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.
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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.
Every run is drawn fresh: the Grass Lands' camps and lairs under a turning day, or the Forgotten Crypt's dark halls. Named wanderers, events, hazards, 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, 15 and 20.
Mine, chop, gather, fish and dig out in the run, then smith, sew, 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.
Ten sets of four, one for each class in each band. The helmet and bracers drop in the lairs, the chest and legs from the boss. Set pieces are bound: farmed, never bought.
Rework your gear with the Veil's currency: add a stat, roll them again, seal the one you want to keep, or scar a piece for good with Riftglass.
The heroes' auction house. Search by kind, rarity, level or the stats you're after, bid or buy outright, and collect what sold while you were away.
Classes
A tank, a healer and the damage between them. Ten abilities each: three from the start, then one more at levels 3, 6, 8, 10, 12, 15 and 18.
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
War Banner
Level 8
Avenger's Shield
Level 10
Warden's Vow
Level 12
Hallowed Strike
Level 15
Last Rites
Level 18
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
Arrow Storm
Level 8
Rapid Fire
Level 10
Flare Arrow
Level 12
Hobbling Shot
Level 15
Soulpiercer
Level 18
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
Blizzard
Level 8
Meteor
Level 10
Arcane Lantern
Level 12
Soul Siphon
Level 15
Glacial Tomb
Level 18
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
Smoke Bomb
Level 8
Vanish
Level 10
Throat Cut
Level 12
Death Mark
Level 15
Knife Dance
Level 18
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
Entangling Roots
Level 8
Tranquility
Level 10
Heartwood Ward
Level 12
Spirit Wolf
Level 15
Rekindle
Level 18
Talent trees
The Veilhold
Gear up in the Armory, spend your points, and ready up at the portal.
Bestiary
Two zones of two bands each, from level 1 to 20. Every band has its own monsters, masters in the lairs and a boss in the arena. Your party picks where it goes.
Levels 1–10
Sunlit meadows under a twelve-minute day, and the first place the Veil tore through.
Levels 1–5 · The Grass Lands
Where every hero starts: the Grass Lands' burrows and clearings, overrun with rats, plague and the Rat King's brood.
Rat
RatA small, vicious rat that never fights alone.
Brown Rat
Brown RatA larger scavenger rat that circles round to bite the ones at the back.
Plague Rat
Plague RatA diseased rat that spits 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.
Quillback Brute
Quillback BruteA hulking quilled rodent that lords over the warrens. Its spiny tail lashes everything in front of it.
Ratling Hexer
Ratling HexerA rat that learned to pray to something. It hurls shadow and mends its kin; stop its casting.
Alpha Rat
Alpha RatA territorial alpha that drives weaker rats into battle and leaps on the careless.
Mini-boss · In the lairs
An oversized 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 · The Grass Lands
The Mossgrin tribe's hunting grounds: goblin camps ringed with snares, wolves broken to the saddle, trolls in the deep grass, and a chained god in the ritual circle.
Mossgrin Cutter
Mossgrin CutterA small, quick goblin with a rusty knife and no sense of fair play. It always ends up behind you.
Mossgrin Slinger
Mossgrin SlingerKeeps its distance and lobs clay pots of burning pitch. Where one lands, the ground burns for a while.
Mossgrin Trapper
Mossgrin TrapperRings its camp with snares before anyone comes, and throws more at your feet once you do. It hunts the Hollows' beetles for their plates. Watch where you step.
Mossgrin Sapper
Mossgrin SapperRuns at you with a lit keg on its back. Kill it, stun it or get clear before it goes up; killed, it goes up on its own kind.
Mossgrin Hexmonger
Mossgrin HexmongerThe tribe's shaman: it spits mossfire, hexes your hands and slaps grubs on its kin's wounds. Stop its casting, then kill it.
Grey Wolf
Grey WolfHunts in packs along the tree line, tearing at whoever falls behind.
Veilmaw Warg
Veilmaw WargA wolf the goblins' Veil-ember got into. It flickers through the thin places at whoever looks softest, and bites where the healer stands.
Mossgrin Wolfrider
Mossgrin WolfriderA goblin on a saddled wolf, riding the trails. Bring the wolf down and the rider tumbles off to fight on foot.
Dire Wolf
Dire WolfThe pack's leader. Its howl sends the pack mad, and it leaps from out of reach.
Mossgrin Beastmaster
Mossgrin BeastmasterIt cracks the whip over the tribe's wolves and bears, and whistles more out of the trees. Kill it and they slip their leashes.
Bramble Bear
Bramble BearBrambles grow through its fur, and the Mossgrin keep it chained. Its maul tears everything in front of it, and its roar drives the tribe on.
Moss Troll
Moss TrollA troll grown over with moss, knitting itself back together as fast as you cut it. Fire stops its blood; nothing else does.
Mini-boss · In the lairs
The Mossgrin's war chief, riding Gnashfang into the fight. At half his Health the wolf throws him, and then there are two of them.
Boss · In the arena
The Mossgrin's chained god: a vast troll their shamans bound to the Veil in the ritual circle. He slams, hurls and charges, and heals through the shamans who feed him; kill them and stop his ritual.
Levels 10–20
An abbey's crypt, cut out of the rock and laid out anew each run. Dark, flooded, and full of the dead.
Levels 10–15 · The Forgotten Crypt
The upper crypt of the Last Choir: bone-lined halls where the dead will not lie still, the things that eat them, and the Lantern Guild digging through it all for the abbey's gold.
Ossuary Skeleton
Ossuary SkeletonThe abbey's dead, up and armed. Its cleave bleeds, and it braces behind its shield; holy fire and a mace break it best.
Ossuary Bowman
Ossuary BowmanA dead bowman who still keeps his distance. Its pinning bolt holds you on the line; close in and it has nothing.
Ossuary Acolyte
Ossuary AcolyteAn acolyte of the Last Choir, still at its prayers. It shells the dead round it in bone; stop the casting, then kill it.
Shambler
ShamblerThe badly buried, still in their shrouds. Slow, but a grasp holds you in place, and it bursts when it drops; step back.
Crypt Ghoul
Crypt GhoulGrey, starved and fast. It leaps at whoever looks weakest and feeds on the fallen to heal; burn the bodies or kill it first.
Lantern Guild Cutpurse
Lantern Guild CutpurseA grave robber who robs the living just as happily. It lifts your coin with a touch; kill it and take it back.
Lantern Guild Delver
Lantern Guild DelverA digger with a candle on its helmet and a pick in its belt. It knocks the ceiling down on you; keep moving.
Lantern Guild Lanternbearer
Lantern Guild LanternbearerCarries the Guild's light on a pole, and patches its diggers up. Where it stands you are seen from further off.
Marrowgnaw Rat
Marrowgnaw RatPale ossuary rats that have lived on marrow so long they glow with it. They come in numbers and squeal the rest in.
Crypt Bat
Crypt BatThey find you by your lantern. A screech spoils your aim and a bite drinks your health back into them.
Tomb Scarab
Tomb ScarabBeetles the size of a shield that tunnel under the floor and come up under your feet. Watch the ground.
Carrion Crawler
Carrion CrawlerA long, pale thing that lives on the crypt's dead. Its feelers paralyse; stay out of their reach.
Skeleton Captain
Skeleton CaptainIt still keeps the keys of the halls it guarded, and still gives orders the dead obey. Kill it first and they fight worse.
Guild Bonecaller
Guild BonecallerThe Guild pays necromancers to keep the dead off its diggers. It raises your kills against you; kill it first, or stop it.
Mini-boss · In the lairs
The abbey's gravedigger, who never stopped digging. He buries you where you stand; dig your friends out, and mind the dark when his lantern breaks.
Mini-boss · In the lairs
The Guild's master necromancer, who calls the dead out of the walls of his lair. Kill what he raises before he feeds on it.
Boss · In the arena
The Abbey's last abbot, still keeping the hours. When the great bell tolls, stand in the candlelight or fall.
Levels 15–20 · The Forgotten Crypt
Below the ossuary the abbey flooded, and the Veil came up with the water: wraiths in the dark, fallen heroes who never left, and a lich still leading the choir.
Drowned Thrall
Drowned ThrallThe choir's drowned congregation, still dripping. They put your lantern out; they don't need one.
Hollow Knight
Hollow KnightA Veilborn hero who went down and never came up. It still fights like one: it charges, it shields, and it keeps its oath.
Hollow Archer
Hollow ArcherA hollow hero's bow, still drawn. Its volleys fall where you stand; keep moving and close in.
Hollow Priest
Hollow PriestIt still gives the fallen their last rites, and they still get up. Stop its channel, then kill it.
Embalmed Priest
Embalmed PriestWrapped for burial and never buried. Its curse halves your healing; its wrappings shield the dead round it.
Wraith
WraithHalf out of the world. When it phases only holy damage, light, cold iron or a Wraithbane Draught touches it.
Banshee
BansheeA drowned chorister who never stopped singing. Her wail sends you running; step out of the circle before it lands.
Bell Wraith
Bell WraithIt rings a hand bell for the dead, and the dead answer. Its knell weakens your blows; kill it before the choir gathers.
Crypt Larva
Crypt LarvaPale grubs from the brood nests. They web the floor and burst when they die; step away from the bodies.
Veil Parasite
Veil ParasiteIt springs onto a hero and feeds. Dash to shake it off, or have a friend strike it away.
Brood Crawler
Brood CrawlerThe brood's grown hunters: acid from range, paralysis up close.
Deathspeaker
DeathspeakerA drowned necromancer who binds the dead into hollow knights and colossi. Clear the bodies round it, and interrupt it.
Bone Colossus
Bone ColossusA hundred of the dead bound into one. It pulls the bodies near into itself to heal; clear them, and keep out of its stomp.
Veil Eye
Veil EyeAn eye the Veil left open. It sees the cloaked, and its gaze burns a line; step off the line.
Mini-boss · In the lairs
Buried once by the abbey and once by the Veil. He charges, he breaks your nerve, and at half his Health his squires answer.
Mini-boss · In the lairs
The brood nests' queen. She lays while she fights and comes up under your feet; kill the larvae before they swarm.
Boss · In the arena
The abbess who became a lich to finish the last hymn. Break her phylacteries, climb the daises when the nave floods, and don't fall here: she keeps the ones who do.
Guilds and the war
Found a guild with friends, build its Hall, and take the bands from the other guilds, one front at a time.
Draw up a charter at level 5 and find two to sign it. Design your crest, plant your banner behind every stand in the Veilhold, and level the guild with Renown.
Twelve buildings of five ranks, raised with the treasury and what members bring: bench slots, a guild Vault, a Mess Hall ration, caravans and raid night.
Leagues of twelve, fighting for the bands. Every Saturday whole rosters take the field in sieges over three to twelve fronts: wardstones, the Seat, relics carried home.
Twenty heroes in four parties against the Sunken Choir: Ser Aldric, the Gravemother and Morwenna Ascendant, on the night your guild puts on its calendar.
Duels, 2v2, 3v3 and a guild's 5v5. Rated play at level 20 from Stone to Champion, skirmishes from level 6, and duels in the Ring for a Blood Wager.
The deep bands, risked. Fall for good and everything you wear and carry stays where you fell, for better loot and twice the Veilwright's currency.
Daily Orders from the patrons, the Daily Fissure against the clock, a Veil Breach every four hours, and the week's Great Hunt, tracked across your runs.
Thirty free steps a season, climbed by playing: Glory, Guild Marks, dyes, plinths, weapon auras and titles. Nothing on it makes a hero stronger.
The Journal
Open it with B, in the Veilhold or out on a run. It fills in as you play, and your account page shows each hero's points and title.
103 pages
One for every monster and named wanderer, opened at your first kill. The more you fell, the more it tells: its weak spot, how it fights, what it drops.
54 pages
The Grass Lands, the Veil, the Veilhold and the people in it, in chapters. Each page opens when you do something: reach a level, fell a boss, meet a patron.
183 · 3,075 points
From your first kill to a mastered bestiary, in ten categories. Nearly all of them pay gold, and a few keep their words hidden until you earn them.
58 to earn
Some achievements grant a title to wear before or after your name: Kingslayer Brannoc, Aria the Ratcatcher. It shows over your head in a run.
The Veil is open
Veilborn is coming to Steam. Wishlist it and Steam tells you the day it opens. Your Steam account is your Veilborn account, so there's nothing to sign up for: Steam installs it, keeps it up to date and signs you in.