Four talent trees
Every class grows along four trees, one for each attribute. A point every level, 344 talents across the five classes, and a capstone at the end of each.
Early access · Free on Windows
Gather a party of five, step through the Veil, and fight your way out with everything you can carry. Fall, and it stays where you fell.
The run
Every expedition is short, dangerous and never the same twice. What you carry out is yours. What you drop is anyone's.
Up to five heroes set out from the Veilhold. Short a few? Companions of the classes you lack fill the empty places, and they fight, heal, taunt and eat their own food.
Each run is a freshly drawn stretch of the Grass Lands: camps and lairs, patrols walking the trails, rare wanderers, and a boss asleep in its arena.
Packs notice you together and hunt as one. Two rival parties are after the same loot, and they will come for yours.
Portals open at five, nine and thirteen minutes. Hold the ring for ten seconds and you're home with everything in your bag. Fall for good, and the bag stays behind.
Between runs
Everything you bring home makes the next expedition go deeper.
Every class grows along four trees, one for each attribute. A point every level, 344 talents across the five classes, and a capstone at the end of each.
Swords bleed, maces crush, longbows hit harder from far off. Train a weapon or an armour by fighting with it, and pick a perk at levels 5, 10 and 15.
Mine, chop, gather and fish out in the run, then smith, brew and cook back home on a bench that keeps working while you're away.
The Watch, the Circle and the Guild post work every hour. Carry three at a time, earn their standing, and follow their stories.
Fall while your party still stands and you go down instead. Ten seconds at your side brings you back, if they can hold the line that long.
Every piece rolls its own stats and rarity. Wear it, sell it at the Market, or break it down to learn how it was made.
Classes
A tank, a healer and the damage between them. Six abilities each, learned from level 1 to 10.
Tank
Hold the line.
An armored juggernaut who absorbs punishment through sheer health and heavy armor, holding the line while allies strike from safety.
Abilities
Shield Bash
Level 1
Challenge
Level 1
Judgment
Level 1
Charge
Level 3
Hold the Line
Level 6
Avenger's Shield
Level 10
Talent trees
Ranged damage
Never let them close.
A precise marksman who deals devastating critical hits from range, picking apart enemies before they can close the distance.
Abilities
Aimed Shot
Level 1
Volley
Level 1
Tumble
Level 1
Concussive Shot
Level 3
Explosive Trap
Level 6
Rapid Fire
Level 10
Talent trees
Ranged damage
Burn it all down.
A volatile spellcaster who scorches enemies with fire and lightning, layering damage over time to overwhelm anything that survives the initial burst.
Abilities
Fireball
Level 1
Chain Lightning
Level 1
Flame Nova
Level 1
Frost Nova
Level 3
Blink
Level 6
Meteor
Level 10
Talent trees
Melee damage
Strike from the shadows.
A nimble melee fighter who relies on evasion over armor, weaving through attacks to deliver rapid, high-damage strikes up close.
Abilities
Shadowstep
Level 1
Envenom
Level 1
Eviscerate
Level 1
Kick
Level 3
Fan of Knives
Level 6
Vanish
Level 10
Talent trees
Healer
Keep them standing.
A nature-attuned caster who slows and poisons enemies with ice and toxins while sustaining allies through powerful regenerative healing.
Abilities
Rejuvenation
Level 1
Frost Bramble
Level 1
Toxic Spores
Level 1
Nature's Touch
Level 3
Wild Grove
Level 6
Tranquility
Level 10
Talent trees
The Veilhold
Gear up in the Armory, spend your points, and ready up at the portal.
Bestiary
Two bands, each with its own monsters, a mini-boss in the lairs and a boss in the arena. Your party picks where it goes.
Levels 1–5 · Grass Lands
The rim of the Grass Lands, overrun by rats that never fight alone, and the things that learned to pray beneath them.
Rat
RatA small, vicious rat that never fights alone.
Brown Rat
Brown RatA larger scavenger that circles round to bite the ones at the back.
Plague Rat
Plague RatSpits plague from a distance before it closes in.
Infected Rat
Infected RatSwollen with plague. It bursts when it dies, so don't stand over it.
Alpha Rat
Alpha RatDrives weaker rats into battle and leaps on the careless.
Quillback Brute
Quillback BruteA hulking quilled rodent. Its spiny tail lashes everything in front of it.
Ratling Hexer
Ratling HexerHurls shadow and mends its kin; stop its casting.
Mini-boss · In the lairs
A broodmother that anchors an entire infestation, spraying venom at anyone in front of her.
Boss · In the arena
A bloated tyrant crowned in bone that sleeps beneath the altar until its wardens fall. Watch the ground.
Levels 6–10 · Grass Lands
Deeper in, the Veil runs thin. Wolves and boars hunt the tree line, and the dead climb back out of their barrows.
Grey Wolf
Grey WolfHunts in packs along the tree line, tearing at whoever falls behind.
Dire Wolf
Dire WolfThe pack's leader. Its howl sends the pack mad.
Thornback Boar
Thornback BoarLowers its tusks and charges in a straight line. Get out of the way.
Veilstung Wasp
Veilstung WaspKeeps its distance and stings with venom thinned by the Veil.
Ironshell Scarab
Ironshell ScarabWhen it hardens its shell, stop hitting it and hit something else.
Bramble Bear
Bramble BearIts maul tears everything in front of it, and its roar drives the wild on.
Veil Watcher
Veil WatcherAn eye torn through from the far side of the Veil. Interrupt it.
Skeleton Warrior
Skeleton WarriorRusted iron, a notched sword, and nothing left to bleed.
Skeleton Archer
Skeleton ArcherLooses on anything that steps into the open.
Skeleton Mage
Skeleton MageIts crystal draws the warmth out of the air; interrupt it.
Skeleton Captain
Skeleton CaptainThe dead around it still answer. Cut it down first.
Mini-boss · In the lairs
A boar grown huge on the Veil's leavings. Never stand in front of it.
Boss · In the arena
An ogre shaman bound to the Veil in the ritual circle. He slams, hurls and charges; stop his ritual.
News
Veilborn now installs and patches itself. The launcher checks for updates every time it starts and only downloads the files that changed.
The Grass Lands are split into the Rat Warrens and the Veilbound Wilds, each with its own monsters, mini-boss and boss. Six abilities a class, twelve masteries and four talent trees each.
Set out with fewer than five and the empty places are filled with heroes of the classes you lack. They fight, heal, taunt and eat their own food.
The Veil is open
Download the launcher, create your account, and log in with the same name in the game. The launcher keeps Veilborn up to date from then on.