# SayreX-Requiem guide

{% hint style="warning" %}
Important: in this plugin, some late-game paths and evolutions are tied to server flags and events. This means that on a specific season, some branches may be temporarily disabled by the administration.
{% endhint %}

## 1. What the plugin provides

1. Unique Stands and their progression through mastery.
2. Separate "body powers": **Hamon**, **Spin**, **Vampirism**.
3. World events tied to progression:
   * Arrow Meteor,
   * Trial of Will,
   * Requiem Trial,
   * Devil’s Palm,
   * Vampiric Lair.
4. Several late-game evolution paths:
   * **Arrow Path**,
   * **Requiem Path**,
   * **Corpse Path**,
   * **Relic Path**,
   * **Heaven Path**,
   * **ACT Path**.

## 2. Basic commands

1. `/stand` — main command.
2. `/stand summon` — summon the Stand.
3. `/stand dismiss` — dismiss the Stand.
4. `/stand stats` — view your stats.
5. `/stand info` and `/stand info advanced` — information about your current Stand.
6. `/stand mastery` — mastery progress.
7. `/stand controls` — controls.
8. `/stand pool` — pool/list of available Stands.
9. `/stand evolutions` and `/stand evolutions advanced` — evolution paths.
10. `/stand events` — event information.
11. `/stand crafts` or `/stand recipes` — plugin crafts.
12. `/stand power info` — information about body powers.
13. `/stand power guide` — how to obtain Hamon, Spin, and Vampirism.
14. `/stand power mode <auto|stand|hamon|spin|vampire|none>` — switch the active power mode.
15. `/stand power steelball recall` — recall Steel Balls for Spin.

## 3. How to start the Stand path

{% stepper %}
{% step %}

### First, raise your "worthiness"

To pass the threshold you need:

* **Fighting: 8**
* **Defense: 6**
* **Combined Power: 30**
  {% endstep %}

{% step %}

### Understand the arrow's failure mode

The arrow's failure mode is set to **death**.

In other words: if you go for awakening too early, the risk is simply dying.
{% endstep %}

{% step %}

### Follow the practical takeaway

* do not touch the arrow at the very start of the wipe,
* first get your basic stats,
* only then go to the arrow event.
  {% endstep %}
  {% endstepper %}

## 4. How to obtain a Stand

{% stepper %}
{% step %}

### Watch for the **Arrow Meteor** event

{% endstep %}

{% step %}

### Know what the event guarantees

This event guarantees:

* **Stand Arrow**,
* **Meteor Shard**.
  {% endstep %}

{% step %}

### Note the additional drops

It can additionally drop:

* **Worthiness Catalyst**,
* a rare extra **Stand Arrow**.
  {% endstep %}

{% step %}

### Use the arrow once you meet the threshold

Once you already meet the worthiness threshold, use the arrow and awaken your Stand.
{% endstep %}

{% step %}

### Open the key pages right away

Immediately after awakening, open:

* `/stand info`,
* `/stand controls`,
* `/stand mastery`.
  {% endstep %}
  {% endstepper %}

## 5. Stand controls

1. The default summon key in the plugin settings is **F**.
2. Basic attack — **LMB**.
3. First skill — **RMB**.
4. Second skill — **Shift + RMB**.
5. Third skill — **Shift + LMB**.
6. Ultimate — **Shift + Q**.
7. Important limitation: proper control requires an **empty main hand**, although the ultimate requires an item in hand.
8. Practical conclusion:
   * do not hold a sword/tool in your active hand when playing through the Stand,
   * otherwise part of the controls will break or feel awkward.

## 6. How Stand mastery levels up

1. The plugin has a separate **stand mastery** skill with a maximum of **100 levels**.
2. Key skill-unlock thresholds:
   * **level 5** — unlocks the 2nd skill,
   * **level 10** — unlocks the 3rd skill,
   * **level 20** — unlocks the ultimate.
3. According to the built-in hint, XP works like this:
   * base activity gives little XP,
   * active skill use gives more,
   * awakening gives a bonus,
   * evolutions give a major bonus.
4. Values from the plugin guide:
   * base: **+0.5 XP**,
   * active use: **+3 XP**,
   * awakening: **+15 / +20 XP**,
   * evolution: **+50 XP**.
5. Mastery rewards also include periodic bonuses to:
   * **wisdom**,
   * **regeneration**,
   * **toughness**,
   * **synchronicity**,
   * **perception**.
6. Practical route:
   * first reach **5 mastery** for the second skill,
   * then **10 mastery** for a full basic kit,
   * after that, aim for at least **20 mastery**, because without the ultimate the build is still not fully online.

## 7. Body powers: how to obtain and develop them

### 7.1. Hamon

1. Watch for the **Trial of Will** event.
2. Event reward:
   * guaranteed **Hamon Manual**,
   * about a **35%** chance for an additional manual.
3. Hamon is obtained like this:
   * survive/clear the **Trial of Will**,
   * use the **Hamon Manual**.
4. Hamon's role:
   * sun breathing,
   * close-range pressure,
   * cutting lines,
   * tempo recovery.
5. Best for:
   * players who like aggressive but not "heavy" melee,
   * Stands that need tempo and finishing power.

### 7.2. Spin

1. Spin is not obtained through an event, but through crafting and using a book.
2. **Spin Book** recipe:
   * **Book + Feather + Firework Star**.
3. Recipe format = **shapeless**.
4. After crafting, use the book — this unlocks Spin.
5. Spin's role:
   * Steel Balls,
   * physical trajectories,
   * pressure through arcs,
   * defensive rhythm.
6. This is the most "technical" branch:
   * it requires range discipline,
   * you need to monitor ball consumption,
   * it shines more in the hands of players with good positioning.

### 7.3. Steel Balls for Spin

1. Balls are crafted separately.
2. Recipe for **2 Steel Ball**:
   * **4 iron blocks** in a diamond around an **Eye of Ender**.
3. Craft layout:
   * top / bottom / left / right = iron block,
   * center = Eye of Ender.
4. Balls are consumed on throws.
5. If you need to recover the balls, use:
   * `/stand power steelball recall`.

### 7.4. Vampirism

1. Watch for the **Vampiric Lair** event.
2. Its rewards can include **Stone Mask**.
3. The path is:
   * descend into the **Vampiric Lair**,
   * use the **Stone Mask**.
4. Vampirism's role:
   * predatory melee combat,
   * freezing,
   * healing from damage,
   * heavy melee control.
5. Best for:
   * players who want a hard-contact build,
   * Stands that lack survivability or close-range finishing power.

## 8. Switching between the Stand and body powers

1. Available modes:
   * `auto`,
   * `stand`,
   * `hamon`,
   * `spin`,
   * `vampire`,
   * `none`.
2. Command:
   * `/stand power mode <mode>`.
3. This is needed so you can adapt your style to the situation:
   * farming and mobility — one mode,
   * duels — another,
   * raids/pushes — a third.

## 9. World events and why you need them

### 9.1. Arrow Meteor

1. Interval: **180–300 minutes**.
2. Duration: **20 minutes**.
3. Minimum online: **8 players**.
4. Main goal:
   * obtain **Stand Arrow**,
   * begin the Stand path.

### 9.2. Trial of Will

1. Interval: **210–360 minutes**.
2. Duration: **18 minutes**.
3. Minimum online: **4 players**.
4. Main goal:
   * get **Hamon Manual**.

### 9.3. Devil’s Palm

1. Interval: **300–480 minutes**.
2. Duration: **30 minutes**.
3. Minimum online: **8 players**.
4. Guaranteed rewards:
   * **Corpse Rib**,
   * **Palm Brand**.
5. Additional reward:
   * **Palm Dust**.
6. This is an important step for the **Corpse Path** and related late-game paths.

### 9.4. Vampiric Lair

1. Interval: **210–360 minutes**.
2. Duration: **18 minutes**.
3. Minimum online: **4 players**.
4. Main goal:
   * obtain **Stone Mask** for Vampirism.

### 9.5. Requiem Trial

1. Interval: **480–840 minutes**.
2. Duration: **25 minutes**.
3. Minimum online: **12 players**.
4. Additional condition: at least **4 awakened players**.
5. Guaranteed rewards:
   * **Requiem arrow**,
   * **Requiem piece**.
6. Additional reward:
   * **Resonant Experience**.
7. This is the key event for late-stage progression.

## 10. Evolution paths and late game

1. The server uses the following evolution categories:
   * **Stand Arrow / Arrow Path**,
   * **Requiem Path**,
   * **Corpse Path**,
   * **Relic Path**,
   * **Heaven Path**,
   * **ACT Path**.
2. The server's item model includes the following key items:
   * **Stand Arrow**,
   * **Requiem Arrow / Requiem piece**,
   * **Corpse Rib**,
   * **Left Arm**,
   * **Pelvis**,
   * **Heart**,
   * **Green Baby**,
   * **Heaven Ritual Seal**,
   * **Golden Spin Sigil**.
3. Practical meaning:
   * early game — simply obtain a Stand,
   * mid game — raise mastery and take a body power,
   * late game — run events and gather items for your chosen evolution path.
4. Because of server flags, some paths may open by season instead of being available immediately.

## 11. Recommended progression routes

### 11.1. Reliable start for a new player

{% stepper %}
{% step %}

### Raise your stats

Raise **Fighting 8 / Defense 6 / Combined Power 30**.
{% endstep %}

{% step %}

### Get a Stand

Go to **Arrow Meteor** and get a Stand.
{% endstep %}

{% step %}

### Build early mastery

Bring the Stand to at least **10 mastery**.
{% endstep %}

{% step %}

### Add Hamon

After that, get **Hamon** through Trial of Will.
{% endstep %}

{% step %}

### Play around the combination

Play around the combination of:

* the Stand as your base,
* Hamon for tempo and finishing.
  {% endstep %}

{% step %}

### Follow the safest path

This is the safest and clearest path.
{% endstep %}
{% endstepper %}

### 11.2. Technical build through Spin

{% stepper %}
{% step %}

### Get a Stand

Get a Stand.
{% endstep %}

{% step %}

### Craft the Spin Book

Craft the **Spin Book** as early as possible.
{% endstep %}

{% step %}

### Prepare Steel Balls

Prepare a stock of **Steel Ball**.
{% endstep %}

{% step %}

### Raise mastery

Raise mastery to **10–20**.
{% endstep %}

{% step %}

### Play for range and control

Play around distance, trajectories, and area control.
{% endstep %}

{% step %}

### Use the strengths of the build

This path is good for duels and smart kiting.
{% endstep %}
{% endstepper %}

### 11.3. Aggressive build through Vampirism

{% stepper %}
{% step %}

### Get a Stand

Get a Stand.
{% endstep %}

{% step %}

### Raise mastery

Raise mastery to at least **10**.
{% endstep %}

{% step %}

### Go to Vampiric Lair

Go to **Vampiric Lair** for the **Stone Mask**.
{% endstep %}

{% step %}

### Switch modes when needed

Switch the mode to `vampire` when you need hard melee contact.
{% endstep %}

{% step %}

### Use the build for close-contact pressure

This path is good for:

* taking tempo,
* point-blank trading,
* finishing the enemy under control.
  {% endstep %}
  {% endstepper %}

### 11.4. Moving into late game

{% stepper %}
{% step %}

### Stabilize mastery

After stable mastery, start farming events:

* **Devil’s Palm**,
* **Requiem Trial**.
  {% endstep %}

{% step %}

### Gather items for a specific branch

Gather items not chaotically, but for a specific branch.
{% endstep %}

{% step %}

### Check your evolution options

If your season supports higher evolutions:

* check `/stand evolutions`,
* clarify the next step through `/stand evolutions advanced`.
  {% endstep %}
  {% endstepper %}

## 12. Practical advice

1. Do not use the arrow before the worthiness threshold — here, failure is punished by death.
2. Playing a Stand is more comfortable with an empty main hand.
3. Do not try to rush into Requiem immediately — first unlock your basic skill set.
4. If you play through Spin, always keep a supply of Steel Balls.
5. If you play through Vampirism, think about melee contact and disengage, not only about "charging in face-first."
6. Hamon is the most beginner-friendly path for first-time learning.
7. Late events are rare, so it is more profitable to prepare for them in advance rather than after the announcement.


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