Hey folks!
Update 0.46 is here. With this patch, we’re introducing the brand new Class Progression system. This system is a big shift from the previous way characters leveled up, and we think it should help add more build diversity while reducing some of the ability bloat that existed before. Now, each time a character levels up, they gain a Progression Point that can be used to unlock the next level in one of that class’s Progression Paths. Each Progression Point spent grants a new Class Ability from your selected path. Characters will also unlock Archetype Abilities automatically at certain levels. Archetype Abilities are shared by each Realm’s class of a given archetype: for example, all Heavy Fighters share Archetype Abilities. These abilities are designed to ensure that every character will be able to perform its class’s role in a party, regardless of which paths they’ve specialized in.
Class levels are gained through earning Experience Points, which can be done by using abilities while in combat. This means damaging or debuffing enemies as well as healing and buffing allies who are in combat will all help you gain XP, regardless of which ability is used. Currently, characters can reach a max of Class Level 10; since there are 7 levels in each Progression Path, this means that a character can max out 1 path and have another 3 Progression Points to spend in other paths. You can also spread your points between the paths without maxing any of them out; however, the capstone abilities each path grants at level 7 are usually very desirable. A Class Progression respec system will also be coming to the game very soon, so players don’t need to worry when experimenting with different builds. We want you to try out all the different options your class has to offer.

Above: The three paths present for the Viking Mjolnir’s Class Progression.
There are two main goals that Class Progression aims to accomplish. First, it ensures that players aren’t overwhelmed by the content being presented to them. Metering out new abilities at a pace that allows you to learn and understand the ones you have before new abilities are unlocked helps you to more intuitively learn your class. And second, this allows players to have a much greater degree of class customization and build expression. Previously, two max level characters of the same class would have the exact same skills available. Now, an element of choice and investment is present.
Furthermore, we’ve added a total of sixteen Tutorial Quests that aim to teach new players how to play and engage with the game. Of these sixteen, there are six that players start with that give direction on what to do when they first enter the game.

Above: Our Quest Log, showcasing the new tutorial quests we’ve added.
The remaining quests will branch from the examples shown above, and give both short and long term challenges intended to help you line your pockets. Additionally, Tutorial Quests tracking is now available in the main HUD. Players can claim their quest rewards via the Quest Log, located in the icon row (bottom right by default).
While we’re proud of what the team has built with Class Progression and the new quest system, we’d be remiss not to mention some common points of player feedback that the team is currently working on addressing. We know that Realm vs. Realm progression and incentives are needed, and we are committed to introducing these to CU in order to make all-out war that much more satisfying. In addition, we’ll be taking a closer look at the current rate of experience across Professions and the drop rates associated with some reagents that can create bottlenecks for crafters. We hope to speak to both of these goals in more depth soon, but we felt it was important to emphasize that we are listening, we are working hard, and we are excited for the road ahead with Camelot Unchained.
We’re really excited to see what you all do with these new systems, and thank you for your continued support. See you in-game!
World Changes and Balance
- Added additional effects when doors get destroyed.
- Added VFX to Mining and Prospecting nodes once they’re exhausted.
- Added new gate damage VFX.
- New NPCs have been added to the game!
- Goblins, Goblin Chieftains, Goblin Warlocks and Goblin Shamans have been added to the Yggdra Forest and a small encampment in Camelot Hills.
- Spiders have infested the home island of the Tuatha Dé Danann, Eriu.
- Yggdra Forest has received a visual pass for beautification. You can expect to see more cliffs, more ruins, and updates to the Viking Keep.
Class Changes and Balance
General
- Added Class Progression system.
- All skill tree experience bars have been unified into one experience system.
- Leveling up your character will grant Class Progression Points.
- Class Progression Points can be spent in your ability book to level up 1 of your class’s Progression Paths. Each level gained in a path will provide a new ability.
- The maximum Class Level is 10.
- Adjusted experience gain to align with the new Class Progression system.
- Added new quest system and updated UI.
- All accounts will be granted a new series of introductory quest lines. Quests will provide players with a basic tutorial of the game’s features and provide a one time gold reward.
- All quests can be tracked through the Quest Widget. Players may choose which quest to track on their HUD through this menu.
Warlocks
- Fixed a bug preventing Aether Currents‘ buff from being applied correctly.
Heavy Fighters
- Fixed a bug preventing Black Knight’s Dread Cry from being able to break active Control Effects.
- Fianna’s Restore Vitae now puts the user in combat when used.
Archers
- Fixed a bug causing Blackguard’s Arcane Arrow to cost Focus when it shouldn’t.
- Adjusted Winter’s Shadow’s Consuming Dark’s Shadow Resistance debuff to apply more consistently.
Healers
- Fixed a bug causing Physician’s Preventative Medicine to be interrupted by moving.
Assassins
- Fixed a bug preventing the Stealth granted by Veilstalker’s Fast Exit from being removed correctly.
Devouts
- Blessed Crow’s Dedicated Pursuit now puts the user in combat when used.
- Abbot’s Unstoppable Zeal now puts the user in combat when used.
- The Helbound’s Battle Thrill now puts the user in combat when used.
Audio
- Goblin SFX has been updated.
- The Blessed Crow’s SFX has been updated.
- SFX for jumping and landing have been updated.
- Added Player Idle dialog and SFX.
- New SFX for the Quest UI.
- Updated UI audio for the Banker and Royal Vendor.
- Added Additional Crafting Table audio.
General
- Wild animals, bandits, and elemental mobs will now gain a speed buff when first damaged and rush their attacker.
Bug Fixes
- Fixed a bug causing some Viking armor to apply the incorrect stats.
- Fixed a bug allowing negative status effects to be applied to characters with Zone Protection.
- Fixed multiple issues with party buffs being removed when they shouldn’t have, including when a party member leaves the group, respawns, or logs out.
- Fixed a bug where players would get stuck in place after being revived under certain circumstances.
- Fixed an issue where specific characters would not be able to log in under certain circumstances.
- Fixed the quantity slider for the item trash tool window.
- Fixed an error that would occur if a gate was attacked with a stun ability.
- Fixed a bug that sometimes caused abilities to become temporarily unusable after canceling the targeting mode of a ground-targeted ability.
- Fixed a bug causing Block Value to not be increased by stats correctly.
- Fixed bugs causing Veil Resistance and Critical Damage to not display correctly in the Stats menu.