Solanium
Legendary Mace
- Legendary
- Level 70
Properties
540.6 Damage Per Second
316–585 Damage
1.20 Attacks per Second
Primary Attributes
- +(981–1,199)–(1,175–1,490) Holy Damage
- Sockets (1)
Secondary Attributes
- Critical Hits have a 3–4% chance to spawn a health globe.
Ancient & primal values
Ancient
- +(1,318–1,560)–(1,609–1,940) Holy Damage
Primal
- +1,560–1,940 Holy Damage
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 (20 primary, 12 secondary)
Besides its fixed properties, this item rolls 2 primary and 1 secondary properties at random from these lists.
Primary
- +6–10% Damage
- Reduces cooldown of all skills by 6–10%.
- Reduces all resource costs by 8–10%.
- Increases Attack Speed by 5–7%
- Chance to Deal 16–24% Area Damage on Hit.
- +626–750 Strength ancient +825–1,000
- +626–750 Dexterity ancient +825–1,000
- +626–750 Intelligence ancient +825–1,000
- +626–750 Vitality ancient +825–1,000
- +(853–1,043)–(1,022–1,296) Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Fire Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Cold Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Holy Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Lightning Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Poison Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Arcane Damage ancient +(1,318–1,560)–(1,609–1,940)
- +15,474–18,429 Life per Hit ancient +20,271–23,950
- Increases damage against elites by 5–8%
- 34–39% chance to inflict Bleed for 300–400% weapon damage over 5 seconds.
- Sockets (1–1)
Secondary
- Monster kills grant +140–200 experience. ancient +220–260
- Level Requirement Reduced by 2–30 ancient 30–40
- +6,428–8,914 Life after Each Kill ancient +9,805–11,590
- 1–2.6% Chance to Fear on Hit
- 1–2.6% Chance to Stun on Hit
- 1–2.6% Chance to Blind on Hit
- 1–2.6% Chance to Freeze on Hit
- 1–2.6% Chance to Chill on Hit
- 1–2.6% Chance to Slow on Hit
- 1–2.6% Chance to Immobilize on Hit
- 1–2.6% Chance to Knockback on Hit
- Ignores Durability Loss
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
This mace once belonged to a holy man who reluctantly took up arms against a demon invasion. As a worshiper of the sun, Graham called his weapon Solanium, meaning "bearer of the sun's light." The longer Graham struggled against the forces of darkness, the more his faith grew infused within the mace, until the mundane object became an item of immense righteous power.
Solanium
Solanium is a mace whose quirk lies in self-healing: critical hits have a small chance to spawn a health globe. Since nearly every damage build stacks high crit chance, the occasional drop of life comes almost for free, granting a little extra sustain in the fight.
The effect is small and passive, though, so it's no foundation for a serious build, more a comfort bonus. It helps most while levelling or in situations where you must manage without strong healing. Tip: the higher your crit chance and attack speed, the more often the globes appear - so in a crit-heavy setup the effect becomes more noticeable, yet it always stays a nice extra rather than the main attraction.
The roll range in relation
The chance for a health globe rolls between 3 and 4% per critical hit. In absolute terms that is a small gap, but not in relative terms: a copy at 4% spawns about a third more health globes on average than one at 3%. Every Primal Ancient copy sits at the 4% cap. Since the power only reacts to critical hits, your Critical Hit Chance and the number of hits you land determine how often it even gets the chance.
The mace's stats
Holy damage of 981 to 1199 minimum and 1175 to 1490 maximum and a socket for a gem are built in. The mace is one-handed and not tied to any class. Since the power is a pure side effect of your damage, the socket and weapon damage decide whether the weapon slot is worth it - the health globes come on top.
Graham's sunlight
The flavor text tells the story behind the name: the mace belonged to Graham, a holy man who reluctantly took up arms against a demon invasion. As a worshiper of the sun, he called his weapon Solanium, "bearer of the sun's light." The longer he fought the forces of darkness, the more his faith infused the mace, until a mundane object had become an item of immense righteous power.