Origins
Origins
Every Soulrend character has an origin made of two choices, picked on the first join: a race and a class. Both come from the Origins mod and its add-ons (Medieval Origins and Soulrend’s own packs). Each gives a set of permanent powers: stat bonuses, abilities on keys, and sometimes drawbacks.
The two layers#
| Layer | What it gives | Choices |
|---|---|---|
| Race | The body: size, health, movement, diet and innate abilities. | 19 |
| Class | Combat training: damage or spell power bonuses and a starting kit. | 26, in four tabs |
The class picker groups classes into tabs: Melee, Ranged, Mage and Fusion. Blade Dancer and Wildheart appear under Other, and are described with the melee classes here.
Two races limit the class choice:
- A Faded can only pick a mage class.
- A Feral Beast always gets Wildheart.
Each origin has an impact rating shown in the picker (none, low, medium or high), which marks how much it changes normal play.
Ability keys#
Many powers are used with a key: Origins’ Primary Active and Secondary Active keys, and Medieval Origins’ Tertiary Active key. Set them in the Controls menu. Each power’s page says which key it uses and its cooldown.
Things to know#
- No weapon penalties. The in-game text of several classes mentions “No Mastery” penalties for other weapons. Those powers aren’t part of any class in Soulrend: every class can use every weapon, and only its own bonus is limited to certain weapons. Wildheart is the exception.
- Starting kits are given once, when the class is chosen. Most starting weapons and spellbooks are Soulbound (kept on death).
- Some in-game descriptions are out of date. Where the text and the powers disagree, these pages follow the powers; see Known Bugs.
- Skill trees aren’t tied to classes. Any character can spend points in any skill tree.
In this section#
- Races: the race layer.
- Melee Classes: martial classes.
- Ranged Classes: the Hunter.
- Mage Classes: the twelve school mages.
- Fusion Classes: hybrid martial and magic classes.