Sun Keeper
Legendary Mace
- Legendary
- Level 70
Properties
540.6 Damage Per Second
316–585 Damage
1.20 Attacks per Second
Primary Attributes
- Increases damage against elites by 15–30%
- +(981–1,199)–(1,175–1,490) Holy Damage
Secondary Attributes
- +32–35% Extra Gold from Monsters
Random Affixes
- +626–750 Strength
- +626–750 Dexterity
- +626–750 Intelligence
Ancient & primal values
Ancient
- +(1,318–1,560)–(1,609–1,940) Holy Damage
- +825–1,000 Strength
- +71–80% Extra Gold from Monsters
Primal
- +1,560–1,940 Holy Damage
- +1,000 Strength
- +80% Extra Gold from Monsters
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 1 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
Long years before men civilized the land that would come to be known as Kurast, primitive shamans bludgeoned their human sacrifices with hellish devices.
Elite slayer with a gold bonus
The Sun Keeper noticeably boosts your damage against elite enemies while also dropping more gold from slain foes. That makes this mace a clear specialist: against champions, rare packs and bosses you extract the most, while the gold bonus polishes your farming haul on the side.
Thanks to holy damage and a primary attribute that can roll as any of the three, the weapon suits several classes, but it shines above all in setups already built around grinding down strong individual targets. My tip: deploy the Sun Keeper in Greater Rifts dense with elite clusters or in boss fights, where the percentage increase weighs heaviest. Pure trash-mob damage stays untouched, but everything dangerous melts away all the faster.
Properties instead of a power
The Sun Keeper has no legendary power in the strict sense; its strengths are fixed properties. The bonus damage against elites rolls between 15.0 and 30.0%, so a copy at the top end doubles the bonus compared to one at the bottom. The extra gold from monsters sits at 71–80%. Both only work while you wield the mace yourself, since there is no power to put in Kanai's Cube. Primal Ancient copies reach the maximum on each.
Stats and use
Holy weapon damage is built in as well, and the mace rolls 626–750 Strength, Dexterity or Intelligence. As a one-handed weapon it fits the main hand and, when dual wielding, the off-hand. It has no class restriction, and followers can wield it too.
A tool from Kurast's distant past
According to the flavor text, the weapon dates from long before men civilized the land that would come to be known as Kurast. Back then, primitive shamans bludgeoned their human sacrifices with such hellish devices.