Category:Einherjar

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Einherjar is a battlefield event in Hazhalm Testing Grounds. Up to 36-player alliances may face hoards of enemies with the ultimate goal of gaining entry into Valgrind and defeating Odin.

The content is divided into three "Wings," with each Wing consisting of three "Chambers." Each Chamber, named after Odin's Valkyries, contains hordes of enemies and a boss known as a "Guardian of Asgarth." Once all three Chambers in a Wing have been cleared, the path to the next Wing will open. Only after all three Wings have been conquered may players enter Valgrind and learn the secrets of the forbidden Chamber.

Accumulating 100,000 Ichor is a requirement for creating a Mythic Weapon.

Tip: After completing a Chamber, drop your Glowing Lamp to exit the battlefield and receive your Ichor reward. Warping out using any other means will forfeit your just rewards.

Getting Started

To participate in Einherjar, players must:

  • Be level 60 or higher.
  • There is no requirement to have completed any Aht Urhgan missions or mercenary promotion quests to participate.
  • Trust Magic is not allowed.
  • Up to 36 players are allowed to enter the same battlefield at once.
    • At iLvl 119, Einherjar may be soloed.

Players are required to take the following steps to enter Hazhalm Testing Grounds:

  1. Obtain a Smoldering Lamp:
    • Purchased from Kilusha in Nashmau (H-7) for 60,000 gil.
      • Purchased by directly trading gil after speaking for the first time. Not available from a menu option.
      • Only one Smoldering Lamp is necessary for an entire group of up to 36-players to enter the battlefield.
      • The cost is lowered to 1,000 gil and entry time is reduced to once every Earth hour after obtaining Key Item Rhapsody in Azure.
  2. Reserving a Chamber:
    • Trade the Smoldering Lamp to the Entry Gate in Hazhalm Testing Grounds to reserve a Chamber. Upon making a reservation, the Smoldering Lamp will be replaced with a Glowing Lamp.
    • Reservations may only be made for Wing II and III if:
      • The reserving player possesses at least one Key Item feather from each lower Wing.
      • or if the reserving player possesses the Key Item Mark of the Einherjar.
    • Reservations may only be made for Valgrind if:
      • The reserving player possesses at least one Key Item feather from each of Wings I, II, and III.
      • And all other players entering will also require at least one Key Item feather from each of Wings I, II, and III.
    • If another party already occupies the selected Chamber, the Smoldering Lamp will not ignite, and players may either select a different Chamber or wait for the one they chose to open.
    • Reservations last 30 minutes from the moment they are made.
      • A reservation's time limit may be viewed in the Glowing Lamp's item window.
  3. Distributing Glowing Lamps:
    • By using the Glowing Lamp item, players create duplicates.
    • These duplicates may be traded to other players or sold in Bazaars, allowing entry into the Chamber indicated on the lamp. Up to 36 players may enter the same Chamber at once.
    • An unlimited number of glowing lamps may be produced, however, 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, even if players already inside the Chamber choose to exit.
  4. Entering a Chamber:
    • Trade the Glowing Lamp to the Entry Gate.
    • The player who first made the reservation must enter before others may.
    • Players do not need to be in the same party/alliance to participate in battles fought within the Chamber.
    • Players may cast their lots on any items dropped via a Chamber-wide treasure pool. The name of the player with the current highest lot number will be displayed next to the item in the treasure window.
    • Upon completing a Chamber, an Armoury Crate will appear in the center of the area. The Chamber's Key Item feather will be obtained for all players once the Crate is opened, and players in the Chamber will have 5 minutes to lot on all items, regardless of the amount of time originally remaining on the Chamber reservation. However, the Armoury Crate must be opened before the original reservation ends. Defeating the boss and all other enemies does not stop the timer - the Crate must be opened to do that.
  5. Exiting a Chamber:
    • After entering a Chamber, players must wait 20 Earth hours before they may re-enter Einherjar again.
      • The lockout period is reduced to one Earth hour after obtaining Key Item Rhapsody in Azure.
      • For the player who first made the reservation, their timer starts when they make the reservation, not when they enter.
    • If a player leaves the Chamber via Warp, returns to their Home Points on K.O., or by any other means, they will not be allowed to reenter the Chamber, regardless of time remaining on their reservation.
    • Players may check the amount of time remaining (in Vana'diel days) before they may re-enter Einherjar by checking the Entry Gate in Hazhalm Testing Grounds.
    • If all players in a Chamber remain K.O.'d for more than 3 minutes, everyone will be removed out of the Chamber.
    • Important: After completing a Chamber, if a player exits the battlefield by Warp, Teleport, Home Pointing, or by any other other means, they will not be awarded Ichor. Players must be removed out of the Chamber back to the entrance to earn Ichor, either by:
      • Dropping the Glowing Lamp from their inventory.
      • Remaining KO'd for 3 minutes.
      • Time expiring for the battlefield.

Wings and Chambers

See the Chamber pages for more information on possible monsters and bosses.

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
Odin's Chamber Odin's Chamber II

Bonus Monsters

While fighting in Wings I, II, and III, one of four special monsters may appear several minutes into the battle. Defeating (or not defeating) the monster will have one of several effects listed below. With the exception of Valgrind, monster appearances in Einherjar are randomly chosen from a set unique to each Wing. Heithrun is significantly rarer than the other three. See the Chamber pages for more information on possible monsters and bosses.

Name Type Effect on Defeat
Muninn Bird (Dark) Weakens monsters in the Chamber.
Huginn Bird (Red) Creates a chest containing many temporary items upon defeat.
Saehrimnir Tiger When not defeated, monsters in the Chamber grow more powerful.
Heithrun Sheep Increases the drop rate of items in the final Armoury Crate, such as crafting materials and abjurations.

Rewards

In Wings I, II and III, after defeating all the enemies in a Chamber, an Armoury Crate will appear in the middle of the room. Odin will drop items immediately upon defeat. After exiting a Chamber by dropping the Glowing Lamp or timing out, Ichor will also be awarded, which may be exchanged to Kilusha in Nashmau (H-7) for various rewards.

Einherjar Feathers

Upon completing a Chamber and opening the Armoury Crate, all players will receive a temporary Key Item Einherjar Feathers.

There is one for each Chamber in each Wing, and all players will need at least one from each Wing to enter into either of Odin's Chambers in Valgrind. All feathers from all players will vanish at the moment of entry into Valgrind for Odin's Chamber or Odin's Chamber II.

Players who either possess one Key Item feather from each Wing or have defeated Odin's Chamber (obtaining the title "Elite Einherjar") may obtain the permanent Key Item Mark of the Einherjar by checking the ??? in Hazhalm Testing Grounds. This allows entry into any Wing II or III Chamber without ever having to first clear Chambers from earlier Wings again and also to exchange Ichor for direct entry items into Odin's Chamber (see below).

Therion Ichor

Upon exiting the Chamber, players will receive ampoules of Therion Ichor depending on the Wing and what percentage of the base (non-boss) monsters were defeated. Defeating the Chamber boss (with the exception of Odin) awards no additional Ichor. A Chamber must be exited by dropping the Glowing Lamp or timing out in order to receive Ichor. Players who Warp, Home Point, or exit from the battlefield by any other means, will not be awarded Ichor.

Chamber Ichor
Wing I 960 Ichor
Wing II 1440 Ichor
Wing III 1920 Ichor
Odin's Chamber 2880 Ichor
Odin's Chamber II 3600 Ichor

The following unique items may be purchased with Ichor:

Ichor Item Notes
1,000
(Wing I)
Valkyrie's Tear Traded to the ??? in Hazhalm Testing Grounds in exchange for corresponding Key Item feather. Requires Key Item Mark of the Einherjar.
2,000
(Wing II)
Valkyrie's Wing
3,000
(Wing III)
Valkyrie's Soul
5,000
(Crafting Materials)
Rubber Cap

Rubber Harness
Rubber Gloves
Rubber Chausses
Rubber Soles
Nethereye Chain
Netherfield Chain
Netherspirit Chain
Nethercant Chain
Netherpact Chain

Purchased from Kilusha in Nashmau (H-7).
15,000
(Accessories)
Animator +1

Aslan Cape
Gleeman's Cape
Ritter Gorget
Kubira Beads
Morgana's Choker
Buccaneer's Belt
Iota Ring
Omega Ring
Delta Earring

100,000
(Mythic Weapon Requirement)
Balrahn's Eyepatch

Drops

Orginal HNM Abjurations may be rewarded from the Armoury Crate in Wings I, II and III, while multiple abjurations may drop from Odin. Not all original HNM abjurations (Kirin, for instance) may be obtained from Einherjar. The two abjuration sets unique to Einherjar are the Phantasmal Abjuration Set and the Hadean Abjuration Set.

Aside from the Einherjar-specific abjuration sets, the only other drops unique to Einherjar are exclusively obtained by defeating Odin in Valgrind. Upon defeat, there is a chance that Odin will drop one of the unique items from the list below, depending on the Chamber.

Valgrind Rewards
Odin's Chamber
(Level 75)

Hofud
Valkyrie's Fork
Valhalla Helm
Valhalla Breastplate

Odin's Chamber II
(Level 99)

Heimdall's Doom
Herja's Fork
Laeradr Helm
Laeradr Breastplate
Eihwaz Ring
Dagaz Ring
Othila Sash

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