Camelot Unchained Update 0.50 pairs three Realm-specific Scout classes with the game’s first siege implementation: craftable, deployable trebuchets. The update also changes ability timing and limits repeated crowd control, while leaving broader siege plans—such as destructible walls—for future work.
What Update 0.50 adds
The update’s headline additions serve different roles. Scouts are mobile support characters built around utility, debuffs, crowd control and gathering information for allies. Trebuchets give players a new way to attack players, NPCs and Keep or point-of-interest gates in Realm versus Realm (RvR) zones.
The developer describes Scouts as less focused on raw damage than other classes and most effective when supporting a group or shaping an engagement. Trebuchets are the first step in siege gameplay, not a complete system of destructible fortifications.
Meet the three Scout classes
Each Realm receives a Scout with a distinct passive ability and survival profile:
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| Realm and class | Passive | Effect |
|---|---|---|
| Tuathan Wisp | Capricious | Grants Vanish, which instantly sends the character to the Veil. It can be used only below 50% health. |
| Arthurian Spectre | Self-Possessed | Grants Ghost Form, a toggle that increases movement speed and physical resistances and applies Stealth while out of combat. While active, it restricts the character to Scout abilities and Spectre abilities marked usable in Ghost Form. |
| Viking Arisen | Walking Dead | When the character would die, it instead remains at 1 health, becomes immune to damage, and gains increased movement speed and melee damage for eight seconds. After triggering, the ability has a five-minute cooldown. |
The differences suggest distinct ways to survive and reposition: the Wisp can escape at low health, the Spectre can move under stealth outside combat, and the Arisen gets a short-lived reprieve when a killing blow would land. The shared Scout role is about mobility and utility—reaching useful positions, relaying information and disrupting opponents—rather than leading with damage.
How to craft and deploy a trebuchet
Craft the kit
Weaponsmiths, Woodworkers and Leatherworkers receive trebuchet kits as level-nine recipes. The kits are single-use deployables, so choosing where to place one matters.
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Deploy and target
Carry the kit in your inventory and deploy it in an RvR zone. The Steam developer preview says placement requires even terrain. Once placed, the trebuchet can target enemy players, NPCs, and Keep or point-of-interest gates. Other players can target the engine, and it deteriorates and is destroyed after ten minutes.
Friendly fire is disabled. The patch also substantially reduces player damage against outer gates, making siege weapons more important to Keep assaults than direct player attacks alone.
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What this first siege pass does—and does not—include
The 0.50 patch establishes trebuchets as the initial siege weapon and identifies players, NPCs and Keep/POI gates as targets. That is the shipped scope described in the patch notes; it does not establish destructible wall sections or a broader roster of siege engines.
The developer’s Steam preview discusses faction-specific trebuchet variants, additional siege weapons, cooperative operation such as a multi-player siege ram, and destructible walls as future intentions. Those are prospective plans, not features confirmed as part of Update 0.50.
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Action Speed changes ability timing
Update 0.50 introduces Action Speed, which shortens activation time for non-instant abilities, including spells and weapon skills. It does not shorten recovery time, so it affects how quickly an ability begins rather than the time before the character can act again.
At release, the patch notes say Action Speed comes only from the Blackguard’s Siege Stance; equipment and other abilities are possible future sources. Siege Stance is adjusted to grant +35% Action Speed and +20% Weaponskill Multiplier.
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Repeated crowd control now has diminishing returns
The update adds a resistance-and-immunity sequence intended to prevent players from being held in chains of control effects:
- A target first suffers a control effect for its normal duration. Afterward, it receives CC Resistance for ten seconds.
- If another control effect lands during that resistance window, the new effect lasts 50% of its normal duration.
- That second effect removes CC Resistance and gives the target six seconds of CC Immunity, which blocks all control effects during the immunity window.
Snare is no longer classified as a Control effect, so it does not interact with this diminishing-returns sequence or consume Panicked. “Forced Into the Veil” is classified as a Control effect.
Other notable patch adjustments
- Class-progression respec costs are temporarily lowered to 10 gold per level.
- Healing potency is slightly reduced across the board.
- Experience gains from NPC kills and hostile status effects in RvR are changed.
- The notes also include changes to Keep respawns, gathering indicators, minimum candleberry yields and wax recipe requirements, alongside class-specific fixes and balance adjustments.
The full list of shipped changes is in the developer’s Patch Notes – 0.50 Update, published October 2, 2026. The developer’s Steam Community news page includes the Early Access 0.50 preview and its discussion of future siege direction.
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