The Veil all classes roster covers eight base kits plus a layered system of hybrid combinations, and choosing the right one shapes everything from your first run through The Glade to your endgame build in The Pale. Because The Veil class unlock system is currency-driven rather than level-driven, your early decisions about where to spend Sins and Offerings determine the rest of your playthrough. This The Veil class guide breaks down every base class, explains the unlock ladder, and shows which hybrid combinations define the current meta.
How The Veil Class System Works
The Veil ships with eight base classes — Verdant, Gladiator, Cyst Disciple, Cultist, Marauder, Sky Sentinel, Crusader, and Nightshade — and every hybrid combination of two of them. According to community class roster data, each class carries its own ability tree, so two players running the same class can feel completely different depending on where they invest their unlock currency.
Core Unlock Rules
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Sins and Offerings are the only currencies that unlock class nodes, ability ranks, and passive tiers. They are NOT interchangeable.
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Level is irrelevant: a brand-new account can unlock a high-tier class if it has the currency, and a level-cap account stays locked out without it.
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Class NPCs in The Glade accept Offerings; certain Prestige milestones grant the high-tier Sins pool.
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Hybrid classes only open when the combination requirement of two base classes is met, per community unlock testing.
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Weaving combat interacts with class identity: every ability pulls from a shared Sanity bar, and aggressive class kits pressure that bar faster than support kits.
Currency Roles at a Glance
| Currency | Used For | Source | Reset on Prestige? |
|---|---|---|---|
| Sins | Class unlock, high-tier ability ranks | Maze runs, boss kills, Prestige rewards | Yes (replaced with bonuses) |
| Offerings | Class unlock, low-tier ability ranks | Daily quests, Glade NPCs | Yes |
| Ichor | Blacksmith enhancement | Mid-game enemies | No |
| Silver | Blacksmith enhancement | General mobs | No |
| Gems | Advanced enchanting | Rare drops, dungeons | No |
| Fire Essence | Advanced enchanting | Crafted from Gems + Ichor | No |
The split between Sins and Offerings matters because the two currencies feed different nodes in the same ability tree. According to a community currencies breakdown, most players earn Offerings faster than Sins, so low-tier nodes fill up quickly while high-tier nodes become a long-term goal. Plan your build around the Sins bottleneck rather than the Offerings surplus.
The Eight Base Classes
The base roster covers every combat identity The Veil supports, spanning eight distinct classes—from tanky frontline brawlers like the Gladiator to backline summoners such as the Cyst Disciple, with the Verdant anchoring the ranged caster archetype. Two players on the same class can run very different builds by allocating points across the shared ability tree, but the underlying node layout, capstone choices, and class-specific passive rings remain identical, ensuring that role identity is preserved regardless of individual build variation.
Verdant — Nature Frontline
The Veil verdant class anchors the nature-magic identity, blending root-based crowd control with sustain tools that scale into late-game zones. Verdant excels in The Maze's horde nights because the kit converts healing into burst damage, which is rare among The Veil all classes.
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Role: Bruiser / off-healer
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Best Zones: The Glade, The Maze
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Strength: Self-sustain, frontline tankiness
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Weakness: Low mobility for kiting
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Hybrid Signal: Pairs with Cultist for sustain-on-sustain compositions
Gladiator — Pure Melee Carry
The Veil gladiator class is the most straightforward melee carry in the roster. Every ability rewards aggression, and the kit's identity lives in sustained melee uptime rather than utility. If you want a kit that scales with player skill rather than currency, Gladiator is the entry point.
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Role: DPS / duelist
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Best Zones: The Maze, The Pale
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Strength: High single-target damage, strong parry tools
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Weakness: Limited ranged options, vulnerable to Sanity drain
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Hybrid Signal: Pairs with Nightshade for the current melee-assassin meta
Cyst Disciple — Disease Caster
The Veil cyst disciple class leans into DoT (damage-over-time) stacking, with abilities that spread debuffs across groups of enemies. The class rewards patience because the damage curve ramps as more debuffs stack on the same target. Players who enjoy route-optimization in long fights tend to favor Cyst Disciple.
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Role: DoT caster / zone control
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Best Zones: The Maze (AoE nights), The Pale
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Strength: Strong AoE, scales with enemy density
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Weakness: Slow ramp, weak versus single bosses
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Hybrid Signal: Pairs with Marauder for a DoT + frontline hybrid
Cultist — Summoner / Support
The Veil cultist class is the dedicated summoner-and-support identity, with abilities that spawn minions and buff nearby allies. Cultist shines in clan-war content where multiple allies benefit from the same aura. According to community class tier testing, Cultist's sustain kit ranks high in PvE because of its healing and revive-adjacent tools.
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Role: Summoner / support
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Best Zones: The Glade, Clan War
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Strength: Minion tanking, aura buffs, sustain
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Weakness: Low personal damage
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Hybrid Signal: Pairs with Verdant for the strongest sustain hybrid
Marauder — Heavy Bruiser
Marauder sits between Gladiator and Cultist: heavy hits with zone-control tools, but slower than a pure carry. The class is the most forgiving bruiser in The Veil all classes, because its defensive cooldowns absorb mistakes that would kill other classes in the same situation.
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Role: Bruiser / frontline
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Best Zones: The Maze, The Pale
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Strength: Defensive cooldowns, area control
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Weakness: Lower DPS ceiling than Gladiator
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Hybrid Signal: Pairs with Cyst Disciple for a frontline DoT hybrid
Sky Sentinel — Ranged Marksman
Sky Sentinel is the only dedicated ranged class in the base roster, with abilities built around positioning and kiting rather than raw durability. The class is fragile but rewards map knowledge because abilities interact with terrain in The Glade (dense cover, short sightlines favor ambush-style kiting) and The Pale (open sightlines, long lanes favor poke and rotation around the zone's central ridgeline) differently. Choosing the wrong engagement distance in either zone leaves the Sentinel overextended with no disengage tool.
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Role: Ranged DPS / kiter
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Best Zones: The Pale, open-field fights
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Strength: High sustained ranged damage, kiting tools
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Weakness: Fragile if caught, limited AoE
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Hybrid Signal: Pairs with Sky Sentinel itself is not allowed; pairs with Crusader for a ranged-support hybrid
Crusader — Holy Support
Crusader is the other support identity besides Cultist, leaning into buffs, cleanses, and aura healing. According to community unlock walkthroughs, Crusader is one of the most common first-hybrid targets because its support kit amplifies almost any second class.
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Role: Support / healer
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Best Zones: The Maze, Clan War
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Strength: Cleanses, healing, ally buffs
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Weakness: Low damage, dependent on team
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Hybrid Signal: Pairs with Sky Sentinel for a ranged-support hybrid
Nightshade — Burst Assassin
Nightshade closes the base roster with the highest single-target burst in the game. The class is fragile, mobile, and rewards players who can read encounter windows. According to community tier-list testing, Nightshade tops most PvP-tier discussions because of its burst-mobility profile.
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Role: Assassin / burst DPS
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Best Zones: PvP modes, single-boss PvE
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Strength: Highest single-target burst, mobility
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Weakness: Glass-canon, weak in AoE
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Hybrid Signal: Pairs with Gladiator for the current melee-assassin meta
Base Class Comparison
| Class | Primary Role | Best Mode | Strength | Main Weakness |
|---|---|---|---|---|
| Verdant | Bruiser | PvE sustain | Self-heal, tanky | Low mobility |
| Gladiator | DPS | PvE melee | Single-target, parry | No ranged tools |
| Cyst Disciple | DoT caster | PvE AoE | Strong AoE, ramp | Slow boss damage |
| Cultist | Summoner | PvE support | Auras, minions | Low personal DPS |
| Marauder | Bruiser | PvE frontline | Cooldowns, control | Lower DPS ceiling |
| Sky Sentinel | Ranged | PvE open-field | Sustained range, kiting | Fragile, limited AoE |
| Crusader | Support | PvE teamplay | Cleanses, healing | Damage-dependent team |
| Nightshade | Assassin | PvP burst | Burst, mobility | Glass-canon, weak AoE |
How to Unlock Classes Step by Step
Unlocking the veil all classes comes down to two currencies (Gold and Veilmarks), two NPC families (the Verdant Enclave in the Whispering Grove and the Cyst Disciple Order in the Sunken Reliquary), and one hybrid gate (the Gladiator Trials, which requires both). Below is the full ladder, in order, from the earliest prerequisite through the three end-state branches. The hybrid Gladiator Trials in particular rewards players who invest in both covenant allegiances, and if you're building toward the end-game Crusader path, our The Veil How To Unlock Crusader walkthrough breaks down every prerequisite in detail.
Step-by-Step Unlock Ladder
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Step 1 — Reach The Glade: Every class NPC lives in the surface hub. The first class unlock is gated behind completing the tutorial zone, not by level.
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Step 2 — Earn Offerings: Daily quests and Glade NPC turn-ins are the reliable Offerings source. Save early Offerings for the second class unlock rather than dumping them on low-tier nodes.
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Step 3 — Talk to the Class NPC: Class NPCs accept Offerings for the first class slot and the first three ability nodes. Each NPC also sells a starter weapon matched to the class's identity.
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Step 4 — Unlock Sins Pool: Sins unlock high-tier ability nodes and most hybrid combinations. Sins come from Maze runs, boss kills, and Prestige milestones — NOT from daily quests.
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Step 5 — Reach a Hybrid Gate: Hybrid classes require both base classes unlocked plus an additional Sins surcharge. According to community hybrid meta testing, the surcharge is the largest single currency sink in the game, so treat hybrids as an endgame goal rather than a first unlock.
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Step 6 — Prestige Reset: Prestige resets Sins and Offerings, replacing them with permanent multipliers. The reset is intentional — the goal is long-term scaling, not hoarding currency.
Common Unlock Mistakes
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Spending Offerings on a hybrid before the second base class is unlocked — the hybrid node stays locked until both bases clear.
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Treating Sins and Offerings as interchangeable — they're not. Sins feed high-tier nodes, Offerings feed low-tier nodes.
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Skipping The Maze to farm Sins elsewhere — The Maze is the most reliable Sins source, and night-only restriction means planning is mandatory.
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Chasing a hybrid before both bases are maxed — a half-built hybrid performs worse than either base class alone.
Hybrid Class Meta and Build Archetypes
The current The Veil all classes meta revolves around hybrid combinations because two base kits usually beat one fully invested class. According to community hybrid-meta research, the trade-off is a much higher Sins and Offerings cost, so hybrids are an endgame goal rather than a first unlock.
Why Hybrids Dominate
A hybrid class keeps both ability trees, which means you can use abilities from either base class on the same character. The combined kit is broader than a single-class build, but each individual node costs the same as a single-class node — so the total currency cost is roughly double.
Top Hybrid Archetypes
| Hybrid | Base Classes | Identity | Best Mode |
|---|---|---|---|
| Nightshade-Gladiator | Nightshade + Gladiator | Melee assassin | PvP, single-boss PvE |
| Cultist-Verdant | Cultist + Verdant | Sustain hybrid | PvE, Clan War |
| Crusader-Sky Sentinel | Crusader + Sky Sentinel | Ranged support | Open-field PvE, support roles |
| Marauder-Cyst Disciple | Marauder + Cyst Disciple | DoT frontline | The Maze AoE nights |
| Verdant-Marauder | Verdant + Marauder | Pure frontline | Boss fights, high-tier PvE |
| Gladiator-Cultist | Gladiator + Cultist | Aggro summon | Mixed content |
Hybrid Build Tips
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Max both base classes first before unlocking the hybrid. A half-built hybrid underperforms either single-class option.
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Spend Sins last on hybrid-only nodes, because they require both bases to be unlocked AND a separate Sins surcharge.
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Plan the second base class around the first's weakness — Gladiator covers Nightshade's fragility, Cultist covers Verdant's low damage, and so on.
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Save Prestige multipliers for hybrid builds, because the long-term scaling benefits hybrid kits more than single-class builds.
Frequently Asked Questions
How many base classes are in The Veil?
The Veil ships with eight base classes — Verdant, Gladiator, Cyst Disciple, Cultist, Marauder, Sky Sentinel, Crusader, and Nightshade — plus every hybrid combination of two of them. Each class has its own ability tree, so two players on the same class can run very different builds depending on where they spend currency.
What is the easiest first class unlock in The Veil?
The Veil verdant class and The Veil gladiator class are the two most common first unlocks, because their starting NPCs sit closest to the tutorial exit and accept Offerings only. Both are forgiving for new accounts, with Verdant leaning into sustain and Gladiator leaning into straightforward melee damage.
How do hybrid classes work in The Veil?
A hybrid class requires both base classes to be unlocked, plus an additional Sins surcharge paid to a specific NPC. The hybrid node unlocks the combined ability tree, which lets you use abilities from both base classes on the same character. According to community testing, hybrids define the current meta because two kits usually beat one fully invested class.
What is the best class for solo players?
Solo players benefit from sustain hybrids, especially Cultist-Verdant and Verdant-Marauder, because both keep a self-heal or defensive cooldown in the kit. The Veil cyst disciple class is also a strong solo option for AoE-heavy content, because DoT stacking clears Maze horde nights without needing a team.
Is the class unlock affected by race choice?
No — race and class are independent. The Veil all classes are available to every race, and the unlock ladder depends only on currency and NPC interaction. Race choice affects stats and faction reputation, while class choice affects ability tree and combat identity, so the two systems never block each other.