Delirium



Delirium is a zone-wide effect that spawns new enemies and empowers existing ones.

Encounter rate
Delirium has a 5% chance to appear in a zone, from the Torched Courts in Act 5 onwards.

In maps, the spawn rate is lowered to 4%, but each Master, league mechanic, and sextant modifier on the map increases the chance of adding a Delirium encounter to the 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 Jewels and (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 orbs 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.

Version history

 * Reduced the chance for Map Areas to contain a Delirium Mirror by approximately 20%. The chance to encounter a Zana mission containing a Delirium encounter has also been lowered by the same amount.
 * 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.


 * 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.


 * Active Legion encounters now cause Delirium mist to pause its movement during both the Frozen phase and the Combat phase (previously was just the Frozen phase).
 * Active Blight encounters now cause Delirium mist to pause its movement while you are within a large radius of Blight Portals, rather than the Ichor Pump. This is because Blight Portals can sometimes spawn very far away!


 * Delirium mist now stops moving while all players in the area are engaged in a Blight Encounter, Betrayal Research encounter, Legion Encounter, Breach or Incursion.
 * Activating or completing several time-consuming gameplay elements causes the Delirium mist to stop moving for a set amount of time based on the encounter type. The following conditions cause the Delirium mist to stop moving: an Abyss crack reaching its next location, defeating a Harbinger, defeating a Metamorph, defeating a Red Bestiary beast, defeating an Essence Rare monster, opening a Perandus chest, opening a Strongbox, completing a Blight encounter, completing a Legion encounter and defeating a Betrayal target.
 * When you fulfill the requirements for a reward for the third time in a Delirium encounter, an additional reward type is now added and its requirements automatically fulfilled for the first reward. The new reward is fulfilled in tandem with the initial reward. In addition, when you fulfill the requirements for the initial reward a fifth time, a second reward type is added (again with the requirements automatically fulfilled for the first reward). These rewards are chosen at the exclusion of each other.
 * Reduced the likelihood of receiving Generic, Weapon, Armour and Trinket reward types.
 * Delirium mist now stops moving when no players are in the instance. This should allow players to leave an area to vendor and trade items during a Delirium encounter more freely.


 * Delirium modifiers are now applied on a per-pack basis. This means that a given pack of monsters will only have a single Delirium modifier, rather than potentially having a variety of different modifiers.
 * Reduced the difficulty of Delirium monsters at each mist depth.
 * Significantly reduced the chance of Delirium modifiers appearing on monsters.


 * Introduced to the game.
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Делириум