Wiki / Survival
Visions, the Thin Veil & Hollow Caches
When your nerve cracks, your mind plays tricks. Let it break all the way and the world thins: the Thin Veil, where some of what you see is real.
How it works
- VISIONS: Shaky, now and then a sound (footsteps behind you, a snapping twig, a growl). Frayed: more often, plus whispers, knocking, a door, and sometimes a figure at the edge of your sight in the dark. Breaking: often, with breath at your shoulder and the dark closing in for a heartbeat. None of it is real and none of it can hurt you: look at a figure or walk toward it and it is gone, and the dead cannot hear these sounds.
- THE THIN VEIL: stay Breaking (nerve under 15 for about 20 seconds), or let nerve fall under 35 at night in the burnt forest. The edges of your sight glow violet, the visions come more often, and in the wilds something tall may stand in the trees. Get your nerve back to 45 to leave it.
- HOLLOW CACHES: on nights your nerve has cracked, packs appear in the open 20 to 40 meters away. You can see, open or break them only while you are in the Thin Veil, and every one is gone at dawn. Inside: Veil Shards, Dukes, Duskiron ingots, Rift lore pages, tonics and smelling salts, sometimes strong supplies or a legendary part.
- VEIL SHARD: use it for a Hollow Mark, or brew it into a Veil Draught (Medical magazines level 55): it drops your nerve to 8 so you slip into the Veil on purpose. Have a way back: Smelling Salts pull you out.
Tips
- Occultists slip in sooner (nerve under 30, or under 50 in the burnt forest) and stay longer; Scavengers find an extra Veil Shard in each cache.
- Hollow Settings, SURVIVAL, Hallucinations: ON, SOUNDS ONLY or OFF. Nerve OFF also turns off the Veil and the caches.
- Challenges: Through the Veil, Something Left Behind, Veil Walker, Pull Yourself Together, Steady Hands.