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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.
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
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 |
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Leadership 1 |
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Leadership 2 |
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Leadership 3 |
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Decrees |
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Laws |
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Famous Titles |
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Legislature |
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Hospice
- 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 |
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Expansion 1 |
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Expansion 2 |
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Expansion 3 |
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Apprentice Herbalist |
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Regain Vitality |
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Master Herbalist |
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Medical Tools |
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Medicines |
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Merchant
- 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 |
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Armoursmith |
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Master Blacksmith |
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Newcomer Vendors |
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Caravan |
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Trading Levies |
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Craftsmen |
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Cathedral / Temple
- 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 |
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Expansion 1 |
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Expansion 2 |
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Expansion 3 |
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Herbalists |
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Life Elixir |
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Tough Body |
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Liquid Power |
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Healing Friars |
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Training Ground
- 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 |
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Expansion 1 |
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Expansion 2 |
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Expansion 3 |
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Barracks |
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Archery Range |
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Advanced Physical Training |
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Training Dummy |
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Basic Physical Training |
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Enchanted Tower
- 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 |
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Newcomer Vendors |
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Caravan |
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Archive |
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Conjurer |
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Magic Circles |
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Ancient Method |
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