Requiem

Requiem is a horror-flavored MMORPG that drops you into a bleak world of corruption, gore, and occult science. Instead of the usual bright high fantasy tone, it leans hard into grotesque monsters, bloody combat, and a grim atmosphere, then tops it off with a signature mechanic that lets your character become something monstrous in order to fight back.

Publisher: WarpPortal
Playerbase: Low
Type: MMORPG
Release Date: June 19, 2008
PvP: Open World / Battlegrounds
Pros: +Striking horror-driven setting with a darker tone than most MMOs. +Beast Possession adds a distinctive power-up layer. +Solid selection of 8 classes across 4 races.
Cons: -PvP modes are limited by participation. -Core questing and combat loop can feel routine. -Very low playerbase.

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Overview

Requiem Overview

In Requiem, you play as one of the few capable fighters left to stand between humanity and an onslaught of unnatural horrors. The game’s identity is tied closely to its presentation, combat is drenched in blood, enemies are designed to look unsettling, and the overall world has a decayed, oppressive vibe that is uncommon in the genre. Whether you are questing alone or grouping up for tougher threats, the goal is the same, survive, grow stronger, and push back what is crawling out of the darkness.

Requiem Key Features:

  • Distinct Mood – A rare MMORPG that commits to horror aesthetics and mature themes.
  • Transformation System – Characters can enter a beast form with its own strengths and abilities.
  • Class Variety – Four races and eight classes that support different roles and playstyles.
  • Job Advancements At level 50, each class branches into one of two advanced options.
  • DNA Trees – A progression layer that enhances skills through passive DNA upgrades.

Requiem Screenshots

Requiem Featured Video

Requiem - PvP Gameplay Trailer

Classes

Requiem Classes

There are four races and eight classes available in Requiem: Memento Mori:

Turans can be either Defenders or Templars:

  • Defenders are agile frontline fighters built around one-handed weapons and shields, with the option to swing bigger weapons without fully specializing in them. Their defensive toolkit makes them a natural tank choice when a group needs someone to hold pressure. At level 50, Defenders advance into either Commanders or Protectors.
  • Templars lean into supportive divine magic, mixing staves and maces with healing and protective spells. Their offensive magic is not the main attraction, but their ability to keep a party standing is. At level 50, Templars can progress into Tempests or Radiants.

Bartuks can be either Warriors or Shamans:

  • Warriors are heavy hitters who favor oversized two-handed weapons and direct damage skills. They are designed for aggressive play and are at their best when they can stay on target and keep swinging. At level 50, Warriors can become Berserkers or Warlords.
  • Shamans combine ranged pressure with fire-based magic, including effects that can add extra fire damage to attacks. They offer a different flavor of damage dealing compared to pure melee classes. At level 50, Shamans advance into Mystics or Forsakers.

Kruxenas can be either Rogues or Soul Hunters:

  • Rogues focus on speed, close-quarters brutality, and opportunistic play. They can shred targets with claws or dual blades, and they also have the option to fight at range. Their stealth-oriented tools let them bypass enemies and choose engagements. At level 50, Rogues become Assassins or Shadow Roamers.
  • Soul Hunters attack with spiritual power that revolves around weakening opponents through curses and debuffs. They can pressure from multiple ranges and often feel more tactical than purely damage-focused classes. At level 50, Soul Hunters can become Defilers or Dominators.

Xenoas can be either Hunters or Battle Magicians:

  • Hunters specialize in long-range combat, using bows and launchers to drop threats before they can close in. They are not built for trading hits up close, so positioning and pacing matter. At level 50, Hunters advance into Rangers or Avengers.
  • Battle Magicians are hybrid damage dealers who bring powerful spells while still being capable in melee. They can also enchant weapons with magical damage, making them flexible in how they approach encounters. At level 50, Battle Magicians can become Druids or Elementalists.

Full Review

Requiem Review

Requiem: Memento Mori is a horror MMORPG developed and published by Gravity Interactive and released on June 19, 2008. It aims for a tone that is closer to survival horror than heroic fantasy, with disturbing creature designs, violent combat effects, and a world that feels persistently hostile. It is also one of the few older MMOs with a signature system (Beast Possession) that meaningfully changes how your character performs for short bursts. Gravity Interactive is also known for Ragnarok Online and Rose Online, which makes Requiem an interesting tonal departure from their more colorful titles.

Getting Into the Game

Character creation starts with choosing one of four races, each paired with two class options. Cosmetic choices exist (such as face and hair), but the editor is fairly limited compared to modern standards. After that, the game funnels you into an early tutorial-style dungeon designed to teach the basics, movement, NPC interaction, quest acceptance, skill usage, and first combat encounters.

Moment-to-moment controls will feel familiar to anyone who has played classic tab-target MMOs. Movement is handled with WASD, with Q and E used for strafing. Skills are placed on the 1-0 hotbar, enemies are selected with clicks or cycling via Tab, and auto-attacks are triggered with right click or by using the F key once a target is acquired.

Early Progression

The opening hours follow a very traditional quest hub rhythm. You are typically sent to thin out a specific monster type, collect dropped items, and report back, then repeat in the next area. What helps it stand apart is presentation, fights are messy, enemies are often twisted and corpse-like, and the game does not shy away from gore. If you are looking for an MMO that feels grim from minute one, Requiem delivers that tone consistently.

Progression is straightforward: you earn one skill point per level, plus extra skill points at milestone levels (10, 20, 30, and so on) up to the level cap of 90. Skills unlock based on level requirements, and higher ranks of abilities demand higher character levels, so you are constantly nudged to keep leveling to expand your toolkit.

Alongside skills, Requiem includes DNA as a long-term enhancement layer. DNA trees provide passive improvements that modify how abilities behave, such as boosting damage, extending effect durations, or reducing casting downtime. Players begin with 25 DNA points, can earn 5 more via a level 75 quest, and another 25 points are available through the Cash Shop.

Core Gameplay Impressions

Requiem’s strongest moments come from atmosphere and combat feedback. The heavy visual effects, the oppressive environments, and the general sense that everything wants to kill you can make even routine leveling feel more intense than it otherwise would. That said, the actual content structure is not especially deep. Many quests function primarily as grind scaffolding rather than meaningful narrative steps, so players who need strong storytelling to stay invested may find the pacing repetitive.

PvP can be entertaining in the right conditions, but the game’s age and population issues make its larger modes hard to experience reliably. Smaller skirmishes and open PK interactions are more likely to happen than the big headline battles, simply because they require fewer players to populate.

Two systems do a lot of heavy lifting for Requiem’s identity: Nightmare monsters and Beast Possession.

Beast Possession is essentially a temporary transformation state that turns your character into a towering creature with boosted stats and a separate set of abilities. Each race has its own distinct beast form, both visually and mechanically. Your beast form also levels up, earning skill points and unlocking new beast skills at levels 20, 40, 50, 60, 70, and 80. To transform, you must fill the Hardcore Gauge, which increases while you remain online. Duration starts at 1 minute until Beast level 50, then expands by 1 minute every ten levels, topping out at 5 minutes at Beast level 80.

Nightmare monsters function as high-pressure encounters that appear only during a specific nightly window, between 23:00 and 2:00 server time. Because a server “day” is shorter than a real day (about 2 hours), that window cycles more frequently than you might expect. These enemies are tuned to be extremely dangerous and generally require a full party. They also scale to party member levels, helping keep them relevant across progression, and some are tied to quest objectives.

PvP

Requiem’s PvP is a mix of interesting ideas and practical limitations.

Open-world fighting is managed through a player-killing system. Killing another normal player increases your PK count and raises your tendency. If your tendency climbs too high, you become a Murderer Temperion, which effectively marks you as a legitimate target, other players can bring you down with fewer penalties, and the tendency they gain is lower, reducing the risk of cascading into the murderer state themselves.

Beyond open PK, there are multiple battlefield options: Ion Mine, Field of Contention, Theme Battles, and Server vs Server.

The Ion Mine Battlefield is a 30 minute capture-the-flag style match where teams fight over flags that generate points while held. You can also contribute by scoring kills, so it supports both objective play and brawling.

Field of Contention is a 20 minute kill race. The match ends when one side reaches 100 kills, effectively giving each team a shared pool of lives. It encourages coordinated aggression, since repeated deaths by a few players can swing the result quickly.

Theme Battles remix the flag-based structure with additional obstacles, such as pushing through monsters or using flying mounts to access objectives. They are also run on a schedule, appearing one to three times per day.

Server vs Server battles are the big spectacle mode, allowing up to 500 players per side. Flags generate points over time, kills are worth one point, and the first team to reach 2,000 points (or the highest score at time) wins. In practice, the low population means these matches are often difficult to find in a healthy state. Players who manage to join an active guild may still get a chance to see the mode closer to its intended scale, but it is not something to count on.

Overall, the mode variety is respectable on paper, but participation is the deciding factor, and Requiem’s low playerbase is the main reason PvP can feel inconsistent.

Cash Shop

Requiem: Memento Mori includes a Cash Shop with typical free-to-play staples: consumables, costumes, mounts, and convenience items. Importantly, the few wearable items available do not meaningfully distort PvP balance, costumes provide small bonuses to HP/MP and recovery rather than direct stat boosts. The shop also includes experience boosters, extra bag capacity, and skill resets, giving players ways to smooth out progression without turning encounters into a pay-to-win contest.

Final Verdict – Fair

Requiem: Memento Mori is a serviceable, older-school MMORPG that stands out primarily because of its committed horror identity. Creature designs, gore effects, and the game’s harsh tone create a memorable mood, and systems like Beast Possession and Nightmare monsters help it feel different from more conventional fantasy MMOs. The downside is that much of the underlying questing and progression is fairly standard, and the very low playerbase limits grouping and makes large-scale PvP modes difficult to experience as intended. If you want a darker MMO setting and can accept an aging presentation (including rough-looking environments), Requiem is worth sampling. If your priority is active PvP queues or modern visuals, it is likely to disappoint.

System Requirements

Requiem Requirements

Minimum Requirements:

Operating System: Windows XP Vista / 7 / 8
CPU: Intel Pentium 4 2 Ghz / AMD XP 2000+
Video Card: Nvidia GeForce 5600 / Radeon HD2
RAM: 512 MB
Hard Disk Space: 12 GB

Recommended Requirements:

Operating System: Windows 7 / 8
CPU: Intel DUal Core or better
Video Card: Nvidia GeForce 6600 / Radeon 9500 Series
RAM: 1 GB
Hard Disk Space: 12 GB

Additional Info

Requiem Additional Information

Developer: Gravity Interactive (WarpPortal)
Publisher: WarpPortal
Game Engine: Gamebryo & Havok
Release Date: June 19, 2008

Open Beta Date: May 15, 2008
Closed Beta Date: February 26, 2008

Development History / Background:

Requiem is a free-to-play horror MMORPG developed and published by the Korean game developer Gravity Interactive using the Gamebryo engine. Requiem is available on Valve’s Steam service and Gravity’s WarpPortal platform. The game began closed beta testing on February 26, 2008 and entered open beta on May 15, 2008. Gravity launched the major expansion “Requiem: Rise of the Reaver” on February 20, 2013. Gravity also owns and operates Ragnarok Online, Rose Online, Ragnarok Online 2, and Dragon Saga.