PERFECT WORLDTHE OLD WORLD AWAITS

First Light

A NEW DAWN · AN OLD WORLD
OPENING30 OCTOBER2026 · 18:00 UTC

Concept overview

A smiling white tiger guild leader raises a cup of tea above the ancient city at dawn
WELCOME TO FIRST LIGHT

Your next adventure
starts with good company.

Three races. Twelve classes. A world to call home.

Find your class
01 / 03

A new vision of the 1.3.6 world

THE FIRST LIGHT CONCEPT

First Light starts with the map and world of Perfect World 1.3.6. We want to make that world feel alive, with more variety, more places to explore and more things to do together. The familiar cities, homelands and cultivation journey are the foundation.

Later versions brought classes, skills and dungeons that can make this world richer. First Light brings those additions into the old world while leaving out systems such as War Avatar cards. It is a fresh look at what the 1.3.6 world can become, and how much more there can be to discover in it.

Ⅰ New classes, familiar homelands
All twelve classes belong to the three original races. Each begins at level 1 in its race’s original homeland, following the cultivation journey of the old world. Meet the three races below.
Ⅱ More to explore and learn
Morai, its skills and dungeons such as Endless Universe add new choices to the journey. Quests are the main path of progression. Phoenix Valley is an additional dungeon that also provides progress. Classic dungeons remain, alongside additions such as Nirvana and Quicksand Maze.
Ⅲ Endgame worth working toward
Nirvana equipment and R8R2 form the final equipment path. We are reworking how this gear is obtained to improve the journey toward it. Experience, spirit, drops and coins stay at x1, with quests at the heart of progression.
Ⅳ A world for guilds
Guild halls, Territory War and Nation War give clans places to gather and reasons to compete. Nation War starts from opening, twice a week, on a smaller map with fewer transitions. New clan events will bring fresh ways to play together.
Ⅴ The classic journey stays
The original map, quests and cultivation path remain at the heart of the game. Twilight Temple, Frostcover City, Lunar Glade, Cube of Fate and Valley of Reciprocity are all part of this world, with open-world PK enabled.
Ⅵ Carefully chosen additions
First Light leaves out War Avatar cards, reincarnation, meridians and Primal World. There will be no genies on First Light. Warsong City is also excluded. The focus is on more classes, skills, dungeons and shared activities within the world of 1.3.6.

Three races. A place for every class.

THE PEOPLE OF FIRST LIGHT

Humans, Winged Elves and Untamed remain the three peoples of the 1.3.6 world. Each keeps its homeland and its identity. The newer classes become part of those peoples, with four paths to choose from in each race.

HUMANS · STEEL AND NATURE

Strength through skill and knowledge

Humans bring together the Blademaster’s martial skill and the Wizard’s elemental magic. The Seeker adds another path of swordsmanship, while the Mystic brings nature, summons and support into that tradition.

All four classes begin in the Human homeland. The new paths grow from the same starting lands and cultivation journey as the original classes.

Original paths
Blademaster · Wizard
New paths
Seeker · Mystic

WINGED ELVES · LIGHT, MOON AND STORM

Four paths beneath the same sky

The Archer and Cleric define the familiar Winged Elf tradition: precision at range, healing and protection. Duskblade and Stormbringer join them with swift blades, moonlight and storm magic.

These classes belong to the Winged Elves in First Light. Their journey begins in the original Winged Elf homeland, with the old world as their home.

Original paths
Archer · Cleric
New paths
Duskblade · Stormbringer

UNTAMED · INSTINCT AND SPIRIT

The hunter and the spirit

The Barbarian’s strength and the Venomancer’s bond with beasts form the heart of the Untamed. The Assassin adds the stealth and precision of a hunter. The Psychic brings soulforce and spiritual magic to the race.

Both new classes start alongside the original Untamed in their homeland. Hunting, beasts and spirits connect the four paths within the same world.

Original paths
Barbarian · Venomancer
New paths
Assassin · Psychic

CHARACTER SELECTION

Choose your destiny

The three original races. Twelve classes. Your journey starts at level 1 in your race’s homeland.

Blademaster class artwork
HUMAN

Blademaster

Original class · Human homeland

Human

Winged Elf

Untamed

Discuss your class on Discord ↗

WORLD COMPENDIUM

Beyond the city walls

The 1.3.6 world as it was, plus a handful of later dungeons that fit it.

The world we want to build

FIRST LIGHT · 1.3.6+

We love Perfect World 1.3.6 and its balance. First Light asks what this world could have become if the game had taken a different path after 1.3.6. Our challenge is to bring twelve classes into that world, with balance reworked around its classic foundations, and give players new adventures worth remembering.

Experience
×1
Spirit
×1
Drops / coins
×1 / ×1
Races / classes
3 / 12

The original 1.3.6 map

The original cities and homelands are the foundation. Tideborn, Earthguard and Nightshade cities and starting lands are absent. All twelve classes begin at level 1 in one of the three original homelands.

Three races. Twelve classes.

  • Humans: Blademaster, Wizard, Seeker, Mystic.
  • Winged Elves: Archer, Cleric, Duskblade, Stormbringer.
  • Untamed: Barbarian, Venomancer, Assassin, Psychic.

Balance with a classic heart

We are reworking class balance around the spirit of 1.3.6. Later classes and content should fit that world and its progression. This is our vision of a twelve-class 1.3.6, shaped by our love for the original game.

A journey worth sharing

Quests are the main path of progression. Phoenix Valley adds dungeon progress. Improved Lunar Glade, Twilight Temple and Frostcover City bring familiar adventures into this new journey. Quicksand Maze is being redesigned for First Light.

Ancient pagodas and bridges in misty mountains

Classic dungeons, renewed

Dungeons 19–89 Twilight Temple · improved Lunar Glade · improved Frostcover City · improved Seat of Torment Abaddon Cube of Fate Valley of Reciprocity Territory War

More adventures

Morai is open to players, with new skills to learn. Nirvana and guild bases are also available.

Palace of Nirvana Morai Endless Universe Dragon Hidden Den Phoenix Valley Quicksand Maze · reworked Guild Bases Nation War

Endgame

Nirvana and R8R2 are the final equipment tiers. Nation War runs twice a week on a compact map with fewer jumps.

Not in this world

Genies Meridians Warsong City Reincarnation War Avatar cards Primal World

Everyday comforts. More to discover.

LIFE IN FIRST LIGHT

Offline meditation & shops

Use offline meditation and keep your personal shop trading while you are logged out.

Services in your inventory

Access the merchant, mail and bank through buttons in your inventory. Teleport features and automatic potion use are also part of everyday play.

Accessible consumables

Everyday consumables are accessible through gameplay. Stock up for quests, dungeons and battles without relying on donations.

Events throughout the week

Automated GM events run on First Light’s own event schedule. Familiar activities, including the crafting event and Cube of Fate, are reworked for this world.

More companions for Venomancers

Discover new pets and a rebalanced selection of existing creatures you can tame in the world.

Everything in the shop, earnable in game

Everything available in the boutique can also be obtained through gameplay, without donating. We do not want First Light to be pay-to-win.

THE BATTLEFIELD

Allies. Rivals. Legends.

A place for your guild in the old world.

Make your name.

Ⅰ

Open-world PK

PK is enabled. Meet friends and rivals beyond the city walls.

Ⅱ

Territory War

Gather your guild and fight for territory.

Ⅲ

Nation War

Available from opening, twice a week, on a compact map with fewer jumps. Exact event times will be announced.

View the endgame