
WELCOME TO FIRST LIGHTYour next adventure
Your next adventure
starts with good company.
Three races. Twelve classes. A world to call home.
Find your class →
A NEW DAWN · AN OLD WORLD
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.
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
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.
WINGED ELVES · LIGHT, MOON AND STORM
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.
UNTAMED · INSTINCT AND 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.
CHARACTER SELECTION
The three original races. Twelve classes. Your journey starts at level 1 in your race’s homeland.

Original class · Human homeland
WORLD COMPENDIUM
The 1.3.6 world as it was, plus a handful of later dungeons that fit it.
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.
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.
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.
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.
Morai is open to players, with new skills to learn. Nirvana and guild bases are also available.
Nirvana and R8R2 are the final equipment tiers. Nation War runs twice a week on a compact map with fewer jumps.
Use offline meditation and keep your personal shop trading while you are logged out.
Access the merchant, mail and bank through buttons in your inventory. Teleport features and automatic potion use are also part of everyday play.
Everyday consumables are accessible through gameplay. Stock up for quests, dungeons and battles without relying on donations.
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.
Discover new pets and a rebalanced selection of existing creatures you can tame in the world.
Everything available in the boutique can also be obtained through gameplay, without donating. We do not want First Light to be pay-to-win.
Familiar streets, original homelands and places to meet again.
THE BATTLEFIELD
A place for your guild in the old world.
PK is enabled. Meet friends and rivals beyond the city walls.
Gather your guild and fight for territory.
Available from opening, twice a week, on a compact map with fewer jumps. Exact event times will be announced.