The Knowledge Base lists 25 creatures from King's Bounty (1990), from the weakest to the strongest. Each card shows the creature's current Knowledge Base data; open a card for its full description.
- Level
- 0
- Min damage
- 1
- Max damage
- 1
- Hit points
- 1
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Easily influenced and guided, these hapless denizens of the plains exist a pathetic life. They die easily, do not fight well, and have no redeeming features about them but sheer numbers.
-
10 Gold
- Level
- 1
- Min damage
- 1
- Max damage
- 2
- Hit points
- 1
- Speed
- 1
- Movement
- Flying
- Ranged
- No
- Size
- Single hex
These flying woodland creatures have one reason for survival. They fly fast and follow orders well. They also die easily and find it difficult to land a crushing blow due to their diminutive size.
-
20 Gold
- Level
- 2
- Min damage
- 1
- Max damage
- 2
- Hit points
- 10
- Speed
- 2
- Movement
- Ground
- Ranged
- Yes
- Shots
- 12
- Size
- Single hex
Archers are reasonably durable and can inflict much damage. Their favorite tactic is to wait in a lonesome corner of the battlefield, shooting down unfortunate targets. They may shoot 12 times in any battle.
-
250 Gold
- Level
- 2
- Min damage
- 1
- Max damage
- 3
- Hit points
- 5
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Dwelling in caves delved below tree trunks, these underground dwellers make a stolid fighting force. Again, small in size, they have problems with larger opponents, who can crush large numbers of gnomes in a single round.
-
60 Gold
- Level
- 2
- Min damage
- 1
- Max damage
- 2
- Hit points
- 2
- Speed
- 2
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
These dependable fighters are a match for their equivalent parts in the other classes. Comparisons have been drawn between Militia and Peasants, and it is true. Militia are peasants in armor.
-
50 Gold
- Level
- 2
- Min damage
- 2
- Max damage
- 3
- Hit points
- 5
- Speed
- 2
- Movement
- Ground
- Ranged
- Yes
- Shots
- 6
- Size
- Single hex
Tall and feral looking, Orcs are the best low-end troops a general could want. Numerous, capable of strong attacks, and downright nasty, you cannot go wrong with an Orc legion.
-
70 Gold
- Level
- 2
- Min damage
- 1
- Max damage
- 3
- Hit points
- 3
- Speed
- 3
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Cruel, with voracious appetites, Wolves terrorize lesser creatures. Swift of foot and able to bite for a minor amount of damage, wolves are best kept in large wolf packs where their numbers can influence the tide of a small battle.
-
40 Gold
- Level
- 2
- Min damage
- 1
- Max damage
- 2
- Hit points
- 5
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Stronger and more durable than Skeletons, probably because their corpses were more fresh when they were animated, Zombies are full of surprises. Though slow, they pack a relatively substantial punch.
-
50 Gold
- Level
- 3
- Min damage
- 2
- Max damage
- 4
- Hit points
- 20
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Kept in rigorous shape defending their mountain homes from the Orc hordes, Dwarves are able warriors. Small in size, they deliver an outstanding blow and regularly decimate larger creatures.
-
350 Gold
- Level
- 3
- Min damage
- 1
- Max damage
- 2
- Hit points
- 10
- Speed
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 24
- Size
- Single hex
Armed with bow and arrow and fleet of foot, Elves are an effective mid-size fighting force. They can often decimate otherwise equal opponents with their devastating distance strike. They may shoot their bow and arrows 24 times per battle.
-
200 Gold
- Level
- 3
- Min damage
- 3
- Max damage
- 4
- Hit points
- 10
- Speed
- 3
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Skillful combatants and highly mobile, Ghosts are excellent fighters. Any enemy that they kill will join the Ghost troop as a newly created Ghost if any Ghosts survive after the melee round is completed. Beware, Ghosts can easily become out of control. The only drawback about Ghosts is that if the Week of the Peasant falls while Ghosts are serving as troops, they transform into Peasants.
-
400 Gold
- Level
- 3
- Min damage
- 3
- Max damage
- 5
- Hit points
- 15
- Speed
- 2
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
These crafty desert traders are savage and fierce. Good fighters, they are somewhat hard to control. They are used to the free and unrestrained lifestyle of the desert.
-
300 Gold
- Level
- 3
- Min damage
- 3
- Max damage
- 6
- Hit points
- 12
- Speed
- 2
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
What they lose by not having the aerial attack of an Archer, they make up for by unleashing a truly devastating strike with their bloody pikes. Pikemen are well worth the cost.
-
300 Gold
- Level
- 4
- Min damage
- 2
- Max damage
- 8
- Hit points
- 35
- Speed
- 3
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
Barbarians have the potential to be truly devastating fighters; however, they also have the potential to be lazy sluggards. Relying solely on natural talent, the Barbarian has clubbed his way towards the top.
-
750 Gold
- Level
- 4
- Min damage
- 5
- Max damage
- 10
- Hit points
- 50
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
The best way to describe a Troll is large, slow, and ugly. They are also mean. They take a long, long time to die and are quite capable of inflicting large quantities of damage upon their enemies before they get anywhere near death. If not killed in a round of combat, a troll will regenerate to full hit points. If a troll is killed, it will not regenerate.
-
1000 Gold
- Level
- 5
- Min damage
- 2
- Max damage
- 3
- Hit points
- 25
- Speed
- 1
- Movement
- Flying
- Ranged
- Yes
- Shots
- 2
- Size
- Single hex
Not native to the plains, archmages moved in and promptly inserted themselves at the top of the Plains pecking order. Expensive and hard to control, their magical ability to fly and constant damage can pulverize lesser creatures. Also, they may cast a Fireball spell twice in any given combat round.
-
1200 Gold
- Level
- 5
- Min damage
- 2
- Max damage
- 3
- Hit points
- 25
- Speed
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 3
- Size
- Single hex
Druids have the best aspects of all the forest creatures and use them perfectly. Cunning and yet relatively easy to control, Druids may cast Lightning Bolt 3 times in any battle. Druids make a valuable edition to any fighting force.
-
700 Gold
- Level
- 5
- Min damage
- 10
- Max damage
- 20
- Hit points
- 60
- Speed
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 6
- Size
- Single hex
A Giant could probably beat a Demon if luck was on his side. Their fearsome attacks throwing boulders across a field of battle, 6 times in any given battle, coupled with their crushing hand-to-hand blows allow Giants to rampage across their lessers.
-
2500 Gold
- Level
- 5
- Min damage
- 6
- Max damage
- 12
- Hit points
- 45
- Speed
- 1
- Movement
- Ground
- Ranged
- No
- Size
- Single hex
These fledgling lords seek battle and adventure to improve their worth. They are hard to control, being headstrong at times, and hard to put down. Though slow, they are quite powerful. Can only be acquired at higher levels.
-
1000 Gold
- Level
- 5
- Min damage
- 5
- Max damage
- 9
- Hit points
- 30
- Speed
- 1
- Movement
- Flying
- Ranged
- No
- Size
- Single hex
The Aristocracy of the Night, Vampires are formidable troops. They are a match for the leaders of some of the other classes. With each attack they land, they heal damage given to them equal to that which they gave out. They may never exceed their original hit points.
-
1500 Gold
- Level
- 6
- Min damage
- 8
- Max damage
- 10
- Hit points
- 50
- Speed
- 1
- Movement
- Flying
- Ranged
- No
- Size
- Single hex
The Lords of the Dungeons, mayhap because they know where the Undead souls are hiding, Demons are not Undead themselves. They do have one of the most fearsome attacks in the Four Continents in that there is a small chance every turn that they will halve a troop stack, regardless of its composition. They are most skillful warriors, able to defeat most anything but a dragon.
-
3000 Gold
- Level
- 6
- Min damage
- 25
- Max damage
- 50
- Hit points
- 200
- Speed
- 1
- Movement
- Flying
- Ranged
- No
- Size
- Single hex
The ultimate fighting machine. A Dragon can take more damage than anything else around. Similarly, it also doles out more punishment than any other creature. They also can fly during battle. Even better for them, they are completely immune to magic. Only the truly mighty can control a flock of Dragons in an army.
-
5000 Gold