The Veil Beginner Guide: First Night in the Maze

Before you leave the Glade

Redeem the codes. Click the shop cart under your HP and sanity bars, open Codes and enter UPDATEFINALLY (5 rerolls, 1,000 Silver, 1,000 Ichor), EMERGENCY (3 rerolls) and SORRY4SHUTDOWN (3 rerolls). You need to have liked the game and joined the BlackstarDW Studios community first. The current list is on the codes page.

Spend the rerolls at the Stylist. The NPC next to spawn opens the reroll screen when you say yes. ItzVexo recommends Underling for a new player (+25% fire resistance, +10% regeneration, +15% cast damage); Goblin is the mage pick and Gemhead is the summoner pick. Every stat line is on the races page. Human is fine too: it gains 5 HP per prestige and is the only common roll.

Talk to Maxwell and Isaiah. Maxwell explains the Veil, Isaiah hands you your first weapon and teaches combat. The information tab’s help icon covers the systems most players miss, and the bestiary inside it shows every mob’s drop table.

Combat is weaving, not parrying

There is no parry. Press F to weave; every successful weave in a row adds a stack, and at five stacks you deal 25% more universal damage and move faster until you miss one. Universal damage means all damage: melee, cast (magic) and summons. Veilborne players reach the cap at four stacks for 30%.

Weapons of uncommon rarity have no abilities. From rare upward they gain passives and abilities on T, V and Y; read the tooltip by clicking the weapon on the right. Enhance the one you keep at the blacksmith: gems become enchants for 100 Silver, and Ichor buys Sharpness levels. Details are on the gems and enchants page.

Sanity and the day-night cycle

The maze gate opens at night and closes by day. At night mobs spawn faster and your sanity, the green bar, drains; at zero you die instantly. Stand beside any campfire to regain it while you keep fighting, use runner outposts, or drink a sanity potion (Calvin in the Glade sells random potions for 15 Silver). Unlocked pylons let you teleport into the maze by day. The sanity page lists which areas drain it.

Deepshaken’s advice from testing: on your first nights, do not try to clear every corner. Learn the layout, grab loot, and leave through a pylon before your resources run low.

Follow the main quest

The quest arrows point at your objective, and the first objectives are kill counts that a Nightcall potion speeds up. The reward chain gives you Thunder Quartz, which summons the Stormcaller, the first boss (about 1,000 HP). Its Storm Ruler drop will carry you through the early maze. Side quests are worth taking when they are in the area you are already visiting: the Lost Recipe Book (10 Silver to the hollow-tree NPC, 100 Silver to hand it back) pays out a rare healing weapon.

The full order of era bosses is in the progression guide.

Your first class

Classes cost 30 Sins or 30 Offerings (Marauder takes 15 of each) plus a quest and 1,000 Silver. Sins come from letting explorers die and Idols of Hatred; Offerings from escorting explorers and Stones of Accord. The Weeping Crypt loot room and helping whistling explorers are the fastest sources, covered in farming Sins and Offerings.

Crusader (church in the Glade, 25 Wraith kills) is the safest first class for PvE. Gladiator (Vorax in Echohold, 30 goblins plus a Gladiator’s Locket) is the damage pick. Trainer locations for all eight are on the classes page.

Prestige, not permadeath

Dying costs one prestige level and the HP that came with it, nothing else. Bosses and equal-prestige player kills raise it again. Three character slots let you try a mage, a summoner and a melee build without losing anything, and Deepshaken, who tested with the developers, confirms nobody was allowed to keep progress through the September 5 reset.

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