Kategorie:Einheriar
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Einheriar ist ein neues, Massive-Multiplayer-Schlachtfeld-Systemsystem das teilweise Dynamis aus Rise of the Zilart und Limbus aus Chains of Promathia ähnelt.
[Bearbeiten] Konzept
Einheriar ist ein Multiplayer-Schlachtfeld, das in den Hazhalm Testing Grounds stattfindet. Es ist ähnlichen Stils wie Dynamis und folgt in vielem den selben Regeln.
[Bearbeiten] Hazhalm Testing Grounds
Die Hazhalm Testing Grounds sind in drei separate Flügel eingeteilt. Jeder Flügel besteht aus drei großen Kammern. Jede Kammer beheimatet eine Horde von Feinden und ein Boss-Monster, bekannt als Guardian of Asgarth. Um einen Bereich zu räumen, müssen alle Monster in der Kammer beseitigt werden. Sind alle drei Kammern in Flügel I monsterfrei, öffnet sich der Weg zu Flügel II. Um Flügel III betreten zu dürfen, müssen die drei Kammern von Flügel II bewältigt werden. Sind alle drei Flügel geschafft, erhält man Zutritt zu Valgrind und kann das Geheimnis der verbotenen Kammer erforschen.
[Bearbeiten] Teilnahme
6 bis 36 Spieler, Level 60 und darüber, können jede Kammer der Hazhalm Testing Grounds betreten. Ein Item ähnlich der Zeitlosen Sanduhr, genannt Räucherlampe, wird benötigt. Sie kann von Kilusha in Nashmau für 180.000 Gil erworben werden. Ein Spieler muss zuvor keine Treasures of Aht Urhgan-Mission oder or mercenary promotion quests. Players require a cutscene from Kilusha before being able to purchase a lamp, no cutscene is needed to participate.
[Bearbeiten] Reservierungen
Übergib die Räucherlampe an das Eingangstor in den Hazhalm Testing Grounds. Du erhältst eine Entzündete Lampe, die ähnlich einer Ewigen Sanduhr ist. Der Spieler, der die Räucherlampe an das Tor gegeben hat, wird anschliessend die gewünschte Kammer auswählen und reservieren können.
- Reservierungen dauern 30 Minuten von dem Zeitpunkt an, an dem sie gemacht wurden.
- Sollten innerhalb der ersten 10 Minuten nach Reservierung weniger als sechs Spieler die Kammer betreten, wird die Reservierung zurückgenommen, egal, wieviel Zeit die Lampe noch anzeigt. Die Entzündete Lampe wird dann wertlos, und jedem Spieler wird der Wiedereintritt in die Kammer verwehrt.
- Das Reservierungs-Zeitlimit kann im Hilfefenster zur Entzündeten Lampe eingesehen werden.
- Sollte eine andere Gruppe bereits in der Kammer sein, wird sich die Räucherlampe nicht entzünden, und die Gruppe kann entweder eine andere Kammer auswählen oder warten, bis die ursprünglich gewählte Kammer wieder frei wird.
[Bearbeiten] Eintritt
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.
- 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.
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 training grounds.
- Similar to Limbus, if any player engages or is attacked, players who are still outside will be unable to enter.
[Bearbeiten] Kämpfe
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 weak monsters, and one powerful boss monster. Parties must eliminate all the monsters in the area for the mission to be considered 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.
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.
[Bearbeiten] Belohnungen
[Bearbeiten] Schlüssel-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 all nine will be required for entry into the final chamber, Valgrind. 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.
[Bearbeiten] Therion Ichor
- Players will receive ampoules of Therion Ichor depending on the number and type of enemies that appeared in the chamber. These can be used to purchase various valuable items from Kilusha in Nashmau.
- All players will receive the same amount of Therion Ichor, regardless of their battle record.
- You must clear the chamber to receive any Therion Ichor.
[Bearbeiten] 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).
[Bearbeiten] Historischer Hintergrund
In Norse religion the einherjar or einheriar were spirits of warriors who had died bravely in battle. The name is Old Norse for "one-army-ers" (singular would be einheri). It is often interpreted as "outstanding fighter", but might also signify "those who are all [now] in one army", because when alive on earth they were in many armies and bands, but now they are all in the Army of the Dead.
After they die, the valkyries escort half of the slain from the battlefield to Valhalla (these are the "einherjar"), which is part of Asgard (commonly described as the "Norse Heaven"); the other half went to Fólkvangr (Freyja's hall). The Grímnismál describes Valhalla as having five hundred and forty doors, and through each of them, eight hundred could march abreast (a hundred, hundrað, in Old Norse could mean either 100 or 120), indicating the size of the hall and the numbers of the einherjar.
Every day the Einherjar are awakened by Gullinkambi, a rooster, and march out to the great field of Idavoll in the heart of Asgard to fight against each other in merry (and mortal) combat. At dusk, when they are all cut to pieces, save perchance a few, they are miraculously healed, and march back into Valhalla, where Andhrímnir, the cook of the gods, has prepared a meal for them from the pork of Sæhrímnir, a pig that is reborn every day, and the mead milked from Heiðrún, a goat feeding on the leaves of Yggdrasil. The einherjar then spend the evening and night in feast, served by lovely valkyries, until they all fall asleep, solidly drunk. And yet, they never experience hangovers or other mishaps from this daily inebriation.
The einherjar will stand with the forces of the Æsir at Ragnarök, when Odin will call them up to fight the forces of Hel and the giants.
[Bearbeiten] Quellen
| Einheriar |
| Flügel I: Rossweisses Kammer | Grimgerdes Kammer | Siegrunes Kammer Wing II: Helmwiges Kammer | Schwertleites Kammer | Waltrautes Kammer Flügel III: Ortlindes Kammer | Gerhildes Kammer | Brunhildes Kammer Valgrind: Odins Kammer Belohnungen: Schattenblut | Aufhebungen Sonstiges: Kilusha | Hazhalm Testing Grounds | Räucherlampe | Entzündete Lampe |
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