Michael leaned back against the moss-covered bench near the village square, eyes scanning the cobbled path that led deeper into the starting town of Virelia. The wounds of the tutorial had healed, but the memory remained like a brand behind his ribs. The system hadn't commented on his escape. No reward prompt. No elaborate congratulations. Just silence—and that made it feel more real than anything else.
He exhaled.
Then he remembered something he'd read online, back when Veilborn was just a rumor on forums and countdown sites: players could learn new skills directly from class masters.
It was a sliver of direction. Enough.
The class hall sat on the far side of the village. Modest on the outside, it resembled an old chapel, but the moment he stepped in, the scent of oil, sweat, and sharpened steel met him like an old ritual. Along the walls hung faded banners with ancient symbols. At the center stood a man in partial armor, arms folded, one eye replaced by a shimmering shard of crystal.
"You're the Sellsword," the man said, without turning. "I felt something odd pass through the village last night. That was you, wasn't it?"
Michael hesitated. "…I think so."
"Then you're here for training. Good." The man's voice was flint. "You're early. Most come after they've died once or twice. What do you want to learn?"
Before Michael could answer, the interface pulsed faintly again. Not a voice—just suggestion. The in-game guidebook had updated. He brought it up, curiosity nudging him forward.
PLAYER GUIDE — CORE SYSTEMS OVERVIEW
Skill Acquisition:
Skills can be learned through class masters across the world.
Skill books can be found, bought, or discovered in hidden locations.
Certain skills may be created through repeated use of basic techniques under stress.
Unique or "awakened" skills can occur under extreme conditions (unknown triggers).
Gear Ratings:
Common
Uncommon
Rare
Enchanted
Superior
Epic
Mythic
Relic
Ancestral
Transcendent
Higher-tier gear not only offers improved stats, but may contain passive bonuses, unique effects, or story-bound traits.
Monster Threat Levels:
Docile Creatures: Wildlife, neutral unless provoked.
Standard Threats: Low-level monsters, manageable for beginners.
Dangerous Entities: Require teamwork or higher gear.
Aberrant Types: Possess mutations, unique abilities.
Elite Monsters: Enhanced stats, high aggression.
Guardian Beasts: Often tied to story or regional lore.
Cataclysmic Entities: Raid-tier, system-watched threats.
Worldbound: Cannot respawn. Tied to world history. Killing one may change the game world permanently.
Stat Definitions:
Strength: Physical attack power, lifting, and melee ability.
Agility: Movement and attack speed, evasion.
Vitality: Maximum HP and resistance to physical harm.
Perception: Affects detection, accuracy, and sense-based actions.
Intelligence: Magic potency and system interpretation.
Spirit: Mana recovery and resistance to mental or magical effects.
Hidden Stats:
Some attributes are not visible to players by default. They may emerge based on choices, survival events, or emotional thresholds. Known hidden stats include Luck and Willpower. Others remain undisclosed.
Michael lowered the window slowly.
So much of this game ran on secrets. Not randomness, not chance—but intention. It was watching what he did. How he fought. What he chose.
"Are you listening?" the class master asked, pulling Michael back to the room. "You came here to learn. Now choose: offense, defense, or control?"
Michael nodded. The story would wait.
For now, he needed a weapon that didn't break on the first parry. A skill to survive what came next.
And maybe… something to answer that feeling that someone—or something—was watching him from behind the veil.