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.
|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|
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.
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 20 hours (Earth time) to re-enter. To check the time remaining until you can re-enter, talk to Kilusha or examine the Entry Gate.
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.
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!
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.
|Wing 1: Rossweisse's Chamber | Grimgerde's Chamber | Siegrune's Chamber|
Wing 2: Helmwige's Chamber | Schwertleite's Chamber | Waltraute's Chamber
Wing 3: Ortlinde's Chamber | Gerhilde's Chamber | Brunhilde's Chamber
Valgrind: Odin's Chamber
Rewards: Therion Ichor | Abjurations
Other: Kilusha | Hazhalm Testing Grounds | Smouldering Lamp | Glowing Lamp
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