FFXI: Battles > Einherjar
"0","Einherjar"
"4","Taking Part in Einherjar "
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&pre=01;&style=Tk15w_3;&image=ng01;Einherjar&style;
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&li= ;Einherjar is an ever-changing
multiplayer battlefield intended for
players of level 60 and above. Up to
36 characters may enter at once.
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The battlefield is accessible through
the Hazhalm Testing Grounds, located in Arrapago Reef. Only the most intrepid of adventurers will be able to make their &size=14,13;way&size;
through all of the chambers to the innermost sanctum, Valgrind.&li;
&pre=01;&style=Tk15w_3;&image=ng01;What are the Hazhalm Testing Grounds?&style;
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&li= ;The testing grounds are divided into three separate wings, with each wing consisting of three large chambers. Each chamber houses a horde of enemies and a boss-type character known as a "Guardian of Asgarth." All monsters in a chamber must be defeated within a certain time limit to clear the area.&li;
Wing I |
Rossweisse's Chamber |
Grimgerde's Chamber |
Siegrune's Chamber |
Wing II |
Helmwige's Chamber |
Schwertleite's Chamber |
Waltraute's Chamber |
Wing III |
Ortlinde's Chamber |
Gerhilde's Chamber |
Brunhilde's Chamber |
Valgrind |
???'s Chamber |
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&pre=01;&style=Tk15w_3;&image=ng01;Therion Ichor&style;
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&li= ;Regardless of whether a chamber
is cleared or not, players will
receive ampoules of therion
ichor based on the number and
type of enemies defeated within.
These can be used to purchase
various valuable items from Kilusha in Nashmau.&li;
&pre=01;&style=Tk15w_3;&image=ng01;Who can participate?&style;
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&li= 1.;Players who have installed the Aht Urhgan Expansion disc and registered its contents.&li;
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&li= 2.;Players who are level 60 or higher.&li;
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&li= 3.;Parties/Alliances with 6-36 members.&li;
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&style=Ty14_2;&li= *;Players need not have completed any Aht Urhgan missions or mercenary promotion quests to participate. &style;&li;
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&pre=01;&style=Tk15w_3;&image=ng01;How do I get in?&style;
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&image=no01;Obtain a smouldering lamp
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&li= ;Smouldering lamps can
be purchased from
Kilusha in Nashmau for
the price of 180,000 gil.&li;
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&pre=01;&image=no02;Making a reservation
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&li= ;The player wishing to
reserve a chamber need
only trade a smouldering
lamp to the Entry Gate in the Hazhalm Testing Grounds. This will cause it to transform into a glowing lamp. Immediately afterwards, that player will be prompted to select a chamber and place their reservation.&li;
&pre=01;&image=no03;Making copies of the glowing lamp
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&li= ;By using the glowing lamp, players can create replicas. These replicas can be traded to other players, allowing them entry into the chamber indicated on the lamp. Up to 36 players can enter the same chamber at once.&li;
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&style=Ty13;&li= *;While, in theory, an infinite number of glowing lamps can be produced, entry into the reserved chamber is limited to the first 36 players to trade their lamp to the gate. Once 36 people have entered the chamber, all remaining lamps will become void.&li;
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&style=Ty13;&li= *;Glowing lamps can be sold in bazaars as well as traded.&li;
&pre=01;&image=no04;Entering the chamber
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&li= ;Once the player who placed the reservation trades their glowing lamp to the Entry Gate in the Hazhalm Testing Grounds and enters the chamber, all other players that they have provided a lamp to will then be eligible to enter as well.&li;
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&style=Ty14;&li= *;Players must be in possession of a glowing lamp in order to enter.&li;
&style=Ty14;&li= *;Once any player engages an opponent inside the chamber, new participants will not be permitted entry.&li;
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&pre=01;&style=Tk15w_3;&image=ng01;Reservations&style;
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&li= ;Reservations last 30
minutes from the
moment the smouldering
lamp becomes a glowing lamp. The expiration time is displayed in the item's help text.&li;
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&style=Ty13;&li= *;If another party already occupies the selected chamber, the smouldering lamp will not light, and players can either select another chamber or wait for the taken chamber to become vacant.&li;
&pre=01;&style=Ty13;&li= *;If all players in a chamber remain KO'd for more than 3 minutes, everyone will be teleported out of the area.&li;&style;
&style=Ty13;&li= *;Should less than 6 characters be present in a chamber 10 minutes into the reservation, the lamps will lose their efficacy and all members will be teleported from the area.&li;&style;
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&style=Tk15w_3;&image=ng01;What happens if I leave the area?&style;
&li= ;Unlike Dynamis, if players should leave the chamber, they will not be allowed re-entry regardless of the time remaining on the reservation. After entering a chamber, players will be required to wait at least 3 Earth days before they can enter the training grounds again.&li;
&pre=01;&style=Ty14;&li= *;Players can check the amount of time remaining before they may re-enter Hazhalm by checking the Entry Gate or by speaking with Kilusha in Nashmau.&li;
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&style=Ty14;&li= *;The three-day wait applies to all chambers in the training grounds.&li;
&pre=01;&style=Tk15w_3;&image=ng01;Entering Valgrind&style;
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&li= ;The conditions required for entering Valgrind, the deepest of chambers in the Hazhalm Testing Grounds, differ for the player placing the reservation and all other players who will simply be entering.&li;
&pre=01;&li=・;For players placing a reservation
A player wishing to reserve Valgrind must clear all 3 chambers of all 3 wings, and therefore be in possession of all 9 valkyrie feathers.&li;&style;
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&li=・;For players not placing a reservation
Players seeking to enter Valgrind via another player's reservation need only to have cleared and be in possession of a valkyrie feather from at least one chamber of each wing, for a minimum total of 3 feathers.&li;&style;
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&pre=01;&style=Tk15w_3;&image=ng01;What can I win?&style;
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&li= ;After defeating all the enemies in
a chamber, an armoury crate will
appear in the middle of the room.
Opening this crate will grant an
additional 5 minutes to the
reservation time and yield some
of the items listed below.&li;
&pre=01;&li=・;Key Items
Upon clearing a chamber, all players will receive a key item that signifies they assisted in the clearing of the area. There is one for each room, and all nine will be required for reserving the final chamber, Valgrind.&li;
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&style=Ty14_2;&li= *;The valkyrie feathers of all participating players will vanish instantly upon entering Valgrind.&li;
&style=Ty14_2;&li= *;Players who clear all 9 chambers will be awarded a universal pass. This pass allows for any chamber of any wing to be reserved without having to clear them in succession.&li;
&pre=01;&li=・;Abjurations
Several types of new and old abjurations can be obtained from the crates. All cursed items and abjurations should be taken to Alphollon C Meriard for "spiritual cleansing."&li;