
Role

The Cleric is the main healer of Perfect World and the class squads ask for most. Besides heals, Clerics buff physical and magic defense, attack power and HP and MP regeneration. They are not only support: with strong attack skills, party attack buffs and the Violet Dance transformation, a Cleric can switch to offense in a moment.
As a Winged Elf the Cleric flies from level 1, and with the starting wings a Cleric can stay in the air without limit, unlike Archers, who slowly spend mana while flying. Legend says a Winged Elf born to a goddess becomes a Cleric with white wings.
| Strengths | Weaknesses |
|---|---|
| Some of the best heals and buffs in the game | Low physical defense |
| Cheap to play, high demand in groups | Healing draws monster attention |
| Long sleeps and roots, defense-lowering debuffs | Slow movement; needs skills to survive |
Stats and weapons
| Starting stat | Value |
|---|---|
| Health / Mana | 50 / 70 |
| MP regeneration | 2 per second |
| Magic attack | 6-7 |
| Accuracy / Evasion | 25 / 10 |
| Movement speed | 4.8 m/s |
| HP / MP per level | 20 / 28 |
- Wand: the steadiest magic attack, so heals land more reliably. The usual pick for a healing Cleric (but Dragonbreath wands are Mystic-only).
- Magic Sword and Glaive: a balance of steady healing and good damage.
- Pataka: rarely used; a wide damage spread makes heals uneven but allows huge critical hits.
- Clerics are normally built on Magic with Arcane Armor; heavy or light armor builds exist but weaken heals and are hard before Reawakening.
Clerics in PvE
- Low levels: fragile but with strong sustain from stackable heals and shields like Plume Shell. To pull single monsters from a group, a genie with the Earthflame skill is recommended.
- Around level 50 dungeons become common, and the Cleric must keep the squad alive without stealing the monsters' attention.
- At level 80 Violet Dance turns the Cleric into a much deadlier solo fighter, but in that form the Cleric cannot heal others until the later cultivation steps allow certain glyphed heals.
- In groups the Cleric brings single-target heals, area heals such as Regeneration Aura (a channel that heals and reduces damage taken until the Cleric runs out of mana), a purify that removes most debuffs, and a resurrection that at full strength cancels all experience loss.
PvP and Territory Wars
Clerics survive a lot through heals and shields, but they are the enemy's first target in most fights. Plume Shell (and later Wings of Protection) absorbs damage using mana, so keeping mana full is vital. Good spots are far behind the squad or in the air above it. Clerics can also sleep, seal and root enemies and lower their resistances, and in Violet Dance they can turn an enemy's healing against them.
Crowd control is the Cleric's weak point. The paralysis used by Blademasters and Duskblades cannot be purified, so a genie with the Expel skill is advised to block their physical damage while it lasts. Assassins and Duskblades are the most dangerous classes to face alone. In Territory Wars an attacking Cleric keeps the Barbarian or catapult carrier alive, while always healing themselves first.
Sources
Game pictures: © Perfect World Entertainment / Arc Games · arcgames.com

