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"Will you wake up tomorrow?"

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"DOYOUREGRETITYET?"

This page focuses on a topic that is modifier-exclusive or item/trait-exclusive, meaning it cannot be encountered without player input!


Vanquish Rue.
-pastwoeslifted


watch your back from time to time

Rue's Note

Rue is an entity activated by either its modifier, "Left to wander", its bound trait, or when chosen during Reprieve.

Appearance[]

Rue takes the form of a short, white, lanky and disfigured body that seems to be glitching periodically. Its limbs are noticeably drooping down, with singular chains hanging from its limbs. Its design seems scribbled onto, and has elongated, visible eyes with pupils. When attacking, Rue's design goes completely black and its eye holes are empty.

When using its respective bound trait, it appears yellow.

Behavior[]

Rue will appear behind the player and start approaching them. While Rue is active, there's also an indicator parallel from Rue's direction to the player. Rue is barely mobile when looked at but quickly re-accelerates when turned away from. The indicator starts to boil or "grow hands" as Rue becomes faster and will become redder depending on how close Rue is to you.

When Rue is close enough to the player, they can also flash their flashlight into it. This will cause it to disappear.

Rue is able to be seen through walls, which alongside the indicator, helps with where Rue currently is. A great way to avoid Rue without flashing it is to only look back if the indicator turns red. If players do not, they will likely have a few seconds to react before they die. Doing this also helps stall time for other entities but is often riskier in performing. Try to plan ahead when it first appears, rather than waiting for it.

Upon making physical contact with Rue, the player will die and have their body freeze up and turn completely white, having their limbs chained up from above by white chains.

When dying by Rue, a still image of Rue with the colors flipped and a few pieces of dialogue will be on the dead player's screen before dying. Here is what it says:

willyouforgiveme
whynot
whyno
why
dontyourealise
whatwecouldvebeen
iknowitsdifficult
iknowwhatidid
icantundo
butwhydidyouhave
tosaltthewound
itharmsyoumore
itharmsyoumore
itharmsyoumore
itharmsyoumore
itharmsyoumore
imsorryimade
youlikethis
iwillalwaysloveyou
goodbye

Parry[]

In the gamemode Reprieve, you are given the ability to parry all of the threats that would otherwise be impossible to survive, which includes Rue. When parrying Rue, both parties will be launched back from each other.

Modifiers[]

Icon Name Description XP Gain
Left to wander Icon
Left to wander Rue appears. +12% XP
Whyareyouashamedofgood Icon
whyareyouashamedofgood Rue can't be flashed anymore. +8% XP
Wontforgeteachother Icon
wontforgeteachother Rue's "indicator" is gone. +8% XP
Alwaysnearby Icon
alwaysnearby Rue is faster. +10% XP

Badges[]

Icon Name Description Obtainment
pastwoeslifted Vanquish Rue Flash Rue.
ittookalot. physicaldifficultieslaidoverspiritualmatters. Vanquish Rue when it's right in front of you. Flash Rue with the flash light only when it's right in front of you.
A VOW TO REUNION. FORGIVING IS GLORY. Vanquish Rue in REPRIEVE. In the REPRIEVE gamemode, parry Rue.
off all kind Complete a floor with every entity enabled in REPRIEVE. In the REPRIEVE gamemode, enable every entity (Dozer, Litany, Doppel, Doombringer, Rue, TEH EPIK DUCK) and make it to the next floor alive.

Trivia[]

  • Simon drew the initial concept art for Rue in his chemistry notebook in school.[1]
  • Rue can still pursue the player after dying, similarly to Slight and Heed.
  • As Rue represents someone who hurt you in the past, dying to Rue represents failing to forgive that person.[2] Surviving Rue via flashing it with the flashlight shows the good light through themselves and forgiving that person.
  • If Rue could speak, it would stay silent.[3]
  • According to Simon, the appearance of the distortion on Rue's indicator is inspired by FAITH: Chapter II, though he doesn't know which part.[4]
  • Rue and Ire are connected to each other.
    • Rue's eyes resemble the ones that are seen upon dying to Ire.
    • The modifiers that allow Rue and Ire to spawn, "Left to wander" and "TO LEAVE TO WANDER" respectively, have similar names.
    • Rue and Ire share the same kill effect.
      • According to HexT, Rue isn't the entity that kills the player.
        "[T]here is a reason why [R]ue and [I]re share the same kill effect."[5]
    • Rue's eyes can also be seen at the bottom-middle on the right page of Ire's document.
    • On the icon of the badge "ittookalot," Ire's face can be seen on the player's side of the icon.
  • Rue is one of the few entities (alongside the Zombers, TEH EPIK DUCK, etc.) that were not included in the cover art for ULTRASONIC FAITH.
    • This is because Rue was made "within the last week" before the update "Fruits of March" released.[6]
  • According to the description of the badge "A VOW TO REUNION," rather than being parried like the other entities, Rue gets "vanquished" in Reprieve.
  • When you flash rue, it says "thankyousomuch" in the chat.
  • Rue potentially has the largest XP multiplier compared to any other entity with all its modifiers adding up to 38% bonus XP.
    • However, this is only correct if one of Litany's modifiers, "Further Perspective," is counted only once despite the fact that it can be stacked up to ten times, making a total of 40% bonus XP.
  • One of Rue's modifier, "alwaysnearby", could be a reference to a creepy clown GIF that appears when you say alwaysnear in some games.

Gallery[]

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