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Camelot Unchained Update 0.50 adds three Realm-specific Scout classes and introduces craftable trebuchets as the game’s first siege implementation. Scouts focus on mobility, information gathering, debuffs, and crowd control rather than top-end damage. Trebuchets can attack players, NPCs, and Keep or point-of-interest gates, but this first version is limited: each kit is single-use, engines expire after ten minutes, and destructible walls are still a future plan.

What does Update 0.50 add?

The October 2, 2026 Patch Notes – 0.50 Update center on two additions: Scouts, which give each Realm a mobile utility-oriented class, and deployable trebuchets, which begin siege gameplay. The update also changes ability timing and repeated crowd control, alongside balance adjustments and fixes.

Which Scout classes are new?

Each Realm receives a Scout with a distinct passive survival ability:

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 stance that increases movement speed and physical resistances and applies Stealth out of combat. While active, it limits the character to Scout abilities and Spectre abilities marked as usable in Ghost Form.
Viking Arisen Walking Dead When the character would die, it instead stays 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.

How Scouts are intended to play

The developer describes Scouts as highly mobile characters built around utility, debuffs, crowd control, and gathering information for allies. Their value is in moving quickly and shaping engagements; they are designed to do less raw damage than other classes and work best in a supporting role.

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How do you craft and use a trebuchet?

Crafting the kit

Trebuchet kits are level-nine recipes for Weaponsmiths, Woodworkers, and Leatherworkers. The 0.50 patch notes say a kit can be deployed from inventory in an RvR zone. It is a one-use deployable, so placement is a consequential choice rather than something to reposition freely.

Targets and limits

The initial engines can target enemy players, NPCs, and Keep or point-of-interest gates. Other players can target trebuchets, and each engine deteriorates and is destroyed after ten minutes. Friendly fire is disabled. The update also substantially reduces player damage against outer gates, making siege weapons more important when taking Keeps.

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The developer’s Steam Community “All News” page, which includes its preview of Early Access Update 0.50, describes placement on even terrain. It also discusses faction-specific trebuchet variants, additional siege weapons, cooperative engines such as a multi-player siege ram, and destructible wall sections as future intentions. Those are previewed plans, not features confirmed as shipped in the 0.50 patch notes.

What changed in combat?

Action Speed shortens activation, not recovery

Action Speed reduces activation time for non-instant abilities, including spells and weapon skills. It does not reduce recovery time. At release, the patch notes identify Blackguard’s Siege Stance as the only source of the stat; equipment and other abilities are possible future sources, not current ones listed in the notes. Siege Stance now grants +35% Action Speed and +20% Weaponskill Multiplier.

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Repeated control effects have diminishing returns

Update 0.50 adds a sequence intended to prevent players from being locked down indefinitely by chained control effects:

  1. A target first receives a control effect for its normal duration. When it ends, the target gains CC Resistance for ten seconds.
  2. If another control effect lands during that resistance window, it lasts 50% of its normal duration. CC Resistance is then removed.
  3. The target then gains six seconds of CC Immunity, which blocks all control effects during that period.

Snare is no longer classified as a Control effect, so it neither interacts with this diminishing-returns sequence nor consumes Panicked. “Forced Into the Veil” is classified as a Control effect.

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What other changes are in the patch?

Beyond the headline systems, the notes include temporary class-progression respec costs of 10 gold per level, a slight reduction in healing potency across the board, and changes to experience gains from NPC kills and hostile status effects in RvR. They also cover keep respawns, gathering indicators, minimum candleberry yields, wax recipe requirements, and numerous class-specific balance adjustments and fixes.

Quick Recap

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