Soulrend Races and Classes: 19 Races, 26 Classes

The first time you enter the world in Soulrend, you choose a race and a class. The race brings permanent powers and drawbacks; the class sets your bonuses and your starting kit. This page gives the selection rules, the 19 races, the 26 classes and the kits from the pack's files, and the compatibility checker lets you test a pairing before you commit.

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Soulrend v8.5.2 · Minecraft 1.20.1 Forge · last checked November 1, 2026

The selection screen: race, class, path

When you first enter the world, the pack's own selector opens instead of the standard Origins screen. The choices go in order:

  1. Race (I RACE) You pick one of 19 races. Its powers and drawbacks are permanent; the details are in the race table.
  2. Class (II CLASS) Classes are split into tabs. The race you picked decides which classes are open (see the rules below).
  3. Path (III PATH) A third step only appears for races with an extra layer. The pack has a single case: the High Elf picks an Arcanist, Pyromancer or Cryomancer sub-path. Whether this step shows up as PATH on the selector has not been tested Unverified.

Selection rules

  • The Faded race can only be chosen with the 12 mage classes.
  • The Feral Beast race can only be chosen with the Wildheart class.
  • The Wildheart class can only be chosen with the Feral Beast race.
  • The other 17 races can be chosen with all 25 classes.

The random option never gives Human as a race or Wildheart as a class.

Class tabs

The pack settings fill four tabs by name: Melee (Warrior, Berserker, Tank, Rogue, Samurai), Ranged (Hunter), Fusion (Paladin, Spellblade, Reaper) and Mage (the 12 mage classes). Any class not named in a tab goes to Other. Brawler, Beast Master and Lancer carry the Melee category in their own class files, so only Blade Dancer is left in Other. Wildheart is in no tab at all: it is assigned automatically when you pick the Feral Beast race. So in game the Melee tab shows eight classes.

Try a pairing before you pick

In the checker below, picking a race disables the classes it cannot take and labels them "incompatible". Pick a class first and the races that do not fit are closed off. You can compare up to three classes side by side. With JavaScript off, the same information is in the tables below.

The 19 races

The summaries are compiled from the in-game power texts and the pack's power files. Powers disabled in the pack settings are left out. The Impact column is the 0-3 indicator shown on the selector; it is not a power ranking. Power names are in English, as in the game.

Races: impact, class restriction and summary
RaceImpactClass restrictionSummary
HumanNone (0/3)All 25 classesCarries no powers at all: no bonus and no penalty. The selector's random option never gives Human.
ShulkLow (1/3)All 25 classesA shell that protects even under armor, heavy blows, a short teleport (Phase Step), lava immunity, extra storage kept through death. The cost: slow, hungry, no shields.
GoblinLow (1/3)All 25 classesGets extra bonuses from gold gear and wears gold down more slowly, finds more rare loot and is fast. Stands 92 cm tall; 4 fewer hearts of max health.
High ElfMedium (2/3)All 25 classesDeals 25% more magic damage, carries 50 extra mana and faster mana regeneration, and is a little tall. Takes 25% more physical damage and has 2 fewer hearts.
Moon ElfHigh (3/3)All 25 classesBonus damage with daggers and knives. Turns invisible by sneaking in the dark; the first attack from stealth deals bonus damage and ends the invisibility. Lower health, more exposed to physical damage.
PixieMedium (2/3)All 25 classesFlies, takes no fall damage, occasionally finds something valuable when mining stone and can sit on another player's head. Stands 22 cm tall; villagers refuse to trade with it.
Plague VictimHigh (3/3)All 25 classesA draining aura, disease on hit, poison and wither immunity; once every 5 minutes it survives a killing blow. Counts as undead; no villager trades, no sleep, lower health and speed.
RevenantHigh (3/3)All 25 classesRaises an undead squad, puts up a temporary skeleton shield and is wither immune; pillagers leave it be. Undead weaknesses, no villager trades, golems attack, no sleep.
SirenMedium (2/3)All 25 classesBreathes, sees clearly and swims fast in water; heals quickly while fully submerged. Sirens' Song stops nearby enemies from harming you for a while (not bosses or players). Any contact with fire is near-instant death.
ValkyrieMedium (2/3)All 25 classesFlies with wings; every third attack hits nearby foes with Divine Smite (scales with holy/healing spell power). The undead weakness on the selector (Corruption) is disabled in the pack.
Forest ElfMedium (2/3)All 25 classesArrows wear down armor and pierce foes; makes more arrows per craft, marks nearby enemies while still, calls wolves and bears, and starts with an eagle and a rideable golden wolf. Tall; does not eat meat.
FadedHigh (3/3)Only the 12 mage classes+30% spell power, +50% mana, +20% mana regeneration, 10% shorter cooldowns and casts; can phase through blocks. The cost: -90% attack damage, -50% max health.
KeresMedium (2/3)All 25 classesFlies with wings, every third melee hit bleeds. Gains souls from kills and steals life (Soul Devourer, 5%); spends souls to heal, shield or pull an enemy. No natural regeneration; loses souls in direct sunlight.
UngoliantMedium (2/3)All 25 classesClimbs walls, swings between ledges on silk, sees in the dark and takes no fall damage; melee hits trap enemies in cobweb. Needs more food and has slightly lower health.
YetiMedium (2/3)All 25 classesSlams the ground for ice spikes and a freezing wave (scales with ice spell power), moves faster in icy biomes, is immune to freezing and slowness, slows those nearby and has far more health. Weak to fire.
DwarfMedium (2/3)All 25 classesOne block tall, jumps onto two-block ledges; 15 hearts, 5 innate armor, dark vision. Brew restores 1% health per second with Resistance II. Blinded for 3 s in daylight, sinks in water.
OrcHigh (3/3)All 25 classes+50% max health, +25% damage with axes, a rage burst (Bloodlust), a leap with a stunning shockwave (12 damage), eats raw and rotten meat safely. The cost: noticeably slower walking and swings, fast hunger.
CorrosidMedium (2/3)All 25 classesFlies with wings, takes no fall damage, has a wing dash, throws an acid fireball (scales with nature spell power), is poison immune and walks 20% faster. The cost: only 8 base max health (4 hearts), struggles in water, eats only bread.
Feral BeastMedium (2/3)Only Wildheart+20% speed but -20% max health; on a long sprint the speed bonus climbs step by step to +50% in total, it senses wounded creatures within 30 blocks and leaps forward (Pounce, 3 s cooldown). Its class is tied to Wildheart.

The pack rewrites some races with its own files: Faded, Keres, Ungoliant, Orc, Yeti, Dwarf and Corrosid come from the pack's own definitions, and Shulk, Revenant and Forest Elf from pack versions that override the mod's. A race description you read on a mod's own page or in another modpack may not apply here.

The 26 classes

The pack has 26 classes: the 25 on the selector and Wildheart, reserved for the Feral Beast. The Group column is the class type (melee, ranged, fusion, mage); the selector tab is explained above. Class percentages are the values in the class power files.

Classes: group, impact and summary
ClassGroupImpactSummary
WarriorMeleeLow (1/3)+15% attack damage, +30% critical damage.
BerserkerMeleeLow (1/3)+20% max health, +25% critical hit chance.
TankMeleeLow (1/3)+20% armor, +30% max health.
RogueMeleeLow (1/3)+20% chance to evade attacks, silent footsteps.
SamuraiMeleeHigh (3/3)Masters only the katana: +50% damage with katanas; +20% attack speed.
HunterRangedLow (1/3)+30% arrow damage, camouflage in leaves, more arrows per craft, hunting loot at the level of Looting II.
PaladinFusionLow (1/3)+20% holy spell power, +20% armor, +20% healing received.
SpellbladeFusionMedium (2/3)+20% max mana, +25% spell power (every school), +15% attack damage.
ReaperFusionMedium (2/3)+25% blood spell power, +25% damage with scythe-class weapons, 5% of max health back on each kill, +20% max mana; -25% holy damage resistance.
Blade DancerMeleeMedium (2/3)+25% damage with chakrams, twinblades and warglaives; +10 armor negation.
LancerMeleeMedium (2/3)+25% damage with long weapons such as spears and lances.
Beast MasterMeleeMedium (2/3)+15% damage with battlestaffs; your summons get +30% damage, +5% max health and +20 armor points.
BrawlerMeleeMedium (2/3)+100% damage with gloves, +1 attack speed.
PriestMageHigh (3/3)+50% max mana, +30% holy spell power. The in-game power text says +50% holy spell power; the value in the files is 30%.
PyromancerMageMedium (2/3)+50% max mana, +30% fire spell power.
CryomancerMageMedium (2/3)+50% max mana, +30% ice spell power.
ElectromancerMageMedium (2/3)+50% max mana, +30% lightning spell power.
VoidmancerMageMedium (2/3)+50% max mana, +30% ender spell power.
SummonerMageHigh (3/3)+50% max mana, +30% evocation spell power.
WarlockMageMedium (2/3)+50% max mana, +30% blood spell power.
DruidMageMedium (2/3)+50% max mana, +30% nature spell power.
GeomancerMageMedium (2/3)+50% max mana, +30% geo spell power.
TideweaverMageMedium (2/3)+50% max mana, +30% aqua spell power.
BardMageHigh (3/3)+50% max mana, +30% sound spell power.
Eldritch CultistMageHigh (3/3)+50% max mana, +30% eldritch spell power.
WildheartMeleeMedium (2/3)Only fist weapons deal damage. Each fist hit adds a Frenzy stack (up to 10). Per the power text, damage grows with your speed; when the stacks and the speed bonus are both maxed, total damage reaches +100%. Heals 5% of max health only from creatures killed by a direct fist strike. It is not in the selector tabs; it comes automatically with the Feral Beast race.
  • The 12 mage classes share the same mana bonus and differ only in the school they boost. Starter book spells, mana management and school details are on the magic page.
  • Paladin, Spellblade and Reaper are fusion classes: they start with a weapon and a copper spell book. Their spells come from the Holy, Ender and Blood schools respectively.
  • The weapon in a class kit is the first item of a weapon path; which weapon leads to which path is on the combat and equipment page.

Starting kits

The kit arrives in your inventory as soon as you pick the class. The table below shows what the file that gives the kit contains; for some classes the in-game power text names a different item (differences).

Starting kits of the 14 non-mage classes
ClassWeapon and bookArmorFood
Warriorwooden greatswordchainmail8 cooked beef
Berserkeriron axechainmail8 cooked beef
Tankwooden shield, wooden swordchainmail8 cooked beef
Rogue2 flint knivesleather8 cooked chicken
Samuraibokkenleather8 cooked beef
Hunterbow, starter quiverleather8 cooked chicken
Paladinwooden shield, wooden sword, copper book (Fortify 1, Heal 1)chainmail8 cooked beef
Spellbladewooden sword, copper book (Magic Missile 2, Teleport 1)chainmail8 cooked beef
Reaperice sickle, copper book (Blood Needles 2, Blood Step 1)chainmail8 cooked beef
Blade DancerWoM wooden staffleather8 cooked beef
Lancerwooden spearleather8 cooked beef
Beast Masteriron battlestaff, copper book (Summon Polar Bear 1, Summon Horse 1)leathernone
Brawler2 gloves, Shooting Style skill bookleather8 cooked beef
Wildheartgloveleather (4 pieces)8 food items (cooked beef per the power text)

The 12 mage classes start with leather armor, a copper spell book and 8 bread; the Eldritch Cultist gets 8 Darkened Apples instead of bread. The spells in each book are in the table on the magic page. The Hunter's quiver is filled and handed over by the pack's own code after the class is picked. The Wildheart kit also comes from the pack's code and is given only once per world.

Soulbound and Unbreaking V

Kit weapons and spell books come with the soulbound enchantment, except for these items: the Blade Dancer's staff, the Lancer's spear, the Beast Master's battlestaff and book, the Brawler's gloves and skill book, and the Paladin's shield.

The weapons in the Warrior, Berserker, Tank, Rogue, Samurai, Hunter, Paladin, Spellblade and Reaper kits also carry Unbreaking V in the files. Because Unbreaking is disabled in the pack, whether it has any effect in game has not been tested Unverified; details are on the combat and equipment page.

When the power text and the files disagree

The power text on the selector does not always match the value in the files. In the differences below the files win, because that is what the game applies.

Where the selector's power text differs from the pack files
Class or racePower textIn the files
Warriorstarts with a longswordgives a wooden greatsword
Roguestarts with two cutlassesgives two flint knives
Samuraistarts with a katanagives a bokken
Blade Dancerstarts with a twinbladegives the WoM wooden staff
Priest+50% holy spell power+30% holy spell power
Valkyrieweak to undeadthat power (Corruption) is disabled

The kit weapon starts a path

The Samurai's bokken is the first item of the Path of the Samurai, and the Warrior's wooden greatsword the first item of Blood Bath. Instead of hunting for the weapon in the text, you can follow the path with what the kit gives you.

All five of the Reaper's powers apply; being defined in two separate pack files causes no conflict.

The Orb of Origin and re-picking

The Origin and Class quest in the Prologue gives you an Orb of Origin (the orb that lets you re-pick race and class). The orb lets you pick your race and class again. The quest text says it plainly: it can only be used once.

  • The kit comes again. When you pick a new class with the orb, you also receive that class's starting kit: all 25 powers that give class kits are set to run on an orb pick as well.
  • Wildheart is the exception. The Wildheart kit comes from the pack's code and is given only once per world; if you already had it, switching back to Wildheart with the orb does not give it again.
  • The restrictions stay. With the orb too, Faded only takes mage classes and Feral Beast pairs only with Wildheart.

Warning: Once only

The orb is single-use. You cannot change your mind a second time; test the new pairing in the checker before you use it.

Neutral notes for a first run

This page does not name a "best" race or class; the files contain no such ranking. Below are features read from the files that may affect your choice:

  • If you are unsure: Human carries no powers, no bonus and no penalty. It is a plain start that lets you see a class's bonus on its own.
  • Locked pairings: Faded ties you to a mage class and cuts your attack damage by 90%. Feral Beast ties you to Wildheart, which only deals damage with fist weapons.
  • Villager trading: villagers refuse to trade with a Pixie, a Plague Victim or a Revenant.
  • Diet: the Corrosid eats only bread and the Forest Elf eats no meat; the Orc, the Ungoliant and the Shulk get hungry faster or need more food.
  • Surroundings: the Siren dies almost instantly on contact with fire and the Yeti is weak to fire; the Dwarf is briefly blinded by daylight and sinks in water, and the Keres loses souls in direct sunlight.
  • Mages: if you are starting as a mage, read the mana section first.

What's next?

Frequently asked questions

How many races and classes does Soulrend have?

19 races and 26 classes. 25 of the classes sit in tabs on the selector; the 26th, Wildheart, is reserved for the Feral Beast race and is assigned automatically when you pick that race.

Which classes can the Faded race pick?

Only the 12 mage classes. Faded is strong at magic (+30% spell power, +50% mana) but its attack damage is 90% lower and its max health 50% lower.

Can I pick another class with the Feral Beast?

No. The Feral Beast race pairs only with the Wildheart class, which only deals damage with fist weapons.

Can I change my race or class later?

Once. The Orb of Origin, the reward of the Origin and Class quest in the Prologue, lets you pick race and class again and can only be used once. The new class's starting kit is given too; the Wildheart kit, however, comes only once per world.

Which race has no bonus or penalty?

Human. It carries no powers. The selector's random option never gives Human; you have to pick it yourself.

Why is my kit weapon different from the power text?

The power text and the file that gives the kit disagree for four classes: the Warrior gets a greatsword, the Rogue flint knives, the Samurai a bokken and the Blade Dancer a wooden staff. The game gives what is in the file.

This guide is unofficial and is not affiliated with the makers of the Soulrend v8.5.2 pack. The content was prepared by inspecting the files of the installed pack (Minecraft 1.20.1 · Forge). Minecraft © Mojang Studios; this page is not approved by or associated with Mojang Studios or Microsoft. The Soulrend pack belongs to Apotheotic_Studios; the mods and images in it belong to their respective authors; names are trademarks of their respective owners. Credits: credits.json. Textures used on this page: Origins (Apace). If you are a rights holder and want an image removed, tell us through the contact page and it will be taken down.

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