Kingdoms of Camelot - How to Improve your Might
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Kingdoms of Camelot Guide - Improve your Might
In Kingdoms of Camelot, your Might is the measure of your overall strength. There are only a few ways to improve your Might and this guide will help you understand how to do that. Typically, players with the highest Might are also the ones with lots of resources and well-defended cities. They can make good targets for fun PvP action, but when their Might gets too high, they may become too much of a challenge.
Good luck and happy hunting!
Buildings
Most buildings will be improved to Level Nine until you are lucky enough to earn a Divine Inspiration. The best reason to use buildings to grow your Might is that buildings cannot be destroyed by attacking armies. In other words, once you upgrade, you will ALWAYS keep the Might generated from buildings.
Look carefully at your Castle. As its level is increased, additional fields are made available for construction of more buildings. This is one of the best reasons to use your Divine Inspiration to upgrade the Castle to Level Ten. The additional fields that are opened up will allow you to build more buildings which will increase your Might.
Quests
In the picture, you will see that if you complete this quest, you will gain additional Might.
Do not rely on quests for growing your Might indefinitely.
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Training Troops
Training Troops are the big variable. Might gained from buildings and quests will eventually stop as you run out of room to construct and the quests slow down.
Training Troops must be balanced against your ability to manage the food supply. Here are some tips on
Detailed info on Might!
Catapult (10)
Battering Ram (9)
Ballista (9)
Heavy Cavalry (7)
Supply Wagon (6)
Cavalry (5)
Archer (4)
Swordsman (3)
Pikeman (2)
Scout (2)
Supply Troop (1)
Militiaman (1)
Defenses
Earning Might from building defenses is a fairly new update, so make sure you go back and check to make sure that each one of your categories is completely maximized.
Things that DON'T increase your might
Wildernesses - Nope. Conquering wildernesses will not give you additional Might. They are still well worth winning for just the bonus!
Resources - Gold, food, wood, stone, and ore will NOT gain you additional Might. A good case can be made that they should though. After all, a player who has amassed 100M of these resources should be considered a lot mightier than a pauper. Of course, you will need these resources to do things that WILL increase your Might.
Items - Rare items like the Divine Inspiration or Portal of Order will NOT result in additional Might.
Winning a battle - Winning a battle will not result in additional Might. That said, I think the application developers should consider implementing a scoring system where players are rewarded for attacking and beating players who have more Might. It would encourage more PvP action and keep resource management to rebuild and resupply at a premium.
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Your Opinions on Might?
What developments should give you Might
Fetching blurbs now... please stand byDefensive Units
snooze2010 says:
wildernesses should give you more might. esspecially higher leveled wildernesses. i mean, why not? if i conqured a wilderness in real life, wouldnt people think i was mighty??
Posted November 24, 2011
TheHarvester says:
I think the catapults should give you more might then 10 might considering how much they need for upkeep along with attack power. 250 food upkeep per catapult?
Posted July 18, 2011
jhh says:
all walls are penetrable. archers walk around spikes, they fight caltrops and crossbows.
Posted June 25, 2011
christian says:
hey all of you guess what look at your might memorize it then build 1 defensive troop and then look at your might after
Posted May 31, 2011
wesleymcculloch2@yahoo says:
i believe that if you have a level 10 wall, you should be impenterable.
Posted December 04, 2010
Maria says:
Defensive Units Edit
Wall Defense
Might
Crossbow 4
Trebuchet 7
Field Defense
Might
Caltrop
1
Spiked Barrier 2
Trap 3
Posted November 02, 2010
William's team says:
defenses do give might caltrop =1 might x-bow=4 might and so on......
Posted August 09, 2010
micheal says:
i actually like that defenses don't give might for the simply fact that i can have a hundred thousand mite and alot of defenses and you would never know that im well protected if you decided to attack me
Posted April 18, 2010
Dak says:
Defences should give might
Posted April 11, 2010
Advent says:
if building/upgrading your buildings and training troops/attack weapons(i.e. balistas or battering rams) all increase your might then why isn't your might increases when you build defenses for your city? it just doesn't make sense and needs to be fixed especially since wall defenses tend to cost more resources to build when compared to training troops usually
Posted April 07, 2010
Attacking and Beating Stronger Players
Cody6d5fh from LLamrei217's domain says:
I currently have 125K base might!
Posted April 04, 2011
ChristianBe says:
Resources is might not yet converted like cash held in stock. It is might so should be ranked as such.
Wilds owned have cost might and also shoudl contribute to player ranked might.
Full defensive units should be awrded additional might
Rank in alliance should afford you some might also.
Posted April 01, 2011
Richard says:
successfully defending a city against attackers. if they cannot breach the walls that should increase might.
Posted March 21, 2011
David says:
I believe that when you attack the knight that you attack with should get extra XP, so that if you attack a lot then the knights XP can go up quicker because of the attacking. This increases your power to attack also. Therefore a person that is attacking a lot with a higher knight may have more strenght against a larger army that has not attack a lot.
Posted January 01, 2011
chris says:
killing an enemies field and wall defence should give the might the enemy looses to the attacker as much as he gets it in building them.
Posted August 26, 2010
Jones says:
um, how about winning a battle. that is the ONLY thing that should really give you might.
Posted June 24, 2010
kiwi says:
my choice is completely different, I reckon finishing researches should give you might as some researches took bugger long time to be completed! Also reckon attacking should give a 'separate' might.. like if we win a battle, there should have a stat that says a certain player has a number of victories etc.. :)
Posted May 11, 2010
oughdahinge says:
I think that maybe there's been an upgrade system wise, the other my farms were I'd almost swear to it giving me might at each upgrade.
Posted April 25, 2010
Sandwich says:
Winning battles should be rewarded based on the two players existing might levels relatively.
Posted April 06, 2010
Rust says:
I'm happy they include the armies in your might score. Very bad if you lose a lot of troops which I have done in the past and your score drops a lot.
Posted April 01, 2010
Stand by!
There will be two tiers of troops and within each tier there will be three types of troops. Each troop type will be strong against one of the others and weak against the last one (Think Rock-Paper-Scissors!)
Prepare now!
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Sep 19, 2010 @ 7:11 am | delete
- Nice lense.
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Kingsirrourion Jul 28, 2010 @ 12:47 pm | delete
- I just started playing this game a few weeks ago and this is a very informative lens. Good job 5/5.
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JMcG62377
Apr 12, 2010 @ 1:41 pm | delete
- Very interesting lens! Thank you! 5 stars!
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