Red Rogue Guide

This is an explicit guide to content in Red Rogue. The game is intended to be played without spoilers to content, but if you've played a few times then you may want to read a little a find out new ways to explore the game.

This guide is incomplete, bear with me whilst I try to fill it out with information.

Races (partially implemented)

Other than the Rogue and her undead minion there are a variety of races in the game that exist within the Chaos Dungeon. Each race has its own special ability in addition to the differing stats each race possesses.

Undead races can drop and unequip cursed items.

Race   Level Abilities
Rogue - Enhanced search, backstab x2.
Skeleton - Undead. Immune to poison.
Kobold 1 Chaotic learning. Lowest stats in the game but random bonuses at later levels.
Goblin 2 Superior speed.
Orc 3 Superior attack and damage.
Troll 4 Health regeneration.
Gnoll 5 Bonus treasure find on chests.
Drow 6 Infravision.
Cactuar 7 Melee damage reflection.
Nymph 8 Melee theft attack.
Vampire 9 Undead. Life steal attack.
Werewolf 10 Superior combat skills, contagious form (may polymorph melee targets into werewolves). Suffers from periodic stun.
Mimic 11 Polymorphs into race of melee target.
Naga 12 Poison attack.
Gorgon 13 Stun attack.
Umber Hulk 14 Confuse attack.
Golem 15 Superior health defence and endurance. Poor speed.
Banshee 16 Undead. Fear attack.
Wraith 17 Undead. Can walk through walls.
Mind Flayer 18 XP steal attack.
Rakshasa 19 Chaos attack (random spell effect when attacking).
Balrog 20 Superior stats, smite attack.

Runes

All magic in Red Rogue's universe is derived from runes. Runes can behave differently when their magic is released upon different things. Eating or throwing a rune always offers a once only or temporary effect.

Enchantments on items are permanent or once only - permanent effects are based on repeat enchantments of the same rune (levels). Unequipping an enchanted item removes its effects from a character.

1 - Light: Affect's a character's light radius.

Eaten By Rogue Sets the Rogue's light radius to maximum and decays that radius over time until the spell wears off.
Eaten By Minon Sets the Minion's light radius to maximum and decays that radius over time until the spell wears off.
Thrown At Monster Sets the target's light radius to maximum and decays that radius over time until the spell wears off.
Enchant Weapon The target of an attack has their light radius increased temporarily (level based).
Enchant Armour Increases the wearer's light radius (level based).

2 - Heal: Regenerates health.

Eaten By Rogue Restores the Rogue's health to maximum over time.
Eaten By Minon Restores the Minion's health to maximum over time.
Thrown At Monster Restores the target's health to maximum over time.
Enchant Weapon The target of the attack is healed (level based).
Enchant Armour The wearer regenerates health (level based).

3 - Poison: Decrements health.

Eaten By Rogue Takes half the Rogue's health over time.
Eaten By Minon Takes half the Minion's health over time.
Thrown At Monster Takes half the target's health over time.
Enchant Weapon Adds extra damage to the weapon that is dealt over time (level based).
Enchant Armour Damages the wearer each time they put the armour on, when they enter a level and when the armour is enchanted (level based) (except see Null rune).

4 - Identify: Reveals Lore and information.

Casting identify on anything but the Rogue will reveal its true name.

Eaten By Rogue Identifies all items and completes the minimap.
Eaten By Minon Adds minion Lore and the minion will issue a quest.
Thrown At Monster Adds Lore for that monster.
Enchant Weapon Adds Lore for that item and applies some random enchantments.
Enchant Armour Adds Lore for that item and applies some random enchantments.

5 - Undead: If cast upon the undead, it heals them. If cast upon the living, their death will either open a portal to the Underworld, or for the Rogue and Minion - they will be restored as a skeleton if they die.

Eaten By Rogue When the Rogue dies she will be granted a second life as a skeleton. (The state can be undone by polymorphing or visiting the overworld.) If already undead her health will be fully restored.
Eaten By Minon Fully restores the minion's health if undead, otherwise grants the ability to return to life when killed in living form.
Thrown At Monster If the monster is undead it is fully healed, otherwise when the monster dies it will fully heal the minion or open a portal to the underworld.
Enchant Weapon A percentage chance to for the following to occur (level based): If the monster is undead it is fully healed, otherwise when the monster dies it will fully heal the minion or open a portal to the underworld.
Enchant Armour When worn by a living Rogue or a living minion, grants a chance to return as undead upon death. When worn by a living monster, grants a chance (level based) to restore health to the minion or open a portal to the underworld killed. When worn by any undead character the wearer's health ia restored over time (level based).

6 - Teleport: Randomly changes the position of something in the dungeon.

Eaten By Rogue Teleports the Rogue to a random location.
Eaten By Minon Teleports the minion to a random location.
Thrown At Monster Teleports the monster to a random location.
Enchant Weapon Teleports the weapon to a random location. Gives the weapon a percentage chance to teleport the target is strikes (level based).
Enchant Armour Teleports the armour to a random location. Periodically teleports the wearer from then on (level based).

7 - Thorns: Reflects damage.

Eaten By Rogue Gives melee damage reflection that fades over time to the Rogue.
Eaten By Minon Gives melee damage reflection that fades over time to the minion.
Thrown At Monster Gives melee damage reflection that fades over time to the monster.
Enchant Weapon Gives melee damage reflection that fades over time to the target the weapon attacks (level based).
Enchant Armour Increases the wearer's damage reflection (level based).

8 - Null: Removes rune effects and enchantments.

Eaten By Rogue Removes all thrown weapon and eaten effects from the Rogue.
Eaten By Minon Removes all thrown weapon and eaten effects from the minon.
Thrown At Monster Removes all thrown weapon and eaten effects from the monster.
Enchant Weapon Removes all enchantments, curses and blessings from the weapon. If enchanting a leech weapon, being magical it is destroyed and blood armour is created in its place.
Enchant Armour Removes all enchantments, curses and blessings from the armour.

9 - Portal: Creates gateways to other dungeon levels.

Only one portal of each type is allowed to be open at a time. Except the monster one - which the Rogue cannot enter.

Eaten By Rogue Opens a portal to the overworld where the healstone and grindstone are.
Eaten By Minon Opens a portal to the underworld where the undead regenerate and from which the minion can return from if killed.
Thrown At Monster Opens a portal that produces unequipped copies of the monster it hits. The amount of monsters will total 2 times the dungeon level.
Enchant Weapon Opens a portal to a mini dungeon of equal level to the current dungeon. The item is transported to the dungeon and given enchantments limited by the current dungeon level. The item has a chance of becoming cursed, unless the item is blessed (see Holy). Can be used to unequip cursed items.
Enchant Armour The same as Enchant Weapon.

10 - Slow: Decreases a character's movement and attack speed.

Eaten By Rogue Reduces the Rogue's attack and movement speed for a period of time.
Eaten By Minon Reduces the minion's attack and movement speed for a period of time.
Thrown At Monster Reduces the monster's attack and movement speed for a period of time.
Enchant Weapon Reduces the attack and movement speed of the target the weapon hits for a period of time (level based).
Enchant Armour Reduces the wearer's attack and movement speed based on the level of enchantment (level based).

11 - Haste: Increases a character's movement and attack speed.

Eaten By Rogue Increases the Rogue's attack and movement speed for a period of time.
Eaten By Minon Increases the minion's attack and movement speed for a period of time.
Thrown At Monster Increases the monster's attack and movement speed for a period of time.
Enchant Weapon Increases the attack and movement speed of the target the weapon hits for a period of time (level based).
Enchant Armour Increases the wearer's attack and movement speed (level based).

12 - Holy: Asks a favour from the Rogue's deity.

Blessing an item removes curses and prevents the item from becoming cursed again.

Blessed weapons have the ability to smite - a successful smite roll (weapon level based) will send the target flying through the air a deliver bonus damage when they hit something.

Blessed armour blocks smite. Any smite attack will do half damage to one wearing blessed armour.

Eaten By Rogue A random enhancement or restoration is bestowed upon the Rogue.
Eaten By Minon A random enhancement or restoration is bestowed upon the minion.
Thrown At Monster Obliterates the monster.
Enchant Weapon Blesses the weapon. A favourable enchantment is also cast on the item.
Enchant Armour Blesses the armour. A favourable enchantment is also cast on the item.

13 - Protection: Reduces damage, increases the endurance stat and reflects missiles.

Eaten By Rogue Increases endurance stat, reduces damage for a period of time, chance to reflect missiles.
Eaten By Minon Increases endurance stat, reduces damage for a period of time, chance to reflect missiles.
Thrown At Monster Increases endurance stat, reduces damage for a period of time, chance to reflect missiles.
Enchant Weapon Increases endurance stat, reduces damage for a period of time, chance to reflect missiles for the target the weapon hits for a period of time (level based).
Enchant Armour Increases endurance stat, reduces damage for a period of time, chance to reflect missiles for the wearer (level based).

14 - Stun: Stuns characters.

Eaten By Rogue Stuns the Rogue.
Eaten By Minon Stuns the minion.
Thrown At Monster Stuns the monster.
Enchant Weapon Adds to the weapon's stun rating (level based).
Enchant Armour Periodically stuns the wearer (level based).

15 - Polymorph: Randomly change the shape of something.

Eaten By Rogue Changes the Rogue's race to another race randomly.
Eaten By Minon Changes the minion's race to another race randomly.
Thrown At Monster Changes the monster's race to another race randomly.
Enchant Weapon Changes the weapon to another weapon randomly.
Enchant Armour Changes the armour to another armour randomly.

16 - Confusion: Causes random behaviour.

When the player is confused their screen is flipped randomly to actually confuse the player.

Eaten By Rogue Confuses the Rogue for a period of time.
Eaten By Minon Confuses the minon for a period of time.
Thrown At Monster Confuses the monster for a period of time.
Enchant Weapon Confuses the target of the attack for a period of time (level based).
Enchant Armour Confuses the wearer periodically (level based).

17 - Fear: Creates a Horror.

Horrors are dripping copies of their targets. They pass through other characters and will rapidly drain all health from their victim on contact. Horrors chasing the rogue or minion are black, Horrors chasing monsters are red.

Eaten By Rogue Creates a Horror to chase the player for a period of time.
Eaten By Minon Creates a Horror to chase the minion for a period of time
Thrown At Monster Creates a Horror to chase the monster for a period of time
Enchant Weapon Adds chance to create a Horror that will chase the target for a period of time (level based).
Enchant Armour Periodically creates Horrors to chase the wearer (level based).

18 - Leech: Channels the powers of blood demons.

Leech curses all items it enchants, unless the item is blessed by the holy rune.

Eaten By Rogue Summons a cursed leech weapon and equips the Rogue with it.
Eaten By Minon Summons a cursed leech weapon and equips the minion with it.
Thrown At Monster Summons a cursed leech weapon and equips the monster with it.
Enchant Weapon Increases the wielder's health stealing ability and curses the item unless blessed (level based).
Enchant Armour Decreases the wearer's maximum health and curses the item unless blessed (level based).

19 - XP: Level up something.

In Red Rogue, whenever a character levels up they undergo The Quickening (they rise up and shoot deadly lightning out at their enemies).

Eaten By Rogue Brings the Rogue's XP up to the next level and triggers the quickening.
Eaten By Minon Levels up the minion.
Thrown At Monster Levels up the monster. (Try it.)
Enchant Weapon Levels up the weapon.
Enchant Armour Levels up the armour.

20 - Chaos: ?

Eaten By Rogue ?
Eaten By Minon ?
Thrown At Monster ?
Enchant Weapon ?
Enchant Armour ?

Alchemy: Some runes will transform walls into special stones when thrown at them.

Heal: Creates a Healstone that can be attacked to restore one's health.

XP: Creates a Grindstone that can be attacked to gain experience points.

Chaos: Creates a sliding chaos wall (not implemented yet).