Mecenaries fee reference list

FOR EASY AND NORMAL DIFFICULTY

Format: creature - daily fee for basic/1st upgrade/alt. upgrade 
Only creatures available for hire listed

HEAVEN:
Peasant - *0* / 1 / 1 
Archer - 7 / 10 / 12
Swordsman - 8 / 10 / 12
Griffin - 20 / 30 / 25
Priest - 50 / 70 / 70
Cavalier - 150 / *0* / 200

INFERNO:
Imp - 2 / 3 / 3
Demon - 4 / 5 / 6
Hound - 15 / 20 / 20
Demoness - 19 / 26 / 33
Nightmare - 59 / 66 / 66 
Pit Lord - 99 / 169 / 169

SYLVAN:
Pixie - 5 / 7 / 7
Dancer - 5 / 8 / 8
Hunter - 20 / 30 / 30
Druid - 30 / 40 / 40

DARK ELVES:
Assassin - 5 / 10 / 10
Fury - 12 / 15 / 15
Minotaur - 10 / 15 / 15
Rider - 30 / 35 / 35
Maiden - 70 / 100 / 100
Dragon - 200 / 500 / 500

UNDEAD: 
Zombie - 3 / 5 / 5
Ghost - 10 / 15 / 13
Vampire - 30 / 35 / 35 
Lich - 50 / 70 / 70 
Waith - 100 / 150 / 120 

WIZARDS:
Gremlin - 2 / 5 / 5
Gargoyle - 3 / 5 / 5
Golem - 10 / 15 / 15
Mage - 40 / 50 / 50
Rakshasa - 100 / 150 / 150
Titan - 200 / 400 / 400

ORCS: 
Goblin - 1 / 2 / 2
Centaur - 2 / 3 / 3
Orc - 5 / 7 / 7  
Shaman - 20 / 25 / 25
Chieftain - 30 / 40 / 40

DWARVES:
* All troops are free *

NEUTRALS:
Any Elemental - 50
Mummy - 100
Death Knight - 200 

Please note that some creatures are available only after you complete certain quests.
Diplomacy Perk decreases both hiring cost and daily fee by 10%.
Troops stationed in garrisons (including mines) require only half usual fee.
Fees may increase during the game (you will get notified with a message box).

WAR MACHINES MAINTAINANCE COSTS: 
Skill:                              Ballista:      First Aid Tent:       Ammo Cart:     
No WM skill                      250                  50                      100 
Basic WM skill                 500                  75                      150
Adv. WM skill                   750                 100                      200
Expert WM skill              1000                 125                     250 

Runic Machines Perk      +500                +50
Ballista Perk                   +750               
First Aid perk                                          +150
Flaming Arrows perk       +750

War machines maintainance cost is not modified by Diplomacy perk.
War machines maintainance cost is summed with mercenaries fees. 
War machines maintainance cost does not increase in time.
War machines will not leave you if you can't afford their maintainance, but they may eventually break. 
If you capture the Fortress you can leave your war machines there for unlimited amount of time and take them back whenever you need them.  
