Band of the Rue Chambers

Band of the Rue Chambers

Legendary Ring

  • Legendary
  • Level 70

Properties

Primary Attributes

  • Attack Speed Increased by 5–7%

Secondary Attributes

  • Your Spirit Generators generate 40–50% more Spirit.

Random Affixes

  • +416–500 Strength
  • +416–500 Dexterity
  • +416–500 Intelligence

Ancient & primal values

Ancient

  • +550–650 Strength

Primal

  • +650 Strength

Fixed properties of the ancient form; primal items roll the top value of the ancient range. Game files, version 2.8.0.

All possible random properties (17 primary, 12 secondary)

Besides its fixed properties, this item rolls 2 primary and 1 secondary properties at random from these lists.

Primary

  • Critical Hit Chance Increased by 4.5–6%
  • Critical Hit Damage Increased by 26–50%
  • Reduces cooldown of all skills by 5–8%.
  • Reduces all resource costs by 5–8%.
  • +10–15% Life
  • Attack Speed Increased by 5–7%
  • Regenerates 6,448–7,678 Life per Second ancient 8,445–10,000
  • Chance to Deal 10–20% Area Damage on Hit.
  • +91–100 Resistance to All Elements ancient +110–130
  • +416–500 Strength ancient +550–650
  • +416–500 Dexterity ancient +550–650
  • +416–500 Intelligence ancient +550–650
  • +416–500 Vitality ancient +550–650
  • +(40–60)–(80–120) Damage ancient +(88–105)–(168–210)
  • +373–397 Armor ancient +436–516
  • +7,737–9,214 Life per Hit ancient +10,135–11,975
  • Sockets (1–1)

Secondary

  • +32–35% Extra Gold from Monsters
  • Monster kills grant +140–200 experience. ancient +220–260
  • Reduces duration of control impairing effects by 20–40%
  • Health Globes and Potions Grant +20,001–29,713 Life. ancient +32,684–38,625
  • +141–160 Physical Resistance ancient +176–210
  • +141–160 Fire Resistance ancient +176–210
  • +141–160 Cold Resistance ancient +176–210
  • +141–160 Lightning Resistance ancient +176–210
  • +141–160 Poison Resistance ancient +176–210
  • +141–160 Arcane Resistance ancient +176–210
  • +2,401–2,880 Thorns Damage ancient +2,881–3,500
  • +4,252–5,942 Life after Each Kill ancient +6,536–7,725

Pool of the item type from the game files, version 2.8.0. Skill damage bonuses only carry weight for their class. All properties of this slot

"Rue chambers are rooms within templar strongholds where penitents are reeducated through the harshest of means. Here, they renounce their past sins and give their lives over to the cause of the Zakarum. The zealous faith engendered by scourge and whip in the rue chambers were captured in this ring, forged from barbs that once mortified the flesh of early converts to the order." —Abd al-Hazir

More Spirit for Tireless Monks

The Band of the Rue Chambers makes your Spirit generators produce noticeably more Spirit. For the Monk this solves one of the class's oldest headaches: the constant resource starvation of expensive spender skills. With this ring you can fire your main attacks more often and without those annoying pauses.

It shines in any Monk build that leans heavily on a Spirit-hungry key skill and uses a generator as fuel. The added attack speed accelerates that cycle even further. Tip: Pair it with gear or skills that further cheapen your Spirit or boost its generation, so you settle into an almost uninterrupted attack loop. That keeps your damage output consistently high even in drawn-out fights.

What the power changes, and what it does not

The bonus rolls between 40 and 50% and applies only to the Spirit your generators produce. The ring does nothing to the cost of your spenders; it simply lets you afford them again sooner. If you play without a generator, the power is of no use. Primal Ancient copies bring the full 50%, and the power only works for the Monk.

Stats on the ring

The ring has a fixed 5–7% attack speed, and every faster strike of your generator brings in Spirit more often. It also rolls 416–500 Strength, Dexterity or Intelligence, where a Monk wants Dexterity. The Mystic can reroll an unsuitable property.

The rue chambers

In the flavor text, Abd al-Hazir explains the name: rue chambers are rooms within templar strongholds where penitents are reeducated through the harshest means, renounce their past sins and give their lives over to the cause of the Zakarum. The ring is said to capture the zealous faith that scourge and whip produce there, forged from barbs that once mortified the flesh of the order's early converts.