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The primary focus of King Arthur: Knight's Tale is its tactical battles, but the kingdom building aspect between missions is just as important. Restoring Camelot to anything approaching its former glory takes large amounts of time, gold, and building resources. Without a proper castle, you'll find yourself falling behind as the game progresses.

Related: King Arthur: Knight's Tale - Beginner Tips & Tricks

In this guide we'll take an in-depth look at all the facilities available in the game to help you prioritize which upgrades to take first. Soon enough, you'll have a court worthy of the Round Table once more!

Getting Started

At the start of the campaign, you'll need to invest 1,000 Building Resources just to rebuild the crumbling castle at Camelot. This becomes possible after the second mission, "Among The Ruins," where you recruit Lady Dindraine. Once the castle is rebuilt, the Camelot screen becomes available by clicking either on its location on the Avalon Map or on the large button in the lower-right corner of the screen.

From here, you can rebuild facilities to unlock new services and upgrade them to improve their efficiency. When Camelot is first rebuilt, only the Round Table and the Crypt are constructed. The Crypt's only purpose is to list your fallen Knights.

The Round Table

kakt round table laws

The Round Table is where you'll recruit Knights, issue Decrees, and pass Laws. At the start of the game, you can only have up to six knights in your retinue, including Mordred himself. If you don't have enough space in your retinue, knights who join your cause will wait at the Round Table, listed as "Aspirant Heroes." When you get more space by unlocking more slots, dismissing knights, or suffering losses in combat, you can welcome your Aspirants to the retinue from there.

An Aspirant who loses Vitality or suffers injuries on their recruitment mission will keep those wounds until healed, meaning you may need to send them to the healers right away upon recruiting them.

Decrees

Decrees are one-time effects that can help you prepare for your next mission. Only one Decree can be issued between missions, and each Decree has a five-mission cooldown before it can be used again.

As the start of the game, only two Decrees are available; Extra Tribute and Forced Labour allow you to convert Building Resources into Gold and vice-versa. This is useful for balancing your resources to fit your needs.

Assigning any knight as Grand Master reduces the cost of all Decrees by ten percent, and some knights confer additional bonuses when given this role.

Laws

Laws are permanent effects which last until replaced. Only one Law can be active at a time. At first, the only Laws available are Fealty, which increases the Loyalty of all knights by one point, and Extra Progress, which increases the XP gained by knights from participating in missions.

Court Titles

As the game progresses, Court Titles will become available. Assigning a knight to a Court Title increases their Loyalty, but otherwise has no effect. Some knights will gain more or fewer Loyalty points from a title. For example, Lady Dindraine's "Mission-Conscious" Trait causes her to gain no Loyalty at all from Titles, while brothers Sir Balin and Sir Balan both covet the Defender of the Bridge Title and will gain more Loyalty if it is granted to one of them.

Round Table Upgrades

Upgrade

Cost

Effect

Leadership 1

  • 500 Gold
  • 500 Building Resources
  • Requires Hospice
  • Allows recruitment of two additional knights, for a total of eight.

Leadership 2

  • 1000 Gold
  • 1000 Building Resources
  • Requires Leadership 1
  • Allows recruitment of two additional knights, for a total of ten.

Leadership 3

  • 1500 Gold
  • 1500 Building Resources
  • Requires Leadership 2
  • Allows recruitment of two additional knights, for a total of twelve.

Decrees

  • 1000 Gold
  • Requires Hospice
  • Unlocks the ability to issue Decrees.

Laws

  • 2000 Gold
  • Requires Leadership 1
  • Unlocks the ability to pass Laws.

Famous Titles

  • 3000 Gold
  • Requires Hospice
  • When unlocked, all Court Titles will grant an additional point of Loyalty to their holders.

Legislature

  • 4000 Gold
  • Requires Leadership 3
  • Allows a second Law to be in effect at the same time.

Hospice

kakt vitality healing
  • Initial Cost: 500 Gold, 500 Building Resources.

The Hospice is the first building you should construct, as it is required for most of the others and allows you to recover knights' lost Vitality. A knight whose Vitality reaches zero dies, so it's important that you keep it as high as possible at all times.

A knight visiting the Hospice can receive free treatment or quick treatment. Quick treatment always takes only one mission's time to complete, but incurs a Gold cost proportional to the amount of Vitality restored. The free treatment, on the other hand, recovers a set amount of Vitality each mission until the knight has fully recovered. Typically, this takes two to three missions.

Initially, only one knight can be treated at the Hospice at a time, but upgrades allow multiple knights to recuperate simultaneously.

If a knight is assigned as Hospitaller, the Gold cost of quick treatment is reduced by ten percent. Some knights grant additional bonuses when assigned as Hospitaller.

Hospice Upgrades

Upgrade

Cost

Effect

Expansion 1

  • 500 Gold
  • 500 Building Resources
  • Allows a second knight to be treated at the same time.

Expansion 2

  • 1000 Gold
  • 1000 Building Resources
  • Requires Expansion 1
  • Allows a third knight to be treated at the same time.

Expansion 3

  • 1500 Gold
  • 1500 Building Resources
  • Requires Expansion 2
  • Allows a fourth knight to be treated at the same time.

Apprentice Herbalist

  • 2000 Gold
  • Requires Expansion 1
  • All knights permanently increase their maximum Vitality by five percent.
  • This stacks with the bonus granted by Master Herbalist.

Regain Vitality

  • 3000 Gold
  • Requires Expansion 2
  • After participating in a mission, knights will recover five percent of their Vitality automatically.

Master Herbalist

  • 4000 Gold
  • Requires Expansion 3
  • All knights permanently increase their maximum Vitality by ten percent.
  • This stacks with the bonus granted by Apprentice Herbalist.

Medical Tools

  • 1000 Gold
  • Reduces the Gold cost of quick treatment by ten percent.
  • This stacks with the bonus granted by your Hospitaller.

Medicines

  • 1000 Gold
  • Requires 3 or higher Rightful Morality.
  • Increases the speed of free treatment by fifty percent.

Related: The Best Indie Tactics Games

Merchant

kakt mordred rune comparison
  • Requires Hospice.
  • Initial Cost: 250 Gold, 250 Building Resources.

The Merchant allows you to buy and sell items and equipment for Gold. The Merchant has a limited inventory which refreshes every three missions. Whenever the Merchant restocks, any items they previously offered disappear and are replaced by a new inventory.

Items of all rarities can be bought from the Merchant, but the random nature of restocks means you can never be sure what is available. If you see an item you want, be sure to get it before it's gone. Relics are only available after purchasing the Craftsmen upgrade.

Appointing a Court Chandler increases the Gold you receive from selling items by ten percent, in addition to any bonuses granted by the knight who has been assigned to the role.

Merchant Upgrades

Upgrade

Cost

Effect

Armoursmith

  • 1000 Gold
  • 1000 Building Resources
  • Permanently grants every knight an additional point of Armour.

Master Blacksmith

  • 2000 Gold
  • 2000 Building Resources
  • Requires Armoursmith
  • Permanently grants every knight an additional point of Armour, in addition to the one granted by Armoursmith.

Newcomer Vendors

  • 3000 Gold
  • Requires Master Blacksmith
  • Increases the number of items available from the Merchant at a given time.
  • Takes effect on the next restock after this upgrade is purchased.

Caravan

  • 2000 Gold
  • Requires Armoursmith
  • The Merchant will now restock every two missions rather than three.

Trading Levies

  • 1000 Gold
  • Requires 3 or higher Tyrant Morality.
  • All items at the Merchant are ten percent cheaper to buy.

Craftsmen

  • 1000 Gold
  • Increases the overall rarity of items sold by the Merchant.
  • Relics will begin to appear in the Merchant's inventory on occasion.
  • Takes effect on the next restock after this upgrade is purchased.

Cathedral / Temple

kakt balin injuries
  • Requires Hospice.
  • Initial Cost: 500 Gold, 500 Building Resources.

This building is given its name based on the religion you've chosen for Mordred to follow. If you adhere to the Old Faith it becomes a Temple, while a Christian Camelot will construct a Cathedral.

Either way, this building allows you to remove injuries knights have suffered in the field. Knights typically gain injuries after taking Vitality damage in combat, and can rarely suffer injuries as a result of events. Injuries are permanent debuffs that can only be removed here. At first, only a single knight's injuries can be treated at a time.

Like the Hospice, treating injuries can be done quickly or for free. The time it takes to heal or the Gold cost required is scaled to the number and severity of the knight's injuries. An injury with a dark red icon imposes a harsher penalty and will take more to heal than one with an orange icon.

Appointing a Master of Faith reduces the Gold cost of quick injury treatment by ten percent, in addition to any bonuses granted by the knight who has been granted the role.

Cathedral / Temple Upgrades

Upgrade

Cost

Effect

Expansion 1

  • 500 Gold
  • 500 Building Resources
  • Allows a second knight to be treated simultaneously.

Expansion 2

  • 1000 Gold
  • 1000 Building Resources
  • Requires Expansion 1
  • Allows a third knight to be treated simultaneously.

Expansion 3

  • 1500 Gold
  • 1500 Building Resources
  • Requires Expansion 2
  • Allows a fourth knight to be treated simultaneously.

Herbalists

  • 2000 Gold
  • Requires Expansion 1
  • Potions that grant a prolonged effect in combat have their duration extended by one turn.

Life Elixir

  • 3000 Gold
  • Requires Expansion 2
  • Knights recovering from injuries also regain a small amount of Vitality.

Tough Body

  • 4000 Gold
  • Requires Expansion 3
  • All knights permanently gain an additional Injury Token.
  • Knights who sustain injuries in combat negate those injuries at the cost of an Injury Token if they have any in reserve.
  • A knight's Injury Tokens are replenished at the end of a mission.

Liquid Power

  • 1500 Gold
  • Using potions in combat no longer costs AP.

Healing Friars

  • 1000 Gold
  • Requires 3 or higher Christian Religion.
  • Free treatment is completed one mission faster, to a minimum of one.

Related: King Arthur: Knight's Tale - Morality & Religion Guide

Training Ground

kakt sir yvain training
  • Requires Merchant.
  • Initial Cost: 500 Gold, 500 Building Resources.

The Training Ground allows you to level up your knights by giving them XP even if they aren't currently participating in missions. You can also pay Gold to reset their skill points, adjusting the capabilities of individual characters as needed.

Knights assigned to train will gain XP after every mission until they have enough to level up. However, if a knight is pulled from the Training Ground before reaching their next level, all the XP gained from training will be lost. If you assign a knight to train, be sure to let them finish.

Knights can also be sent to participate in a Joust (which is a different effect from the Rightful Christian Decree of the same name). By paying Gold, you can ensure that Jousting characters will level up after the next mission. Jousting knights are counted as being away on quests and cannot do anything else until they return. Furthermore, only knights who are not the highest or second-highest level among all your retinue can be sent to Joust.

Appointing a Master of Arms reduces the Gold cost of resetting skill points or Jousting by ten percent, in addition to any bonuses granted by the knight chosen to serve in the role.

Training Ground Upgrades

Upgrade

Cost

Effect

Expansion 1

  • 500 Gold
  • 500 Building Resources
  • Allows a second knight to train simultaneously.

Expansion 2

  • 1000 Gold
  • 1000 Building Resources
  • Requires Expansion 1
  • Allows a third knight to train simultaneously.

Expansion 3

  • 1500 Gold
  • 1500 Building Resources
  • Requires Expansion 2
  • Allows a fourth knight to train simultaneously.

Barracks

  • 2000 Gold
  • Requires Expansion 1
  • All knights of the Champion class and Defender class gain one skill point.

Archery Range

  • 3000 Gold
  • Requires Expansion 2
  • All knights of the Marksman class and Vanguard class gain one skill point.

Advanced Physical Training

  • 4000 Gold
  • Requires Expansion 3
  • All knights have their maximum HP increased by ten percent.
  • This stacks with Basic Physical Training.

Training Dummy

  • 1000 Gold
  • Speeds up free training by ten percent.

Basic Physical Training

  • 1000 Gold
  • All knights have their maximum HP increased by five percent.
  • This stacks with Advanced Physical Training.

Enchanted Tower

kakt relic screen
  • Requires Hospice
  • Initial Cost: 500 Gold, 500 Building Resources.

Relic equipment is the rarest and most powerful form of gear in the game. At the Enchanted Tower, you can sacrifice Relics you don't need to convert them into Relic Dust. Relic Dust can then be used to create new Relics.

The Enchanted Tower's inventory of available Relics functions similarly to the Merchant's, but the Tower only accepts Relic Dust and has a much more limited stock at a given time.

Appointing a Master of Magic reduces the cost of enchanting new Relics by ten percent, in addition to bonuses granted by the knight chosen for the role.

Enchanted Tower Upgrades

Upgrade

Cost

Effect

Newcomer Vendors

  • 1000 Gold
  • 1000 Building Resources
  • Increases the number of items available for purchase from the Enchanted Tower at one time.
  • Takes effect upon the next restock after the upgrade is purchased.

Caravan

  • 2000 Gold
  • 2000 Building Resources
  • Requires Newcomer Vendors
  • The Enchanted Tower restocks every two missions instead of three.

Archive

  • 3000 Gold
  • Requires Caravan
  • All knights of the Arcanist class and Sage class gain an additional skill point.

Conjurer

  • 2000 Gold
  • Requires Newcomer Vendors
  • Scrolls used in combat have their duration extended by one turn.

Magic Circles

  • 1500 Gold
  • Scrolls no longer cost AP to use in combat.

Ancient Method

  • 1000 Gold
  • Requires 3 or higher Old Faith Religion
  • Sacrificing Relics yields ten percent more Relic Dust.

Next: Final Fantasy Tactics: Bravery and Faith Explained