Requiem
Level: (1–20)
Cost: (22–150) Mana
Requires: Level (1–90), (4–86) Str, (4–86) Dex
Requires: Crossbows
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Compose Requiem
Requiem lasts for 12 seconds
Requires 100 anguish to use
Accumulates 3.33 anguish per second
Requiem
Attack Speed: 400% of base
Attack Damage: (300–936)% of base
Projectile Speed: 75 Units per Second
Unleashes a torrent of anguish that bombard the target area, dealing damage in an area on impact. Does not use Ammunition and can be fired freely until the Requiem ends.
Impact radius is 1.6 metres
Anguish impacts within a 2.4 metre radius of the target
Additional Effects From Quality:
+(0–0.2) metres to impact radius
Skills can be managed in the Skills Panel.


Version 0.2.0
Requiem
Level: (1–20)
Cost: (23–161) Mana
Requires: Level (1–90), (3–112) Str, (3–112) Dex
Requires: Crossbows
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Requiem lasts for 12 seconds
Requires 100 anguish to use
Accumulates 3.33 anguish per second
Requiem
Attack Speed: 400% of base
Attack Damage: (300–936)% of base
Projectile Speed: 75 Units per Second
Unleashes a torrent of anguish that bombard the target area, dealing damage in an area on impact. Does not use Ammunition and can be fired freely until the Requiem ends.
Impact radius is 1.6 metres
Anguish impacts within a 2.4 metre radius of the target
Additional Effects From Quality:
+(0–0.2) metres to impact radius
Skills can be managed in the Skills Panel.


Level Effect /40
Level | Requires Level | Str | Dex | Cost | Base Damage |
---|---|---|---|---|---|
1 | 0 | 4 | 4 | 22 | 100%, 100%, 300% |
2 | 3 | 7 | 7 | 25 | 100%, 100%, 330% |
3 | 6 | 9 | 9 | 29 | 100%, 100%, 363% |
4 | 10 | 13 | 13 | 33 | 100%, 100%, 396% |
5 | 14 | 17 | 17 | 37 | 100%, 100%, 427% |
6 | 18 | 20 | 20 | 42 | 100%, 100%, 459% |
7 | 22 | 24 | 24 | 47 | 100%, 100%, 492% |
8 | 26 | 28 | 28 | 52 | 100%, 100%, 521% |
9 | 31 | 32 | 32 | 58 | 100%, 100%, 547% |
10 | 36 | 37 | 37 | 64 | 100%, 100%, 574% |
11 | 41 | 41 | 41 | 70 | 100%, 100%, 603% |
12 | 46 | 46 | 46 | 77 | 100%, 100%, 633% |
13 | 52 | 51 | 51 | 84 | 100%, 100%, 665% |
14 | 58 | 57 | 57 | 92 | 100%, 100%, 698% |
15 | 64 | 62 | 62 | 100 | 100%, 100%, 733% |
16 | 66 | 64 | 64 | 109 | 100%, 100%, 770% |
17 | 72 | 70 | 70 | 118 | 100%, 100%, 808% |
18 | 78 | 75 | 75 | 128 | 100%, 100%, 849% |
19 | 84 | 80 | 80 | 139 | 100%, 100%, 891% |
20 | 90 | 86 | 86 | 150 | 100%, 100%, 936% |
21 | 162 | 100%, 100%, 982% | |||
22 | 175 | 100%, 100%, 1032% | |||
23 | 188 | 100%, 100%, 1083% | |||
24 | 202 | 100%, 100%, 1137% | |||
25 | 217 | 100%, 100%, 1194% | |||
26 | 234 | 100%, 100%, 1254% | |||
27 | 250 | 100%, 100%, 1317% | |||
28 | 268 | 100%, 100%, 1382% | |||
29 | 288 | 100%, 100%, 1452% | |||
30 | 308 | 100%, 100%, 1524% | |||
31 | 329 | 100%, 100%, 1600% | |||
32 | 352 | 100%, 100%, 1680% | |||
33 | 376 | 100%, 100%, 1764% | |||
34 | 401 | 100%, 100%, 1853% | |||
35 | 428 | 100%, 100%, 1945% | |||
36 | 456 | 100%, 100%, 2042% | |||
37 | 486 | 100%, 100%, 2145% | |||
38 | 518 | 100%, 100%, 2252% | |||
39 | 551 | 100%, 100%, 2364% | |||
40 | 587 | 100%, 100%, 2483% |
Attribute /7
Requiem
Name | Show Full Descriptions |
---|---|
BaseType | Requiem |
Class | Skill Gems |
TargetTypes | Ground, , |
Type | CrossbowAmmoSkill, Attack, UsableWhileMoving, HasUsageCondition, NoAttackInPlace |
BuffIcon | ![]() |
ItemType | Metadata/Items/Gem/SkillGemCrossbowRequiem |
ActiveSkillsCode | rapid_shot_requiem_ammo |
Requiem
Level: (1–20)
Cost: (22–150) Mana
Requires: Level (1–90), (4–86) Str, (4–86) Dex
Requires: Crossbows
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Compose Requiem
Requiem lasts for 12 seconds
Requires 100 anguish to use
Accumulates 3.33 anguish per second
action allowed queue time override ms [1000]
action can be used in aiming stance [1]
base deal no damage [1]
can perform skill while moving [1]
crossbow ammo has no ammo [1]
crossbow ammo skill does not transition [1]
display statset hide usage stats [1]
skill is instant while sprinting [1]
Requiem
Attack Speed: 400% of base
Attack Damage: (300–936)% of base
Projectile Speed: 75 Units per Second
Unleashes a torrent of anguish that bombard the target area, dealing damage in an area on impact. Does not use Ammunition and can be fired freely until the Requiem ends.
Impact radius is 1.6 metres
Anguish impacts within a 2.4 metre radius of the target
action requires aiming stance [1]
base is projectile [1]
can perform skill while moving [1]
crossbow skill has no ammo [1]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
precise cursor targeting uses contact point height offset [1]
projectile uses contact position [1]
projectiles crossbow barrage [1]
should use additive aiming animation [1]
Additional Effects From Quality:
+(0–0.2) metres to impact radius
Skills can be managed in the Skills Panel.


Supported By /179
Nova Projectiles
Supports Projectile Skills, making them fire extra Projectiles in a circle, at the cost of Damage. Does not support Skills which rain down Projectiles from above.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
Mobility
Supports skills that can be used while moving, allowing you to move faster while using them.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Double Barrel I
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Double Barrel II
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Double Barrel III
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they Heavy Stun an enemy.
Ratha's Assault
Supports Crossbow Ammunition Skills, causing them to load multiple extra bolts. Supported Skills cannot reload normally, instead loading bolts when you Dodge.
Auto Reload
Supports Crossbow Ammunition Skills, causing them to automatically reload when they Heavy Stun an enemy.
Ammo Conservation I
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Ammo Conservation II
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Ammo Conservation III
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing, at the cost of Reload speed.
Arjun's Medal
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Nimble Reload
Supports Crossbow Ammunition Skills, causing them to Reload bolts significantly faster.
Fresh Clip I
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
Fresh Clip II
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 8 seconds.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Overextend
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Commiserate
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Defy I
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Defy II
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Deliberation
Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Streamlined Rounds
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Rigwald's Ferocity
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
Requiem
Your Crossbow shot is replaced by a barrage of tormented souls.
Attribute /3
requiem_active
Name | Show Full Descriptions |
---|---|
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 2 |
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.