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  • Einherjar (Final Fantasy XI)
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  • As few as six or as many as thirty-six players may assemble to participate in Einherjar. Each applicant must be at least level 60 and have completed the first errand given by Naja Salaheem as an introduction to the Near East. Having purchased a special lamp from Kilusha for 180,000 gil, one may reserve an unoccupied portion of Hazhalm for half an hour and trade duplicate lamps to allies to enable their entry. With the lamp-purchaser leading the way, the party may delve into the testing grounds and face its sinister residents.
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dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
abstract
  • As few as six or as many as thirty-six players may assemble to participate in Einherjar. Each applicant must be at least level 60 and have completed the first errand given by Naja Salaheem as an introduction to the Near East. Having purchased a special lamp from Kilusha for 180,000 gil, one may reserve an unoccupied portion of Hazhalm for half an hour and trade duplicate lamps to allies to enable their entry. With the lamp-purchaser leading the way, the party may delve into the testing grounds and face its sinister residents. Once standing in Hazhalm, adventurers are not allowed to enter Einherjar again for three days. They must therefore be careful not to exit the area prematurely. Everyone will be automatically removed from Hazhalm if all party members have been knocked out for more than three minutes. Players are also barred from participating if battle begins before they have gone inside. Like Dynamis, Einherjar was originally designed to entertain large groups of well-prepared level 75 players. With the higher level caps introduced since the June 2010 version update it has become increasingly easy to complete Einherjar with smaller parties. Teams of less than six people have only ten minutes before their reservation is canceled and they are ejected from Hazhalm, however.