In Shadow's Reach, you'll find 2 new maps, Dawnhammer Crypt and Greenwood Night. In Dawnhammer Crypt, you'll find our first dungeon-style map that features tighter corridors in contrast to the open area of Greenwood. This map is designed for adventurers with Uncommon (Green) or higher quality gear. For Greenwood Night, we are unveiling our first nighttime version of our open-area maps that features new spawn points, extractions, loot, and creature spawning. Greenwood Night is designed for Common (White) gear and up.
We can't wait for you to check out our 5th class, the Wizard! We know you've wanted Sorcery in Legacy, and it is finally here. His first weapon is the Emberstaff, which wields Fireballs you can charge up, manipulate time, and customize a larger loadout of spells through Spell Scrolls.
There is tons of new content throughout Season 1, including many improvements to the Lodg,e which adds even more progression and things to unlock during the season, class balance and updates, new creatures, and more!
We look forward to your feedback and can't wait to hear what you think!
💖 Featured Changes
- Season 1 Wipe - All Characters, Items, Vendor Progression, etc have been wiped this season. We have also reset the House name, as well, if you wanted a rename. In future seasons, your House name will be preserved through wipes.
- New Class: 🧙♂️ Wizard - The sorcery has arrived in Legacy! The Wizard is now available with their first weapon: the Emberstaff. Cast powerful spells from afar, rewind time on enemies (or allies), and search for powerful Spell Scrolls in the world to unlock new abilities.
- New Map: 💀 Dawnhammer Crypt - Once a revered sanctuary of the noble Dawnhammer paladins, this hallowed ground has fallen into darkness. Now, a haunted crypt crawling with Undead—and far more sinister threats—it challenges only the bravest adventurers. But for those who endure its terrors, untold riches and rare resources await within its shadowed halls.
- New Map: 🌙 Greenwood Night - Night falls upon Greenwood, where bandits stalk travelers, ghosts are whispered to roam, and undead grow bold and vicious. Bring a lantern - darkness invites death.
- New Experience: Goldbrook (Social Hub) - Step into Goldbrook, a free-for-all social space designed for downtime between adventures. Spar with scarecrow training dummies scattered throughout the area, challenge others to duels, or simply relax and chat with fellow players over VOIP. It’s your campfire between battles.
- New Quest Feature: Weekly Quests - We now have quests that reset each week. The quest to kill Mor'thog has been moved from the Campaign into the Weekly Quest feature, and rewards a chance at Rare (Blue) and up quality items that previously were looted from Mor'thog's cache when slain.
- Developer Note: Previously in Season 0, players could continually kill Mor'thog and have a chance at high-quality loot each time. Now, players have a weekly quest to kill him and aren't incentivized to continually "farm" him.
- New Lodge Furnishings - New furnishings have been added to the Lodge, including the Tanner, Forge, Loom, Critter Habitat, and Transmutation Device! Oh, and the Fireplace now produces Charcoal when you burn your wood.
- New Feature: Goblin Pawn Shop - Sneer now will sell some of the items you lose during Adventurers back to you... for a modest price. (As long as they haven't been looted by other players)
- New Creatures: You'll find the Bandit, Spear Skeleton, Necromancer, Banshee, and Arcane Eye around Greenwood Night and the Crypt.
Full Patch Notes:
🗒️ General Changes
- New Feature: Lanterns - You can now craft a lantern that can be equipped in your toolbelt. The Lantern can be used during adventurers to illuminate dark areas. Can be turned off and on.
- New Queue Type: Duo Queue - Duo Queue is now available for Greenwood Day and Greenwood Night.
- Legacy: Steel & Sorcery Founders Edition now includes 1 additional Character Slot. This feature is a permanent feature.
- Legacy: Steel & Sorcery God-Tier Edition now includes a new Priest and Rogue hairstyle as well as a new Wizard hair color.
- Interaction System
- Interaction Hotkey now hovers over the interactable object in world space rather than 2D in the UI
- Camera targeting for interactables has been improved to better help you select interactable objects when they are close together
- Interaction Hotkey now hovers over the interactable object in world space rather than 2D in the UI
- Consumables such as healing potions, bandages, class tools (i.e. smoke bomb) can no longer be placed in your Inventory (backpack) when queuing for an adventure, and must be stowed in their respective toolbelts.
- Developer Note: This change is intended to address the issue where players will bring in too many consumables which can make combat encounters — in particular, PvP ones — stagnate. In exchange, we have approximately doubled the stack size of most consumables. Consumables are intended to be a scarce resource that adventurers should prepare and maintain wisely during sessions. This change will also make higher tier (rarity) toolbelts more valuable and interesting, as intended. We understand that this change will affect the game at the high-end, and will evaluate how this change affects the game and make changes where necessary.
⚔️ Combat
General
- New Status Effect: Silence - Prevents the player from using any weapon attacks, weapon skills, blocking, or using any class skills or class tools.
- Developer Note: We are shifting some Stuns on player and creature abilities to instead be Silence. The goal with Silence to be a softer version of a stun, allowing us to make more appropriate status effects to some abilities.
- New Damage Type: Lightning - Damage type of some Wizard spells, Arcane Eye (Creature), Shock Beetle (Hunter), etc.
- Resilience
- Fixed an issue where the character did not remain immune to all CC's during the Resilience state
- Developer Note: Resilience is a rare status effect that automatically triggers when the player is afflicted by too much stun/stagger in a short amount of time.
- Fixed an issue where the character did not remain immune to all CC's during the Resilience state
- Evade
- Fixed an issue where mid-to-high latency players would spend stamina on a failed evade
Afflictions
- New Affliction: Combustion - When triggered, will cause the target to explode, dealing damage and Combustion buildup to themselves and other nearby enemies of the caster.
- New Affliction: Stasis - When triggered, will Stun the target for a short duration and cause Lightning damage.
- All players who contribute Affliction buildup to a creature will now properly see damage numbers, rather than just the player who triggered the Affliction last
🧙♂️ Classes
Warrior
General
- Weapon swapping can no longer be used while stunned
- Fixed issues with some snare effects piercing Enrage
Skills
Iron Tether - New Skill- You hurl your Ironspike at a target location, tethering all enemies within 15 meters to it for 10 sec. For each enemy tethered, you gain 3 Rage per sec.
Battle Frenzy
- Increased Enrage duration to 3 seconds, up from 2
Raging Shout
- Now Silences the target instead of Incapacitating them for the same duration of 4 seconds
- Applies a 70% Snare for the duration
Warpath - New Skill
- You become Unstoppable and your movement speed increases by 50% for 3 seconds. The first attack you deal during Warpath will break you out, but its damage is increased by 20%.
Weapons
Mace & Spiked Shield- Headbutt (Evade Attack) causes a Silence for 1 second
- Jump Attack causes a 30% snare for 2 seconds
Axe
- Whirlwind now applies the Enraged effect
Deathball
- Adjusted hitbox of the third normal attack
Traits
New Trait: Tactical Mastery- Using Mace + Shield = Increases Armor by 5%
- Using Deathball = Second attack is Unstoppable, third attack is Unbreakable
- Using Axe = Your maximum Rage is increased by 10
Rogue
Mechanics
Stealth- Periodic damage now breaks Stealth
Skills
Phantom Dagger- Root time reduced to 3 seconds, down from 4
Weapons
Swords- Pushed back hit frames on the Evade Attack to frame 4, up from frame 0
- Removed the Snare effect from the Sprint attack
Daggers
- Fixed an issue where casting Spider Bite while jumping did not consume adrenaline
Class Tools
- Fixed an issue where the dart equip animation could be used to cancel anything
Paralyzing Dart
- Now applies a Silence for 6 seconds instead of an Incapacitate effect
Hunter
Mechanics
Evade- Increased the duration of Evade frames during the animation to 17, up from 10
- Reduced the amount of recovery frames before the hunter can move again by 50%
Skills
All Seeds- Reduced damage to self from explosions by 90%
- Exploding seeds now apply Fire buildup.
Flying Seed
- Increased energy cost to 40, up from 35
- Added a maximum allowed spawn of 3 Flying Seeds at a time
- Radius of explosion and damage reduced by 30%
Bramble Trap (Also merge in the VFX update)
- Now deals damage, applies Hemorrhage buildup, and drains stamina overtime to targets standing in the trap
Cyclone
- Changed cost to 30 Energy instead of spending Swiftness
- Duration and damage still scales with Swiftness
Sentinel Strike
- Changed cost to 30 Energy instead of spending Swiftness
- Cast time reduction and damage still scales with Swiftness
Sentinel's Call
- Changed cost to 30 Energy instead of spending Swiftness
- Swiftness still affects the power and duration of the bird
Shock Beetle
- Now detects stealth
- Now deals Lightning damage and buildup
Weapons
Swiftbow- The right-click press and hold now does Block (3 pips)
- New Technical Attack: Windstrike
- Hunter performs the 2 hit melee attack with a cyclone and is Unstoppable during it
Longbow
- Eagle Stance weapon skill replaced with Thunder Arrow
- Fires a Thunder Arrow, dealing Lightning damage to all targets it travels through. If it hits the ground, it will deal AOE damage and knock enemies backward. Thunder Arrow costs 30 Energy, no cooldown.
Traits
Windrunner - New Trait- Increase movement speed by 70% for 0.5 seconds after performing an Evade
Air Vault
- Knocks back targets an additional 2 meters
- Reduced cost to 20 stamina, down from 25
Perks
Ivorywind Longbow- Reworked perk to: Your Thunder Arrow deals 30% Lightning buildup
Priest
Skills
All Stars- Reduced damage dealt to self from stars by 90%
Heaven's Fury
- Fixed an issue where Heaven's Fury would spawn underground when holding it and targeting over Characters
- Lingering Consecrate area now deals damage over time instead of Penitence buildup
Heaven's Ward
- Reworked - You turn into pure Holy light, becoming immune to all damage and effects while increasing your movement speed by 30%. When Heaven's Ward ends, you deal damage and stun all enemies in an area.
Weapons
Scepter- Charged Attack now applies 10% penitence per projectile
- Added an Evade Attack, The Scepter fires the first normal attack 25% faster and deals 25% more damage
- Healing now scales with weapon rarity
Staff
- Added an evade attack, The Staff fires the first normal attack 25% faster and deals 25% more damage
Sword and Buckler
- Charged Attack now generates 50% Penitence
Class Tools
Prayer Card - Mending- Added a new Prayer Card, Mending, cures 50% of Wound damage
Cleanse
- Cleanse can now remove the following additional effects:
- Incapacitate
- Roots
- Snares
- Fire and Lightning afflictions
- Affliction buildup over time effects
- Phantom dagger DoT + tag effect
- Added a 1-minute Cooldown
- Incapacitate
Traits
Contrition - New Trait- Added a new trait, Contrition, gives the Priest a 25% chance to land a critical hit against targets afflicted by Penitence
Holy Sparks
- No longer spawn from the Heaven's skills
- Spawns when the Star Burst Trait is activated
- Does not get consumed by allies for healing
- Maximum limit of only 3 being able to be spawned at a time
- Applies a Silence for 2 seconds to enemies instead of a Stun
Penance - New Trait
- When you deal a critical hit, you generate 10 Energy
Evading Light - New Trait
- Evade attacks generate 10 energy. If an enemy is afflicted by Penitence, it will deal Critical Damage.
Perks
Battlepriest's Lightguard- Fixed Reflective Shell perk to reflect a portion of damage dealt to the Priest during the effect of spirit shell
Wizard
Wizard is live. He currently has a fire staff weapon available with another weapon to follow very soon.
🌳 World
General
- Harvestable objects, such as trees and ore nodes, will now toss out gatherable items when harvested.
- Developer's Note: This is our attempt to make the gathering systems a bit more immersive and dynamic. Let us know what you think!
Greenwood
- Various regions of Greenwood have received additional level art passes and polish
- Greenwood Dungeons and Stonehill have received a full art pass
- Greenwood now has localized volumetric fog throughout
- Fixed a bug where the camera would get awkwardly stuck in the river in Greenwood
Goldbrook Social Hub
The Goldbrook Social Hub is intended to be a free-for-all space where players can test their gear on test dummies, organize duels amongst each other or just socialize through VOIP. This is an experimental mode that the Legacy has requested: Steel & Sorcery community.- Players spawn at the Chapel, while inside the boundaries of the chapel and it's surrounding platform, the Sanctuary buff is applied, preventing the players from taking any damage, or using any attacks or actions other than Emotes
- Once players step outside the Sanctuary zone, they can freely attack one another
- If a player is downed they will automatically revive on the spot after 6 seconds
- The map is a Bring Your Gear mode
- Items dropped on the map will disappear
- Items used/dropped while in the map will be restored upon leaving
- Players can leave the map through the Extraction zone across the bridge or by using the Leave Game option in the Escape menu
- Players can only queue for this mode Solo for now, we plan to expand it to allow for parties in the future

Greenwood Night
Greenwood Night is a nighttime version of Greenwood. It is tuned for players with Common (White) gear and above.- New and increased loot and resource nodes (Wood, Ore) of higher quality than normal Greenwood
- New and different player extracts than normal Greenwood
- Different encounters and creatures for the player's experience

Dawnhammer Crypt
Dawnhammer Crypts is a new dungeon-style map meant for smaller corridor gameplay. For Season 1, it is intended to be the most hardcore experience in the game.
🔧 Items & Progression
- Fixed an issue where you would consume rested experience on max level characters
- Items looted that can be stowed into Specialized Soul Pouches will be done so at a higher priority than your Inventory
- Developer Note: This is a quality of life change that will, for example, place Ore when looted into your Ore Soulbound Pouch rather than your main backpack. Soulbound Pouches can store items that, when killed during an adventure, will remain with you.
- Toolbelts (Non-class) have had their storage capacity increased by 1
Quests
- New Weekly Quest bucket added that features quests that reset each week.
- The Campaign questline now has 9 new quests that unlock each week, starting Week 1 of the Season up until Week 9.
- Developer's Note: Each week a new quest will unlock on the campaign after Quest #12. Some of these quests reward items required to upgrade Lodge furnishings to higher levels.
- The "Mor'thog Must Die" quest has been moved from the Campaign into the Weekly Quest bucket
👛 Vendors & Lodge
General- You can now sell items that do not have a sell price. You'll receive nothing from the sale.
- Improved the network performance of vendor crafting recipes
- Fixed some recipes, such as the ogre king crate, consuming too many items when crafting.
Goblin (Sneer)
- New Feature: Pawn Shop - The Pawn Shop will contain a selection of items that you were wearing when you departed into an ill fated adventure where you died. Not all of your items are returned to you. Sneer's goblin friends are only able to recover some of your items you lost.
Lodge
- New Furnishing: Critter Habitat - Place Critters into the Habitat that produce some interesting items, some very lucrative...!
- New Furnishing: Transmutation Device - A mysterious crating box that creates unpredictable results. Find it's recipes during adventures!
- New Furnishing: Tanner - Converts your Leather Scraps (along with some Grub Oil) into Leather.
- New Furnishing: Loom - Converts Tattered Cloth (along with some thread) into Cloth.
- New Furnishing: Forge - Converts your Ore (along with Charcoal, that comes from the Fireplace when it burns wood) into Bars.
- Fireplace
- The Fireplace has been reworked to burn different types of wood, leaving behind various crafting items for you to make use of.
🖱️ UI/UX
Lodge- New Lodge modules
- Forge
- Tanner
- Loom
- Critter Habitat
- Transmutation Device
- Forge
- Fireplace Lodge module now has an item grid that will be used to consume wood rather than manually selecting how many pieces of wood you want to consume
- Mode types of wood than just Chopped Wood can be used in the fireplace
- Moved Lodge into its own screen instead of being a tab at the top of the lobby screen
- Added "L" hotkey to open the lodge directly while in the lobby
- Fixed a bug where the Ossuary timer could sometimes be empty
- Fixed a bug with the Cooking Pot slots not having tooltips
Vendors
- Enchantress
- Fixed a bug where additional gems would be consumed when trying to socket multiple gems into different sockets without reloading the Socketing page
- Fixed the refresh timer for Enchantress showing negative values
- Fixed a bug where additional gems would be consumed when trying to socket multiple gems into different sockets without reloading the Socketing page
- Treasurer
- Added pawn shop
- Added more vendor animations to all vendors, including idle animations
- Adjusted scaling for vendor backgrounds for non 16:9 aspect ratio screens
- Added a grace period to all vendor actions to prevent accidental duplicate actions
- All items can now be sold at vendors, but items that were previously unsellable are worth 0 gold and 0 glint
- Fixed a bug where quick selling (Ctrl + Click on an item) was not marking an item for sell when taking you to the Sell tab of the current vendor
Lobby
- Fixed multiple instances of being able to get into the lobby with an invalid character (subsequently soft locking you when you got into game)
- Disable all UI except for the Cancel Matchmaking button when in matchmaking
- Fixed layout on the Character and Class Select screens
- Queue restrictions
- You cannot queue without a weapon equipped
- You cannot queue for an adventure with a gear requirement if you don't meet the requirement
- You cannot queue with additional consumables in your backpack/soul pouch
- Warning when queueing solo/duo into a mixed queue
- You cannot queue without a weapon equipped
- Added Time of Day and Gear Requirement to the map select info panel
- Fixed your team size/mode not switching from Solo to Mixed when you create/join a party
- Quests
- Added weekly quests
- Campaign quests that aren't available yet due to a time or event restriction will now display that information on the campaign page
- Added weekly quests
Tutorial
- Added hotkeys showing you what keys to press for basic actions when in the Tutorial
- New loading screen tooltips
WIP Localization Support (Experimental)
- Chinese, Japanese, Spanish (Spain)
🔊 Audio
⚔️ Combat Clarity & Awareness
- New combat audio system prioritizes threat, direction and proximity, helping players “listen forward.”
- Enemy attacks and movement now sound louder and clearer when they're in your field of view.
- All abilities are slightly more audible when in the player's FOV
- Friendly footsteps and actions are softened to help you better track threats from teammates
- Enemy foley and abilities behind your camera FOV are now muffled and pitched slightly down, and given a blur
- Enemy attacks and movement now sound louder and clearer when they're in your field of view.
🧙♂️ Wizard, Class Updates, Priest Exertions
- Significant audio updates to dozens of class abilities, variants added, volume adjusted for balance
- New suite of abilities for Wizard Class
- Priest exertions updated based on player community feeback!
🌲 Environment
- End-of-match ambience now lowers as extraction completes.
- Greenwood Night ambience and variants added for specific zones and areas.
- Crypts ambience and geometry created to support internal spatial audio
- New music added for boss encounters and new levels.
- Ambient loops now play consistently indoors and in vertical spaces.
- Riverbed surfaces configured to play water footsteps correctly
🐍 Creatures
- New enemies with sounds for creature exertions and abilities
- Banshee
- Skeleton Spearman
- Skeleton Necromancer
- Arcane Eye
- Bandit
🔊 Voice Chat & Player Sounds
- Voice chat now has smoother processing and should be much clearer.
- Realtime processing:
- Input levels and peaks have been tuned to reduce distortion and overlap.
- Voice input applies environmental reverb, making team comms feel embedded in the world.
- More features in the future will include realtime voice processing based on player state
- Priest muffled slightly while blocking inside their bubble shield
- Echo/reverb while Enraged as a warrior
- High-pitched while under the effects of jumping potion
- 'And many more!'
- Priest muffled slightly while blocking inside their bubble shield
- Input levels and peaks have been tuned to reduce distortion and overlap.
🎧 UI & UX
- New UI SFX for stamina depletion, out-of-money alerts, loot crate opens, and more.
- Priest hover now drains stamina audibly when sustained, pitching downward.
- Critical Hit sound now highlights when players deal special damage
- Fixed several cases where the ability activation failure audio would spam on repeat
- Various bug fixes and other audio enhancements
Changed files in this update