Veil

The veil is a clothing item that provides minor protection for the head and a minor increase to pain shock threshold.
== Acquisition == 
 Unlike most clothing, they cannot be crafted out of leather. While in previous versions, it could only be crafted by tribal colonies, this restriction has since been removed. 
Veils are also commonly worn by tribal pawns and can be purchased from their faction bases and trade caravans.
It can be found on the following raider kinds:
Raider Kind	Chance	Average Quality	Health
Breacher 	100% 	Poor 	50% - 180%
Warrior 	100% 	Poor 	50% - 180%
Hunter 	100% 	Normal 	50% - 180%
== Summary == 
In addition to minor head protection, a veil increases the pain shock threshold of its wearer by , allowing its wearer to take more pain before being downed.
If the Biotech DLC is enabled, veils also increase Toxic Environment Resistance by , reducing the severity gain from toxic fallout, rot stink, and pollution . 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.
== Analysis ==
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.
In terms of early game, fabric-based protection, the veil faces competition with items introduced with the Ideology DLC:
* The broadwrap is more protective and more insulative, and costs only 10 material more. Uniquely, the broadwrap protects the shoulders and neck, in addition to the full face. However, the broadwrap does not help with pain shock or toxic resistance.
* The headwrap costs the same as a veil, but offers more protection and more insulation. Like the broad wrap, it does not protect against pain shock or toxic resistance. However, with the Biotech DLC, headwraps can be worn with a face mask, which offers superior toxic environment resistance (for only 10).
Note that both items require a hand tailor bench or electric tailor bench, while veils are able to be created in a crafting spot.
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. Veils offer some toxic environment resistance in the Biotech DLC, though a face mask offers more protection and can be worn with a simple helmet. And while hyperweave is generally best saved for dusters, a small leftover stock of hyperweave could be used to make a decently protective veil.
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.
== 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.
Category:Armor