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10 comments   29547 views
1 Helms

Delirium

Patch 1.10 Runeword

Lem
Ist
Io


Req level: 51

3 socket  Helms

1% Chance To Cast Level 50 Delirium (morph) When Struck
6% Chance To Cast Level 14 Mind Blast When Struck
14% Chance To Cast Level 13 Terror When Struck
11% Chance To Cast Level 18 Confuse On Striking
+2 To All Skills
+261 Defense
+10 To Vitality
50% Extra Gold From Monsters
25% Better Chance of Getting Magic Items
Level 17 Attract (60 Charges)

2

Description

Delirium is a noteworthy runeword for a number of reasons. It is perhaps most famous for its Chance to Cast Delirium (morph) property, which results in the affected character taking on the form of a
Bone Fetish
. This form prevents the user from activating most skills, so this runeword may require some workarounds and careful planning if one intends to wear it during normal gameplay.

Delirium is also unique for being the only helm-slot runeword to grant a +2 to All Skills. This can be of particular interest when prebuffing or when used with Druid Pelts and Primal Helms.

Furthermore, this runeword's fairly high Chances to Cast
Mind Blast
,
Terror
, and
Confuse
- as well as its
Attract
charges - result in frequent and dramatic disruptions to enemy AI. This feature somewhat compensates for Delirium's dearth of defensive attributes.
Description by Aelanwyr
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)

20 Perfect Gems  
 3 months ago
10 Perfect Skull  
 5 months ago
1 Perfect Gems  
 6 months ago
1 Pul    9 months ago
1 Ist  
 1 year ago
1 Mal , 1 Pul   Sup  1 year ago
1 Um , 1 Pul    1 year ago
2 Ist    2 years ago
1 Mal    2 years ago
2 Key of Terror    2 years ago

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

1209
Delirium
7
User avatar

Teebling Admin

Europe PC
Delirium is a noteworthy runeword for a number of reasons. It is perhaps most famous for its Chance to Cast Delirium (morph) property, which results in the affected character taking on the form of a
Bone Fetish
. This form prevents the user from activating most skills, so this runeword may require some workarounds and careful planning if one intends to wear it during normal gameplay.

Delirium is also unique for being the only helm-slot runeword to grant a +2 to All Skills. This can be of particular interest when prebuffing or when used with Druid Pelts and Primal Helms.

Furthermore, this runeword's fairly high Chances to Cast
Mind Blast
,
Terror
, and
Confuse
- as well as its
Attract
charges - result in frequent and dramatic disruptions to enemy AI. This feature somewhat compensates for Delirium's dearth of defensive attributes.
7
The fact that this runeword grants +2 to all skills makes it particularly useful for using on class specific helms.

For example, making a Delirium in a Barbarian helm with +3
Battle Orders
, or a Druid helm with +3
Tornado
to get a whopping +5 to either skill, relatively cheaply!
7
Is the foundation for the Manic Pixie Dreamgirl type Rogue hireling, guide found here
7

 Deleted User 632

 Guest
Delirium morph
  • Duration: 60 seconds (1500 frames)
  • Walk/Run Speed: +33% (+1.32 yards per second)
  • Attack Speed: +33%
  • All Other Animations: +33% (This includes Hit Recovery, Blocking, Casting Speed etc.)
All Skills are restricted, with the exception of:
  • Attack and Unsummon
  • All Druid summoning spells
  • Werewolf
    and
    Werebear
    (using these during morph will morph you back into your 'normal' form)
  • 'Rogue' skills (see below)
Delirium facts
  • Auras: All auras can still be active during morph. These include all paladin physical point skills, plus any +aura from equipped items. All aura effects can be stacked as normal, including druid spirits, barbarian warcries,
    Enchant
    , Venom,
    Fade
    ,
    Burst of Speed
    and paladin aura effects.
  • Passive skills: Passive skills still work during morph (NB Lycantrophy does not add a life or duration bonus to Delirium morph)
  • There is no difference between a level 1 and a level 50 Delirium morph.
  • The +% bonus to animation speed affect
    Dodge
    /Avoid/
    Evade
    animation rates are set at 8 frames, no matter what.
  • Act 2 mercenary does not lose his aura if he morph. He won't use
    Jab
    , as it is restricted.
  • Act 1 mercenary unlike the other mercenaries will retain all of her previous abilities, including her respective cold and fire
    Arrows
    .
  • Act 3 mercenary can still attack, but his AI will make it awkward.
  • Act 5 mercenary can still attack, though as with all mercenaries except the rogue, he can't use
    Stun
    or
    Bash
    .
  • All of the skills in the game are restricted, including all monster skills, they will not work on mercenaries during morph. Exception mentioned above.
  • When you reach 0 hp your sent back into your human form, and have only 1 hit point left.
  • You can use town portals during morph.
  • Talking to the town healer does not deactivate morph. You can deactivate morph by switching acts, either via waypoints or by various NPC's/Portals.
  • Morphing doesn't increase or decrease your damage in any way directly.
  • During morph, your attack speed is basically set to whatever your base attack speed is normally, but with a +33% increase.
  • Chance to Cast skills still work during morph. Which means morph can activate and deactivate if hit.
  • Shadow Warrior
    still copy your selected skills, even though they're not usable.
  • You can still block during morph.
  • If you morph wielding a ranged weapon, you will do the same damage, but the effective range will be cut down to 1 i.e. you must be in melee range.
  • Frame-by-frame attacks, for example
    Fire Wall
    , can activate and deactivate morph.
Facts from Maxx Power
7

 Deleted User 632

 Guest
7
7
Give it to your merc, and it becomes the perfect tool for cow control :P
7
-
Confuse
: 18
Radius (yards): 15.3
Duration (seconds) (Normal): 44
Duration (seconds) (Nightmare): 22
Duration (seconds) (Hell): 11
Mana Cost: 13
7
-
Mind Blast
: 14
Duration (seconds): 10
Mana Cost: 15
Damage Min: 54
Damage Max: 64
Stun
Length (seconds): 4.6
% Chance to Convert: 34
7
Related skills:
-
Attract

-
Confuse

-
Mind Blast

-
Terror
7
It's not a bad
Helm
but the effect of turning to a
Bone Fetish
is a pain in the ass for most classes or even mercs (typical exception : druids and act 1 mercs).
Besides, the cost of an
Ist
rune makes this rune word not so popular because a player can easily trade an
Ist
for a
Shako
.
9

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