Choosing the Best Amulet Attributes for Your Poedb Playstyle

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Poedb amulet attributes refer to the various stats and bonuses that an amulet can have in the game Path of Exile. Amulets are a type of accessory that can be equipped by players to enhance their characters' abilities. Amulets in Poedb can have a wide range of attributes, each providing different benefits to the player. Some common attributes include increased damage, increased resistance to elemental damage, increased energy shield, increased life, and increased critical strike chance. These attributes can greatly impact a player's character build and playstyle. One of the key aspects of amulet attributes in Poedb is that they can be randomly generated with a variety of different combinations.


Doombringer: Angsaar may make a single Melee Touch attack to deal 50% of the target’s Maximum HP. He may only affect the same opponent with this ability once per day

Perfect Heroism Allies within Angsaar s Divine Aura receive a 8 bonus on Attack Rolls, Saves, and Skill Checks, are immune to fear, and receive 60 temporary hit points. The malign deity of chaos took as his apprentice the hellspawned sorcerer Angsaar, whose malign ambitions in pursuit of immortality had led him to apotheosize Zurra as the perfect embodiment of Chaos.

The enshrouded spell of conjuring island

One of the key aspects of amulet attributes in Poedb is that they can be randomly generated with a variety of different combinations. This means that players can find or craft amulets with unique attributes that suit their specific character builds. Players can also use various methods such as orbs of alteration, orbs of augmentation, and exalted orbs to modify the attributes of their amulets.

The Gods of Bal-Sagoth

Bal-Sagoth is a Symphonic Black Metal band from great Brittain, and they're lyrics are pretty much the reason I bought the Immortals Handbook. They literally sing about battles between entities that normal DnD cannot even begin to justify with stats.

This is a project I've wanted to get started for a long time and I've finally gotten the spare time to jumpstart it. I'm going to attempt to stat up some of the more notorious personalities of the Bal-Sagoh mythos.

FOr those of you who've never heard of them (which is probably all of you) their setting is an amalgamation of Howard, Lovecraft, Tolkien, Moorcock, etc with original introductions, spanning an enitre life-age of the universe in its bredth. Literally, there's sci-fi, sword and sorcery, Elder Gods, Galactic Empires, Psionic Warlords, and everything in between, Just pure Epic.

I'll be summarizing the flavor for each entity so you can get a general idea of their backstory. This will be me paraphrasing the numerous songs in which they appear and adding my own interpretations of the stories.

I'll also add links to the lyrics for the songs in which they appear; keep in mind, some of these read more like 10-page short stories than any lyrics you've ever read.

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Belzamus

First Post

Angsaar, the Dark Liege of Chaos, was a the result of hideously-failed genetic experimentation by the First Ones, the Mera, in attempt to replicate the genetic template of the cosmic deity Zuranthus. From this abomination was spawned the sidereal pariah, Zurra, an insane and raving demigod perilously obsessed with sublime diabolism. In his maniacal cavorting, Zurra waged stellar war with not only his brothers, Zuranthus and Klatyrmadon, but also the Order of Klaa, also known as the Traveling Ones, in pursuit of the Empyreal Lexicon. The malign deity of chaos took as his apprentice the hellspawned sorcerer Angsaar, whose malign ambitions in pursuit of immortality had led him to apotheosize Zurra as the perfect embodiment of Chaos.

Opening himself unto the Z’Xulth, the nebulous dimension of entropy known as the Outer Darkness, Angsaar achieved an unholy font of power sufficient to rival even Zurra in capacity for cataclysm. He turned his attentions to the marbled realm of Lemuria, kin-city-state of Atlantis, where he discovered a fragment of the Empyreal Lexicon, the Ninth Crystal of Mera and utilized its extra-spatial powers to open a direct portal to the Outer Darkness, invoking the Fell Worm of the Black Galaxy and condemning Lemuria, like its sister, Atlantis, to the embrace of the abyssal sea.

However, in the throes of his eldritch spell-weaving, Angsaar had been contested by the apocryphal Shadow-King, a brooding liege of tenebrous majesty, the last of the Immortals of Ultima Thule, who reigned over Lemuria from the legendary Sapphirean Throne.

In the course of their battle, the Shadow-King sacrificed his very existence to divest Angsaar from the Z’Xulth and seal his tarnished spirit beneath the cryptic, labyrinthine confines of the Ensorcelled Shrine of Azura’Kai, far to the north. Foreseeing in that final instant that his assistance would one day be needed again to confront the Chaos-Liege in the event of his inevitable release, the Shadow-King imprisoned his consciousness within his ebon sword, awaiting the day when he would once more battle Angsaar.

Millennia later, the King of Hyperborea (a windswept, boreal realm of glistening grandeur and stoic warrior-sovereigns) was shown a mysterious augury, that his retainers and servants had fallen victim to a malign curse and were plotting to assassinate him. Consulting his sorcerer, he discovered that an ancient evil had arisen to threaten Hyperborea. Using the theurgic power of the Crystal of Mera, the sorcerer divined the source of this ill, pin-pointing its location to the Ensorcelled Shrine of Azura’Kai, an abandoned and ruined temple once housing an advanced genetic laboratory of the Mera.

Rallying the Royal Legions of Hyperborea and the Seventh Fen-Lander Army, the King set out to meet this doom, passing through the ominous Mountains of the Dead. Passing through those foreboding peaks, he was called to the resting place of the infamous Shadow-Sword, the ancient bane of Angsaar.

Taking up both the Shadow-Sword and the Crystal of Mera, the King rode with all haste to the Shrine, where his army met with the roiling, cacophonous Wraith-horde of Angsaar, their squameous pseudo-flesh flickering eerily between dimensions.

As the battle begun, the King ordered his warriors to form into the renowned Omega Phalanx, from which they dispensed pattern-welded death unto their nighted adversaries.

Carrying the mystic jewel back to the shrine, the Arch-Wraith enacted a ritual of unbinding, which, empowered both by the tremendous psionic power of the Crystal and the native spellcraft-enhancing dweomers of the Shrine, was sufficient to free the Dark Liege of Chaos from his prison of millennia.


Taking the field, Angsaar soon began to eradicate the warriors of Hyperborea. Slain Wraiths rose once more in ravening ire to feast upon human flesh, and ten thousand men died before the sun rose once more.


Exhausted and bloodied, the King and his few surviving elite guards, prepared for their last stand. But it was then that the true potency of the Shadow-Sword reawakened. The Immortal’s consciousness melded with the King’s own, and in an act of messianic sacrifice, the Royal Scion of Hyperborea gave up his own future in order to ensure the defeat of Angsaar.


Looking upon his nemesis of old, Angsaar trembled with millennial resentment, He conjured forth legions of darkling, winged fiends and all manner of abominations to confront his antithesis.


They closed upon each other, both in the height of their power, prepared at last to end their ancient feud.


The results of that battle are shrouded in eternal mystery. It is not known if either prevailed, or if they destroyed one another in their confrontation, for even to the most clairsentient seers, the Vista of Eternity remains darkened in the hours surrounding that titanic struggle.

Lord Angsaar


Half-Fiend Human Sorcerer 64
Medium Outsider, Intermediate Deity
HD: 60d20 +1,140 (2,340 HP) (4,680 HP in Azura’kai)
Initiative: +32 (+20 Dexterity +12 Divine)
Speed: 90 ft.
Armor Class: 101 (+32 Deflection +20 Dexterity +12 Divine +15 Natural +12 Profane)
Flat-Footed: 81 Touch: 87
Base Attack/Grapple: +32/+42
Space/Reach: 5 ft./5 ft.
Attack:
Unarmed Strike +74/+67 1d4+10+ 32d8 Chaotic Damage
Melee Touch +74 192d8 Chaotic Damage or (Damage as spell)
Or Ranged Touch +82 (Damage as spell)
And Gaze 64d8 Chaotic Damage, Will DC 76 negates

Special Abilities: Divine Abilities, Divine Aura (740 ft.), Smite Good, Spell-Like Abilities

Special Qualities: DR 30/Epic, Divine Bonus (+12), Divine Senses (10x), Double Chaos Portfolio, Godly Realm, Grant Spells, Immortality, Immunity to Natural Effects, SR 86, Resistance 10 to Acid, Cold, Electricity, and Fire

Saves: Fort +77 Ref +78 Will +82
Abilities: Str 31 Dex 51 Con 49 Int 53 Wis

Skills: Bluff +111, Concentration +98, Craft +100, Knowledge Arcana +100, Profession (Archivist) +100, Spellcraft +170

Feats: Automatic Metamagic Capacity (24), Combat Casting, Combat Reflexes, Corrupt Spell, Empower Spell, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Epic Spellcasting, Eschew Materials, Extend Spell, Greater Spell Penetration, Heighten Spell, Ignore Material Components, Maximize Spell, Metamagic Freedom, Permanent Emanation (Antimagic Field), Persistent Spell, Quicken Spell, Rapid Metamagic, Sixth Sense, Skill Focus (Spellcraft), Spell Opportunity, Spell Penetration, Spell Stowaway (Time Stop), Violate Spell, Widen Spell

Alignment: Chaotic Evil
ECL: 128
CR: 85
Possessions: The Ninth Crystal

The Ninth of Mera
This mystic icosahedron is a remnant of the Mera, the ancient pan-galactic confederation of psionic overlords who reigned over the earth in the age predating the First Great Cataclysm. It was long used by the Atlantean Magi until it fell into the nefarious hands of Angsaar, the maleficent Dark Liege of Chaos, resulting the conjuring of the Great Galactic Worm and the destruction of that fabled realm. Afterwards, Angsaar lost possession of the Crystal in heated battle with the Shadow-King of Ultima Thule in an epic battle over the fate of the island of Lemuria The Crystal is, in reality, both a key and a libram, a fragment of the legendary Empyreal Lexicon, the culmination of all the Mera’s lore. It provides nearly unequalled access to the Psionic Epsilon Matrix, the cosmic energy source laid down by the Mera in every corner of the universe from which they drew their astral power. In the hands of a skilled sorcerer, it magnifies the potency of their theurgies monstrously, empowering one such as Angsaar to a god-like level of arcane mastery.
The Crystal of Mera affords the wielder the following benefits:

  • Twelve (12) instances of Automatic Metamagic Capacity as Bonus Feats
  • A +60 Bonus to Spellcraft
  • A +16 Bonus to Caster Level
  • It doubles the number of Epic Spells normally available to the wielder each day

Spell-like Abilities: Angsaar may use any Chaos Domain Spell as a Swift Action and adds all Chaos Domain spells to his list of Spell-like Abilities

Hostile Environment: Angsaar suffers a -24 Divine Penalty to Attacks, Armor Class, and Damage in any Lawful-aligned locale

Axiomatic Vulnerability: Angsaar suffers 100% extra damage from any Lawful-aligned effect

Transmutation Immunity: Angsaar is unaffected by Transmutation effects

Transmutation Reflection: Angsaar automatically reflects any Transmutation effect upon its user whenever he is in his Divine Realm

S cion of Chaos: Angsaar receives a +24 Divine Bonus to Attacks, Armor Class, and Damage in any Chaotic-aligned locale

Perfect Summoning (Chaotic): Any Chaotic creature summoned by Angsaar has 200% more HD than normal

Greater Taint of Chaos: Healing effects are only 25% effective against any damage inflicted by Angsaar unless the healing is performed in a Lawful-aligned locale
Superior Anarchic Effect:

Beam: 128d8 Chaotic Damage, 2,960 ft. Ranged Touch

Blood: 32d8 Chaotic Damage on being struck, Ref DC 63 negates

Hand: 192d8 Chaotic Damage, Melee Touch

Immolation: 192d8 Chaotic Damage on death, 740 ft. Radius centered on Angsaar, Ref DC 63 for ½

Storm: 32d8 Chaotic Damage/Round, 740 ft. Radius centered on Angsaar, Ref DC 76 for ½ (Must attempt to exit)

Strike: 32d8 on hit

Wrath: 64d8 Chaotic Damage, 160 ft. Range, Will DC 76 negates

Uncanny Anarchic Mastery: Angsaar may shape his Anarchic Effect to target only his enemies

Godly Realm
Angsaar, having been imprisoned for aeons beneath the Ensorcelled Shrine of Azura’kai, has corrupted the once-wondrous locale into a shifting, miasmic hell of unbridled chaos. All of the land surrounding the Shrine for 700 miles is considered to be part of his Godly Realm. Angsaar may impose a -12 Divine Penalty to all enemies within his realm.

Greater Aura: The power of Angsaar’s Divine Aura is magnified. His aura receives the following additional effects:

Sleep: Those within Angsaar’s Divine Aura (700 ft.) must make a Will Save (DC 76) or be unable to act for 1d4 rounds.

Pain: Those within Angsaar’s Divine Aura (700 ft.) must make a Fortitude Save (DC 76) or suffer a -4 penalty on all rolls for 1 hour or until they exit the aura.

Greater Heroism: All allies within Angsaar’s Divine Aura receive a +4 bonus on Attack Rolls, Saves, and Skill Checks, are immune to fear and receive 20 temporary hit points.

House of Death: Petitioners to Angsaar’s Divine Realm automatically become Undead

Perfect Aura: The power of Angsaar’s Divine Aura is tremendous. His aura receives the following additional effects:

Insanity: Those within Angsaar’s Divine Aura (700 ft.) must make a Will Save (DC 76) or go permanently insane.

Death: Those in Angsaar’s Divine Aura (700 ft.) must make a Fortitude Save (Dc 76) or die. Angsaar can only kill up to 640 HP of creatures per round in this fashion.

Perfect Heroism: Allies within Angsaar’s Divine Aura receive a +8 bonus on Attack Rolls, Saves, and Skill Checks, are immune to fear, and receive 60 temporary hit points.

Profane Body: Angsaar receives a +12 Profane Bonus to his Armor Class

Profane Mind: Angsaar receives a +18 Profane Bonus to his Attack Rolls

Profane Soul: Angsaar receives a +18 Profane Bonus to his Saving Throws

Profane Spirit: Angsaar receives a +12 Bonus to the DCs of all his special abilities

Seventh Sense: Angsaar’s perceptions extend 1 round into the future. He may replay 12 rounds of combat per day

Spell abatement: Angsaar ignores the effects of the first spell cast at him each round

Spell Absorption: As a Free Action, Angsaar may absorb a spell which targets him. He may then utilize it himself afterwards. He may store up to 64 such spells at any given time.

Spell Block: Angsaar is immune to the effects of Mage’s Disjunction

Spell Reflection: Spells which fail to penetrate Angsaar’s Spell Resistance are automatically reflected upon the caster

Superior Combat Casting: Angsaar’s concentration cannot be broken when casting a spell

Third Eye: Angsaar may make a Gaze Attack as a Free Action every round

Vengeful Effect: Angsaar may double the power of any effect, however, he takes half of the effect’s damage in return.

Alter Reality: Angsaar may duplicate the effects of any spell with an effective level of 33 or less as a standard action

Cursed Soul: Opponents within Angsaar’s Divine Aura receive a -32 Luck Penalty to their Saving Throws

Doombringer: Angsaar may make a single Melee Touch attack to deal 50% of the target’s Maximum HP. He may only affect the same opponent with this ability once per day

Slipstream: Angsaar exists outside of the time stream, cannot be undermined by time travel, and is immune to all temporal effects

Spell-Like Abilities: CL 76 DC 76 + Spell Level
At Will- Animate Objects, Blasphemy, Chaos Hammer, Cloak of Chaos, Commune, Contagion, Darkness, Desecrate, Destruction, Dispel Law, Dream, Geas/Quest, Greater Dispel Magic, Etherealness, Horrid Wilting, Magic Circle Against Law, Magic Jar, Poison, Protection from Law, Sending, Shatter, Summon Monster IX (Chaotic or Evil), Tongues, Unholy Blight, Unholy Aura, Unhallow, Word of Chaos
12/day-Wish


Spells: Angsaar uses Alter Reality to duplicate the effects of any spell. DC is 76 +Spell Level, CL is 76 (82 to overcome SR)

Epic Spells: Angsaar holds knowledge of the following Epic Spells. He may cast 6 Epic Spells per day.

Epic Mage Armor (+80 Armor Bonus), Memento Mori ( DC 114), Time Duplicate, Superb Dispelling (Swift-Action Casting Time, +130 Max CL Check), Peripety (Reflect 40 attacks)

Poedb amulet attributes

Amulet attributes can also be influenced by the item's rarity and level. Higher rarity amulets like rare or unique amulets often have more powerful attributes compared to their normal or magic counterparts. Additionally, higher level amulets can have higher attribute values. It is important for players to consider the amulet attributes when choosing or crafting their amulets. Each attribute can have different effects and synergies with other gear and skills. For example, increased critical strike chance can be useful for characters that rely on critical strikes, while increased energy shield can be beneficial for characters with a focus on spellcasting. In conclusion, Poedb amulet attributes play a significant role in enhancing a character's abilities in Path of Exile. These attributes can offer a wide range of bonuses and synergies, allowing players to customize their characters and optimize their builds. Careful consideration of amulet attributes is essential for creating powerful and effective characters in the game..

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