The Veil is a horde-based PvE and PvP MMORPG from BlackstarDW Studios, built for 16-player servers and set inside a labyrinth that gets nastier the deeper you push. It went live on September 5, 2026 and is still on Beta v1.0.0, which means a lot of its systems are only half-documented in-game. The two that decide your power level fastest are your race and your class — and classes are not free. They cost either Sins or Offerings, paid to a specific trainer NPC.
Quick answer: Save 30 Sins for Gladiator (from Vorax) or 30 Offerings for Sky Sentinel (from Cryus) — Sins come from killing other players outside the safe zone. Reroll your race at the Stylist and stop when you hit Veilborne (4%) or Obelite (5%).
The Veil class list: prices and trainer NPCs
Seven classes are currently obtainable, and each one is bought from a named NPC for a flat price in one of the two alignment currencies. The split is clean: Sins buy the chaotic classes, Offerings buy the orderly ones. Marauder is the cheapest entry point at 15 Offerings.
| Class | Price | Trainer | Rank |
|---|---|---|---|
| Gladiator | 30 Sins | Vorax | S |
| Duskwing | 30 Sins | Asmodeous | S / A |
| Sky Sentinel | 30 Offerings | Cryus | S / A |
| Hive Disciple | 30 Sins | Hiveling Corpse | A |
| Florist | 30 Offerings | Briar | A / B |
| Crusader | 30 Offerings | Elian | B |
| Marauder | 15 Offerings | Dash | C |
Gladiator is the one pick nobody argues about. The Veil leans heavily on PvE horde clearing, raw damage matters more than anything else, and Gladiator delivers the most of it while pairing neatly with a tanky race like Obelite. Sky Sentinel is the strongest Offerings-side option thanks to heavy burn damage, though burn gets blunted hard by anything with fire resistance — Underling players will shrug it off. Duskwing has a strong reputation among early players, but its stats and abilities are not documented yet, so treat it as the riskier of the top picks.
Note: four other class names — Berserker, GODSEEKER, FLORIST and sentinel — turned up in a developer video title. Those are real names, but there is no published class list, so it is not clear how the rest are obtained.
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Sins are the outlaw currency, and there is only one known way to earn them: killing other players. PvP defaults to off and you can only toggle it inside the spawn town, but that switch protects nothing once you leave — outside the safe zone anyone can attack you regardless of your setting. Racking up Sins has a cost beyond the risk. Some NPCs will refuse to speak to you, and if you want them back, Sins can be washed off at a shrine.
Offerings are the mirror image — the orderly alignment resource that the non-Sin classes are priced in. The exact way to farm them has not been spelled out, so if you are chasing Sky Sentinel, Florist or Crusader, budget time for that hunt rather than assuming it drops from normal horde clearing.
Super classes vs ultra classes: what you can and can’t mix
Classes sit in two tiers, and the rules are stricter than most Roblox RPGs. Super classes are the flexible tier — you can freely blend abilities from multiple super classes into a hybrid build. Ultra classes are a one-per-character commitment. Once you take one, its abilities cannot be mixed with anything else, other ultra class trainers will stop talking to you, and you are expected to learn that ultra class’s full skill set.
You are not frozen between fights, though. Out of combat you can re-equip your ultra class or swap between super hybrid setups whenever you want, so experimenting with super combinations costs nothing. The only true point of no return is accepting an ultra class.
If you pick wrong, Kharvos is the fix. He is the reset NPC and wipes your ultra class through a trade. What that trade costs has not been confirmed, so do not choose an ultra class on the assumption that undoing it is cheap.
The most common release-week complaint was not about balance at all — players simply could not find the trainers. Specific locations still are not nailed down, and the developer’s Discord help channels remain the quickest way to get pointed at one.
Best races in The Veil and what each one does
Your race is a permanent stat backbone for whatever class you end up buying, and it is never locked — the Stylist NPC in the spawn town reopens the reroll screen any time you have rerolls to spend. Veilborne is the clear best-in-slot, and everything else sorts itself by build.
| Race | Tier / rarity | Effects |
|---|---|---|
| Veilborne | S — Legendary | Dusk Weaver caps at 4 Weave stacks instead of 5, each stack giving +7.5% universal damage and +7.5% speed; +10% insanity; unlocks a night-only skill |
| Underling | A — Rare | +25% fire resistance, +10% regeneration, +15% cast damage |
| Obelite | A — Epic | +10% resistance, +10% stone resistance, +8% base resistance, +15% knockback, -10% speed; Exert Energy adds +15% resistance with a regen and stamina hangover |
| Goblin | A — Uncommon | +20% luck, +10% cast damage, -10% cast cooldown |
| Gemhead | A — Rare | +10% summon damage, +15% summon life |
| Wraith | B — Rare | 5% chance for any incoming hit to pass through harmlessly |
| Human | B — Common | +5 max HP per prestige level |
| Mushling | B — Uncommon | +10% regeneration, +10% healing, -10% stamina regeneration, Decompose skill |
| Hiveling | C — Uncommon | +10% damage, +10% resistance at night, -10% resistance by day, -10% attack speed |
| Skeleton | C — Uncommon | +10% speed, +10% summon damage, -10% resistance |
Match the race to the class you are saving for. Gladiator wants raw survivability behind its damage, which is where Obelite earns its keep despite the speed penalty. Caster builds go Underling for the bigger cast damage or Goblin if you value the cooldown reduction and the luck. Summoners take Gemhead over Skeleton, since Skeleton pays for its speed with a flat resistance loss. Human looks boring but scales quietly with prestige, and Wraith’s 5% dodge works with literally every build — it just only saves you from roughly one hit in twenty.
Race reroll odds and where to get free rerolls
Veilborne sits at 4%, which means you will burn a lot of rerolls before it lands. Plan for that rather than spending everything on your first session.
| Race | Roll chance |
|---|---|
| Human | 17% |
| Goblin | 15% |
| Hiveling | 15% |
| Skeleton | 12% |
| Gemhead | 8% |
| Mushling | 8% |
| Underling | 8% |
| Wraith | 8% |
| Obelite | 5% |
| Veilborne | 4% |
Daily rewards are the steady supply. Logging in stacks up 25 Silver on day one, Potion Bundles on days two and three, 100 Silver on day four, Rare Rolls on days five and six, and then 5 Race Rerolls on day seven. Claim them from the shop menu, not the main menu.

Codes top that up. VERITYBOMB grants 3 Race Rerolls, and the launch code RELEASE handed out 6 Race Rerolls plus a party hat. Both are redeemed in the in-game shop’s Codes tab — entering them on the main menu does nothing. Console redemption was broken at launch and has since been patched.

Your first run: Isaiah’s weapon choice and The Murmur


The exit is the part that catches people out. The Murmur’s tunnels loop, and it is easy to spend far longer finding your way back out than you spent clearing the quest. Map your route in as you go rather than sprinting into the first branch you see.

Sanity, prestige and PvP rules that protect your progress
Sanity drains at night. That is the intended design, and a release-day patch corrected a bug that was draining it during the day instead. Campfires found inside the labyrinth and sanity potions are the recovery options players rely on. Since night is also when the hordes are thickest, running the maze during daylight is straightforwardly easier.
Prestige is the real measure of your power. Every prestige level grants +50 HP, and you earn it from boss kills, consuming rare items, and killing players whose prestige matches or beats yours. Dying costs you 1 prestige, so a deep run at prestige 0 is not brave, it is just slow.
That HP is also what makes you a target. Outlaws specifically hunt prestige-carrying players outside the safe zone, and there is no setting that opts you out of that once you leave town.
On the economy side, silver storage is capped at 50,000 by default and enchanting costs 100 silver per attempt after a launch patch set the price. The same round of fixes raised the mob cap from 100 to 200, so hordes hit harder now than they did on day one.
The practical order is to bank rerolls before you spend them, roll toward Veilborne or Obelite, then decide whether you are willing to farm Sins through PvP or would rather chase Offerings for Sky Sentinel. Super classes let you experiment for free in the meantime — save the commitment for when you actually know which trainer you want.






