Kingdoms of Camelot Wiki

Might is a combined number of points for troops, buildings, Throne Room Cards, and Champion Cards, each of which give a certain amount of Might. In the case of the Cards you get more might with each Enhancement and Upgrade on a Card. Increasing your Might allows you to gain levels and improve your Title.

Titletab

Your Might is reduced when you lose battles as an attacker due to troop or wall losses. You can replace your lost Might by replacing the units and buildings lost in battle.

To calculate total Might for one building use the following formula:

(2^(Building Level-1)) x Base Might


So if you have a level 9 Alchemy Lab with a base might of 30: (2^8)x30= 7680

Troops[]

Troop

Might

Food/Hour

Food/Might

Might/Hour (base building speed)

Population Used

Population *Might *Hour

Supply Troops

1

2

2

72

1 72

Militiaman

1

3

3

144

1 144

Scout

2

5

2.5

72

1 72

Pikeman

2

6

3

48

1 48

Swordsman

3

7

2.33

48

1 48

Archer

4

9

2.25

41

2 82

Cavalry

5

18

3.6

36

3 108

Supply Wagon

6

10

1.66

14

6 72

Heavy Cavalry

7

35

5

25

4 100

Ballista

9

50

5.55

11

5 55

Battering Ram

9

100

11.11

7

8 56

Catapult

10

250

25

6

10 60

Flame Archer

Hussar
Seige Wall
Halberdier
Heavy Onager
Bloodthorn
Executioner

If you want to get the most Might for your ongoing Food cost, build Supply Wagons.

As of August, 2012 the building times and might for buildings was revised by Kabam. The might table below is outdated.




Buildings A full city having all buildings and all fields, all to level 9, will thus give you 385805 might. Level 11 added by Bob B 01 05 GMT 17 Feb 11

Building lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 lvl 9 lvl 10 lvl 11 lvl 12
Alchemy Lab 30 60 120 240 480 960 1920 3840 7680 15360 30720 N/A
Barracks 10 20 40 80 160 320 640 1280 2560 5120 N/A N/A
Blacksmith 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A
Castle 50 100 200 400 800 1600 3200 6400 12800 25600 51200 102400
Cottage 10 20 40 80 160 320 640 1280 2560 5120 N/A N/A
Embassy 20 40 80 160 320 640 1280 2560 5120 10240 20480 N/A
Fields 5 10 20 40 80 160 320 640 1280 2560 5120 10240
Knights' Hall 30 60 120 240 480 960 1920 3840 7680 15360 N/A N/A
Market 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A
Rally Point 30 60 120 240 480 960 1920 3840 7680 15360 30720 61420
Relief Station 20 40 80 160 320 640 1280 2560 5120 10240 20480 N/A
Storehouse 20 40 80 160 320 640 1280 2560 5120 10240 20480 N/A
Stable 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A
Tavern 30 60 120 240 480 960 1920 3840 7680 15360 N/A N/A
Wall 50 100 200 400 800 1600 3200 6400 12800 25600 51200 102400
Watch Tower 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A
Workshop 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A
Guardian 50 100 200 400 800 1600 3200 6400 12800 25600 N/A N/A
Fey Spire 20 40 80 160 320 640 1280 2560 5120 10240 N/A N/A

Defensive Units[]

Wall Defense

Might Space Might/Space
Crossbow 4 2 2
Trebuchet 7 4 1.75

Field Defense

Might

Caltrop

1 1 1
Spiked Barrier 2 3

.66

Trap 3 4 .75

Of these units, the crossbow and the caltrop are the most space-efficient and the most resource-efficient of the wall and field defenses, respectively.

Might per Minute[]

See also: Time and Might for Builds Some buildings produce the same amount of Might, but take twice as long to build.

Racing to get your might up? Certain buildings may give you more bang for your buck.

Building Lvl 1 Lvl 10
Cottage 20 78.63
Rally Point 12 39.96
Tavern 7.5 14.99
Blacksmith 6.667 13.32
Knight's Hall 5 9.99
Stable 4.444 8.88
Watch Tower 4 7.99
Alchemy Lab 3.75 7.49
Castle 3.333 6.66
Workshop 2.222 4.44
Barracks 2 3.996
Storehouse 2 3.996
Embassy 1.667 3.33
Wall 1.667 3.33
Market 1.6 3.2
Relief Station 0.333 0.666
Fey Spire 0.667 N/A

Note: Chart is not complete, however you get a good indication of what buildings produce more might in a given time.

You also notice an upward trend as levels progress.


Fields

Lvl 1

Lvl 2

Lvl 10

Farm 5 10 20
Sawmill 5 10 20
Quarry 5 10 20
Mines 5 10 20

Level 1 Fields have an effective might per minute of 20, because they all produce 5 might in 15 seconds. Levels 2-10 progress normally.


There may be more important considerations when building up your city, such as getting the walls up as fast as possible for defense, or building up your fields for production. These provide a little more info when trying to decide what gives you the best return on investment.