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1 Body Armor

The Gladiator's Bane

 Elite Unique
Wire Fleece

 Defense: 1255-1496
 Durability: 135
 Req Strength: 111
 Req level: 85
 Quality level: 85
 Treasure class: 72
+150-200% Enhanced Defense
+50 Defense
Cannot Be Frozen
30% Faster Hit Recovery
Poison Length Reduced By 50%
Attacker Takes Damage Of 20
Damage Reduced By 15-20
Magic Damage Reduced By 15-20

2

Description

Although this item lacks the Indestructible or self-repairing trait, an ethereal Gladiator's Bane is worth significantly more than a standard copy because of its value when worn by a mercenary. This is one of the few worthwhile items an Act II mercenary can wear that will natively grant the Cannot Be Frozen bonus.

Also, the flat magic damage reduction (which includes magic and fire, lightning and cold damage) trait makes a mercenary much more useful when accompanying the player to a
Travincal
run. A mercenary with this item and maxed out fire resistance will usually out-life leech the damage caused by
Council Member
hydras.
Description by Trang Oul
4

Ethereal Value(s)

If Ethereal:
Defense: 2219
NB These are the perfect values possible for a level 99 character.
5

Can be used to make Runewords:

3

On the trade market

Active trades (latest 20, 3h cache):

3

Prices and Demand

Sold for: (last 10, 3d lag, 1d cache)

1 Pul   Eth  1 week ago
1 Ist    4 weeks ago
1 Key of Terror    1 month ago
1 Ber   Perf Eth  1 month ago
1 Hel    1 month ago
1 Pul    1 month ago
2 Key of Terror , 2 Key of Destruction , 1 Key of Hate   Eth  2 months ago
5 Perfect Gems , 1 Perfect Amethyst    3 months ago
1 Um    3 months ago
1 Vex   Eth  3 months ago

Sales volume (last 18m, 3d cache):

971
The Gladiator's Bane
7
User avatar

Teebling Admin

Europe PC
Although this item lacks the Indestructible or self-repairing trait, an ethereal Gladiator's Bane is worth significantly more than a standard copy because of its value when worn by a mercenary. This is one of the few worthwhile items an Act II mercenary can wear that will natively grant the Cannot Be Frozen bonus.

Also, the flat magic damage reduction (which includes magic and fire, lightning and cold damage) trait makes a mercenary much more useful when accompanying the player to a
Travincal
run. A mercenary with this item and maxed out fire resistance will usually out-life leech the damage caused by
Council Member
hydras.
7
This is a fantatsic item for melee characters, because of the high defense and 'damage/magic damage reduced by x' mod on it. With this armor, plus Thundergod's viper, I was able avoid getting 2-3 hit
Ko
'd from Glooms in Worldstone keep in hell.

The only drawback to this armor is the high level requirement (85!) for a bunch of mods that by themselves are not that special.

The armor can usually be gotten cheaply, usually for a couple of mid-tier runes, because traders often over look these mods.
7
Paladin wearing
The Gladiator's Bane
.
7
The Gladiator's Bane
is an effective choice for Immortal Enchantresses and other "Immortal" Sorceress variants, to the point it seems almost tailor-made for the task. Damage Reduced by X / Magic Damage Reduced by X are factored in after
Energy Shield
has diverted a fraction of incoming damage to mana, meaning a Gladiator's Bane (potentially socketed with a
Sol
or
Mal
for additional protection) will mitigate a good deal of the remaining damage that would otherwise reach the health globe.

The Gladiator's Bane
also sports Cannot Be Frozen, likely freeing up a ring slot that would otherwise go to
Raven Frost
(perhaps for the myriad benefits a second
Stone of Jordan
can offer the Enchantress).

Finally, Poison Length Reduced by 50% can help manage incoming poison damage--the only damage type that bypasses
Energy Shield
completely.
9

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