Einlanzer

Einlanzer

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Einlanzer General Help - by Nostalgia Addict Games
By [NAG]Oreo
This guide will help you with many aspects Einlanzer's gameplay.
   
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Einlanzer Guide: General Help
General Help
  • If you ever forget or don’t understand where to go next, use “Victor’s Journal” in the key items. Victor keeps an updated journal discussing what has happened recently and where the party is headed next.

  • Like a real map, the world map does not have a “you are here” icon. You have to study the landscape around you and compare it to the map to find where you are. Small circles are small towns, dungeons, or other locations you can visit. The big stars represent major, important places.

  • Save often! I have a habit of saving during three situations 1) Save before entering a new area, 2) Save before what you might think is a boss, and 3) Save whenever you heal.

  • Whenever you have a chance, stay at the local inn. Inns are way cheaper than tents or other items used to heal.

  • Check boxes, jars, barrels, stacks of logs, etc. for hidden items. Usually, if you find anything, it will be little more than some gold or a potion, but sometimes you can find powerful, unique items!

  • Keep at least 5 tents on hand at all times!

  • Heal after every battle.

  • Use MP before you use items to heal. MP is easier and cheaper to replenish than potions.

  • When healing outside of battle, use weaker heal spells. They are more efficient than the more powerful ones.

  • Once you learn it, use recovery with Alice a LOT! It is probably the most important ability in the game!

  • If you know you are about to go into a dungeon, stock up on items.

Terminology
HP – Health Points – This is your character’s physical sturdyness. When a character’s HP drops to 0, they faint and cannot act until they are raised. Use the spells Stabilize, Raise, and Life and use the item Potion of Life to heal characters from fainting. Tents do not raise characters from fainting.
MP – Magic Points – This represents a character’s reserve magical power. Most characters can use MP for at least some actions, though they are much more important to spell casters. If a character’s MP drops to 0, they cannot use any spells or abilities that require MP. Use the spell Mana Drain or use the items Magic Water or Magic Tonic to replenish MP. Tents also replenish MP.
RP – Rage Points – Characters get more focused or build up aggression as they fight. RP is gained by doing some abilities or by being damaged. RP can be spent on many different abilities under the “special” category.
ATK – Physical attack – This is the the strength a character has to deal physical damage. Weapons increase this stat and many accessories do as well.
DEF – Physical defense – This is the toughness a character has to resist physical damage. Shields, headgear, and bodygear all raise this stat as well as many accessories.
M.ATK – Magic attack – This is the power of a character’s spells, whether they be offensive or healing spells. Rods, staves, maces, flails, bludgeons, magic robes, and circlets all raise this stat. Some accessories also raise M.ATK.
M.DEF – Magic defense – This is the character’s ability to resist magical attacks. Many headgears and bodygear improve this stat. Magic robes and circlets are much more effective at raising this stat. Some accessories also raise this stat.
AGI – Agility – This is how fast a character moves. A higher AGI means a character will go earlier in the turn order each round. It also helps when trying to escape from enemies without fighting them. Do not underestimate this stat. A fast character is very useful.
LUCK – Luck – How lucky a character is in regards to status effects. A higher luck makes a character more likely to shrug off a status effect such as poison. Also, it helps a character’s chance at causing status effects on opponents.

In-Game Menu
Item – You keep a bag of items that all characters may use. These items can do many different things. Read the description of each to find out what they do.
Weapons – Any kind of weapon that any character may equip on his/her hand.
Armor – All kinds of shields, headgear, bodygear, and accessories.
Key Items – A special section where unique or important items lie. Most of these items cannot be used and are related to the story.
Einlanzer Guide: Equipment and Items
Types of Equipment
There are five equipment types.
Weapons – equipped on the hand(s)
Shield – equipped on the other hand (with most characters and weapon types)
Headgear – equipped on the head
Bodygear – equipped on the body
Accessories – each character has two accessory slots. Accessories could be anything from boots, to capes, to earrings.

Some characters have two hands on which they can equip weapons and do not use a shield.
Some weapon types make the wielder not able to hold a shield such as wands and katanas.

Weapon Types
There are nine main weapon types, some with sub-weapon types that are still considered their parent weapon type and equip like their parent type, but have significantly different properties.

Axe
Power: very high
Shield Equip: yes
Special properties: -8% hit rate

Claw (claw, fist, knuckles)
Power: below average
Shield Equip: no
Special properties: can equip on each hand
Nunchaku (Sub-weapon type)
Power: Low
Shield Equip: no
Special properties: can equip on each hand, adds an additional attack with both hands

Spear (spear, lance)
Power: high
Shield Equip: yes
Special properties: slows down wielder, -5% accuracy

Sword
Power: average
Shield Equip: Yes
Special properties: none
Rapier (Sub-weapon type)
Power: below average
Shield Equip: Yes
Special properties: trades some power for increases in agility and luck
Defender (Sub-weapon type)
Power: below average
Shield Equip: yes
Special properties: trades some power for increases in defense and magic defense

Katana
Power: highest
Shield Equip: no
Special properties: -5% hit rate, uses both hands

Bow and arrows (arrows are included with bow and not tracked)
Power: above average
Shield Equip: no
Special properties: +5% crit rate

Knife (knife, dirk, dagger)
Power: below average
Shield Equip: yes (if shield available)
Special properties: +5% hit rate, crit rate, and evasion rate
Kama (Sub-weapon type)
Power: low
Shield Equip: yes (if shield available)
Special properties: raises crit rate significantly
Sai (Sub-weapon type)
Power: low
Shield Equip: yes (if shield available)
Special properties: raises defense slightly and evasion significantly

Blunt (flail, bludgeon, mace)
Power: below average
Shield Equip: yes
Special properties: increases magic attack moderately and slight defense and magic defense

Staff (staff, wand, rod)
Power: very low
Shield Equip: no
Special properties: increases magic attack dramatically and slight magic defense

________________________________________________

Shields, Headgear, and Bodygear

There are several different kinds of armors. Not every character can equip every type of armor or shield.

Shields

Light Shields (bucklers)
Defensive power: average
Magic defense power: very low
Special properties: lowers agility slightly

Heavy Shields (shields)
Defensive power: high
Magic defense power: none
Special properties: lowers agility moderately

Headgear

Light hats (hats)
Defensive power: below average
Magic defense power: low
Special properties: raises agility slightly

Medium helms (caps)
Defensive power: average
Magic defense power: very low
Special properties: lowers agility slightly

Heavy helms (helms)
Defensive power: high
Magic defense power: none
Special properties: lowers agility moderately

Magic hat/circlet (circlets, crowns)
Defensive power: low
Magic defense power: average
Special properties: raises magic attack moderately

Bodygear

Light shirts (shirts)
Defensive power: below average
Magic defense power: low
Special properties: raises agility slightly

Medium armor (plates)
Defensive power: above average
Magic defense power: very low
Special properties: lowers agility slightly

Heavy armor (armor)
Defensive power: very high
Magic defense power: none
Special properties: lowers agility moderately

Magic robe (cloaks/robes)
Defensive power: below average
Magic defense power: high
Special properties: raises magic attack significantly

___________________________________________________

Common Items

Potions
Restores HP to one ally. Several different strengths. Can be used in or out of battle.

Magic Water/Tonic
Restores MP to one ally. Can be used in or out of battle.

Elixir
Restores all HP and MP to one ally. These are very rare. Can be used in or out of battle.

Antidote
Cures one ally of poison status effect. Can be used in or out of battle.

Dispel Herb
Cures one ally of almost every status effect. Can be used in or out of battle.

Potion of Life
Brings an ally back from the faint status with a slight amount of health. Can be used in or out of battle.

<stat> up
Permanently, slightly raises the stat in the name of the item. Put careful thought into who you use these on. Can only be used out of battle.

Tent
Restores the HP and MP of all allies. Can only be used out of battle.
Einlanzer Guide: Combat and Status Effects
Basic Combat Tips

  • Heal, heal, heal!
    Alice is an essential part of your party. Other party members have some healing abilities… but no one does it like Alice.

  • Don’t forget about healing potions in a pinch.

  • Pay close attention to your equipment. If you are having trouble with a boss, try new strategies with your accessories and other equipment.

  • Try to figure out elemental weaknesses of your enemies. Some bosses are made MUCH easier when you learn their weakness.

  • Most bosses are immune to almost every status effect. If you find one that works on a boss, exploit it!

  • If you get stuck with only one party member left, life stealing abilities can save the day!

  • Heal status effects quickly! They can stack up and make you helpless.

  • Maximize a character’s strongest assets when you equip them.

  • A good offense is the best defense.

  • Use Galadin’s Provoke ability, then have her do the “guard” command. You will quickly learn why she has the nickname of “The Wall.”

  • Abel’s Haste, Haste II, and Quick spells are game-changing.

  • Don’t underestimate Lucille’s dances. Going against a strong physical attacker? Spam defense raising dances, evasion dances, and counter-attack dances and you’ll be laughing in that big idiot’s face. Also, her dances are good at adapting a party to deal with any situation.

  • Don’t underestimate Ratt’s stat lowering abilities. They are low RP cost, but do them a couple times and you can make a behemoth hit like a puppy.

_____________________________________________

Status Effects
There are dozens of status effects in Einlanzer. Many are common throughout the game and many are specific to only one or two enemies. Not all are covered here.

Faint
Remains after battle: yes
cured by Cure II and Dispel Herb: no
automatic removal: none
effect: Afflicted cannot act, be targeted, or take any damage.

Poison
Remains after battle: yes
cured by Cure II and Dispel Herb: yes
automatic removal: none
effect: Afflicted unit loses 15% of his/her max health each turn. Also, afflicted unit loses 10 HP each step outside of battle.

Blind
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted has a 60% miss chance on all physical attacks.

Silence
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted cannot cast spells.

Confusion
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns, or take any damage
effect: Afflicted is uncontrollable and attacks random enemies and/or allies

Sleep
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns, or take any damage
effect: Afflicted cannot do any actions.

Paralysis
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted cannot do any actions.

Stun
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 2-3 turns
effect: Afflicted cannot do any actions.

Magic Reflect
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 1 or 3 tuns (depending on spell)
effect: Any offensive spells targeting afflicted unit bounce back at the spell’s caster.

On Fire
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted loses 25% of their maximum HP each turn.

Berserk
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted is uncontrollable and physically attacks enemies. Afflicted also gains 75% Attack but loses 25% defense and 25% magic defense.

Stone
Remains after battle: yes
cured by Cure II and Dispel Herb: yes
automatic removal: none
effect: Afflicted cannot do any actions. Afflicted also gets double defense and zero evasion.

Immobile
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted cannot do regular attacks or use dances. Lowers agility by 90%.

Arm Injury
Remains after battle: no
cured by Cure II and Dispel Herb: yes
automatic removal: 3-5 turns
effect: Afflicted loses 75% attack and can do no “special” abilities.

Haste
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 3-5 turns
effect: Afflicted has a 50% chance of acting twice on a turn. Removes “Slow” status effect.

Slow
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 3-5 turns
effect: Afflicted loses 50% agility and 20% hit rate, evasion, and magic evasion. Removes “Haste” and “Quick” status effects.

Quick
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 3-5 turns
effect: Afflicted acts twice on each turn. Removes “Slow” status effect.

Deteriorate
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 8-15 turns
effect: Afflicted loses 20% of his/her maximum HP each turn.

Vanish
Remains after battle: no
cured by Cure II and Dispel Herb: no
automatic removal: 3 turns
effect: Afflicted gains 50% evasion and 25% crit chance.
5 Comments
Merim 7 Aug, 2021 @ 6:36pm 
Hey is there anything I should know about Void trap? Feels impossible to break free from. Surprised its not in the list either.
Merim 20 Jul, 2021 @ 10:44am 
Borm is extremely reliable against enemies who does melee only, he is invincible with counter stance which can cause you to just point and laugh at the enemies who keeps constantly using melee on Borm. Further note for Lucille that I like to praise her for is her ability to remove debuffs and also the ability to give elemental resistance that will help you against those elements that does heavy damage, if melee damage isnt a problem or not the only problem you are facing. I also like the rage point boost, theres some really good opportunities with her. I also think Abel's "quick" ability does work for certain characters, especially for Alice and Lucille which allows you to think more strategically what to give to the team or yourself.

Just thought I want to add some stuff there.
Rookie (ZOE) 3 Dec, 2018 @ 9:11pm 
Also, there are two other effects that aren't listed here, though I can understand why, given their exclusive uses of course. They are "Frostbite" and "Strong Poison", just thought i'd lay that out there though, again, it's understandable why they aren't listed here, due to their aforementioned rarity of course, the former belonging to the "Shatter" spear weapon you can find in a small abandoned igloo on a small snowy island, whereas the latter appears in the Queen Snake sidequest and via the Swamp Gem one-time-use to give said ability to any permanent party member of your choosing of course, there may be other places it is used, but thus far that is the extent of what I know where the "Strong Poison" status effect is used.
Rookie (ZOE) 1 Dec, 2018 @ 8:32pm 
A simple, yet important guide on the basics of Einlanzer can be very important to people like me, thanks a lot for this. :Helen_wink1:
Swirls 23 Mar, 2017 @ 12:44am 
Quality Guide. +1