Playing a Pandawa
Pandawas are one of the most versatile classes, and no doubt the one that will ensure your team and enemies are placed the best way possible. This works against restricted, monotonous gameplay. However, you'll need to practice in order to master the many aspects of this class.
Mainly played at a distance due to the long range of most of their spells, Pandawas will prove useful initially by positioning allies and enemies to take advantage of boosts, area-of-effect damage, and advantageous positioning with respect to enemies.
But beyond this perfect positioning, they'll provide you with many other advantages by giving you MP, removing resistances from the opposing team, removing bewitchments, and even summoning their faithful Pandawastas, which will hinder their opponents as much as possible. Generally, these characters can be played with quite high initiative so they'll hold the positioning advantage from the start.
Starting Characteristics
- 55 Health Points (HP)
- 6 Action Points (AP)
- 3 Movement Points (MP)
- 0 Initiative Points
- 100 Prospecting Points
The Most Useful Class Items: the Alcoholic Set
- The Geta Bernacle is probably one of the most-used pieces of class equipment in the game. The Vulnerability spell – one of Pandawas' key spells – removes line of sight, which is a true godsend for them.
- The Sticky Strap allows Pandawas to throw their enemies even further by increasing the Chamrak spell's range. Water Pandawas in particular will love this strap, which provides critical hit bonuses to both their Water damage spells: Tipple and Melancholy. The Stain spell's range bonus is also interesting.
- The Ear Ring is ideal for Air Pandawas because it reduces the Schnaps spell's AP cost. The Pandiniuras spell removes line of sight, which is just as effective as being able to summon their Pandawastas more quickly in a turn thanks to this ring. The Earth path will also appreciate the Pandatak spell's critical hit bonus.
Essential Elements
You alone can decide how you're going to play your class. This brief introduction to the elements is only here to point you in the right direction should you have doubts.
Earth Pandawas
✔ Pros
The Earth path offers spells with adjustable range and, if you opt for a Strength Pandawa, you'll have better striking power since their spells' base damage is higher than that of the other elementary paths.
✘ Cons
The greatest offensive spell, Pandatak, can only be cast in a line. This therefore reduces the chance of hitting opponents if they are well hidden. Other than that, Earth Pandawas only have two offensive spells.
Fire Pandawas
✔ Pros
This is the elemental path that has the largest number of spells. They have a low AP cost and yet they inflict nice amounts of damage. On top of that, the Fire path can use the Leek Pie spell to increase its offensive potential.
✘ Cons
The Fire path's Explosive Flask spell can only be cast in a line. If the enemy is well hidden, the Pandawa will struggle to hit them. The Vertigo spell also puts constraints on the caster, given that they have to be able to carry the target.
Air Pandawas
✔ Pros
On the Air path, Pandawas can better optimize their positioning ability while inflicting damage with their Alcoholic Breath spell. Their Schnaps spell inflicts serious area-of-effect damage and has great range. With its special line of sight, it can prove very useful.
✘ Cons
Air Pandawas only have two spells, which can be cast either in a line or diagonally. Because of this, Air Pandawas' offensive potential is significantly reduced, and finding appropriate positions can prove dangerous.
Water Pandawas
✔ Pros
The Water path ensures great damage with adjustable range for both spells, namely Tipple and Melancholy. This adjustable range paired with a relatively significant base range guarantees a great amount of damage even if your enemies stay far away. On top of that, the Melancholy spell boasts non-negligible area-of-effect damage.
✘ Cons
Although Melancholy is very powerful, this spell can only be cast in a line. Without the correct positioning, great amounts of damage cannot be inflicted during combat. The Water path also has only two spells, and no additional ones.
Multi-Element Pandawas
Multi-element Pandawas are little known… quite simply because they inflict far less damage than other characters. They are highly prized for their positioning spells and their famous Vulnerability spell, which will remove opponents' resistances. So, it will generally be preferable to optimize damage in a single element for the AP remaining to be used rather than scattering it across multiple elements, thereby running the risk of performing less powerful attacks.
Despite this, some dual-element Pandawas can prove their worth, such as Earth/Air or Water/Fire Pandawas, quite simply to optimize their versatility in terms of lines of sight and damage areas of effect. It is generally advisable to use a single-element Pandawa in PvM. As for PvP, either choice can be right.
Synergies - PvP
Are you interested in getting into PvP but aren't sure who works well with Pandawas and who their worst enemies are? You've come to the right place!
Pandawas do well when allied with...
Rogues
Pandawa-Rogue duos have enhanced positioning capacity, which allows you to adopt an optimal strategy designed to place enemies in bomb walls in the best possible way. The Rogue can thus drop bombs while retreating and then boost them, and the Pandawa can throw the bombs when the time is right to blow everything up.
Fecas
Fecas' defining characteristic is placing glyphs on the battlefield, which means Pandawas are able to throw their enemies into them into order to maximize damage and hindrances; they thereby reduce enemies' potential and set up a versatile game.
Srams
Srams and Pandawas are two formidable classes when played together due to their striking power and positioning capacity. Since they're able to place their enemies as they like using their various spells while staying far from danger, it's difficult to act against this tandem.
Cras could have trouble fighting...
Enutrofs
Enutrofs are formidable opponents against Pandawas since they're able to unbewitch constantly and remove MP while hitting the enemy. It all comes down to positioning and properly managing penalties and bonuses that can be applied on either side. Where Pandawas can gives themselves resistances and dodge, Enutrofs can unbewitch them. If Enutrofs handle every state alteration correctly, beating them can get complicated.
Cras
Cras have a slight advantage against Pandawas due to their ranged gameplay and how they can hinder their opponents. Cras have the advantage as long as Pandawas don't find an opening or get close to them, which can complicate the situation.
Sadidas
Although Sadidas are hardly an offensive class, their many dolls and ability to slow things down can really challenge Pandawas, especially if they can't find a line of sight among the trees and dolls on the battlefield. This class should not be underestimated.
Synergies - PvM
Are you more PvM-oriented and would also like a few tips on good Pandawa allies against monsters? You've come to the right place!
Team of Four - Small Stuff First
In four-player player-versus-monster combat, the go-to companions for Pandawas are Srams, Fecas, and Iops. This quartet has a very extensive positioning ability and significant striking power thanks to the Iop and Sram, who can create large areas of effect. And the Feca can concentrate on hindrance and protecting the team.
Team of Six - Great Power
Rogues and Eniripsas can take the stage in a six-person lineup in order to provide their talents for the rest of the team. An Eniripsa's AP giving, heals, and positioning will be greatly appreciated, while a Rogue will be able to put their game into play, closely supported by the Pandawa, in order to blow everything up.
Team of Eight - Great Responsibilities
Sacriers and Osamodas are the classes that may best suit this composition. The team now has the possibility of holding a front line with Summons and a Sacrier while keeping them alive with various protection, boost, and healing spells from the Feca, Eniripsa, and Osamodas. The Pandawa will still take care of major positioning and area-of-effect damage, well protected and supported by the rest of the troop.
The Path to Wisdom
Due to having little knowledge about the game or the different in-game areas, players often want to advance quickly, but soon discover that leveling a character is no easy feat. The short guide that follows will allow all good, self-respecting Pandawas to show they can swallow more than a barrel at the tavern without ending up senseless in combat. Here are a few good areas to explore in order to make quick and effective progress.
Starting Out - Levels 1 to 50
Incarnam is the ideal area to gain XP in the beginning. Small groups are the main source of progression, so their use is recommended as long as you're alone. Take advantage of the various areas and lairs up to a decent level, as the area is perfectly tailored and you'll collect all the equipment you need.
The dungeon on the floating continent also provides a hefty amount of experience. It's recommended that you complete this in a group.
After progressing enough, Astrub Forest on the the Amaknian continent will be profitable enough for you to stay there a good while.
Once you're done there, Otomai Island presents another phase of progression, where Coral Beach is bursting with small groups offering a nice amount of experience. Enough to keep you hanging around, even past level 50…
The Road to Progress - Levels 50 to 100
Once you've reached level 50, the Kolossium is where you should head next. If you like PvP, this is the ideal place to progress.
Otherwise, Coral Beach is still the most profitable place, but you'll have to find a group if you want to go up faster.
Wabbit Island is full of unexplored places where you can easily find groups with a few stars. Once there, completing the Cawwot Dofus quest and the achievements will give you a ton of experience. After leveling up enough in this spot, your best bet is to travel to Mount Neselite to fight some Stubbyobs, followed by the Dark Treechnid Forest or on Koalak Mountain.
At the Base of the Mountain - Levels 100 to 150
After a series of epic battles, it's time to get your feet dirty in the Peat Bogs of Otomai Island and go beat up the various monsters there. These will offer precious resources for you to easily create very useful equipment.
At the same time, you can also visit Tynril and take advantage of the Dark Jungle. Also, don't forget event islands.
For quest lovers, there are the following daily quests: "Protect and Scourge" from Captain Amakna at [0,0]; "Kerub's Crib" from Kerub at [6,-16]; and "An Excessive Baker's Dozen" from any member of the Pull family in the class temples.
Climbing to the Top - Levels 150 to 200
Levels are rising and it's time for a change of air, so make your way to the frozen Frigost Island. The Lonesome Pine Trails are the first destination for moving forward. Fighting in a group from now on is recommended. Otomai Tree Keeholo is still a profitable place for Pandawas. Alma's Cradle is also a profitable destination, so why not stop off there and kill a few monsters for a while?
Find a group and go back to the Desecrated Highlands of Sidimote, deep into the Fungus Cavern, in order to progress. Then, you can still take advantage of a large part of Frigost. No point quitting while you're ahead – keep on doing dungeons and killing monsters in each area. Level 200 is waiting for you, so get your pint glass ready!
Our thanks go to Lil-Divinz for contributing to this guide.