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CLASSES

The "Perfect World Classes" below are the classes that are available to all players when creating a character.

There are eight classes that are available to starting players, depending on chosen race.

Blademaster

A Blademaster is a Human class that, as the name says, deals in sword-type attacks and skills. They deal mainly in offense with physical attacks, and little to no elemental attacks. Blademasters are extremely flexible in the weapons that they can wield: Dual swords, dual blades, blades, swords, scythes, spears, clubs, poleaxes, sledgehammers, dual handaxes, dual hammers, and fist weapons. To match this wide assortment of weaponry, Blademasters have a diverse set of skills. They also are the most varied class in play style, ranging from attacks-per-second damage dealers to physical damage-per-hit nukes. Or some may be capable of both.

There is only one thing standing in the way of Blademasters being as true to their name as possible: Stat requirements. It is impossible to fulfill both the Strength and Dexterity requirements of all weapon types, and still add Stamina. The minimum Strength would seem to be 2.5 per level, as this is the Heavy Armor requirement. After that, it comes down to a choice between adding Stamina at all (not adding any allows all weapons), or Axes (3 Strength per level), or Fist/Claw (2 Dexterity per level)

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Wizard

A Wizard is a Human class that deals mainly in magic. Unlike other spell-casting classes, a Wizard's spells revolve around three elements (fire, water, and earth), instead of just one. Wizards are all about offense, and their weapons of choice are patakas, wands, glaives, and magic swords. Arcane Armor build is one-half Strength per level (1 every two levels) and the rest in Magic 

You will suck at PvP at low levels. There's no other way to put it. If you do want to be decent at it though, I recommend you take the light or heavy armor build into consideration. Though as you reach a higher level and have more and more spells in your arsenal of doom, the robe builds will begin to catch up and even surpass the light/heavy armor builds. Now as in high level I'm talking at least 70+, preferably even 80+. Basically to be good at low levels, light or heavy armor is needed, and at high levels robes become the best. Light or heavy can be good at high levels as well, but you will fall behind a pure int eventually. Wizards are primarily late bloomers, very late. There are four basic wizard builds, and you can go in between them and do whatever you want, but this is just the basic builds, go customize all you want. The four would be heavy armor, light armor, vit build, and pure magi.

 

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Barbarian

A Barbarian is an Untamed class. Their fighting style is mainly physical, with little to no elemental; they take the damage in place of their teammates. At level 9, after raising their Spiritual Cultivation to Spiritual Adept, they can learn the True Form skill, which they can use to turn into a white tiger. Their True Form is an animal form, and in that sense it is similar to a Venomancer's Fox Form. A Barbarian's normal form has a human body, but a head with features of the animal of the player's choice -- wolf, panda, lion, or tiger. Most of the weapons in the game are available for Barbarians to choose: dual swords, dual blades, blades, swords, scythes, spears, clubs, poleaxes, sledgehammers, dual handaxes, dual hammers, and fist weapons. Heroes Terrace Barb

 Statue of a Barbarian at Heroes Terrace in Celestial Vale Barbarians specialize in attracting the attention of the enemy and keeping the enemy attacks directed against their heavily armored selves, away from their more lightly armored squad mates. To this end, gear that reduces damage, already powerful, becomes a tool that they can use best.

 

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Venomancer

All Venomancer specialize in two things: battle pets and debuffs. Their pets allow them to solo kill with ease, while their damage-over-time spells and curse debuffs benefit any squad. According to Perfect World lore, they are said to have evolved from foxes and other wily creatures; thus, they still possess the ears and tails of their ancestors. All venos also have the ability to transform into foxes, and have a special array of skills only usable in fox form. Most of these Fox form abilities are melee combat skills, so some Venomancers actually make the decision to reduce the damage of their magic and maximize their defense and melee damage by sacrificing magic points to gain strength points, and wear Heavy Armor instead of the usual Arcane armor.

 

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Cleric

 

A Cleric is Winged Elf class; the only class that can cast healing spells on themselves and fellow squad members, as well as revive fallen players. They are a valuable and heavily sought-after asset to any squad, especially if the squad is about to enter a dungeon.

Clerics in Perfect World are rewarded more than healing classes in other games, generally. They are oftentimes able to contribute to damage dealing as well as healing, for two reasons. One, their damage is substantial, and two, they have powerful Heal-over-Time (HoT) spells that can heal characters even while they are attacking. Their lightning damage spell element is metal, but they have a physical damage spell also. Between physical damage, arcane armor to resist spells, and heals to ameliorate them, they are even more powerful against arcane armor wearers in PvP than their fellow elves, the Archer class. However, the threat they pose, their vulnerability to physical damage, and their healing role mean that they will not be able to concentrate on this tactical advantage against arcane at all times.

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Archer

An Archer is a Winged Elf class that, of course, deals in long range combat. Archers are difficult for some people to play, considering they have to keep away from a monster while still making sure it doesn't walk away and heal. Archers are very limited in their weapons of choice, and they have to keep up with ammunition. Weapons of choice: Bows, crossbows, and slingshots. It may be hard to stick with an archer at first, as they do not get very good skills till later on, and can only fly for a limited time, unlike clerics.

The most popular build for Duskblades is the same as for all Light-Armor-designed classes (Archers, Assassins and Duskblades): one point of Strength per level, with the rest in Dexterity

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Psychic

Psychics are, roughly speaking, a combination of the Cleric and Wizard classes. There is, a tradeoff of attack power for this versatility, as with the Mystic class, at least before endgame gear and abilities are considered.

Only Tideborn can be Mystics, as with Assassins. They being their careers in the City of Raging Tides in the far south, in the lands added with the Rising Tides expansion

Psychic's ability to enhance their critical hit chance made them a more popular choice, and the developers felt it necessary around 2015/16 to nerf these abilities (make them less powerful)

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Assassin

Assassins have the highest DPS (Damage Per Second) of all the Perfect World classes.They are one of the best PvP/pker in the game. They are also renowned for their bleeds, shadow jumps, and of course the famous stealth skill. But with great power, comes great drawbacks. The Assassin class is also less enthusiastically known for their low hp, time to reach full damage output, and low defense. Those who can counter these draw backs with killing before they get killed, amazing speed, and evasion are the Assassin class.

The most popular build for Assassins is the same as for all Light-Armor-designed classes (Assassins, Duskblades and Archers): one point of Strength per level, with the rest in Dexterity. ☆Evilstare Dual Daggers at level 69 have an exceptionally high Dexterity bonus of 28-30. They are crafted of a Mold that can only be obtained from the Tideborn Weapon quest or made from Mysterious Chips. Other weapons that can be obtained from the Divine Emissary are in the main good to mediocre, but Evilstare is excellent and rare and thus well worth the extra effort.

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Seeker

Seekers have AoE effects as Blademasters do, and with their Heavy Armor, they may function as light tanks, while of course Barbarians are far superior at the task of dealing with lots of physical damage. Their speciality is to able to either melee or cast Metal-based spells.

One might be a little suspicious of the game's reference to Blades/Swords, indicating that they are interchangeable; for the most part, they are. Blades and Swords and Dual Blades and Dual Swords all have quite large Dexterity requirements, and they are really best used by Blademasters and Seekers; it would be a poor Barbarian indeed that would have that much Dexterity. So which swords can Seekers use? All of them, and all usefully except Magic Swords, which will not be of much use at all.

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Mystic

Only Earthguard can be Mystics. They used to begin their careers in Tellus City in the far south, in the lands added with the Genesis expansion, and now these areas are the setting for their first quests after leaving Celestial Vale

Mystics have three summoned pets, which are permanent until dispelled or inactivity causes the AI to unsummon them, and a fourth, very powerful pet that requires Chi to summon. They have four plants, which are temporary on a timer, and can also be dispelled or used to explode for damage and status effects on the enemy. They also have a fifth plant that requires Chi to summon. The parameters of the "inactivity" unsummon may seem somewhat arbitrary at times.

Mystics' healing spells, healing plants, and Resurrect spell make them similar to the Cleric class; their pets, obviously, argue for a similarity to Venomancers. For this versatility there is, as with the Psychic class (unless the character has very elite equipment indeed), a tradeoff of attack power and defense. However, Mystics do have one unequivocal advantage over Clerics: Resurrect can be used before death. Thus, they can save the cleric and prevent a wipeout, and heal in the meantime.

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