Einherjar: the wings of Hazhalm
guide ยท Server guide
Where: Hazhalm Testing Grounds, entered from Caedarva Mire. The Entry Gate stands at the end of the entrance hall.
How: reserve a chamber with a Smoldering Lamp, clear its waves and its boss inside 30 minutes, and open the Armoury Crate. Each chamber gives its own Valkyrie feather; all nine open Odin's Chamber.
Getting in
- Story and level: Treasures of Aht Urhgan Immortal Sentries complete, and a main job of level 60 or more. Every player who enters is checked.
- Smoldering Lamp: Kilusha in Nashmau sells the Smoldering Lamp. Talk to her once first, then trade her the gil: 60,000, or 1,000 with the Rhapsody in Azure key item. You can hold one at a time.
- Reserving: the leader trades the Smoldering Lamp alone to the Entry Gate and picks a chamber. It becomes a Glowing Lamp for that chamber. The leader needs a free bag slot and has three minutes to go in, or the reservation lapses. A chamber already in use can't be reserved.
- Bringing others: trading a Glowing Lamp to the gate takes you in and gives you back two Glowing Lamps (you need two free slots). Hand the spares to your group: anyone holding a matching Glowing Lamp can enter after the leader, party or not.
- Party: no minimum, up to 36 players in every chamber.
- Once a fight starts (any monster engaged), nobody else can come in.
- Time limit: 30 minutes, with warnings at 10 minutes, 5 minutes and 30 seconds. After the crate is opened you have five minutes before everyone is sent out. If everyone is KO'd, all are sent out after three minutes.
- Lockout: none. Reserve again as soon as you are out.
- Trusts: not allowed in Hazhalm. Pets are.
- Leaving: drop your Glowing Lamp to leave the chamber.
Faster: the Clan Provisioner sells the Smoldering Lamp, the Glowing Lamp, Valkyrie's Tear, Wing and Soul, and the Mark of the Einherjar for 1,000 clan points each.
The chambers
Wing | Chambers (feather) | Opens when |
Wing 1 | Rossweisse, Grimgerde, Siegrune | always |
Wing 2 | Helmwige, Schwertleite, Waltraute | you hold all three Wing 1 feathers |
Wing 3 | Ortlinde, Gerhilde, Brunhilde | you hold all three Wing 2 feathers |
Valgrind | Odin's Chamber and Odin's Chamber II | the Mark of the Einherjar and one feather from each wing |
The Mark of the Einherjar opens every wing. You get it automatically with all nine feathers, or from the ??? near the Entry Gate once you hold at least one feather from each wing.
Missing a feather? With the Mark, trade a Valkyrie's Tear (Wing 1), Valkyrie's Wing (Wing 2) or Valkyrie's Soul (Wing 3) to the ??? and pick the feather you need.
The route through a chamber
- Waves. Monsters come in waves of families drawn at random from the wing's pool, in groups of two to five around the middle of the room. The next wave starts when every monster of the last one is gone.
Wing | Families | Waves |
Wing 1 | 1 or 2 | 1 |
Wing 2 | 2 or 3 | 1 or 2 |
Wing 3 | 2 to 4 | 1 to 3 |
- The boss comes with the last wave. It is drawn at random from the wing's six.
- The Armoury Crate appears when the last wave and the boss are dead. Opening it gives everyone still inside the chamber's feather.
- Monsters in a chamber give no experience or gil and can't be charmed. When one is engaged, everyone in the chamber goes on its hate list.
- Every boss shrugs off sleep, petrify and terror, aggroes at 20 yalms by sight and sound, builds TP steadily, and drags back anyone who runs out of reach.
The special monster. Between 90 seconds and five minutes after the first pull, one of these may appear for five minutes:
Monster | Kill it and... | Leave it and... |
Huginn | a crate of six random temporary items appears | nothing |
Muninn | every monster in the chamber, now and later, loses 10% of its HP | nothing |
Saehrimnir | nothing happens | every monster in the chamber starts building TP faster |
Heithrun | the Armoury Crate pays out better (see Rewards) | nothing |
Kill it whenever it shows.
Therion Ichor
You earn ichor for the regular wave monsters you kill: Wing 1 pays up to 960, Wing 2 up to 1,440, Wing 3 up to 1,920, in proportion to how many of the chamber's regular monsters died. The boss and the special monster don't count toward it.
It is paid when you leave the chamber by dropping your lamp, when time runs out, when you are sent out after the crate, or after a wipe. Zoning out without dropping your lamp forfeits it.
Spend it with Kilusha in Nashmau:
- 15,000 each:10 items: - Animator +1
- Aslan Cape
- Gleeman's Cape
- Ritter Gorget
- Kubira Bead Necklace
- Morgana's Choker
- Buccaneer's Belt
- Iota Ring
- Omega Ring
- Delta Earring
- 5,000 each: the rubber cap, harness, gloves, chausses and soles, and the five Nether chains
- 100,000: Balrahn's Eyepatch
- Mark holders only: Valkyrie's Tear 1,000, Valkyrie's Wing 2,000, Valkyrie's Soul 3,000
Strategy: the bosses
Wing 1
- Hakenmann (105,000 HP): uses the same move three times in a row. One Stun or other interrupt breaks the chain.
- Hildesvini (95,000 HP): calls three Djigga after every move and uses only Proboscis Shower while any live. AoE the Djigga down.
- Himinrjot (85,000 HP): Snorts instead of swinging, about every five seconds. Can't be bound or gravitied.
- Hraesvelg (110,000 HP): picks a new target every 5 to 20 seconds, so everyone takes hits. Mighty Strikes below about 60%.
- Morbol Emperor (90,000 HP) and Nihhus (105,000 HP): straightforward; their family's moves only.
Wing 2
- Andhrimnir (85,000 HP): every 60 to 70 seconds it vanishes, appears beside a random player and charms them. Keep a way to break charm ready.
- Ariri Samariri (95,000 HP): Water Bomb can wipe its hate list; it then runs for 20 seconds at double speed. Below 25% it builds TP very fast.
- Balrahn (77,000 HP): melee only until it uses Immortal Shield. After that it casts every 15 seconds and swings slowly. Can't be blinded or silenced.
- Hrungnir (53,000 HP each, two of them): kill both within 60 seconds of each other, or the first one rises again at full HP. Bring them down together.
- Mokkuralfi (95,000 HP): casts every 10 seconds and can't be silenced. At 20% it uses Xenoglossia and then an instant Thundaga IV.
- Tanngrisnir (88,000 HP): often follows a move with one or two more straight away.
Wing 3
- Dendainsonne (70,000 HP): big hits (300 or more) make it angry. Twice angry, it casts an instant Meteor that hits everyone within 30 yalms. Many small hits are safer than a few big ones. Triple attacks.
- Freke (80,000 HP): below 25% it may start five Lava Spits and then Gates of Hades. Have cures ready and finish it fast.
- Gorgimera (98,000 HP): its family's moves only.
- Motsognir (100,000 HP): takes no damage at all. It comes with twelve demons, and each demon killed takes a twelfth of its HP. Kill the demons. Its moves get nastier at 75, 50 and 25%, and Hellsnap wakes any demons you have slept.
- Stoorworm (82,000 HP): a hydra whose heads grow back after 60 to 90 seconds. Its moves depend on how many heads are broken and whether you stand in front or behind. Uses Mighty Strikes. Can't be bound, paralyzed or gravitied.
- Vampyr Jarl (50,000 HP): casts every 30 seconds. About every two minutes it splits into six bats or six wolves for two minutes; one of the six can't be hurt. Every add you kill takes 6% of the Jarl's HP, so AoE them down.
Rewards
- The Armoury Crate holds the boss's materials (for example Hraesvelg's Manticore parts or Tanngrisnir's dragon scales), one to three kinds of high-end ingots and ore, and a 5% chance at a non-body abjuration from the wing's list, with a 5% chance of a second copy.
- Heithrun killed: the boss and crafting materials roll twice, the abjuration chance rises to 15% and the second copy to 25%.
- Feathers: every player inside when the crate opens gets the chamber's feather, whichever boss came.
- Page from Balrahn's Reflections: every boss and special monster has a 5% chance to drop one. Use it at level 60 or more for experience.
- Therion Ichor for Kilusha's shop (above).
- Body abjurations an [cut off]