The World of VeilOnline
A realistic fantasy world after the Shattering of the Great Crystal. Elements are not “magic on a button” — they are the foundation of nature, biology, and territories. Alongside the material world exists the Veil — another dimension that introduces rules that do not exist in ordinary reality.
The Shattering and the origin of the elements
The primordial Crystal Element was the source of all other elements. After the Shattering of the Great Crystal, the world gained “resonances” — fire, water, earth, wind, shadow, light, and other manifestations. Crystal magic is transparent by default, but takes on color through resonance with another element.
In the fracture of the Great Crystal, fanatics of an ancient faith opened a path for an evil force. Its influence infects monsters and people, creates servants in dungeons, and forms the world’s main physical enemy — the Crystal Lord of the Shattering.
In VeilOnline, power is mastery and experience. Even a simple item can become a weapon if you learn how to wield it.
Two realities: the Material World and the Veil
The Veil is a parallel dimension from which entities and energies come — forces that do not follow physical rules. Some creatures and items exist only there, and some mechanics are unlocked only through contact with the Veil.
Summoned beings don’t “eat” food — they feed on Veil Energy. They have a separate “Veil slot” in the maintenance system: energy drains at different rates, and when it runs out, the entity returns to the Veil, leaving behind an essence shard.
Continents and regions
The world is divided into continents with different survival rules, resources, dangers, and elemental zones. Each continent has its own “key points”: unique dungeons, control territories (mines/forests/crystals), and hidden locations that can only be found through exploration.
- Elemental zones are not cosmetic: they change combat, mobility, magic efficiency, and routes.
- Territory control creates economic influence and guild conflicts over resources.
- “Foreign element” debuff: if a player’s element differs from the continent’s element, a weakening effect is applied and can be temporarily removed with an elixir.
- Oceans will appear in a future update, but underwater caravan tunnels exist from launch (visible to players, inaccessible until the “ocean update”).
Continent names can be added later — for now this is the framework for describing each region: climate, resource zones, faction influence, unique dungeons, and “secrets.”
Elements
Each element has its own mechanics, weapons, and “unique access” to content. This creates cooperation: a group with different elements unlocks more paths than a single element.
- There will be 6 main elements in the world: crystal, fire, water, lightning, wind, earth
Important: an element does not replace mastery. Even with a “strong” element, a weak player won’t become top-tier without practice.
Factions and enemies of the world
The world contains physical enemy factions and forces born from the Shattering. They affect territories, resources, dungeons, and chains of conflict.
- The Crystallized — infected by shards, with warped biology and behavior.
- The Marivnyks — nomadic/anomalous beings that appear where the world “thins.”
- The Shadow Broods — traces of the fracture’s influence; dangerous creatures that “grow” from dark magic.
- The Crystal Miners — human factions/groups that hunt crystal at any cost.
- The Crystal Lord of the Shattering — the main physical enemy; his servants are bosses and dungeons.
Important: All names will be changed during development.
Religions and the Cult of the Shattering
An ancient religion of fanatics caused the fracture of the Great Crystal. They believed a god was sealed inside, and that “release” would bring truth to the world. The result: magical corruption, warped creatures, and spreading influence in dungeons.
Part of the cult vanished, part was reborn as secret orders, and their symbols are still found in ruins, on altars, in seals, and in key objects across the world. This is the foundation for hidden quests and “lore archaeology.”
World art
Here you can collect “posters” of the world: continents, elemental biomes, cult ruins, the Veil, dungeons, faction locations. This isn’t the general game gallery — it’s a visual map of the lore.
Quests and exploration in the world
VeilOnline will have countless quests — from small everyday stories to large chains that unlock new zones. But the most valuable are hidden quests: they aren’t given “from a marker.” You must find them through exploration, strange details, unconventional actions, sequences of decisions, or rare world conditions.