Minimap Icons /2
DeliriumBoss1
DeliriumBossFinal
Delirium Reward /23
IconName
Currency
Unique Items
Gems
Map Items
Jewellery
Armour
Weapons
Abyss Items
Expedition Items
Harbinger Items
Breach Items
Essences
Fragments
Scarabs
Fossils
Divination Cards
Miscellaneous Items
Talismans
Labyrinth Items
Incubators
Blight Items
Catalysts
Delirium
Endgame Wave Mods /73
NameMin WaveMax WaveWeight
(30–35)% more Monster Life110100
(36–40)% more Monster Life111550
(20–24)% increased Monster Damage11050
(25–30)% increased Monster Damage1115100
All Monster Damage from Hits always Ignites111510
All Damage from Monsters' Hits inflicts Chill111510
All Damage from Monsters' Hits inflicts Shock111510
% increased Monster Attack Speed
% increased Monster Cast Speed
Monsters' skills Chain 2 additional times
11020
% increased Monster Attack Speed
% increased Monster Cast Speed
Monsters' skills Chain 3 additional times
111520
% increased Monster Attack Speed
% increased Monster Cast Speed
Monsters fire 2 additional Projectiles
11035
% increased Monster Attack Speed
% increased Monster Cast Speed
Monsters fire 3 additional Projectiles
111535
Monsters have 60% increased Area of Effect11050
Monsters have 80% increased Area of Effect111550
+40% Monster Fire Resistance
Monsters deal (70–79)% extra Physical Damage as Fire
1525
+50% Monster Fire Resistance
Monsters deal (80–100)% extra Physical Damage as Fire
61025
+(51–80)% Monster Fire Resistance
Monsters deal (101–110)% extra Physical Damage as Fire
111525
Monsters deal (70–79)% extra Physical Damage as Fire
Monster Damage penetrates 7% of Fire Resistance
1525
Monsters deal (80–100)% extra Physical Damage as Fire
Monster Damage penetrates 10% of Fire Resistance
61525
Monsters deal (70–79)% extra Physical Damage as Fire
Monsters have 66% chance to inflict Scorch
11025
Monsters deal (80–100)% extra Physical Damage as Fire
Monsters inflict Scorch
111525
+40% Monster Cold Resistance
Monsters deal (70–79)% extra Physical Damage as Cold
1525
+50% Monster Cold Resistance
Monsters deal (80–100)% extra Physical Damage as Cold
61025
+(51–80)% Monster Cold Resistance
Monsters deal (101–110)% extra Physical Damage as Cold
111525
Monsters deal (70–79)% extra Physical Damage as Cold
Monster Damage penetrates 7% of Cold Resistance
11025
Monsters deal (80–100)% extra Physical Damage as Cold
Monster Damage penetrates 10% of Cold Resistance
111525
Monsters deal (70–79)% extra Physical Damage as Cold
Monsters have 66% chance to inflict Brittle
11025
Monsters deal (80–100)% extra Physical Damage as Cold
Monsters inflict Brittle
111525
+40% Monster Lightning Resistance
Monsters deal (70–79)% extra Physical Damage as Lightning
1525
+50% Monster Lightning Resistance
Monsters deal (80–100)% extra Physical Damage as Lightning
61025
+(51–80)% Monster Lightning Resistance
Monsters deal (101–110)% extra Physical Damage as Lightning
111525
Monsters deal (70–79)% extra Physical Damage as Lightning
Monster Damage penetrates 7% of Lightning Resistance
11025
Monsters deal (80–100)% extra Physical Damage as Lightning
Monster Damage penetrates 10% of Lightning Resistance
111525
Monsters deal (70–79)% extra Physical Damage as Lightning
Monsters have 66% chance to inflict Sapped
11025
Monsters deal (80–100)% extra Physical Damage as Lightning
Monsters inflict Sapped
111525
+30% Monster Chaos Resistance
Monsters gain (20–24)% of their Physical Damage as Extra Chaos Damage
1525
+40% Monster Chaos Resistance
Monsters gain (25–30)% of their Physical Damage as Extra Chaos Damage
61025
+(41–60)% Monster Chaos Resistance
Monsters gain (31–40)% of their Physical Damage as Extra Chaos Damage
111525
Monster Damage penetrates 5% of Chaos Resistance
Monsters gain (15–19)% of their Physical Damage as Extra Chaos Damage
1525
Monster Damage penetrates 7% of Chaos Resistance
Monsters gain (20–24)% of their Physical Damage as Extra Chaos Damage
61025
Monster Damage penetrates 10% of Chaos Resistance
Monsters gain (25–30)% of their Physical Damage as Extra Chaos Damage
111525
Monsters Poison on Hit
Monsters gain (15–19)% of their Physical Damage as Extra Chaos Damage
1525
Monsters Poison on Hit
Monsters gain (20–24)% of their Physical Damage as Extra Chaos Damage
61025
Monsters Poison on Hit
Monsters gain (25–30)% of their Physical Damage as Extra Chaos Damage
111525
+20% Monster Physical Damage Reduction
Monsters Overwhelm % Physical Damage Reduction
1525
+25% Monster Physical Damage Reduction
Monsters Overwhelm % Physical Damage Reduction
61025
+40% Monster Physical Damage Reduction
Monsters Overwhelm % Physical Damage Reduction
111525
Monsters' Attacks have 50% chance to Impale on Hit61020
Monsters' Attacks have 75% chance to Impale on Hit111520
Monsters have a 15% chance to Ignite, Freeze and Shock on Hit
33% reduced Effect of Non-Damaging Ailments on Monsters
1520
Monsters have a 20% chance to Ignite, Freeze and Shock on Hit
50% reduced Effect of Non-Damaging Ailments on Monsters
61020
Monsters have a 30% chance to Ignite, Freeze and Shock on Hit
66% reduced Effect of Non-Damaging Ailments on Monsters
111520
Monster Damage Penetrates 5% Elemental Resistances
Monsters have a 15% chance to Ignite, Freeze and Shock on Hit
3510
Monster Damage Penetrates 7% Elemental Resistances
Monsters have a 20% chance to Ignite, Freeze and Shock on Hit
61010
Monster Damage Penetrates 10% Elemental Resistances
Monsters have a 30% chance to Ignite, Freeze and Shock on Hit
111510
12% increased Monster Movement Speed
12% increased Monster Attack Speed
12% increased Monster Cast Speed
110100
16% increased Monster Movement Speed
16% increased Monster Attack Speed
16% increased Monster Cast Speed
1115100
% increased Monster Attack Speed
Monsters have 10% chance to Maim on Hit with Attacks
61025
% increased Monster Attack Speed
Monsters have 25% chance to Maim on Hit with Attacks
111525
% increased Monster Cast Speed
Monsters have 10% chance to Hinder on Hit with Spells
61025
% increased Monster Cast Speed
Monsters have 25% chance to Hinder on Hit with Spells
111525
Monsters' Action Speed cannot be modified to below Base Value
Monsters' Movement Speed cannot be modified to below Base Value
61025
Monsters' Action Speed cannot be modified to below Base Value
Monsters' Movement Speed cannot be modified to below Base Value
111525
Monsters have 20% chance to remove a Flask Charge on Hit3510
Monsters have 40% chance to remove a Flask Charge on Hit61010
Monsters have (41–50)% chance to remove a Flask Charge on Hit111510
Monsters have 5% chance to remove Charges on Hit61010
Monsters have 10% chance to remove Charges on Hit111510
Monsters have 20% chance to inflict a random Hex on Hit
40% less effect of Curses on Monsters
3530
Monsters have 50% chance to inflict a random Hex on Hit
50% less effect of Curses on Monsters
61030
Monsters inflict a random Hex on Hit
66% less effect of Curses on Monsters
111530
Monsters have (201–250)% increased Critical Strike Chance
+(31–40)% to Monster Critical Strike Multiplier
Monsters take (25–29)% reduced Extra Damage from Critical Strikes
3540
Monsters have (251–300)% increased Critical Strike Chance
+(41–50)% to Monster Critical Strike Multiplier
Monsters take (30–35)% reduced Extra Damage from Critical Strikes
61040
Monsters have (301–330)% increased Critical Strike Chance
+(50–60)% to Monster Critical Strike Multiplier
Monsters take 35% reduced Extra Damage from Critical Strikes
111540
Delirium Monster /13
NameModifiersSpectre
DaemonN
Kosis, The RevelationMonsters grant 100% increased Experience
15000% increased Rarity of Items Dropped
Action Speed cannot be modified to below 50% of base value
You cannot Recharge Energy Shield
Your Energy Shield starts at zero
Chaos Damage taken does not bypass Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
N
Omniphobia, Fear ManifestMonsters grant 100% increased Experience
15000% increased Rarity of Items Dropped
Action Speed cannot be modified to below 50% of base value
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
N
Definitely OakMonsters grant 100% increased Experience
15000% increased Rarity of Items Dropped
Action Speed cannot be modified to below 50% of base value
cannot be stunned for ms after stun finished [2000]
cannot be stunned while stunned [1]
N
Manifested Demonmonster no drops or experience [1]N
Ragemonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Spitemonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Disgustmonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Malicemonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Furymonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Turmoilmonster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
N
Strangely Familiar Entitymonster no drops or experience [1]N
Volatile Coremonster no drops or experience [1]N
Text Audio /1
TypeNameQuantity
DeliriumStrange Voice168
Delirium Mods /34
NameDescription
monster is in affliction fog [1]
Spatial Distortioncorpse cannot be destroyed [1]
Cascading Storm
Banishing Flame
Winter Whorl
Crushing Terror
Vengeful Soul
Vengeful Bones
Wasting Touchaffliction monster debuff energy shield recovery rate +% on hit [-9]
affliction monster debuff life recovery rate +% on hit [-9] resource life defences
Paralysing Touchaffliction monster debuff action speed +% on hit [-6] speed
Eroding Touchaffliction monster debuff damage taken +% on hit [6] damage
Diluting Touchaffliction monster debuff flask charges gained +% on hit [-9]
affliction monster debuff flask effect +% on hit [-9]
Spawn Dead
Shatter Dead
Putrify Dead
Vengeful Stalkerbase monster will be deleted on death [1]
cannot die [1]
delete on death [1]
Vengeful Blast
Vengeful Chase
Vengeful Grip
Vengeful Pack
Vengeful Gang
Vengeful Skyfire
Glaciator
Frozen Flume
Icicle Wreath
Conflagrating Path
Scorched Earth
Ring of Fire
Shockbomb
Bolt Cross
Scatter Storm
Jagged Swell
Burrowing Blade
Crushing Leap

Community Wiki

Edit

Delirium league

Settlers Patch Notes

  • The first 15 Waves have been removed from the Simulacrum. Usually, characters reaching this content were a high enough level that the first waves were tedious and unrewarding.
  • We've also added more opportunities to obtain specific Unique Items, such as Voices, by defeating the Bosses as you complete Waves.

Necropolis Patch Notes

  • Sources of Divination Cards drops from League content such as Legion, Blight, Delirium, Heist, Ritual, Expedition and Delve now instead drop Stacked Decks.

Affliction Patch Notes

  • When Delirium fog has ceased its movement due to players engaging in other League content, walking out of the mist will no longer cause the Delirium fog to dissipate.

Ancestor Patch Notes

  • The number of monster kills required to gain Delirium rewards in the following Maps has been increased in order to be more consistent with other Maps: Bramble Valley, Cold River, Crimson Township, Dry Sea, Forbidden Woods, Foundry, Frozen Cabins, Silo, and Stagnation.

Ultimatum Patch Notes

Delirium Changes

  • Added and rebalanced various Cluster Jewel notables. Please read the Cluster Jewel Balance section for more information.
  • The Quantity and Rarity bonus applied to monsters from Delirium encounters has been lowered as is now more consistent across Monster rarities. Previously, Monsters of Normal rarity had a disproportionately larger amount of Quantity and Rarity being applied to them compared to Monsters of higher rarities.

Harvest Patch Notes

Delirium Mechanics Added to the Core Game

  • Delirium has been added to the core game. From the Torched Courts onwards, you'll have approximately a 5% chance to encounter a Mirror of Delirium in each area. Once you reach the Atlas, that chance will increase by a small amount for each other league, atlas or master mechanic that appears in that area. In other words, if your goal is to encounter Mirrors of Delirium then you are encouraged to use your Zana modifiers, master missions, sextants, and whatever else you have available to you!
  • You'll now have a greater chance of finding Cluster Jewels through Delirium encounters, proportional to the number of rewards you earn during that encounter.

Introduction

The Delirium league and Hardcore Delirium league were playable challenge leagues. They launched on March 13, 2020 (UTC) or March 14 New Zealand local time, alongside the Version 3.10.0 patch.

In this league, each area contains a Mirror of Delirium. When players pass through the mirror, it creates a fog of Delirium that spawns new enemies and makes existing enemies tougher. The fog will continue to spread out, and the deeper players venture out, the stronger enemies get. Defeating enemies in the fog adds extra rewards, and enemies within the Delirium can drop Delirium orbs, which add a layer of Delirium to the entire map, and splinters that combine into a gateway to the Simulacrum. Enemies in the Delirium can also drop Cluster Jewels, which are socketed in the outermost sockets in the passive skill tree to create an entire cluster of passive skills and can be modified to grant different passive skills.

All characters and stashes were moved to Standard league and Hardcore league respectively when the leagues end. Characters that died in the Hardcore Delirium league were immediately moved to the permanent Standard league. The Mirror of Delirium can still appear randomly in the story maps and in Maps with the league modifier.

League mechanic

Encounter rate

Delirium Mirrors have a >8% chance to appear in a zone, from The Torched Courts in Act 5 onwards.

In Maps, Delirium Mirrors have a base 8% chance to appear in a zone.

Delirium Mirror

Randomly while players are completing the acts or running Maps, a Mirror of Delirium will spawn. They will always spawn within a close distance from the zone entrance.

Once a player passes through it, it spawns a gray mist that spreads outwards throughout the entire map, and the delirium encounter begins.

Encounter

New enemies and hazards can spawn within the mist and existing enemies can receive a Delirium modifier, making them stronger or giving them new attacks. All enemies in the mist are Delirious, giving them increased damage mitigation and damage. The further out you are in the mist, the stronger the effect.

Enemies in the mist can drop Cluster Jewel and Simulacrum Splinter (starting at maps).

As you kill enemies inside the mist, a reward bar on the bottom left will start filling up. Filling the bar will cause you to gain the reward type after the Delirium encounter, and can be filled multiple times. When the first bar reaches level 3, a second reward bar will appear, and at level 5 a third reward bar appears.

Timer

Delirium encounters only last a short period of time. After a certain period of time, the mist will stop spreading, and a countdown begins. If you step out of the mist for more than 5 seconds, the Delirium encounter will end. Any enemies outside the mist will have their Delirium modifiers removed. The encounter can also be prematurely ended by pressing a button on the bottom right (which can be key bound). Certain actions will pause or extend the time before the mist stops spreading. The mist also stops moving while there are no players in the instance.

The following will pause the mist timer:

  • During an Immortal Syndicate Research encounter
  • During an Incursion encounter
  • During a Legion Timeless Monolith encounter
  • During a Breach encounter
  • Being within range of a Blight portal
  • While in the Sacred Grove
  • While within radius of a Ritual Altar

The following will extend the mist timer:

  • Opening a Strongbox
  • Defeating a monster holding an Essence
  • Capturing a red Beast
  • Defeating an Immortal Syndicate group
  • An Abyss crack starts moving to the next direction
  • Completing a Blight encounter
  • Defeating a Metamorph
  • Defeating a Harbinger
  • Opening a Perandus chest

Delirium orbs

Delirium Orb can be applied to maps to cover the entire map in mist permanently. Each orb makes the map 20% more Delirious, and up to 5 orbs can be used in one map. Rewards will also drop each time the bar is filled, since the mist never clears up. Enemies at very high Delirious percents are extremely tough, with even normal rarity enemies becoming comparable to high tier map bosses.

Strange Voice

Starting from The Torched Courts (Act 5), a voice starts talking to the player whenever you touch a Mirror of Delirium. He has unique lines in Act zones.

Minimap

These new icons are introduced to the minimap:

Modifiers

All map and most areas have the modifiers:

  • MapDeliriumLeague

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