1 of each new week, a random creature type from a creature dwelling you flagged becomes available for recruitment here. (those creatures are still available in the creature dwelling as well)
Resource Silo
5000 gold +5 ore
*Marketplace
*Produces 1 sulfur each day.


Dungeon creature buildings:
Picture
Name
Cost
Requires
Function
Warren
400 gold +10 wood
*Fort
*Troglodytes are trained here.
Upgraded Warren
1000 gold +5 wood
*Warren
*Infernal Troglodytes are trained here.
Harpy Loft
1000 gold
*Warren
*Harpies are trained here.
Upgraded Harpy Loft
1000 gold +2 crystal +2 sulfur
*Harpy Loft
*Harpy Hags are trained here.
Pillar of Eyes
1000 gold +1 wood +1 ore +1 crystal +1 gem +1 mercury +1 sulfur
*Warren
*Beholders are trained here.
Upgraded Pillar of Eyes
1000 gold +1 wood +1 ore +1 crystal +1 gem +1 mercury +1 sulfur
*Pillar of Eyes
*Evil Eyes are trained here.
Chapel of Stilled Voices
2000 gold +5 wood +10 ore
*Harpy Loft
*Pillar of Eyes
*Medusas are trained here.
Upgraded Chapel of Stilled Voices
1500 gold +5 wood
*Chapel of Stilled Voices
*Medusa Queens are trained here.
Labyrinth
4000 gold +10 ore +10 gems
*Chapel of Stilled Voices
*Minotaurs are trained here.
Upgraded Labyrinth
3000 gold +5 ore +5 gems
*Labyrinth
*Minotaur Kings are trained here.
Manticore Lair
5000 gold +5 wood +5 ore +5 mercury +5 sulfur
*Chapel of Stilled Voices
*Manticores are trained here.
Upgraded Manticore Lair
3000 gold +5 wood +5 ore +5 mercury +5 sulfur
*Manticore Lair
*Scorpicores are trained here.
Dragon Cave
15000 gold +15 wood +15 ore +20 sulfur
*Labyrinth
*Manticore Lair
*Mage Guild level 2
*Red Dragons are trained here.
Upgraded Dragon Cave
15000 gold +15 wood +15 ore +20 sulfur
*Dragon Cave
*Mage Guild level 3
*Black Dragons are trained here.


The Grail:
Picture
Name
Cost
Requires
Function
Guardian of Earth
nothing
*Village Hall
*+5000 gold/day
*+50% creature growth
*Defending heroes have their Spell power increased by 12