Perfect World Newbie Guide
Posted on 2008-11-26 by adminNo comments
Perfect World Guide | 42 views read more ...
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Posted on 2008-11-26 by adminNo comments
Perfect World Guide | 42 views read more ...
Posted on 2008-11-26 by adminNo comments
Table of Contents
1)An Overview of Stats
2)The Build
3)Weapon
4)Armor
5)Skills
6)Skill Description
7)Skill path
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An Overview of Stats
In PW there is a total of 4 Stats: Strength(STR), Agility(AGI), Constitution(CON) and Intelligence(INT).
Strength
- increase attack power for melee weapon
- increase physical defense
Agility
- increase attack power for range weapon
- increase dodge
- increase accuracy
- increase critical rating (NOTE: every 20 agi give you 1% more critical rating)
Constitution
- increase physical defense
- increase magical defense
- increase hp
- increase hp regeneration rate (NOTE: hp regeneration is reduced by 75% when in combat mode)
Intelligence
- increase magical attack power
- increase magical defense
- increase maximum mana
- increase mana regeneration rate (NOTE: Mana regeneration is reduced by 75% when in combat mode)
NOTE: There is no stats that increase attack speed/movement speed
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The Build
Though there are tons of different build for a character, they are mainly classified into 3 areas – Damage Type, Tanking Type and Hybrid Type
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Damage Type agi STR ARCHER – pump your strength according to the minimum requirement for light armor and rest of stats into agiterity agi archer has extremely high damage hence excelling at backstabbing (pking ppl who are leveling without warning). But due to their lack of hp pool, they are easily taken down which makes them not as useful for guild fight. PROS: High damage, high dodge rate, high hit rate. |
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Tank Type agi CON ARCHER – pump your strength and agiterity according to the minimum requirement for light armor, rest of points into constitution. agi con archer are perhaps what we can call a werebeast wannabe archer, they work well against wu xia which archer fear most. Though with a lack of damage, the main skill used by archer when killing wu xia are the thunder type skill since they are gold element attack (hence denying wu xia advantage of high physical armor). Those thunder type skill uses fix dmg hence reducing the penalty of low dmg. PROS: High hp pool and higher def compared to agi archer |
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Hybrid Type – Recommended Build agi CON STR ARCHER – pump your strength according to the minimum requirement for light armor, pump your agiterity according to the minimum requirement for bow/crossbow, rest of points into constitution By having a slightly higher con, it solves the problem of survivability issue in Guild Fight. It also makes it easier to survive when doing FB (Instance Dungeon) or normal leveling against magic-type mob due to the higher hp pool (Magic has 100% hit rate, rendering dodge useless). Damage as compared to a agi archer isn’t that much of a difference. PROS: rather high dmg, rather high dodge, rather high hit rate, average hp pool, higher def compared to agi archer |
Out of the 3 build, i strongly recommend the hybrid build. Reason is simply because damage is reduced by 75% when in PvP hence having a pure dmg build isn’t really that wise. Considering the 2nd fact that most archer skill does fix damage + weapon damage and not percentage of weapon damage, this thus further reduce the advantage for having a pure dmg build. And for the 3rd factor, magic has 100% hit rate and archer that went demon path has 2 skill with 100% hit rate, making it more important to have hp pool
The chart below is the stats allocation for the hybrid type I recommended:

NOTE1: The equipment icon shown at the left side is the equipment you can get at that specific level. I used bow/crossbow/slingshot for weapons and light armor. For helmet, I used the heavy armor type (most of the time i wore helmet which were far lower than my lvl due to insufficient strength). For the misc. items, i used the defense type and for rings i used physical attack type.
Note 2: Most weapons for the 1st 20 levels are not shown since quest weapon are better. (the 3 bow shown are quest bow). Though at certain stage before you got your quest weapon there are weapons available to be bought, I strongly advise you to skip it since it doesn’t really slow your leveling speed that much since you will only be using that weapon for like 10 minutes before changing to your quest weapon.
NOTE3: agi that i pumped are higher than the weapon requirement since there are a few sudden jump of agi at certain levels, if u had pumped those points to con at earlier stage instead, u will be lacking in stats point for your agi at those stage.
NOTE4: Armors above level 100 are not shown cause i have no info on them but strength required is taken into account for stats above level 100. This is done by assuming strength requirement for armor is lvl + 4.
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Weapon
Normal Weapon (those bought from npc)

Quest Weapon

Legendary/Ultimate Weapon

There are 3 type of range weapons in PW: Bow, Crossbow and Slingshot
Bow has average minimum dmg and average maximum dmg, average attack speed and average shooting distance (1 metre shorter than crossbow, 1 metre longer than slingshot).
Crossbow has low minimum dmg, high maximum dmg, slow attack speed and far shooting distance.
Slingshot has average minimum dmg, average maximum dmg, fast attack speed, and short shooting distance.
NOTE: attack speed in PW shows the number of attack your character can do in a second, for e.g. an attack speed of 0.62 means 1.61 second cooldown for each interval of attack (1/0.62 = 1.61).
For weapon choice, i used the quest bow for the first 20 levels, and change weapon to whatever range weapon i can get from from level 22 onwards. I only used slingshot up to lvl 58 (which is shown under the stats chart below) since the dps advantage for lvl 68 slingshot when compared to lvl 65 xbow doesn’t outweights the penalty of 2 metre shooting range it has. This apply for slingshot beyond that level too.
Of course, archer can also use claw/glove which is the onli weapon with the closest stats as range weapon but I wouldn’t recommend using claw simply cause it isn’t really important once you hit level 13 and get your falling thunder skill.
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Armor

For chest, leggings, armlet, i chose light armor.
For boots, try to get those that add movement speed.
For helmet, i chose heavy since there are onli 2 type for helmet (magical and heavy).
For cloak, there is only 1 type available.
For the type of stone to slot for armor, i chose hp stone.
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Skills

NOTE1: Name of skill might different for Malaysia English Version.
NOTE2: Those coloured number shown in the black/grey background are the character level required to acquire the skill. None means it is automatically given to you at level 1. For e.g. Aimed Shot, is given to you at level 1 automatically. Aim Shot level can be raised at 5,10,15,20,25,30,35,40 and mastered at 45.
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Skill Description
Aimed Shot - This skill is worthless if you are going to level it. The damage it increase is lower than another skilled acquired at later stage: fatal shot which can be cast even faster than aimed shot. Though at earlier level, it is still useful, but if you had left it at level 1, it will be useful for pvp/pve later on. After casting it, press esc or cast the skill again. This will cancel your skill and cause an attack at a speed of 0.6 seconds (archer normal atk spd is around 1.6 secs). By using an attack like this, player can gain 10 combat points which is important for PvP and sometimes PvE. If u had pumped aimed shot to a higher lvl, the mana cost wouldnt be cheap. at level 1 all this bonus would be granted to you onli at a cost of 10 mana.
Double Shot – Damage increament of this skill is rather low, making it quite a worthless skill at higher level. But at the start of game with no other attack skill, Double Shot is really important. Getting it to level 3 is recommended since at the 4th level of this skill your character would be level 13 and Falling Thunder skill would be available. After changing to god/demon it would be quite a good skill to get since it has 50% chance to increase 20 combat points for god. And 50% chance to increase 30% aspd for 6 seconds, which makes archer shoot at a rate of 1.1 seconds on average per shot (original atk spd is around 1.6 seconds). Demon path would be much better for a agi archer who depends on normal attack. Max it after u hit level 89 and with excess gold/skill points.
Repelling Arrow - This is an extremely important skill for leveling and FB (Instance Dungeon). It has a 100% chance to knockback your target for 12 metre (provided ur skill didn’t miss). In FB where monster are mostly packed together, FB can be used to drag 1 unit to you. When Repel Arrow strikes it’s target, it pushses them back first then deal the damage. Therefore, the mob would only summon those around it’s new position (the knockback-ed position) and attack you. This skill does not work against player. The skill dmg added is quite low and it has no other effect other than increasing the skill dmg when level-ed and also due to the lack of skill points, I recommend leaving it at level 1. Max it when you have excess gold/skill points after level 89.
Binding Arrow – This skill is important for PvP and PvE. It is meant to replace Ice Arrow. This skill cost 100 combat points in addition to it’s mana cost. It has 90% chance to hold it’s target and 100% when level 10 (need confirmation, this info was taken from the detailed chinese archer guide under my reference). This skill adds around 3.5k damage when maxed which is quite high. Recommended to pump whenever possible.
Fainting Arrow - The only skill that has stun effect for archer (Unless u chose god then binding arrow will have chance to stun it’s target). Chance to stun is 45% at level 1 and 90% when max. Total casting time is 2.1 seconds and stun effect is 3 second, therefore not recommended for PvE usage. (quite useful for PvP). Max it after hitting lvl 89 when you have excess gold/skill points.
Fatal Arrow - One of the highest damage skill available to Archer. Total cast time required is 3.6 seconds but adds 5k dmg and 100% physical attack. Good skill for opening shot when leveling. When combo with Fainting arrow in PvP, it is 2 hit ko on most Priest/Fa Shi or Archer (if both skill hit and they are agi Archer). Recommended to pump whenever possible.
Arrow Array – The highest dmg AOE skill available to Archer it has a channeling effect. This skill is similar to an AOE skill fa shi has. This skill uses up 200 combat points and deals 4.5k dmg and 200% physical attack when max. From the chinese guide, they recommend leaving this skill at level 1 for leveling purposes and max it for PvP. I haven’t tried this skill myself.
Falling Thunder - This skill does gold element damage (ignores target’s physical defense). It does full damage even when in melee range, making it an extremely useful skill. Adds 2.2k dmg when max. Mana cost is rather high for this skill, try not to spam it like crazy when leveling unless money is irrelevant to you. For demon path this skill has 100% hit rate but skill delay increase by 2 seconds. Has 25% chance to increase 20 combat points for god path. Recommended to pump whenever possible.
Shocking Thunder - This skill is similar to falling thunder, even the dmg it adds is the same. Difference is a longer casting time (2.3 secs for this skill and 1.8 secs for Falling Thunder), reduce targets gold defense for 15 seconds (50% reduction when max). Although it reduce gold defense by 50%, this reduction only applies to equipment defense.
For e.g. A warrior has 40% gold dmg reduction, of which 30% comes from equipment and 10% comes from con/int.
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When strike by a lvl 10 Shocking Thunder, gold def is reduced by 50%,
30% * 50% = 15% (shocking thunder only reduce gold def from equipment) 15% + 10 % = 25% (15% is from the reduced gold defense and 10% from con/int) Old gold defense = 40%, reduced gold defense = 25%. A gold dmg that deals 2k dmg would deal: 2000 * (100% – 40%) = 1200 dmg to 40% gold defense 2000 * (100% – 25%) = 1500 dmg to 25% gold defense |
Hence dmg increment is only a mere 300 dmg. According to the Chinese site this skill has varied effect on mobs. Will test it out in the future.
Explosive Thunder – This skill never misses and does 3.3k gold dmg with a 8 metre diameter upon hitting target(might be radius still not 100% sure but if it is radius it is god damn huge). Casting time is rather long though , 3.3 secs. Recommended to pump whenever possible since it is one of the only 3 AOE available to Archer.
Thunder Bird – Does 11k gold dmg within 30 secs at level 10. It also reduce target’s movement speed by 30%. Not a useful skill for PvE. Thunder Bird followed by explosive thunder and falling thunder in PvP is a good skill combo against archer, wuxia and werebeast. Recommended to max after lvl 89 when you have excess gold/skill points.
Flaming Arrow – adds 40% fire dmg when cast for 10 mins when max. Please note that the damage increased is NOT normal dmg, it is classified as fire element hence it has bonus or penalty against certain elements. The following is an example of the calculation.
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For a archer with 500 physical dmg and lvl 10 flaming arrow: 500 * 40% = 200 fire dmg It deals: 200 * 200* = 400 fire dmg against gold mob |
Hence a total of 700 dmg against normal mob/non fire mob, 600 dmg against fire mob, 900 dmg against gold mob.
Ice Arrow – Reduce target’s move speed by 50% for 5 seconds at level 10 (3.2 seconds at lvl 1). Total cast speed is 1.6 secs which is quite fast. Recommended to pump whenever possible (can stop at lvl 5 and use binding arrow instead of Ice Arrow)
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Skill Path

This chart is for easier reference on what level to learn what skill. It is basically all the skill that are coloured red on the previous chart.
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Posted on 2008-11-26 by adminNo comments
figure it is better for me to compile a FAQ to answer most of the questions in the new magician mind. I do not claim all the work posted in here as mine as some I obtained from the community itself. So, the credit should go to the respective owners.
1)Can I learn all 3 elements tree? Or there is enough skill points to learn all 3 elements tree?
In begining level 1 to level 19, you can actually max out all the 3 elements skill. But after level 19, you will find that you would not have enough skill points to max all 3 elements trees skills at the max level you could go unless you keep on suicide to farm skill points.
This is because you have more skills to upgrade on every x4 and x9 level as you progress. You will have so many skills to learn but so little skill points to spend on it.
That is why, most guide will recommend that you focus only on a single elements or two elements tree at the most so that you can focus upgrading the skills to the maximum level as possible. The higher the skill level the more damaging the skills is. So, a level 2 skill is more damaging than a level 1 skill.
After all, the casting time is still the same no matter which level the skills you are using.
You will want to kill the mobs as soon as possible to reduce damage taken and also to conserve your mana as mage skills consume tonnes of mana.
Later on around 90++ level, you could max out those skills you ignore earlier.
Oh btw, those who say it is easy to farm skill points, take note of this, later skills requires few hundred thousand skill points to learn it 
2)Which skills that I do not have to learn or max out?
The skills that you can left at level 1 (no matter what elements you major in) as below:
Flaming Torch
Roasting Fire Array
Sacrificial Fire Storm
Cold Dew
Frost Enchanted Weapon
Hail Storm (Do you even learn it??)
MoistCuring (dunno about the rest but I leave it at lvl 1 until I reach level 59, then upgrade to level 5 so I can have Wisdom sutra)
Sand Vortex
Distant Shrink (if not into PK and Forest Ruins)
3)Is my build correct? Or what is the best build.
a)Pure Int Build (Nuker Build)
Every 2 level, 9 int, 1 str
Pros – Highest damage Dealer in all skills except Sacrificial Fire Storm. Highest magical defense
Cons – Glass Nuke..meaning very fragile with low hp. Need hp plus equipment and add hp stone.
b)Hybrid Build (Common Build)
Every 2 level, 8 int, 1 str , 1 cons
or 6 int, 1 str, 3 cons
Pros – Hp higher than Nuker. Still need some hp stone added to equipment
Cons – A bit lower deals when compare to Nuker. A bit lower magical defense compare to nuker.
c)Light Armour Build (Balance Armour – Not recommended for newbies)
Every 2 level, 6 int, 2 str, 2 agi.
Pros – Have highest critical rate in all builds. Have higher physical defense compare to robe magi.
Cons – HP same as nuker class. Lower magical defense than hybrid. Deals damage comparable to cons hybrid
d)Heavy Armour Build (Not recommended for newbies)
Every 2 level, 6 int, 3 str, 1 agi
Pros – Highest physical defenses. (Even higher than werebeast and warrrior due to 150% bonus physical defenses by earth barrier). Can tank against low level bosses at higher level.
Cons – Low hp as same case as a nuker. Lowest magical defense (can be compensated with dual armour strategy) Deals Dmg comparable to cons hybrid
e)Cons Build (HP Build – Not recommended for newbies)
Every 2 level, 3-6 int, 4-7 cons, 0-1 str.
(Value depends on player preference to either to use your level weapon or more HP)
Pros – The highest HP in all mage build. Can tank bosses at your level due to high hp. Deals the most damage in Sacrificial Fire Storm.
Cons – Trade off between HP and latest weapon and armours.
Summary (Assume Cons build wearing Robes and prefer more HP)
Damage(general) —- Nuker > Hybrid // Light// Heavy > Cons
Phy def —- Heavy > Light > Cons > Nuker // Hybrid
Mag def —- Nuker > Hybrid > Cons > Light > Heavy
HP —- Cons > Hybrid > Nuker // Light // Heavy
PK vs melee —- Heavy > Light > Cons // Nuker // Hybrid
PK vs magic —- Nuker > Hybrid > Cons > Light > Heavy
4)Is there a guide on each and every mage skill?
Refer to the link below:
http://asiapworld.com/pw/index.php?option=com_content&task=blogcategory&id=19&Itemid=35
and
http://perso.numericable.fr/ecatomb/pw/
5)What elements should I concentrate on?
A general description about each element below;
Fire element - Generally offensive tree.
Moderate damage and moderate casting time.
Water element - Generally support type tree.
Low damage and fast casting time.
Have healing, slowing, mana regen, increase mana capasity and zero casting time skill.
The ultimate on this tree is the most damaging one.
Earth element - Generally stunning type tree.
High damage and long casting time.
Have stunning, crippling, teleportation, confusion (causing people to miss their attack) skill.
Usually a magi will go for two elements tree to max it out before maxing the last elements.
For those who always in party and have tanker, a fire + earth elements would be useful. with tanker to support, mage would need to concentrate only on the offensive and fire moderate casting time and earth high damage works well.
For those who always solo and use kiting a lot, fire + water combo will be nice as fire moderate casting time and water slowing work complementing each others.
6)Which skills I should max out first?
The 3 initial elements skills, Blazing Hierogram, Spring Rush and Rock Fall as these skills used to fill in the gap for your combo attacks while waiting for higher level skills cool down.
Also max out Ice Shield as soon as possible for mana regen and tanking against ice mobs. Earth Shield should have 2nd priority compare to Ice Shield. Fire Shield should have the last priority among the 3 shield.
All 3 shield should be max out as soon as possible.
Generally, others skill need to be max out depends on your prefered elements trees. However, refer to FAQ no 2 for those you dont need to max out.
7)Questions about stars and slots.
Stars means quality of the equipment. The more stars means more quality the equipment is.
Max only 3 stars.
The same weapon with one star will do less damage compare to the same weapon with 3 stars.
The same also applied to armours and accessory.
Slots are upgrade options for you armour and weapon.
Max is 4 slots. For Weapon it is max at 2 slots.
There is no Slot for Ring, Necklace, and Belt Pendant.
You add in soul Stone into the upgrade slots.
Soul stone gives of certain propreties like extra HP, more accuracy, more evasion, more attacks … etc.
8)How do I create glow in armour and weapon?
Weapon glows at 3 stars (blue glow)
Golden Weapon gives yellow/golden glow
Green Weapon gives Green Glow
Orange Weapon == no idea have not see one yet
Adding soul stone to weapon do not make it glow.
For Armour lvl 5 and above, adding 2 lvl 5 and above soul stone will make it glow accordingly to the colour of the soul stone added. Add soul stone if you have too much cash to spare (one lvl 5 cost 60k!!!, lvl 6 cost 240k!!)
9)Which weapon is the best for mage?
Mage basically have 4 type of weapon per 10 lvl. They are categories into wand, magic sword, flag/staff, and wheel. A quick description as below:
Wand – A consistence attacks type with low gap between min and max damage.
Highest min attacks and lowest max attacks
Magic Sword – A popular choice because looks like real sword.
2nd Highest min attacks and 3rd highest max attacks
Wheel – Another popular choice for those do not like staff/flag weapon.
3rd Highest min attacks and 2nd highest max attacks.
Staff/Flag – The most damaging weapon but also the most unpredictable weapon due to lowest min attacks.
Lowest min attacks and highest max attacks.
Choices for which weapon to use depends on player preference but majority stick to magic sword/wheel combination to to more consistence attacks.
10)How to kite?
For lvl 1 to lvl 3 kite guide.
i)Cast Blazing Hierogram
ii)Repeat step i)
iii)Twice double jump away from mobs
iv)Repeat step ii) to iv) until mobs die
For lvl 3 to lvl 5 kite guide
i)Cast Blazing Hierogram
ii)Cast Spring Gush
iii)double jump once
iv)Repeat step ii) to iv) until mobs die
For lvl 6 to lvl 18 kite guide
i)Cast Rock Fall
ii)Cast Spring Rush
iii)Cast Fire Hierogram (optional)
iv)Double jump twice
v)Repeat step ii) to v) until mobs die
For lvl 19 onwards it really depends on what your heading for your mage elemental preference. For my side, I prefer fire and water elemental combination. So, fire and water combination it will be as below:
lvl 19 to lvl 38 kite guide
i)Cast Divine Pyro Hierogram
ii)Cast Spring Rush
iii)Cast Blazing Hierogram (optional)
iv)Double jump twice
v)Repeat step ii) to v) until mobs die
Starting from lvl 39 onwards, the whole situation changes as Mage learned a knockback skill call Phoenix’s Fire Wing. It changes how a kite would do. Now, a mage no longer required to run away from the mobs 
For lvl 39 to 48 kite guide
i)Cast Divine Pyro Hierogram
ii)Cast Spring Rush
iii)Cast Blazing Hierogram
iv)Cast Phoenix’s Fire Wing
v)Cast Spring Rush (by this time the mobs same level with you should had died)
vi)if the mobs not yet dead- double jump twice away from the mob
vii)Spring Rush
viii)Phoenix Fire Wing
ix)Blazing Hierogram
x)Repeat step vi) to x)
For lvl 49 onwards not sure cause I still lvl 48 mage only.
PS – I only hit those melee mobs because range unit mobs will be able to hit you after you cast only two spells
11)Mage AOE skill
a)Hail Storm (You are not going to use it. Cool Down too long to be effective in Solo)
b)Roasting Fire Array
c)Phoenix Fire Wing
d)Sacrificial Fire Storm
e)Blasting Point (Heaven Faction only – Need to test it out)
f)Pyro Edge Tempest
g)Cryonite Dragon
h)Mountain Press
12)What is chanting time and casting time?
Chanting time is the time taken for the blue bar to fill up.
Casting time is the time taken after the blue bar fill up to the effect of the spell taken place. For example is Rock Fall, the chanting time is 2.0 is the time taken for the blue bar to fill up. The casting time of 1.4 is the time taken for the animation you jump up and throw the rock (meteor??) at the enemy and the rock to reach the enemy.
13)Magic attack calculation/formula
I found this while going into older posting in another forum.
magic atk formula is: (1+int/100)*(lvl+wep matk+ring matk)
Visit the link to the post to give credit to the poster.
http://forum.perfectworld.com.my/viewtopic.php?t=2131
14)How to know whether a mob attack is magical or physical?
The easiest way to know is to see below the mobs when it attacks you, whether underneath the mobs have a circular Aura or not. If there is a circular Aura when it attacks you that means it is a magical attacks. If there is none, then it is physical attacks.
15)What is the use of Elemental Defense or attacks?
This applies only to magical attacks. By looking at the mobs type and it attacks you with magical attacks, you can know you are been attacks by which element.
For example, if a wood type mobs attacks you with magic, it will be wood based magical attacks on you. So, you magical defense against wood will come into the play to determine how much damage reduction you have against the attacks.
However, not all elemental based mobs attacks are magical. There can be an elemental based mobs but its attacks are purely physical. Refer to post 14 for how to know whether it is magical or physical attacks.
The list or elemental strength and weakness as below. Note that “>” means stronger than and “<” means weaker than. The arrangement is “attack element” “> or <” “mob element type”
Fire > Metal > Wood > Earth > Water > Fire
Fire strong against Metal, Metal Strong against Wood …etc
Fire < Water < Earth < Wood < Metal < Fire
Fire weak against Water, Water weak against Earth …etc
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Posted on 2008-11-26 by adminNo comments
Table of Contents
1) An Overview of Stats
2) Equipment
3) Skills
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An Overview of Stats
In PW there is a total of 4 Stats: Strength(STR), Agility(AGI), Constitution(CON) and Intelligence(INT).
Strength
- increase attack power for melee weapon
- increase physical defense
Agility
- increase attack power for range weapon
- increase dodge
- increase accuracy
- increase critical rating (NOTE: every 20 dex give you 1% more critical rating)
Constitution
- increase physical defense
- increase magical defense
- increase hp
- increase hp regeneration rate (NOTE: hp regeneration is reduced by 75% when in combat mode)
Intelligence
- increase magical attack power
- increase magical defense
- increase maximum mana
- increase mana regeneration rate (NOTE: Mana regeneration is reduced by 75% when in combat mode)
NOTE: There is no stats that increase attack speed/movement speed
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The Build
Though there are tons of different build for a character, they are mainly classified into 3 areas – Damage Type, Tanking Type and Hybrid Type.
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Damage Type INT STR Priest – pump your strength according to the minimum requirement for magical armor and rest of stats into intelligence. Leave your con and dex at 5. This style of priest is sort of a mimic of mage. It has extremely high nuking power. It’s main weakness is hp and low def. Hence int priest works better in party as compared to solo-ing. If a party is not present, such priest can always turn towards kiting for solo. But in PvP, players are not dumb enuff to aim the tanker instead of a INT Priest which can be killed in 2 to 3 hits. Hence you will require equipment that adds hp (unless you are such a hardcore fan of nuking power, than go for more nuking power for ur equipment) to offset ur weakness. PROS: High nuking power and healing power. |
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Tank Type CON INT STR Priest – pump your strength and intelligence according to the minimum requirement for magical armor, rest of points into constitution. leave your dex at 5. This type of priest has the highest tanking power but at the same time has the lowest nuking/healing power. But the tanking capability is only limited to magical skill since your physical def is still extremely low, it is highly recommended to use light armor instead of magical armor for this build if archer is more common than warrior. But please note that magical armor give you bonus to moving speed (20% if not wrong) which can prove to be really effective when running from mage/warrior/beast/fox (but has no effect against archer since they run… real fast it also has no effect on a warrior that activated his sprint skill and start dashing to u like some insane guy). PROS: High hp pool and higher physical def |
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Hybrid Type – Recommended Build INT CON STR Priest – pump your strength according to the minimum requirement for magical armor, pump your intelligence according to the minimum requirement for magical weapon, rest of points into constitution. Leave your dex at 5. This build grants the priest about 30 to 40% more hp pool as compared to a INT Priest. But it also cause priest to lose about 20% nuking/healing power. But in a guild fight or PvP what is important is not ur nuking or healing power, it is to survive as long as possible and aid in the combat. PROS and CONS: it has no pros and no cons since it is a hybrid. |
Out of the 3 build, i strongly recommend the hybrid build. Reason is simply because damage is reduced by 75% when in PvP hence having a pure dmg build isn’t really that wise. Considering the 2nd fact that most priest main job is not to kill in a PvP/guild war which thus reduce the advantage for having a pure dmg build.
The chart below is for the hybrid type I recommended:

how to use the chart; pump your stats to the value shown at specific levels, the levels that are displayed is the level when u can buy new equipments. obviously the icon displayed beside the levels show the equipment that can be bought. for e.g. at lvl 8, u must get ur str to 7, int to 16 and con to 27. u will be able to equip ur pants/skirt at level 8 and a weapon for level 8 too (lvl 1, 8 and 14 are quest weapon, lvl 20 also has a quest weapon which is not shown in the chart, that weapon can be used till level 30 or so).
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Weapon

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Armor

Skills


Skill Description – this section is basically a translated version of the detailed chinese archer guide with some added information by myself
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Posted on 2008-11-26 by adminNo comments
Level 2: -
Level 3: Great Cyclone Lvl 1
-Get this…it helps quite a bit, especially since it has a chance of slowing the enemy’s movement speed (Unless, of course the enemy is ranged in which case you are kind of hosed =)
Level 4: -
Level 5: Plume Quill Lvl 2, Pure Heart Spell Lvl 2
-Get Plume Quill, as it’s going to be one of your main offensive spells for quite a while.
-Do NOT EVER level up Pure Heart Spell. For one, it’s a really slow ass heal. Secondly…the heal is never really that great. Third, you’re gonna need the SP.
Level 6: Whisht Heart Spell Lvl 1
-Get this one. Much better than Pure Heart Spell and it works like a HoT (Heal over Time). For those who played MMO, this is akin to the Kahuna/Cleric’s bubble.
Level 7: -
Level 8: Great Cyclone Lvl 2
-Must get. As a priest in earlier stages you’re probably soloing if not duoing, but not being a complete healer just yet. The higher the level, the more chance there is to slow the enemy, and the duration that they are slowed also increases.
Level 9: Sapience Pour Lvl 1, Solid Shell Hierogram Lvl 1, Plume Barrier Lvl 1, Flying Mastery Lvl 1
-Sapience Pour is a bit better of a heal than Pure Heart Spell and it has a faster cast time. I would definitely recommend getting this and leveling it up.
-Solid shell Hierogram is your first buff. It raises Physical Defense and is a MUST for all clerics, whether you’re going to be a healer or PvPer.
-Plume Barrier converts some damage and charges it to your MP. Quite useful, especially in boss battles. Be wary though…this self buff can get quite expensive. Level up only if you’re rich.
-Flying mastery is a passive that allows you to fly faster. Quite useful if you’re going to be flying a lot. The choice of whether or not you want it is up to you.
Level 10: Plume Quill Lvl 3, Pure Heart Spell Lvl 3
-Last time I’m going to say it. Take Plume Quill up to Lvl 10. Never touch Pure Heart Spell.
Level 11: Whisht Heart Spell Lvl 2
-You will want this spell up to level 10, so yes, go ahead and buy it.
Level 12: Solid Shell Hierogram Lvl 2
-Definitely need this. Also, level 10 of this buff unlocks the AoE physical defense buff which is extremely useful.
Level 13: Great Cyclone Lvl 3
-Also recommended that you take this one up to level 10. Extremely useful and it’s also your one magical attack at the moment. (Plume quill does PHYSICAL damage)
Level 14: Flying Mastery Lvl 2, Plume Barrier Lvl 2, Sapience Pour Lvl 2
-Again, flying is your choice.
-Plume Barrier, only get if you plan on spending a lot of money/SP in the future.
-Sapience Pour, you’ll want to take to level 10. Get it.
Level 15: Pure Heart Spell Lvl 4, Plume Quill Lvl 4, Solid Shell Hierogram Lvl 3
-Hmm…New format I guess. For older skills, I’ll put a stated target level and for new ones a bit of an explanation. So for this level…
-Pure Heart Spell: Never Level
-Plume Quill: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
Level 16: Spirit Gather Hierogram Lvl 1, Thunder Sphere Lvl 1, Whisht Heart Spell Lvl 3
-Spirit Gather is a MDef buff and your second buff. Definitely get. Your MDef lacking companions will definitely appreciate it. Target level is 10.
-Thunder Sphere is your third attack spell. This one does Metal damage over time (DoT). Recommended Target level is 10. Note: I personally like to use this because of the extra damage, however at higher levels it is not used very often. It is particularly useful in PvP though. All of this is a matter of preference but it also helps when fighting a boss because you can cast that DoT then go back to healing. (Every little bit counts )
-Whisht Heart Spell: Lvl 10 (Target)
Level 17: -
Level 18: Great Cyclone Lvl 4, Solid Shell Hierogram Lvl 4
-Great Cyclone: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
Level 19: Plume Barrier Lvl 3, Flying Mastery Lvl 3, Five Element Heirogram Lvl 1, SPirit Gather Hierogram Lvl 2, Sapience Pour Lvl 3, Resurrection Lvl 1
-Plume Barrier: Level if you think you have the money/SP to afford.
-Flying Mastery: Your choice.
-Five Element Hierogram: Not recommended to get until much later, if at all. This is basically a PvP element de-buff. You will be cramped for SP in the long run if you get this.(As well as money) Note though, that this is awesome in PvP against physical attack type players.
-Spirit Gather Hierogram: Lvl 10 (Target)
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Resurrection is definitely handy to have. Not only does it raise the dead but also restores a bit of Exp. The higher it’s level, the more Exp it restores. Your friends will love you for this (Unless it was your lack of heals that killed them =P )
Level 20: Plume Quill Lvl 4, Pure Heart Spell Lvl 5
-Plume Quill: Lvl 10 (Target)
-Pure Heart Spell: Never Level
Level 21: Thunder Sphere Lvl 2, Solid Shell Hierogram Lvl 5, Whisht Heart Spell Lvl 4
-Thunder Sphere: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
Level 22: Spirit Gather Hierogram Lvl 3
-Spirit Gather Hierogram: Lvl 10 (Target)
Level 23: Feather Razors Lvl 1, Great Cyclone Lvl 5, Celestial Guard Hierogram Lvl 1
-Feather Razors: Recommended to level to 10. It’s your first AoE spell (Area of Effect) and is quite powerful as well as useful.
-Great Cyclone: Lvl 10 (Target)
-Celestial Guard Hierogram: This buff increases the mana/HP regen. Definitely must have and leveled to 10.
Level 24: Plume Barrier Lvl 4, Flying Mastery Lvl 4, Five Element Hierogram Lvl 2, Solid Shell Hierogram: Lvl 6, Sapience Pour Lvl 4, Resurrection Lvl 2
-Plume Barrier: Your choice.
-Flying Mastery: Your choice.
-Five Element Hierogram: Only if you’re PvP type and have the SP for it.
-Solid Shell Hierogram: Lvl 10 (Target)
-Sapience Pour: Lvl 10 (Target), Resurrection: Lvl 10 (Target)
Level 25: Plume Quill Lvl 6, Spirit Gather Hierogram Lvl 4, Pure Heart Spell Lvl 6
-Plume Quill: Lvl 10 (Target)
-Spirit Gather Hierogram: Lvl 10 (Recommended)
-Pure Heart Spell: Never Level
Level 26: Thunder Sphere Lvl 3, Celestial Guard Hierogram Lvl 2, Whisht Heart Spell Lvl 5
-Thunder Sphere: Lvl 10 (Target)
-Celestial Guard Hiergoram: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
Level 27: Solid Shell Hierogram Lvl 7
-Solid Shell Hierogram: Lvl 10 (Target)
Level 28: Feather Razors Lvl 2, Great Cyclone Lvl 6, Spirit Gather Hierogram Lvl 5
-Feather Razors: Lvl 10 (Target)
-Great Cyclone: Lvl 10 (Target)
-Spirit Gather Hierogram: Lvl 10 (Target)
Level 29: Plume Barrier Lvl 5, Flight Mastery Lvl 5, Hurricane Blast Lvl 1, Metal Element Mastery Lvl 1, Five Element Hierogram Lvl 3, Five Corporeity Hierogram Lvl 1, Celestial Guard Hierogram Lvl 3, Nimbus-Aid Hierogram Lvl 1, Sapience Pour Lvl 5, Resurrection Lvl 3, Purify Spell Lvl 1
-Plume Barrier: Your choice
-Flight Mastery: Your choice
-Hurricane Blast: This is probably one of your most useful attack spells. It does Metal damage in AoE and pushes the target away from you. Deadly when combined with Great Cyclone and Plume Quill. Recommended to level up to 10.
-Metal Element Mastery: An extremely useful passive which raises your Metal attack power. Must be maxed to level 10.
-Five Element Hierogram: Get if you are PvP type and have the spare SP for it.
-Five Corporeity Hierogram: This skill lowers Physical Defense and is useful for PvP. Get if you are PvP type and have the SP to spare.
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Best buff for you. MUST GET MAXED. A Magical attack increase buff. Must get to level 10.
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Lvl 10 (Target)
-Purify spell: Will cure certain aliments. Keep at level 1 until level 60 and try to max it by level 70.
Level 30: Plume Quill Lvl 7, Solid Shell Hierogram Lvl 8, Pure Heart Spell Lvl 7
-Plume Quill: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
-Pure Heart Spell: NEVER LEVEL
Level 31: Thunder Sphere Lvl 4, Spirit Gather Hierogram Lvl 6, Whisht Heart Spell Lvl 6
-Thunder Sphere: Lvl 10 (Target)
-Spirit Gather Hierogram: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
Level 32: Celestial Guard Hierogram Lvl 4, Nimbus-Aid Hierogram Lvl 2
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
Level 33: Feather Razors Lvl 3, Great Cyclone Lvl 7, Solid Shell Hierogram Lvl 9
-Feather Razors: Lvl 10 (Target)
-Great Cyclone: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
Level 34: Plume Barrier Lvl 6, Hurricane Blast Lvl 2, Metal Element Mastery Lvl 2, Flying Mastery Lvl 6, Five-Element Hierogram Lvl 4, Five Corporeity Hierogram Lvl 2, Spirit Gather Hierogram Lvl 7, Sapience Pour Lvl 5, Resurrection Lvl 4, Purify Spell Lvl 2
-Plume Barrier: Your choice
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Flying Mastery: Your Choice
-Five-Element Hierogram: Level if you’re PvP type and have the SP to spare.
-Five Corporeity Hierogram: Level if you’re PvP type and have the SP to spare.
-Spirit Gather Hierogram: Lvl 10 (Target)
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Lvl 10 (Target)
-Purify Spell: Keep at level 1 until character level 60, max by 70.
Level 35: Plume Quill Lvl 8, Celestial Guard Hierogram Lvl 5, Nimbus-Aid Hierogram Lvl 3, Pure Heart Spell Lvl 8
-Plume Quill: Lvl 10 (Target)
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
-Pure Heart Spell: NEVER LEVEL
Level 36: Thunder Sphere Lvl 5, Solid Shell Hierogram Lvl 10, Whisht Heart Spell Lvl 7
-Thunder Sphere: Lvl 10 (Target)
-Solid Shell Hierogram: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
Level 37: Spirit Gather Hierogram Lvl 8
-Spirit Gather Hierogram: Lvl 10 (Target)
Level 38: Feather Razors Lvl 4, Great Cyclone Lvl 8, Celestial Guard Hierogram Lvl 6, Nimbus-Aid Hierogram Lvl 4
-Feather Razors: Lvl 10 (Target)
-Great Cyclone: Lvl 10 (Target)
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
Level 39: Plume Barrier Lvl 7, Hurricane Blast Lvl 3, Metal Element Mastery Lvl 3, Flying Mastery Lvl 7, Five-Element Hierogram Lvl 5, Five Corporeity Hierogram Lvl 3, Five Tone Hierogram Lvl 1, Grand Protector, Sapience Pour Lvl 7, Resurrection Lvl 5, Purify Spell Lvl 3, Chromatic Healing Beam Lvl 1
-Plume Barrier: Your Choice
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Flying Mastery: Your choice
-Five-Element Hierogram: Level if you are PvP type and have the SP to spare
-Five Corporeity Hierogram: Level if you are PvP type and have the SP to spare
-Five Tone Hierogram: Get if you are a PvP type and have the SP to spare *
-Grand Protector: Must have Level 10 Solid Shell Hierogram. AoE Level 10 Solid Shell. Highly useful, must get.
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Lvl 10 (Target)
-Purify Spell: Keep at level 1 till Character level 60, then max by 70
-Chromatic Healing Beam: Keep at level 1 till Character level 60, then max by 70. A strong heal.
Level 40: Plume Quill Lvl 9, Spirit Gather Hierogram Lvl 9, Pure Heart Spell Lvl 9
-Plume Quill: Lvl 10 (Target)
-Spirit Gather Hierogram: Lvl 10 (Target)
-Pure Heart Spell: NEVER LEVEL
Level 41: Thunder Sphere Lvl 6, Celestial Guard Hierogram Lvl 7, Nimbus-Aid Hierogram Lvl 5, Whisht Heart Spell Lvl 8
-Thunder Sphere: Lvl 10 (Target)
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
Level 42: -
Level 43: Feather Razors Lvl 5, Great Cyclone Lvl 9, Five Tone Hierogram Lvl 2, Spirit Gather Hierogram Lvl 10, Chromatic Healing Beam Lvl 2
-Feather Razors: Lvl 10 (Target)
-Great Cyclone: Lvl 10 (Target)
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Spirit Gather Hierogram: Lvl 10 (Target)
-Chromatic Healing Beam: Leave at level 1 until character level 60, max by 70
Level 44: Plume Barrier Lvl 8, Hurricane Blast Lvl 4, Thunder Wield Lvl 1, Metal Element Mastery Lvl 4, Flying Mastery Lvl 7, Five-Element Hierogram Lvl 6, Five Corporeity Hierogram Lvl 4, Celestial Guard Hierogram Lvl 8, Nimbus-Aid Hierogram Lvl 6, Sapience Pour Lvl 8, Resurrection Lvl 6, Purify Spell Lvl 4
-Plume Barrier: Your Choice
-Hurricane Blast: Lvl 10 (Target)
-Thunder Wield: Must max. A powerful metal spell.
-Metal Element Mastery: Lvl 10 (Target)
-Flying Mastery: Your choice
-Five-Element Hierogram: Level if PvP type and you have the spare SP
-Five Crporeity Hierogram: Level if PvP type and you have the spare SP
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Lvl 10 (Target)
-Purify Spell: Leave at level 1 until character level 60, then max by 70
Level 45: Plume Quill Lvl 10, Pure Heart Spell Lvl 10
-Plume Quill: Yay you’re done (Target level was 10)
-Pure Heart Spell: NEVER LEVEL. NEVER EVER LEVEL.
Level 46: Thunder Sphere Lvl 7, Whisht Heart Spell Lvl 9, Aegis’ Spirit
-Thunder Sphere: Lvl 10 (Target)
-Whisht Heart Spell: Lvl 10 (Target)
-Aegis’ Spirit: Must have Spirit Gather Hierogram level 10. AoE Spirit Gather Hierogram. Highly Useful. Must get.
Level 47: Five Tone Hierogram Lvl 3, Celestial Guard Hierogram Lvl 9, Nimbus-Aid Hierogram Lvl 7, Chromatic Healing Beam Lvl 3
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Celestial Guard Hierogram: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Lvl 10 (Target)
-Chromatic Healing Beam: Leave at level 1 until character level 60, then max by 70
Level 48: Feather Razors Lvl 6, Great Cyclone Lvl 10, Thunder Wield Lvl 2
-Feather Razors: Lvl 10 (Target)
-Great Cyclone: Congrats on level 10 (Target was level 10)
-Thunder Wield: Lvl 10 (Target)
Level 49: Plume Barrier Lvl 9, Hurricane Blast Lvl 5, Metal Element Mastery Lvl 5, Flying Mastery Lvl 9, Five Element Hierogram Lvl 7, Fve Corporeity Hierogram Lvl 5, Five Hue Hierogram Lvl 1, Sapience Pour Lvl 9, Resurrection Lvl 7, Purify Spell Lvl 5, River of Rejuvenation Lvl 1
-Plume Barrier: Your choice
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Flying Mastery: Your choice
-Five-Element Hierogram: Level if PvP type and you have the spare SP
-Five Corporeity Hierogram: Level if PvP type and you have the spare SP
-Five Hue Hierogram: Level if PvP type and you have the spare SP*
-Sapience Pour: Lvl 10 (Target)
-Resurrection: Lvl 10 (Target)
-Purify Spell: Leave at level 1 until character level 60, then max by 70
-River of Rejuvenation: Leave at level 1 until character level 60, then max by 70*
Level 50: Celestial Guard Hierogram Lvl 10, Nimbus-Aid Hierogram Lvl 8
-Celestial Guard Hierogram: Yay target reached (Level 10)
-Nimbus-Ad Hierogram: Lvl 10 (Target)
Level 51: Thunder Sphere Lvl 8, Five Tone Hierogram Lvl 4, Whisht Heart Spell Lvl 10, Chromatic Healing Beam Lvl 4
-Thunder Sphere: Lvl 10 (Target)
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Whisht Heart Spell: Finished! (Target level: 10)
-Chromatic Healing Beam: Leave at level 1 until character level 60, then max by 70
Level 52: Thunder Wield Lvl 3
Thunder Wield: Lvl 10 (Target)
Level 53: Feather Razors Lvl 7, Five Hue Hierogram Lvl 2, Rimption Soul Exaltation, Nimbus-Aid Hierogram Lvl 9, River of Rejuvenation Lvl 2
-Feather Razors: Lvl 10 (Target)
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-Rimption Soul Exaltation: Must have Celestial Guard Hierogram Lvl 10. AoE of Celestial Guard Lvl 10. Must get.
-Nimbus-Aid Hierogram: lvl 10 (Target)
-River of Rejuventation: Leave at level 1 until character level 60, then max by 70
Level 54: Plume Barrier Lvl 10, Hurricane Blast Lvl 6, Metal Element Mastery Lvl 6, Flying Mastery Lvl 10, Five-Element Hierogram Lvl 8, Five Corporeity Hierogram Lvl 6, Sapience Pour Lvl 10, Resurrection Lvl 7, Purify Spell Lvl 6
-Plume Barrier: Your choice
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Flying Mastery: Your choice
-Five-Element Hierogram: Level if PvP type and you have the spare SP
-Five Corporeity Hierogram: Level if PvP type and you have the spare SP
-Sapience Pour: Congrats on finishing (Target was level 10)
-Resurrection: Lvl 10 (Target)
-Purify Spell: Leave at level 1 until character level 60, then max by 70
Level 55: Five Tone Hierogram Lvl 5, Chromatic Healing Beam Lvl 5
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Chromatic Healing Beam: Leave at level 1 until character level 60, then max by 70
Level 56: Thunder Sphere Lvl 9, Thunder Wield Lvl 4, Nimbus-Aid Hierogram Lvl 10
-Thunder Sphere: Lvl 10 (Target)
-Thunder Wield: Lvl 10 (Target)
-Nimbus-Aid Hierogram: Complete (Target was level 10)
Level 57: Five Hue Hierogram Lvl 3, River of Rejuvenation Lvl 3
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Leave at level 1 until character level 60, then max by 70
Level 58: Feather Razors Lvl 8
-Feather Razors: Lvl 10 (Target)
Level 59: Hurricane Blast Lvl 7, Metal Element Mastery Lvl 7, Five-Element Hierogram Lvl 9, Five Corporeity Hierogram Lvl 7, Five Tone Hierogram Lvl 6, Divine Armory, Resurrection Lvl 9, Purify Spell Lvl 7, Chromatic Healing Beam Lvl 6, Extremity Recovery Array, Galactic Storm Lvl 1
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Five-Element Hierogram: Level if PvP type and you have the spare SP
-FiveCorporeity Hierogram: Level if PvP type and you have the spare SP
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Divine Armory: Must have Nimbus-Aid Heirogram Lvl 10. AoE Lvl 10 Nimbus-Aid Hierogram. Extremely useful. Must have.
-Resurrection: Lvl 10 (Target)
-Purify Spell: Leave at level 1 until character level 60, then max by 70
-Chromatic Healing Beam: Leave at level 1 until character level 60, then max by 70
-Extremity Recovery Array: Important. Must aquire. Casts AoE field in which allies can recover HP in HoT. Also reduces attack power of any monsters within range of the field.
-Galactic Storm: Final Metal element skill. AoE and very powerful. Target level is 10.
Level 60: Thunder Wield Lvl 5
Thunder Wield: Lvl 10 (Target)
Level 61: Thunder Sphere Lvl 10, Five Hue Hierogram Lvl 4, River of Rejuvenation Lvl 4
-Thunder Sphere: Lvl 10 goal reached
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Lvl 10 (Target)
Level 62: Galactic Storm Lvl 2
-Galactic Storm: Lvl 10 (Target)
Level 63: Feather Razors Lvl 9, Five Tone Hierogram Lvl 7, Chromatic Healing Beam Lvl 7
-Feather Razors: Lvl 10 (Target)
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Chromatic Healing Beam: Lvl 10 (Target)
Level 64: Hurricane Blast Lvl 8, Thunder Wield Lvl 6, Metal Element Mastery Lvl 8, Five-Element Hierogram Lvl 10, Five Corporeity Hierogram Lvl 8, Resurrection Lvl 10, Purify Spell Lvl 8
-Hurricane Blast: Lvl 10 (Target)
-Thunder Wield: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Five-Element Hierogram: All unlocked. Level if PvP type and you have the spare SP.
-Five Corporeity Hierogram: Level if PvP type and you have the spare SP
-Resurrection: Lvl 10 (Target)
-Purify Spell: Lvl 10 (Target)
Level 65: Galactic Storm Lvl 3, Five Hue Hierogram Lvl 5, River of Rejuvenation Lvl 5
-Galactic Storm: Lvl 10 (Target)
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Lvl 10 (Target)
Level 66: -
Level 67: Five Tone Hierogram Lvl 8, Chromatic Helaing Beam Lvl 8
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Chromatic Healing Beam: Lvl 10 (Target)
Level 68: Feather Razors Lvl 10, Thunder Wield Lvl 7, Galactic Storm Lvl 4
-Feather Razors: Finished (Target level was 10)
-Thunder Wield: Lvl 10 (Target)
-Galactic Storm: Lvl 10 (Target)
Level 69: Hurricane Blast Lvl 9, Metal Element Mastery Lvl 9, Five Corporeity Hierogram Lvl 9, Five Hue Hierogram Lvl 6, Purify Spell Lvl 9, River of Rejuvenation Lvl 6
-Hurricane Blast: Lvl 10 (Target)
-Metal Element Mastery: Lvl 10 (Target)
-Five Corporeity Hierogram: Level if PvP type and you have the spare SP
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-Purify Spell: Lvl 10 (Target)
-River of Rejuvenation: Lvl 10 (Target)
Level 70: -
Level 71: Galactic Storm Lvl 5, Five-Tone Hierogram Lvl 9, Chromatic Healing Beam Lvl 9
-Galactic Storm: Lvl 10 (Target)
-Five Tone Hierogram: Level if PvP type and you have the spare SP
Chromatic Healing Beam: Lvl 10 (Target)
Level 72: Thunder Wield Lvl 8
Thunder Wield: Lvl 10 (Target)
Level 73: Five Hue Hierogram Lvl 7, River of Rejuvenation Lvl 7
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Lvl 10 (Target)
Level 74: Hurricane Blast lvl 10, Galactic Storm Lvl 6, Metal Element Mastery Lvl 10, Fire Corporeity Hierogram Lvl 10, Purify Spell Lvl 10
-Hurricane Blast: Complete (Target Level was 10)
-Galactic Storm: Lvl 10 (Target)
-Metal Element Mastery: Complete (Target Level was 10)
-Five Coporeity Hierogram: Level if PvP type and you have the spare SP
-Purify Spell: Complete (Target level was 10)
Level 75: Five Tone Hierogram Lvl 10, Chromaitc Healing Beam Lvl 10
-Five Tone Hierogram: Level if PvP type and you have the spare SP
-Chromatic Healing Beam: Complete (Target Level was 10)
Level 76: Thunder Wield Lvl 9
-Thunder Wield: Lvl 10 (Target)
Level 77: Galactic Storm Lvl 7, Five Hue Hierogram Lvl 8, River of Rejuvenation Lvl 8
-Galactic Storm: Lvl 10 (Target)
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Lvl 10 (Target)
Level 78: -
Level 79: -
Level 80: -
Level 81: Galactic Storm Lvl 8, Thunder Wield Lvl 10
-Galactic Storm: Lvl 10 (Target)
-Thunder Wield: Complete (Target was level 10)
Level 82: -
Level 83: Galactic Storm Lvl 9
Galactic Storm: Lvl 10 (Target)
Level 84: -
Level 85: Five Hue Hierogram Lvl 10, River of Rejuvenation: Lvl 10
-Five Hue Hierogram: Level if PvP type and you have the spare SP
-River of Rejuvenation: Complete (Target was level 10)
Level 86: Galactic Storm Lvl 10
-ALL SKILLS UNLOCKED NOW UNTIL YOU HIT 89 AND PICK CELESTIAL OR DEMON
———————————————-
Celestial And Demon Skills
Pure Heart Spell
Holy: Mana consumption reduce by 25%.
Dark: There is a 25% chance to recover 5% of maximum mana point to oneself.
Whisht Heart Spell
Holy: Increase 10% of hit point regeneration amount.
Dark: Regenerate 300 mana point for 15 seconds on the target.
Sapience Pour
Holy: Chanting time reduce by 0.3 second.
Dark: Can gain extra 20% of vigor for every time this skill is cast.
Resurrection
Holy: Distance for chanting skill increase to 40 meter.
Dark: Chanting time reduce by half.
Purify Spell
Holy: Chanting time reduce by 0.5 second, cooldown time reduce by 2 seconds.
Dark: Dark-Spell Cleansing will not consume vigor.
Chromatic Healing Beam
Holy: Area of group recovery extend another 5 meter in radius.
Dark: Hit point recovery amount increase by 600.
River of Rejuvenation
Holy: While casting the skill can gain extra 30% of vigor.
Dark: Grant the target a temporary physical defense of 100% the equipment defense value.
Solid Shell Hierogram
Holy: Increase an extra 100% of physical defense of the target for 10 seconds.
Dark: There is a 25% chance to increase 25 points of vigor for oneself and the target
Spirit Gather Hierogram
Holy: Within 10 seconds of time, the target’s skill chanting rate is increase by 20%.
Dark: A 25% chance to increase oneself as well as the target’s vigor by 25 points.
Celestial Guard Hierogram
Holy: Regenerate 1200 hit point for the target within 15 second.
Dark: Regenerate 900 mana point for the target within 15 second.
Plume Quill
Holy: Add-on damage increase by 800.
Dark: Skill chanting and cooldown time equally reduce by 0.3 second.
Plume Barrier
Holy: Damage absorption ratio increase up to 85%.
Dark: Vigor consumption reduce by 15 point.
Feather Razors
Holy: Area of damage increase by 2 meter in radius.
Dark: Cooldown time reduce by 2 seconds.
Five Element Hierogram
Holy: Increase the target’s magic defense reduction duration up to 25 seconds.
Dark: Decrease oneself’s magic defense reduction of duration to 15 seconds.
Five Corporeity Hierogram
Holy: Increase the target’s physical defense reduction duration up to 25 seconds.
Dark: Decrease oneself’s physical defense reduction of duration to 15 seconds
Five Tone Hierogram
Holy: Paralyze duration increase by 2 seconds.
Dark: Oneself’s magic attack will not be reduced.
Five Hue Hierogram
Holy: Sleeping duration increase by 4 seconds.
Dark: Oneself’s movement speed will not be reduced.
Great Cyclone
Holy: Speed reduction ratio increase up to 45%, duration increase by 1 second.
Dark: Add-on damage increase by 600.
Thunder Sphere
Holy: Every metal elemental damage is increase by 15%.
Dark: Damage duration reduce by 3 seconds.
Hurricane Blast
Holy: A 25% chance that fury will not be consumed.
Dark: Cooldown time reduce by 5 seconds
Thunder Wield
Holy: A 50% chance to gain extra 30 points of vigor when it hit the enemy.
Dark: Reducing the enemy’s metal elemental defense by 30% for 10 seconds
Galactic Storm
Holy: A 50% chance that only 1 point of fury will be consumed.
Dark: A 25% chance to paralyze it for 8 seconds.
Metal Element Mastery
Holy: Metal elemental damage increase by 25%.
Dark: When using magic attack, there will be 2% critical hit rate increase.
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Posted on 2008-11-26 by adminNo comments

Abbreviations
eq – equipment
req – requirement
pk – player kill (openly go out and kill a player)
pvp – player versus player (ask permission, duel another player)
hp – health (points)
mp – magic (points)
atk – attack
def – defence
phys – physical
dmg – damage
lvl or lv – level
AoE – Area of Effect (kill more than one monster at once)
NPC- Non-player character (a computer character. Have you ever played games where it’s you against a “computer player?” same thing. You can buy/sell items from them, get quests.. such. They’re computerized characters that help you out. Robots =] )

Dictionary
Melee – go up to the enemy and physically hit them
Range – attack from far away
Attack Range – if you stand in one place, the limits of how far an enemy can be for you to still be able to hit them.
Atk rate – how many times you attack in a set amount of time, how fast you attack. ex) in 5 seconds, a mage could’ve cast 1 skill and 1/2 way into another, while in that same amount of time, a warrior could’ve attacked 3-5 times through melee attacks.
Defense – lowers the amount of damage taken. One with low def could get hit by 100 damage. and one with high def, if hit by the same atk, could get hit for only 20 damage.
Physical Attack – how much bonus damage you do if you hit through melee or hit with a skill that causes physical damage. Your weapon, skill, any buffs, and STR affects this.
Magical Attack – how much bonus damage you do if you hit with magic attacks (mage, priest.. etc) or hit with a skill that causes magic damage. Your weapon, skill, any buffs, and INT affects this.
Buffs – skills that “buff” up your stats or damage, increasing it, supporting it. ex) a defense buff would increase your defense for a set amount of time.
Debuffs – skills that lower an enemy’s stats or damage.
ex) one could lower or decrease your enemy’s physical defense.
Skill points – points received from doing quests that you can use to get new skills or upgrade your existing skills. To do this, you must go to your designated class “master” npc.
Nuke/Nuking – A magic user that is mainly a damage-dealer or a magic user that is causing damage. ex) A mage is solely a nuking class. A supporting/healing priest is not a nuking class. A Nuking priest is a priest that wants to attack and deal damage in general and not support/heal other players.

There are 3 races and 6 classes, 2 classes in each race. This Guide is seperated by one post per race. Credits for all 3 posts will be on the very last of the 3 posts.
STAT INFO.
==========================
CON: (Vitality) increases your HP, HP regeneration rate
STR: is used for phys attack and phys defense.
INT: increases magical damage, magical resistance, MP, MP regeneration rate.
AGI: increases range damage, bow attack power, Magic critical hit rate, Physical critical hit rate, dodge, accuracy
===========================
NOTES
=- You get new FLYING items: floating swords, wings, flying pets as you level. For example, the wing class gets brand new wings at lvl 30.
=- Mounts (pets that you ride on land) are available to all classes and does not have a class requirement.
=- At first, hard to save money due to constant spending for potions. Try to pick up as much loot as you can and sell it for money. Save your money.
=- For PK/PVP, level difference is important. (excluding if your opponent totally lacks skill, lags a lot, or things like that)
=- You get 5 skill points a level. So yes, level difference is important for pk/pvp. (as stated above)
=- There is Magic Armor (most magic resistance, least def), Light Armor (less magic resistance, more def), and Heavy Armor (least magic resistance, most def). All Magic Armor requires STR and INT. All Light Armor requires STR and AGI (INT also in some classes.) All Heavy Armor requires STR and AGI (more than Light Armor). In this guide, it mentions the stats that is most likely to be needed for equipment in the Stats Priorities sections. If you decide to use Light/Heavy armor, please note that AGI will also be needed.

HUMAN
Flying: On a Giant floating sword
Fly at lvl: 30

Wu Xia/ Warrior
Atk Type: Melee
Weapon: Sword, Axe, Knife, Spears, long weapons
Genders Available: Both
Short Description: Blader/Rogue, able to dual-wield 1-hand weapons, able to wield one 2-handed weapon, pretty fast atk rate, good atk, good physical def
Pro:
=- ability to dual-wield 1-handed weapons
=- good at pk/pvp on ground
=- good melee atk, good physical def
=- even if only has AGI for eq req, the AGI req is higher than a werebeast’s. That means in the end, warriors still have a faster atk rate than werebeasts.
Con:
=- very low magic resistance
=- disadvantage for pk/pvp at air
=- slow flying speed
+ Axe – the AoE master weapon for warriors, high ATK, chance to stun in later levels
+ Spear – the PK/PVP master weapon for warriors, long atk range
+ Sword – the balanced between AoE and PK/PVP weapon for warriors
+ In higher levels when people have enough money, many end up making one Axe and one Spear, one for AoE, one for Pk/PVP. This costs a lot more money though; or you could stick with one weapon and focus all that money on that weapon, making it awesome. your choice.
Stats Priorities
=- mainly STR and enough CON
=- enough AGI for equipment requirements
Stat Distribution
+1 CON = Max HP +15
6 STR = 4 DEF; +3 STR = DEF +1
+1 INT = Max MP +9
+1 AGI = Accuracy +10, Dodge Rate +10
Level Up Bonus: Max HP +30, Max MP +18

Fa Shih/ Magician
Atk Type: Magic, Long range
Weapon: Magical Instruments (Wand, wheel/Jewel Quoit, Magic Sword, Staff)
Genders Available: Both
Short Descripion: The mage/magician class, high atk, starts off with lowest hp, skills are the basic form of atk and everything you do, high MP usage.
=- Elemental Magic: Fire, Water, Earth
Pro:
=- [pure INT build] Highest skill damage at all times
=- Highest skill damage in general after lvl high 5x to lvl6x
=- basic healing spell, very long chanting time compared to priests
Con:
=- low HP
=- slowest casting time
=- also means hard to pvp. PK is good if the opponent unexpects the attack and you have time to cast the skill. This is all without the advantage of a higher level difference.. etc.
=- highest mp consumption for skills
+ Lack of Skill points. Difficult to master all 3 elemental attacks. Mastery of all 3 doesn’t happen until about lvl 90+ . Might want to choose just one or two elements at the beginning, or level just one/two skills of each element.
+ This class is basically a class for those who have the patience enough to stay playing the game. Why? because this class starts to dominate in damage and power at around lvl high 5x – lvl 8x+. People don’t really recognize the high damage until that point. You could easily be replaced by a werefox until then. I would say that’s when you have the great skills, experience, INT, and basically, the money for great gear to be able to really make a difference.
Stat Priorities
=- INT (pure INT-based)
- highest damage in the entire game
- 1 little aggro and you’re dead. 1 hit from a werebeast and you’re dead.
=- INT-based and CON (all the other builds, the Majority)
- Still generally highest damage
- the limits of how many attacks you can take depends on how much CON you decide to put in.
- more Con, less INT. More INT, less Con.
=- enough STR to wear equipment
Stat Distribution
1 CON = Max HP +10
6 STR = 4 DEF; 3 STR = DEF +1
1 INT = Max MP +14
1 AGI = Accuracy +5, Dodge Rate +2
Level Up Bonus: Max HP +20, Max MP +28

Yu Mang/ Elf Archer
Atk Type: Long Range
Weapon: Ranged Weapons
Genders Available: Both
Short Description: Archer/Ranger class, bow and arrows/bolts/bullets
Pro:
=- high crit %
=- high offense and dodge rate (can kill quest mobs in 2-3 hits)
=- can deal both physical damage skills and magic damage skills
=- Wing Barrier (buff, reduces any damage to a very low fixed amount, can only last for so long though)
=- Fury Burst (buff, raises attack damage by 150%, can only last for so long though)
=- Highest Range out of all classes.
Con:
=- very low HP
=- very low physical defense, decent magic resistance
=- paying for ammo (arrows/bolts/bullets 2g each)
=- Damage is lowered when mobs/players are within 5.00m and also lowered when flying.
+Damage dealers on the battlefield
+pretty much stand in the back while fighting
+Good skill combo: Wing Barrier + Fury Burst, for 10 seconds you have both High Def and High Offense.
Ex: Roriue used the combo, I attacked (as a werefox, caster form, magic skills, pet also released) and it was: tiny dent tiny dent tiny dent… and then 10 seconds later, normal damage. Defeated him but he was 7 lvls lower than me. Even so, about over half my hp was gone. If he wasn’t so much lower lvl’d…. I wonder if I would’ve lost. >>” That combo makes them pretty good pvp/pkers. Not only that but they have that large range. The bad part? lots of HP potions when lvling, takes in a lot of damage while lvling.
Stat Priorities
=- AGI (All AGI build)
=- AGI and Con (All the other builds)
=- enough STR to wear NPC equipment
Stat Distribution
1 CON = Max HP +13
6 STR = 4 DEF; +5 STR = DEF +1
1 INT = Max MP +10
1 AGI = Accuracy +8, Dodge Rate +6
Level Up Bonus: Max HP +26, Max MP +22

Yu Ling/ Elf Priest
Atk Type: Magic
Weapon: Magical Instruments (Wand, wheel/Jewel Quoit, Magic Sword, Staff)
Genders Available: Both
Short Description: The healer/priest/supporter class, able to heal.buff.revive others, also has atk skills but is mainly a supporting class meant to party with others.
There are nuking priests, but in a party, damage is already taken care of so healing/buffing would be more needed. In later levels, gets AoE (Area of Effect skills, can kill many monsters at once) but at that point, you decide whether you want to stay as a support priest (majority) or become a nuking priest (minority).
Priests are able to get both support skills and attack skills, however there is a HUGE shortage on skill points. Advice, might want to stick with one or the other (A support priest would probably only have one attack skill being upgraded or so just for questing/pk/pvp) to be able to stay updated and get new skills faster.
=- Elemental Magic: Metal
SUPPORT PRIEST
=- Focuses mainly on healing, support magic
Pro:
=- can heal self and others, buff, and revive the dead
=- always wanted in the party
Con:
=- (very low or low, depends on stats) hp, very low def
=- party-based, hard to solo
Stat Priorities
=- INT (All INT builds)
=- INT and Con (All the other builds)
=- enough STR to wear Equipment
Stat Distribution
1 CON = Max HP +10
6 STR = 4 DEF; +5 STR = Physical DEF +1
1 INT = Max MP +14
1 AGI = Accuracy +5, Dodge Rate +2
Level Up Bonus: Max HP +20, Max MP +28

Advice Column:
+ Your deaths not only affect yourself but every single person in the party. You’re most likely the only priest in the party and therefore the only one who can revive, and also the main healer. So if you die the whole party would have to wait for you to get back (if they survived the battle you died in). While you’re on your way back the party might be unable to continue. Which slows leveling down for all of you.
+ What does this mean? Stand back. Watch your party’s HP bars like MAD, but ALSO learn to look at what’s happening around you. Basic Example: (below)
+The tank just ran into a mob. Focus mainly on the tank while also keeping an eye on decreasing health bars for the other party members. Oh stop crying. Example: Try focusing on the main point of your computer. You can still see the rest of the computer and the entire front portion of the room. You’ll be able to notice changes in HP with other members.
********[the first 3 bullets (each + ) refer mainly to a dungeon party. Learning this though, helps you in everyday parties also. so it's good to know]
+ Watch out for aggros. KNOW YOUR SURROUNDINGS.
+ If your party is too stupid to know if you got attacked or not, well let them know somehow via signal like: sldfkjls or help or 999 on chat, so that they can come save you and that lower def players know that there are no heals. (But I’m running for my life.. T_T you can click on a location on the ground to run and during that time while your hp potion is on it’s cooldown, press enter to open chat, go asfwe and enter. Not too hard.)
+++ Yes, you’re important. yes, you’re needed by all. Yes, priests might be overworked at times.. but Don’t get arrogant. Worst mistake a healer can make. Everyone KNOWS that healers have a lot to deal with. They value you, they cherish you. They’ll do whatever they can to help you.. but if you get stuck-up like that, they wouldn’t want to party with you again. They wouldn’t help you as much say with healer equips they found.. you lose on all opportunities. All classes shouldn’t get stuck-up like that, but healers are the worst case of them all. ><”

NUKING PRIEST
Lacking in information. More info needed. Basic ideas are already known, able to attack and fend for self.. we need more DETAILED info from those with experience.

Yao Shou/Werebeast
Atk Type: Melee
Weapon: Axe, Hammer
Genders available: only males
Short Description: The main tanks of the game, highest HP, highest physical def, aka meatshield. Can shapeshift into a tiger. (oh. and the tiger has FIRE on his feet!! =D)
Human form = more dmg and powerful skills, basically can be used for pvp wise.
Tiger form = tanking and high hp, more def means take way less dmg, but atk power is pretty low.
Pro:
=- highest hp, highest physical def
=- tanker
=- quickest in running, speed boost as a tiger; water mastery skill: 50% speed boost in water
=- wanted in party
=- more atk/def than warrior
Con:
=- low mp def
=- lower atk damage compared to magic dealers
=- warrior atks faster (higher atk rate)
Stat Priorities
=- STR and CON (only STR and AGI needed for eq, con needed to tank)
=- enough AGI for equipment requirements
EX:
=- Con based- 3 STR 2 CON (more def, more hp than STR based)
=- STR based – 4 STR 1 CON (more atk than con based)
=- every few levels, add AGI for equipment
Stat Distribution
1 CON = Max HP +17
6 STR = 4 DEF; +4 STR = DEF +1
1 INT = Max MP +7
1 AGI = Accuracy +8, Dodge Rate +8
Level Up Bonus: Max HP +34, Max MP +14

Yao Jing/Werefox
Atk Type:
Caster form – Magic, long range
Fox form – melee, close range
Weapon: Magical Instruments (Wand, wheel/Jewel Quoit, Magic Sword, Staff)
Genders available: Only females
Short Description: Summoner, Pet Master/Pet Tamer, tames pets for battle. Player can shapeshift into a fox. Pets tank and/or attack, and the player, if in caster(human) form, shoots long range magic from behind OR if the caster is in fox form, the caster attacks through melee damage with the pet. You usually choose to be mainly in caster form and shoot magic or mainly be in fox form and melee. shifting to fox form and back uses MP, so constant changing back and forth in the midst of battle is not recommended.
=- Elemental Magic: Wood. bonus damages in certain skills include fire, metal, water.. depends on the skill. EX) Frostbite Parasite Skill = wood damage with extra water damage inflicted. However, these skills are not maxed.
Pro:
=- very easy to solo. The soloing master.
=- easier to save money
=- pets tank, can heal pets…not much pot usage compared with other classes.
=- Your pets suffer damage over you, when pet die you can revive them, they die instead of you
=- if in caster form, has both magic and melee atks (pet)
=- good damage from you, good damage from pet = a lot of damage
=- [All INT] builds do major damage, enough to be compared to with a mage at some points of their lives.
=- can tame baby monsters into eggs as materials to make a single real baby pet, pets that are able to be used by all classes as pets to show off.
=- player + pet = one annoying pvp combo. pwahaha. Of course, they just come after you and forget the pet. Kill them before you die? yah.
Con:
=- Fox form, less damage than caster form
=- [all INT] builds, if snuck upon by an aggro, death is inevitable. Builds with some con can live attacks.
=- [caster form] if your pet dies, all monsters on your pet comes for you..so ruuuuuuuuun or stand ground and kill heal the heal monster heal and then ruuuuun and revive pet then heal mp ‘cus reviving takes a large % of it… or try heal to heal tank heal and revive pet and get your pet to attack the monster and then immediately start healing the-seriously-low-hp-cus-it-just-died of pet until monster is dead.
=- all your friends, all your guildies: I want a baby pet <3 make me a baby pet <3 This will become your worst nightmare. Why? because to make one baby pet you need tamed eggs as materials (a lot of them), and one monster for just one egg is a rare spawn that spwns once every 12 hours (except bunnies). Get the amount of eggs needed for ONE baby pet, make the baby pet and tada. one friend happy =D then off into the distance, OMG I want one too! What about me? Then ruuuuuun.
Stat Priorities
CASTER
=- INT (all INT builds)
=- INT and Con (all the other builds)
=- Enough STR to wear equipment
FOX
=- STR-based w/enough INT for eq (hard to find..but it has been done…)
=- STR, CON, a reasonable amount of INT
Stat Distribution
1 CON = Max HP +12
6STR = 4 DEF; +5 STR = DEF +1
1 INT = Max MP +12
1 AGI = Accuracy +7, Dodge Rate +6
Level Up Bonus: Max HP +24, Max MP +24
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State Location
There are 44 states available for conquest. The higher the level of the state the bigger the return of the clan.

State Level – Available Cities – Availability 1st Level – 2 States – TBD 2nd Level – 4 States (3 states designed for newbies) – TBD 3rd Level – 38 States – Open Beta
Benefits of ruling a state
1. Protection Money Every week, the conquered state gives fixed protection money to the ruling clan. The higher the level of the state, the bigger the ruling clan will get. Protection money is given to the head of the ruling clan every Friday noon.
2. Free Teleport
3. Map Ownership Ruling clan shall have their name placed on the map details. Every time a player hovers the mouse through the state location, the name and logo of the clan shall appear.
4. Members of the winning clan get an extra hour of double experience per week for every state they occupy.
*****statement 4 is not confirm yet*****
State Selection
1)Each clan can declare war to one chosen state every week.
2)Areas that are colored green are not included in the warring state.
3)New clans can only declare war to 3rd level state.
4)If a clan is already occupying a state they can only declare war to neighboring or adjacent states.
5)Players who are members of a clan by 4:00 PM every Monday or 100 hours before the start of the first War Period are allowed to join the War.
Declaring War
1)In order to attack a target state with the intention of occupying it, Clans must declare their intention for war at any War NPC during the proper period every week.
2)The minimum fee to declare war on a state is 500,000.
3)This period begins every Wednesday at 7:00pm, and ends every Thursday at 7:00pm.
Bidding for the right to attack a state
1)If multiple Clans are attempting to attack the same state, they must enter a bidding process throughout this
period (Wed 7:00 PM – Thurs 7:00 PM) to determine which Clan will earn the right to attack a particular state
2)Bids made shortly before the deadline will increase the bidding period by 20 minutes.
3)No bids can be made while the cool down period is effect
4)These last minute bids can extend the bidding period in increments of 20 minutes only 4 times, or up to 8:20pm Thursday. The Bidding Period cannot be extended beyond that.
After the Bidding Period
1)Clans that lose the bidding process will receive their full amount of currency via in-game mail.
2)Clans that win the bidding process will need to win the Territorial War as well to receive a refund.
Bidding refunds after a Territorial War
1)Clans that win the bidding process but lose the Territorial War will receive no refund.
2)Clans that disband after bidding, or before receiving a refund, will receive no refund.
3)Clans that win a Territorial War for an unoccupied State will receive a 90% refund.
4)Clans that win a Territorial War for an occupied State will receive a refund based on these factors:
-Number of Clan Members that logged into the game for 1 week prior to the initial bid.
-The average level of those active Clan Members.
Clan Strength
Level 1 = Maximum of 50 members
Level 2 = Maximum of 100 members
Level 3 = Maximum of 200 members
Level 1 -> Level 2 = 2,000,000 coins
Level 2 -> Level 3 = 10,000,000 coins
Clan Generals can upgrade their clan level by paying the upgrade fee at the NPC. Clans who owns 3 or more state can only defend a maximum of 3 state for every war period. During the warring states each clan can only have as much as 80 units per clan per warring state zone.
War Period from China
Friday 8:00 PM – 11:00 PM
Saturday 9:00 AM – 12:00 NN 2:00 PM – 5:00 PM 8:00 PM – 11:00 PM
Sunday 9:00 AM – 12:00 NN 2:00 PM – 5:00 PM 8:00 PM – 11:00 PM
Joining A Scheduled Territorial War
All the Clan Members of both the attacking and defending Clan will be notified via an automated announcement when their scheduled Territorial War is about to begin. Clan Members that wish to participate in that scheduled Territorial War can speak to any of the 6 Territorial War NPCs or 45 Teleport NPCs around the world to enter the battlefield, but must remember the Territorial War conditions listed here.
-There can only be a maximum 80 Clan Members present from each team in a single Territorial War.
-The Territorial War must be ongoing to enter the battlefield.
-The number of Clan Members currently in that particular battlefield is less than 80.
-The Clan Member must have been part of that Clan for at least 100 hours.
Members of Clans defending or attacking multiple Cities simultaneously can select which Territorial War to participate in by speaking to any Territorial War NPC or Teleport NPC. Clan Members can freely switch between multiple ongoing Territorial Wars by exiting a battlefield through the Battlefield NPC, returning to the world, and then speaking to a Territorial War NPC or Teleport NPC again to enter a different ongoing Territorial War.
Territorial War Rules
-All Clan Members that enter a battlefield will have their Yuang Chi reset.
-The “Hug Skill” cannot be used inside the battlefield map.
-flying is enabled inside battlefield but with a restriction to max flight ceiling (MY- CN Version)[refer to post 5&6below]
-Multi Jump skill is enabled
-All Land Mounts can still be used inside the battlefield map.
Player versus Player Settings
-Clan Members will not be able to attack members of the same Clan.
-Character Reputation will not be affected by killing other players.
-Characters will not drop any items or suffer experience loss from dying or reviving.
-Characters enter a 30 second “Frozen State” directly after reviving or entering a battlefield.
-Characters in Frozen State have all their skills and actions disabled, except for movement.
-Characters in Frozen State can still be attacked by opposing players.
Connection Settings
-Clan Members that quit their Clan during the event will be kicked out of the battlefield map.
-Clan Members can freely leave and reenter the battlefield map as long as they still meet the requirements to join a Territorial War. See “Joining a Scheduled Territorial War”.
Territorial War Mechanics
-Clans on offense must destroy the defending Clan’s Central Building.
-Clans on defense must prevent their Central Building from being destroyed.
-Clans on defense can also destroy the opposing Clan’s Central Building to win.
-Clans attacking an unoccupied State must kill all mobs in the battlefield map.
The Battlefield Map

The Territorial War Battlefield Map is a 1 kilometer square battlefield with the offense and defense Clan Bases situated at diagonally opposite corners.
Each base is surrounded by an Outer Wall with 3 gates, with each gate flanked by 2 Arrow towers. Inside the Outer Wall is the Central Building surrounded by 4 Arrow Towers. And behind the Central Building is the Revival Point, flanked by 2 Guard Towers, the Transfer Field, and the Battlefield NPC.
Both bases are connected by 3 roads at their gates, the East, West, and Center Road. There is 1 Arrow Tower per Clan situated along the East and West Roads, and 2 Arrow Tower per Clan along the Center Road. Catapults can only travel inside the Outer Wall of a base, and along these roads.
When viewing the Battlefield Map, Players will be able to see the positions of all ally Players and Catapults, but not the positions of enemy Players and Catapults.
The Central Building
The main objective for both Clans to defend or destroy, this structure is what the Territorial War all boils down to. The Central Building can be damaged by only Players and Catapults, with Catapults being the better options as they deal significantly more damage.
Central Building Attributes
-12,000,000 Health Points
-100,000 Physical Defense
-100,000 Magical Defense
Regenerates. Can regenerate full health in 2 hours.
The Arrow Towers

-General Arrow Tower
-100,000 Build Cost with a 30 second Building Time
-5,000,000 Health Points
-100,000 Physical Defense
-100,000 Magical Defense
Regenerates. Can regenerate full health in 20 minutes.
Fast Tower
-35 meter range of aggression
-30 meter range of fire
-Damage = Target Character Level x 10
-1.5 second Attack Speed
-Single Target Damage
Stun Tower Attributes
-35 meter range of aggression
-30 meter range of fire
-Damage = Target Character Level x 10
-6.0 second Attack Speed
-Damages all Characters in a 5 meter radius around the target
-Stuns targets for 4 seconds
Explosive Tower Attributes
-35 meter range of aggression
-30 meter range of fire
-Damage = Target Character Level x 10
-6.0 second Attack Speed
-Damages all Characters in a 5 meter radius around the target
It is also important to keep in mind that during the 30 second building time of any Arrow Tower, it has only 100,000 Health Points and 0 Defense, making it more vulnerable to being destroyed.
The Catapult

-30 meter range of aggression
-30 meter range of fire
-100,000 damage
-3 second Attack Speed
-Priority of Attack: Arrow Tower, Transfer Column, Central Building
-Priority of Attack between equal Targets: Nearest Target
Catapults are the main offensive weapons used in the Battlefield Map and can be found behind the Central Building, in front of the Revival Point. This location also serves as their starting point. They fire automatically at any target in their range, but only attack Arrow Towers, Transfer Columns, and the Central Building, and nothing else.
The Transfer Field and Columns

Transfer Fields and Columns are used as a quick means of transportation between Clan Bases and Arrow Tower Positions along the 3 Roads. The Transfer Field is located inside the Clan Base, directly in front of the Revival Point, while 4 Transfer Columns are located beside each Arrow Tower Position located along the 3 Roads in the Battlefield Map.
**This is direct translation from China guide, maybe different from our verion.
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Condition:
1. Applicant must be level 20 or higher.
2. Applicant must not be a member of another clan.
3. Applicant must pay 100,000.(Price may vary)
Clan Logo:
1. Clan must be level 3 to be able to create a clan logo.
2. Clan logo can only be changed after 2 weeks.
3. Clan logo must be 16 x 16, BMP or GIF.
Upgrading Clans: 1. Cost to upgrade to level 1 is free.
2. Cost to upgrade to level 2 is 2 million(2,000,000).
3. Cost to upgrade to level 3 is 10 million(10,000,000).
Clan Structure
Clan Master(1)
- Implement faction rules
- Change clan slogan
- Change clan member’s rank
- Accept/Reject application request
- Dismiss member
Deputy Clan Master(1)
- Implement faction rules
- Change clan member’s rank(Member > Incense Master > Hall Master)
- Change clan slogan
- Accept/Reject application request
- Dismiss member
Commander(4)
- Change clan member’s rank(Member > Incense Master)
- Accept/Reject application request
Captain(12)
- Accept/Reject Application
Member
- Join/Leave clan
Clan Strength
- Clan Generals can upgrade their clan level by paying the upgrade fee at the NPC.
Level 1 – 50 Members
Level 2 – 100 Members
Level 3 – 200 Member
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Baby Pets
These rare baby pets can be owned by any class in Perfect World, which means they are non combat pets. Some of them already exist in this version of the game and some might not be implanted yet. This means that some of the names might not be correct as to this version, but I will update this guide as soon as I have the information needed. As of now, the first eleven pets info, are the ones which are the most correct and can be made into baby pets. I will post some coordinates where these pets can be found, but be aware that they are partly correct, as the pets move around a lot and that they don’t spawn that often.
The baby pets can be made by any class in Ancient Dragon City at the NPC’s Golden Flower Granny (586, 620) and Mr. Illnois (586, 648). The baby pets cost from 100k – 200k to make, depending on if they are classed as common (like the antilope, silver fox cub etc) or rare (like the bunny).
Antilope Fawn:
http://img251.imageshack.us/img251/382/youngfuzhuef9.jpg
You need:
3 Infant Antilope Peteggs
2 FrostBite Antilope Peteggs
1 SnowFlurry Antilope Petegg
1 SoulChevy Antilope Petegg
1 Sanctuary Antilope Petegg
Infant Antilope lvl 30
Respawn: -
C: 450, 534
FrostBite and SnowFlurry Antilopes, both lvl 51
Respawn: 30 min
C: 420, 479
SoulChevy Antilope lvl 54
Respawn: -
C: 406, 369 – 446, 395
Sanctuary Antilope lvl 62
Respawn: -
Cord: Valley of Disaster
Gnosis Puppy:
http://img45.imageshack.us/img45/8324/magicpuppyiq3gm3.jpg
You need:
5 Gnosis Hound Peteggs
Lvl: 20
Respawn. 12 h
C: 350, 750
Quincunx Kitten:
http://img521.imageshack.us/img521/1452/blossomkittendq4.jpg
You need:
5 Quincunx Kitten Peteggs
Lvl: 20
Respawn: 12 h
C: 370, 690
Cutie Bunny:
http://img526.imageshack.us/img526/5596/hoppingbunnykz8.jpg
You need:
5 Cutie Bunny Peteggs
Lvl: 20
Respawn: 1 h
C: 488, 100
Flying Piglet:
http://img237.imageshack.us/img237/2741/flyingpigletrc0.jpg
You need:
5 Flying Swine Peteggs
Lvl: 20
Respawn: 12 h
C: 408, 638 (air)
Baby Dodo Bear:
http://img521.imageshack.us/img521/5758/bearcubru3.jpg
You need:
2 Dodo Bear Peteggs
2 Great Dodo Bear Peteggs
Dodo Bear lvl: 20
Respawn: 12 h
C: 188, 766 – 200, 452
Great Dodo Bear lvl: 80
Respawn: 12 h
C: 660, 612
He looks so cool, so I had to post some pic’s of him, a shame you can’t have this as a pet as well:
http://img140.imageshack.us/img140/3453/greatdodook1.jpg
http://img228.imageshack.us/img228/4696/greatdodo2ta4.jpg
Froglet:
http://img340.imageshack.us/img340/8839/babyfrogof2.jpg
You need:
8 Little Froggy Peteggs
Lvl: 20
Respawn: 12 h
C: 240, 555- 246, 571
Huggy Bunny:
http://img140.imageshack.us/img140/5314/huggywl6.jpg
http://img519.imageshack.us/img519/1921/huggy2hr3.jpg
You need:
10 Huggy Bunny Peteggs
Lvl: 75
Respawn: -
C: 630, 566
Ephyraling: (Young Butterfly in other versions)
http://img251.imageshack.us/img251/4498/youngbutterflyrm8.jpg
http://img164.imageshack.us/img164/6511/butterflytc8.jpg
You need:
10 WaveSclew Eidolon Peteggs
Lvl: 80
Respawn: -
C: 608, 378 – 616, 366 (air)
Elysium Fledling: (Phoenix/Heavenly Hawk in other versions)
http://img221.imageshack.us/img221/5987/fowlbh0.jpg
You need:
10 Elysium Fowl Peteggs
Lvl: 73
Respawn: -
C: 679, 552 (air)
Baby Salamander: (Young Fire Spirit in other versions)
http://img251.imageshack.us/img251/9657/20070915063418cv8.png
http://img146.imageshack.us/img146/2223/20070915063437kz6.png
You need:
10 Flame Eidolon Peteggs
Lvl: 84
Respawn: -
C: 110, 771 – 127, 775 (air)
Silver Fox Cub:
http://img161.imageshack.us/img161/9774/silverfoxieef8.jpg
You need:
3 Pinnaer SraFoxie Peteggs
3 PinnaFlop SraFoxie Peteggs
3 ExternityTerra EidoFoxie Peteggs
Pinnaer SraFoxie lvl: 37
Respawn: -
C: 632, 838
PinnaFlop SraFoxie lvl: 41
Respawn: -
C: 278, 369
ExternityTerra EidoFoxie lvl: 60
Respawn: -
C: 437, 862
Rumored
AquaBarrier Dharma: (Black Fang in other versions)
http://i132.photobucket.com/albums/q34/IncubusKyle/BlackFang.jpg
http://img255.imageshack.us/img255/2048/aquabuv9.jpg
You need:
-
Lvl: 60
Respawn: 12 h
C: 447, 433
Celestial Ichtyoid: (Heavenly Fish in other versions)
http://img519.imageshack.us/img519/7057/fishyaw7.jpg
You need:
-
Lvl: 80
Respawn: -
C: 631, 590 (water)
NineTailed PyroFoxie:
http://img411.imageshack.us/img411/7877/9foxoq4.jpg
You need:
-
Lvl: 85
Respawn: -
C: 183, 759
Two maps with the locations of the different baby pets:
http://www.postimage.org/image.php?v=aV1FXQV0
http://img407.imageshack.us/img407/9751/linhthu1od2.jpg
If you can provide more information or pictures to this guide, please PM me!
And a HUGE thank you to Vyver, who flew around taking pictures and writing down coordinates with me!
Enjoy
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