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Some people like Ascension, some don't, but I'll keep going, I like it. ;)
The Torture Chamber is used accordingly for gathering information. A unit placed there can be subjected to five levels of torture. The more health it loses, the more useful the information provided, but for further cooperation and possible defection, it must be healed for a separate fee.
Stocks – first-level torture. It removes 10HP per turn; recovery costs 100 gold per turn. First-level creatures provide information on the location of a mine, the number of cities, and the number of heroes. Second and third-level creatures provide information on the number of heroes and cities.
Shackles – second-level torture. It removes 20HP; recovery costs 200.
First and second-level creatures provide information on the number of cities, heroes, mines, artifacts, the location of a mine, lighthouse or shipyard, and the strongest monster. Third-level creatures only provide the number of heroes, cities, artifacts, and mines. Fourth-level only the number of heroes and cities.
Cage – third-level torture. It removes 30HP; recovery costs 300. First and second-level creatures also provide the amount of resources, gold, and the location of dwellings. Third-level creatures also provide the location of a mine, lighthouse or shipyard, and the strongest monster. Fourth-level also provide the same, plus artifacts, mines, and the strongest monster. Fifth-level only the number of heroes, cities, and artifacts.
The Rack – fourth-level torture. It removes 40HP; recovery costs 400. First and second-level creatures also provide the location of cities and forts, and the location of the capital. Third-level creatures also provide the amount of resources and gold, and the location of dwellings. Fourth-level creatures also provide the location of a mine, lighthouse or shipyard. Fifth-level creatures also provide the strongest monster, the number of mines, and the location of a mine. Sixth-level creatures provide the number of cities, heroes, artifacts, and the strongest monster.
Sacrificial Altar – fifth-level torture. It removes 50HP; recovery costs 500. First and second-level creatures also provide a detailed report on the city where they were recruited or the hero they served, and the hero's location. Third-level creatures also provide the location of forts, cities, and the capital. Fourth-level creatures also provide the amount of resources, gold, and the location of dwellings. Fifth-level creatures also provide the amount of resources, gold, and the location of a mine, lighthouse or shipyard. Sixth-level creatures also provide the number of mines, resources, and gold. Seventh-level creatures provide the number of heroes, cities, and artifacts. Eighth-level creatures provide the number of heroes and cities.

Recruitment occurs if a level 1-3 unit was on the brink of death 1 time, level 4-5 twice, level 6 three times, level 7 five times; level 8 units are immune to recruitment. For example, if a goblin has 10HP, and torture and healing were applied to it twice, there is a 50% chance it will defect. If a goblin with 10HP was tortured on the sacrificial altar, it can still be healed this turn. If they are neutrals or of a friendly alignment, the recruitment probability is 50%. If they are of the opposite alignment, it is 25%. Seventh-level creatures cannot be recruited by races with the opposite alignment. Only one unit can be in each device per turn.

The Altar is needed to exchange prisoners for experience; experience is awarded as if they were killed in battle. The altar is also needed for holding festivals; only evil races build the altar.

Added after 4 hours 18 minutes
Regarding heroes and commanders:
Heroes can be captured after being taken prisoner or after a victory using the jailer skill or a prison wagon.
Prison.
In prison, a hero is placed only in a solitary cell. In a first-level prison, 1000 experience is removed from them every turn; once it reaches zero, the hero can be moved to other buildings. Second level 2000, third 3000, fourth 4000, fifth 5000.
Slave Market.
At the slave market, you can either sell a hero for 1000 for level 1, 2000 for level 2, etc., or use slave labor for +100 per turn, but with the possibility of escape or rebellion (rebellion only if there are slave units).
Torture Chamber.
The situation is the same as with the prison: for the first level -1000 experience, for the second -2000, etc. First-level healing costs 1000, second 2000, etc. Heroes of level 1-3 are equated to units of level 1-2, heroes of level 4-6 to units of level 3, 7-9 to units of level 4, 10-15 to units of level 5, 16-18 to units of level 6, 19-20 to units of level 7, 21 and above to units of level 8.
Altar.
By offering a hero to the altar, you can receive a quarter of their experience. At a festival, heroes are equated to units of the corresponding level as described in the torture chamber.