Kingdom Come ·
Kingdom Come: Class rework, the Handgonner and mythic jewellery
Every class now has its own armour, weapons and perks, there's a new class, the Handgonner, and mythic jewellery is at the Forge. Your class's party buff is unchanged. Respecs are free and keep your ranks (menu > Classes, in the hub).
## Vanguard - Armour: plate. Weapons: one-handed swords, axes and maces, plus a shield. - Shield wall: 10-30% less damage while holding a shield. - Guard: allies within 5 m take 5% less damage. - Taunt (rank 3+): nearby raiders come for you first.
## Berserker - Armour: plate. Weapons: two-handed only (longswords and polearms). - Big cleave: 35-50% of each blow carries into the next raider, two raiders at rank 5. - Frenzy: +10-30% damage while under 40% health. - Bloodlust: melee kills heal 10 instead of 5. - Reckless: takes 10% more damage.
## Ranger - Armour: light (padded, no mail or plate). Weapons: bows, daggers, one-handed swords. - Guns have moved to the new Handgonner class. - Quiver: 15-35 free arrows every wave. - Steady hand: arrows no longer cost stamina. - Hunter's mark (rank 3+): anything you shoot takes 10% more damage from everyone for 5 s.
## Handgonner (new) - The only class that can fire guns: pistoles and handgonnes from rank 1, hand cannons from rank 3. - Armour: rags only, but a padded coif and a kettle hat are allowed. - Weapons: guns, a one-handed sword or a polearm. - Powder: guns deal +200% damage at rank 1, up to +300% at rank 5. - Powder pouch: 4-12 free shot every wave. - Steady aim: shots no longer cost stamina. - Party buff: the party deals +4-20% damage to knights in plate and bosses.
## Sapper - Armour: cloth only. Weapons: a dagger. - Engineer: your siege weapons hit raiders 20-60% harder and reload up to twice as fast (they don't hurt your team any more than before). - Low profile: raiders pass you by unless you're within 4 m or you've hit them recently. - Salvage: you share in every kill your siege weapons make.
## Cleric - Armour: mail. Weapons: maces, hammers, clubs and a shield. - Blessed mace: +15-35% damage (on top of the mace bonus against armour). - Healing aura: allies within 10 m heal twice as fast from the party heal. - Hymn: allies within 10 m regain +1-3 stamina a second.
## No class - Mail armour at most; daggers, swords, axes, maces and a shield. - Crossbows are still open to every class.
## Class requirements - Gear your class can't use now shows in red in the menu's Stash, Store and Forge. - Hover over a red item to see who can use it, e.g. "Class requirement: Vanguard or Berserker". - Red gear can't be equipped from your stash. - Gear your class can't use is taken off and put in your stash, wherever you are - nothing is lost. If you played before this update and something was moved, you'll get a message telling you once. - A weapon your class can't use does no damage in a siege. - The rules are the same for everyone, admins included.
## Store and stash - Quantity sliders: buy up to 100 at once from the store, and sell as many as you like from your stash.
## Mythic jewellery (new, at the Forge) - A new Jewellery tab with mythic rings and necklaces, a step below the legendaries. Each one only works while worn in a siege. - Heartstone Ring: +1 health a second. - Ring of Second Breath: +1.5 stamina a second. - Leech-King's Signet: melee hits heal you for 6% of the damage dealt. - Reaper's Cross: your cleaves carry 10% more of each blow. - Scapular of the Unbowed: 20% less damage while your stamina is under a quarter. - Master-at-Arms Signet: +8% damage and 5% less damage taken. - Different jewels stack; two of the same one count once.