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. To enter Odin's Chamber, each participant must possess at least one feather from each wing. The same applies for Odin's Chamber II, except that the player making the reservation must have also cleared the first Odin's Chamber before and received the Elite Einherjar title. Please note, all players that enter Odin's Chamber lose all their feathers.
|Rossweisse's Chamber||Grimgerde's Chamber||Siegrune's Chamber|
|Helmwige's Chamber||Schwertleite's Chamber||Waltraute's Chamber|
|Ortlinde's Chamber||Gerhilde's Chamber||Brunhilde's Chamber|
|Odin's Chamber||Odin's Chamber II|
- 1 to 36 players, level 60 and above, can enter each chamber of the Hazhalm Testing Grounds.
- One participant in the group must obtain a Smouldering Lamp to reserve one of the chambers of the testing grounds. They can be purchased from Kilusha in Nashmau by trading 60,000 gil. (1,000 gil with Rhapsody in Azure key item)
- A player must be able to receive Sanction in order to participate in Einherjar. Specifically, Aht Urhgan mission 2: Immortal Sentries must be completed. Other than this requirement, there is no cutscene or event required to be able to participate or to receive rewards from within the chambers.
- Players require a cutscene from Kilusha before being able to purchase a lamp or spend Therion Ichor on items.
Trade the Smouldering Lamp to the Entry Gate in Hazhalm Testing Grounds. Upon selecting a chamber to enter that is not currently occupied, the Smouldering Lamp will change into a Glowing Lamp, and the reservation will be made immediately. The name of the reserved chamber and the date/time of the reservation will be recorded onto the Glowing Lamp.
- Reservations last 30 minutes from the moment they are made.
- If no one occupies the area 3 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.
- An infinite number of Glowing Lamps can be created, but once the maximum limit of 36 players have entered the reserved chamber, any remaining lamps become void.
- In order for players with lamps to enter the Einherjar area, the player that reserved the chamber must enter it first.
- Glowing Lamps can be sold on bazaars as well as traded.
The Glowing Lamp must be kept in the player's inventory to remain inside the reserved chamber. If it is discarded, the player will be immediately ejected from the chamber. If a player leaves the area through any means (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 20 Earth hours (previously 72 hours) to re-enter, or 1 earth hour with Rhapsody in Azure key item. 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 20-hour 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.
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) to clear the chamber.
Players are not required to be in the same party or alliance to battle the monsters of Hazhalm; if more than one alliance enters, they may all attack the same enemies. All players participating may lot on any items found. The player who has lotted highest will be displayed next to the item.
In the chambers aside from Odin's Chambers, 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 (pink bird) will leave behind an Armoury Crate containing various consumable items upon defeat.
- Muninn (brown bird) will weaken the enemies upon defeat. A message stating "the creatures lurking in the shadows have calmed" will be received.
- Heithrun (karakul) is the rarest of the four and will double the items in treasure chest after defeating boss.
- Saehrimnir (black tiger) will strengthen the remaining enemies in the chamber if left to despawn. 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!
- When you clear a chamber, all players will receive a "feather" key item that signifies they have cleared that chamber. There is one for each room, however only one feather from each wing is required for each player to enter Odin's Chamber. All feathers from all participants will disappear upon entry to Odin's Chamber.
- The Mark of the Einherjar can be obtained by examining the glowing ??? spot near the Entry Gate in Hazhalm if you are either in possession of at least one feather from each wing, or have already received the Elite Einherjar title from defeating Odin. This is a permanent key item that allows you to reserve a chamber from any of the 3 wings without requiring a feather from the previous wing, and also allows you to purchase the Valkyrie's Tear, Valkyrie's Wing, and Valkyrie's Soul items from Kilusha.
- 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.
- 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.
- 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).
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.
Names of Chambers
The 9 chambers in Hazhalm bear the names of 9 Valkyries in the opera Die Walküre (The Valkyrie), the 2nd opera in the 4-part opera cycle Der Ring des Nibelungen (The Ring of the Niebelung), composed by Richard Wagner and first performed on June 26, 1870 in Munich, Germany. The opera is known for the famous musical composition, “Ride of the Valkyries”. All but Brunhilde (spelled Brynhildr in Norse mythology) were invented by Wagner.
Valkyries are women in Norse mythology affiliated with Odin. They were shieldmaidens (virgins chosen to become warriors) who wore armor, wielded spears, and rode on winged horses (in depictions of Valkyries in the Romanticism literary period only. In the original incarnation, they rode wolves which fed on the fallen soldiers) across the realms. Their role was to visit the battlefields and choose the most heroic dead to bring to Valhalla, where they would become Einherjar. In Valhalla, they serve food and drink and clean the dining areas. Valkyrie is Norse for “chooser of the slain”.
Rossweisse was a role for a female with a mezzo-soprano voice.
Grimgerde was a role for a female with a mezzo-soprano voice.
Siegrune was a role for a female with a mezzo-soprano voice.
Helmwige was a role for a female with a soprano voice.
Schwertleite was a role for a female with a contra-alto voice.
Waltraute was a role for a female with a mezzo-soprano voice.
Ortlinde was a role for a female with a soprano voice.
Gerhilde was a role for a female with a soprano voice.
Brunhilde (spelled Brünnhilde in the opera) was a role for a female with a soprano voice.
All items (113)
- Balrahn's Eyepatch
- Glowing Lamp
- Hazhalm Bat
- Hazhalm Bats
- Hazhalm Leech
- Hazhalm Testing Grounds
- Odin (NM)
- Odin's Jester
- Smouldering Lamp
- Valkyrie's Soul
- Valkyrie's Tear
- Vampyr Dog
- Vampyr Jarl
- Vanquished Einherjar