Einherjar (Final Fantasy XI)

Einherjar is a massively multiplayer battlefield system. Einherjar takes place in the Hazhalm Testing Grounds. It is in a similar style as Dynamis and Limbus, and follows many rules from the aforementioned events.

Hazhalm Testing Grounds
The Hazhalm Testing Grounds are divided into 3 separate wings. Each wing consists of 3 large chambers. Each chamber is home to a horde of enemies and a boss-type monster known as a Guardian of Asgarth. To clear an area, all monsters must be defeated within a chamber. Except for the player placing the chamber reservation, all participating players will be able to enter any chamber in Wing I, II, or III simply by trading a "Glowing Lamp" to the entranceway. However, the person making the reservation must have a feather from all 3 chambers of that wing before they may begin to make reservations in the next wing. That is to say that upon clearing the 3 chambers in Wing I, the player will be able to place reservations in Wing II. To place reservations in Wing III, all 3 chambers of Wing II must be completed. A player who wishes to make a reservation for the final chamber, Valgrind, must have every chamber of all 3 wings cleared, so that they have a total of 9 feathers. However, participating members are only required to have 1 feather from each wing to simply enter. Please note, all members that enter Odin's Chamber lose all their feathers.

Participation

 * 6 to 36 players, level 60 and above, can enter each chamber of the Hazhalm Testing Grounds.
 * An item similar to a Timeless Hourglass called a Smouldering Lamp is required. They can be purchased from Kilusha in Nashmau for 180,000 gil.
 * No cutscene is needed to participate in Einherjar itself.
 * A player must be able to receive Sanction in order to participate.
 * Players require a cutscene from Kilusha before being able to purchase a lamp or spend Therion Ichor on items.

Reservations
Trade the Smouldering Lamp to the Entry Gate in Hazhalm Testing Grounds. You will receive a Glowing Lamp, which is similar to a Perpetual Hourglass in Dynamis. The player who made the trade will then be allowed to select a chamber and reserve it.


 * Reservations last 30 minutes from the moment they are made
 * If fewer than six people occupy the area 10 minutes after the reservation is made, the reservation will be automatically cancelled, regardless of the time remaining on the lamp. At this point, the Glowing Lamp will become void and players will not be allowed re-entry with it.
 * A reservation's time limit can be viewed in the Glowing Lamp's help window.
 * 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 one they chose to open.

Entry
Glowing Lamps can be used to create replicas. Each player wishing to enter Einherjar will require one. Enter by trading a Glowing Lamp to the Entry Gate.


 * Much like Dynamis, an infinite number of lamps can be created, but once the player limit of 36 is reached, any remaining lamps become void.
 * In order for players with lamps to enter the Einherjar area, the player that opened the chamber must enter it first.
 * Glowing lamps can be sold on bazaars as well as traded.

Unlike Dynamis, if a player leaves the area (by discarding or selling their lamp, returning to home point after death or warping), they will be unable to re-enter the area. A player who discards their lamp will receive Therion Ichor. However, any means of warping or teleportation will prevent you from gaining Therion Ichor.

Players who have previously participated in Einherjar must wait 3 Earth days to re-enter. To check the time remaining until you can re-enter, talk to Kilusha or examine the Entry Gate.


 * If all players in a chamber remain KO'd for more than 3 minutes, everyone will be teleported out of the area.
 * The three-day wait applies to all chambers in the testing grounds.
 * Similar to Limbus, if any player engages or is attacked, players who are still outside will be unable to enter.

Battles
After a party chooses a room, they will have 30 minutes to wipe out all the enemies before being teleported back out of the area. This time limit cannot be extended. Each area consists of a large room filled with several monsters, and one powerful boss monster. Parties must eliminate all the monsters in the area (including the boss monster) for the mission to be complete. Clearing all the chambers will grant players access to the final area where they will finally learn the secrets that lie deep in the bowels of Hazhalm.

Like Dynamis, players are not required to be in the same party or alliance to battle the monsters of Hazhalm. As with Dynamis, all players participating may lot on any items you find. The player who has lotted highest will be displayed next to the item.

A special notorious monster will appear in the chamber after a predefined amount of time. Defeating the monster will have effects on the chamber. Failure to defeat the monster may result in negative impact on the chamber and make it harder.


 * Huginn will leave behind an Armoury Crate containing various consumable items upon defeat.
 * Muninn will weaken the enemies upon defeat.Verification Needed A message stating "the creatures lurking in the shadows have calmed" will be received.
 * Heithrun is the rarest of the four and will double the items in treasure chest after defeating boss.
 * Saehrimnir will strengthen the remaining enemies in the chamber if left to despawn.Verification Needed A message stating "the creatures lurking in the shadows have become restless" will be received.

Players who leave the chamber will be unable to lot on items. If your reservation runs out, any items still in the treasure pool will be lost.

An armory crate will appear in the center of the area upon clearing a chamber. Players in the chamber will have 5 minutes to lot on the items received, regardless of the time remaining on the reservation.

Hate is alliance based, if one person has hate in an alliance then everybody has hate on the mob(s). Also hate is very random. With that being said, mages or weakened should not spread out during a wipe to try and stay alive. Time is very important! If you wipe, die quickly and together!

Key items
When you clear a chamber, all players will receive a key item that signifies they have cleared that chamber. There is one for each room, and if you're reserving the chamber all nine will be required for entry into the final chamber, Valgrind. However, if you are not reserving the chamber, you only need 1 key item from each of the 3 wings to gain access to Valgrind. Regardless, all of the key items will disappear upon entry to Valgrind. Players who clear the 10th chamber will be awarded a pass that allows them entry to any of the other nine chambers without having to clear each wing in succession.

Therion Ichor
Players will receive ampoules of Therion Ichor depending on the number and type of enemies that you defeat in the chamber. These can be used to purchase various valuable items from Kilusha in Nashmau. Go to the Therion Ichor page to see these items.


 * All players will receive the same amount of Therion Ichor, regardless of their battle record.
 * Defeating all lesser enemies in the chamber greatly increase the amount of Therion Ichor obtained.
 * It is not necessary to clear the chamber to receive any Therion Ichor. You will still receive Ichor if you drop your lamp or time out. However, if you warp, home point, or teleport out of the area in any way, you will not receive any Ichor.

Abjurations
Several abjurations can be obtained from armoury crates. It will include various old abjurations as well as new abjurations obtainable only from Einherjar. The new abjuration sets are called Phantasmal (WAR/PLD/DRK) and Hadean (WHM/BLM/RDM/BRD/SMN).

Einherjar
In Norse mythology, the Einherjar were fallen warriors who died valiantly in battle. Any fighter who died displaying courage and valor in battle were selected by Valkyries who visited the battlefield and brought them to Valhalla, Odin’s hall, where they would be treated as guests until Ragnarok. They would be given food and drink and practice combat, where they would fight to the death, but be completely healed by sunset.

When Gjallarhorn is sounded by Heimdall, signalling the onset of Ragnarok, the Einherjar would be put to use for the reason why they were selected: to fight beside Odin and the Aesir (Norse gods) against a myriad of opposing forces. The Einherjar are destined to die in the battle along with Odin, Thor, and all the other major gods of the Aesir.

Based on descriptions of Valhalla, there were up to 432,000-518,400 Einherjar. Einherjar means “(members of) one army” in Norse.

Those who died in combat but weren’t deemed exceptional were brought to Sessrumnir, the hall of Freya (Norse goddess of love, beauty, fertility), which was located (along with Valhalla) in Asgard. The means of differentiation were whether the fallen warrior had devoted their whole life to combat (would become Einherjar) or whether they only fought to protect something (land, family, clan). Those who died natural deaths or deaths not from combat went to Helheim.