Parts of this article related to the veiled modifiers are not updated to version 3.14.0 due to pypoe, the datamining tool of the wiki need to be updated. Please update this article to reflect newly available information. Relevant discussion may be found on the talk page.
An example of a single veiled modifier
Veiled modifiers can be found on items, primarily those dropped by Immortal Syndicate members. The modifier will do nothing until it is taken to Jun, Veiled Master to unveil it. Unveiling the mod presents three random mods, and allows the player to choose which one the veiled mod becomes. Unveiling mods adds experience towards unlocking Crafting Bench recipes for the same type of mod.
As long as an item has at least one veiled mod it will have symbol in front and at the back of its name; the symbol disappears when the last one is unveiled.
A mod received by unveiling will be more powerful than the craftable versions of the same mod, and does not count as a crafted mod. (The color of the mod will also indicate this: unveiled mod versus unlocked crafted mod).
Immortal Syndicate members will sometimes drop a Rare item with a Veiled mod. They may also offer a Veiled item as part of a Bargain. Items with two veiled mods can be found at a much lower rate, and are rewards from certain Syndicate Safehouses from Aisling Laffrey.
Defeating the Syndicate Mastermind while Aisling is a Captain (3 star rank) stationed in Research will reward the player with a Crafting Bench that adds a Veiled mod to an item, with a small chance of adding two Veiled mods.
A Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. used on an item will always reroll the item to have one veiled mod.
Specific Unique items with veiled mods can also be obtained when defeating Syndicate Safehouse leaders or the Syndicate Mastermind.
Experience[]
Unveiling a modifier will add experience towards unlocking a related mod as a crafting recipe. If the recipe has multiple tiers, the recipes will be unlocked one tier at a time, meaning the same mod must be unveiled multiple times to unlock the higher tier crafting recipes.
Syndicate exclusive mods[]
Some Veiled mods can only be found in items dropped by a specific Syndicate member.
Modifiers that are unveiled through Jun are now more powerful than before. Previously, when an item was unveiled, the veiled modifier added to the item would be equal to the highest tier modifier available on the Crafting Bench. Now, the modifier being unveiled no longer counts as a crafted modifier and will be stronger than any craftable veiled modifier.
You will still obtain progress towards unlocking the craftable versions of these veiled modifiers, however progress towards unlocking craftable versions of these modifiers is now slightly faster and many crafts have had their worst tier removed.
The weighting of Veiled modifiers has been rebalanced in a way that makes modifiers exclusive to one or two types of equipment more common, while modifiers that can appear on a wider range of equipment types are rarer.
You can no longer craft the Veiled increased Damage of specific elements with an ailment chance on Bows.
The Veiled and crafted modifiers with hybrid defenses (Armour, Energy Shield or Evasion) and life have had their values halved, and their tier progression split by item type.
Fixed a bug where the "increased effect of non-damaging ailments on enemies" veiled modifier could appear on rings when dropped, but not when crafted. It now correctly appears on amulets rather than rings when dropped.
You can now craft the damage conversion Veiled mods on items that also have an increase to the damage type of the same element on them. Previously, this was restricted.
You can no longer craft the three veiled Mana mods which are available to Rings and Amulets all on the same item. Each will preclude the others.
Aisling on Intervention duty now gives Jewellery with two Veiled Mods.
Veiled items drop more frequently from Immortal Syndicate encounters.
Several veiled modifiers now have fewer tiers. Low tiers contribute more towards unlocking higher tiers, however it will, on average, take more unveils to unlock the highest tier.
It That Fled's veiled mod (non-Chaos added as extra Chaos) has been split into Physical added as Chaos, Lightning added as Chaos, Cold added as Chaos, and Fire added as Chaos, and the values have been adjusted. New powerful versions of these modifiers can now appear in the basic mod pool on weapons and shields at higher levels.
The cost of crafting veiled items in your hideout has been adjusted.
Fixed a bug where you could unveil the 2-handed version of the Arcane Surge on Kill veiled mod on 1-handed weapons.