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A piece of fabric which covers the wearer's face. It protects surprisingly well against pollution.

Base Stats

Tech Level
0.08 kg


Insulation Factor - Cold
Insulation Factor - Heat
Armor Factor - Sharp
Armor Factor - Blunt
Armor Factor - Heat
Pain Shock Threshold
Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw


Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Work To Make
1,400 ticks (23.33 secs)
Stuff tags
Resources to make
Stuff 20

The veil is a clothing item that provides minor protection for the head and a minor increase to pain shock threshold.


Veils can be crafted at a Crafting spot, Hand tailor bench or Electric tailor bench. They require Stuff 20 Stuff (Fabric) and 1,400 ticks (23.33 secs) of work. Unlike most clothing, they cannot be crafted out of leather.


In addition to minor head protection, a veil reduces the pain shock threshold of its wearer by 5%,[Additive?] allowing its wearer to take more damage before being downed.

If the Biotech DLC is enabled, veils also increase Toxic Environment Resistance by +35%, reducing the severity gain from toxic fallout, rot stink, and pollutionContent added by the Biotech DLC. It does not protect from diseases, which are not contagious between pawns in RimWorld, nor does it prevent toxic buildup from attacks such as the cobra's bite. The veil's description will also be changed to reflect this change.

When worn by a slave,Content added by the Ideology DLC a veil increases the rate that suppression is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.


Veils don't increase the pain shock threshold as much as war masks, and offer less armor when crafted with anything other than devilstrand, synthread, or hyperweave, all of which are costly to obtain.

A hyperweave veil is competitive with a steel simple helmet of the same quality. The veil offers 8/9ths the sharp armor while also covering the entire head and offering significant heat armor. While hyperweave is generally best saved for dusters, the small amount used needed for a veil can be used to get some utility out of left over stocks.

In biomes where wood isn't easily accessible, veils can be useful early on. But war masks are generally better at providing a quick bit of early game protection for tribal factions, and both are outdated once better materials become available.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Alpaca wool Veil 7.2% 0% 22% 80 -1.5 °C (-2.7 °F) +0.8 °C (1.4 °F) 81 Silver
    Bison wool Veil 7.2% 0% 22% 80 -1.3 °C (-2.3 °F) +0.6 °C (1.1 °F) 59 Silver
    Cloth Veil 7.2% 0% 3.6% 80 -0.9 °C (-1.6 °F) +0.9 °C (1.6 °F) 35 Silver
    Devilstrand Veil 28% 7.2% 60% 104 -1 °C (-1.8 °F) +1.2 °C (2.2 °F) 115 Silver
    Hyperweave Veil 40% 10.8% 57.6% 192 -1.3 °C (-2.3 °F) +1.3 °C (2.3 °F) 185 Silver
    Megasloth wool Veil 16% 0% 22% 80 -1.7 °C (-3.1 °F) +0.6 °C (1.1 °F) 59 Silver
    Muffalo wool Veil 7.2% 0% 22% 80 -1.4 °C (-2.5 °F) +0.6 °C (1.1 °F) 59 Silver
    Sheep wool Veil 7.2% 0% 22% 80 -1.3 °C (-2.3 °F) +0.5 °C (0.9 °F) 59 Silver
    Synthread Veil 18.8% 5.2% 18% 104 -1.1 °C (-2 °F) +1.1 °C (2 °F) 85 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Version history

    • 1.3.3066 - Renamed from War Veil -> Veil. Description changed from "A war veil, made out of reinforced cloth torn to appear damaged in combat. Some believe this functions as a talisman of courage." -> "A piece of fabric which covers the wearer's face".
    • ? - No longer tribal exclusive.
    • 1.4.3525 - Fix: Veil has no toxic environment resistance despite description.