Delirium in Path of Exile 2 patch 0.5.0 is not the same old grey fog with better loot stapled onto it.
That is the first thing to understand.
Patch 0.5.0 did not merely adjust Delirium numbers. It turned the mechanic into a proper endgame loop: you step through the mirror, push the fog, collect Distilled Emotions, build toward Simulacrum, progress the Delirium Atlas tree, and eventually get pulled toward Tangmazu, the boss sitting at the end of the madness.
It is cleaner now. Meaner, too.
And if your build is pretending to be ready, Delirium will find out very quickly.
Recent updates around Path of Exile 2 0.5.1 also matter here. Patch 0.5.1 added more Atlas Passive Skills, a new Lineage Support Gem, Elemental Passive Skills, and bug fixes, while GGG’s own notes mention fixes affecting Simulacrum completion issues. That means Delirium strategy is still settling, especially around Atlas investment and Simulacrum reliability.
This guide focuses on strategy, not just definitions. We will cover the fog, shards, Grand Mirrors, Simulacrum, Distilled Emotions, Atlas priorities, and Tangmazu. I will also mention where buying power helps — for example, players who need gearing resources can Buy PoE 2 Currency on U4GM.com — but with an important boundary: currency can fix your gear, not your decision-making.
And Delirium is mostly decision-making.

The latest important context is that Path of Exile 2’s 0.5.0 update, Return of the Ancients, reworked major endgame systems, including Delirium. The mechanic now has clearer progression, stronger narrative framing, and more structured goals. Delirium is no longer just “touch mirror, chase fog, hope for drops.” It is tied to named progression, Elder Madox, the Withered Willow hub, Grand Mirrors, Trial of Madness, Simulacrum, and Tangmazu.
Then came 0.5.1, which added Atlas Passive Skills and included multiple fixes. One particularly relevant official note mentions a fix for an issue where Simulacrum could spawn monsters from other sources, preventing normal completion. That is not a tiny detail if you are investing time and splinters into Simulacrum runs.
Here is the practical version:
| Recent Update | Why Delirium Players Should Care |
|---|---|
| 0.5.0 reworked Delirium into a structured endgame loop | You now farm toward bosses and progression, not only fog rewards. |
| Delirium has clearer progress tracking and revised Simulacrum elements | You can make better push-or-leave decisions during runs. |
| 0.5.1 added Atlas Passive Skills and fixes | Atlas pathing and endgame farming routes may shift as players optimize. |
| Simulacrum completion bug fix noted by GGG | Simulacrum farming should be more reliable after the fix. |
So if you are returning after an earlier version, do not rely on old habits. They will get you killed, or worse, they will waste your maps.
Delirium begins when you enter a map containing a Delirium Mirror. The mirror usually appears near your spawn. Step through it and the map fills with fog.
That fog changes the rules.
Enemies become more dangerous. They take less damage. More monsters appear. The reward bar starts to matter. The map becomes a race between your build’s ability to keep moving and the fog’s ability to bury you under pressure.
There is also a progression bar at the bottom of the screen. Do not treat it like decoration. It tells you how deep you are in the encounter and how much time or pressure you are working with.
The mechanic is simple enough to understand in one sentence:
Delirium rewards you for moving forward aggressively, but punishes you for pretending your build is stronger than it is.
That is the whole thing, really.
The fog wants you greedy. The best players are greedy only on purpose.
In 0.5.0, Delirium has a much clearer structure. You are not just doing isolated fog events. You are climbing a progression chain.
| Stage | What Happens | Strategic Goal |
|---|---|---|
| Delirium Mirror | You step through and start the fog encounter | Push forward without breaking map rhythm |
| Mirror Shards / Fractured Mirrors | Optional difficulty and reward spikes appear | Take them only if your build can survive the added pressure |
| Grand Mirror | Completing Delirium Mirrors can spawn a boss-duplicating Grand Mirror | Prepare for a double boss fight |
| Trial of Madness | Unlocked after Grand Mirror progression | Push Deliriousness toward Simulacrum access |
| Simulacrum | 15-wave Delirium arena using 300 splinters | Survive escalating modifiers and bosses |
| Raven’s Shard / Tangmazu Access | Continued progression opens the pinnacle encounter | Fight Tangmazu and the empowered reflected boss |
| Delirium Atlas Tree | Earn points from Delirium-afflicted maps and Simulacrum clears | Specialize into rewards, drops, and harder content |
This is why Delirium now asks more from your character.
A pure mapper can farm fog for a while.
A pure bosser can kill hard targets.
But a good Delirium character needs both.
You need speed for the fog and damage for the bosses. You need enough defense to survive mistakes, but not so much sluggishness that the fog leaves you behind.
That balance is the hard part.
The fog expands as you move away from the mirror’s starting point. In theory, this encourages movement. In practice, it exposes every bad habit you have.
If you stop to loot every rare item, you lose rhythm.
If you chase one monster into a side room, you lose rhythm.
If you backtrack for a shard without thinking, you lose rhythm.
If you fight a rare for thirty seconds because your ego got involved, you lose rhythm.
And once Delirium rhythm breaks, the run starts feeling ugly.
A good run feels almost boring at first.
You step through the mirror.
You pick a direction.
You move forward.
You kill dense packs.
You skip scraps.
You interact with valuable mechanics only when they are on your route.
You do not turn a clean map into a personal argument with every rare monster.
That is how you make Delirium profitable.
A bad run is usually not one huge mistake. It is a chain of small ones.
You click a Red shard too early.
You enter a sealed arena with weak flask uptime.
You survive, barely.
Then you chase a Purple shard.
Now enemies are stronger.
Then a rare spawns near a Fractured Mirror.
Now the fog is still moving and you are standing still.
Five seconds later, you are dead and blaming the mechanic.
Sometimes the mechanic is unfair. Sure.
But often you gave it permission.
Delirium now includes mirror shard decisions that change the pressure of a run. The important question is not “Should I click them?” It is “Can I afford what happens after I click them?”
| Mechanic | What It Does | When to Use It |
|---|---|---|
| Purple Shard | Shattering it makes enemies stronger but improves loot quality and quantity | Use when your build is stable and killing quickly |
| Red Shard | Sends you into a sealed Delirium arena packed with enemies | Use when you have recovery, cooldowns, and space to survive |
| Fractured Mirror | Spawns additional Delirium waves when approached | Usually worth it if it is on your route and not in a deadly position |
The Purple shard is a confidence check.
The Red shard is a positioning check.
The Fractured Mirror is a greed check.
That is how I would think about them. Not as objects. As questions.
If your build answers “yes,” take the reward. If it answers “maybe,” be careful. If it answers “absolutely not,” keep moving.
There is no shame in leaving danger behind. There is shame in dying to prove a point to a mirror shard.
You will naturally see Delirium encounters while mapping. Maps with Delirium encounters are marked with a black-and-white mirror icon on the Atlas tooltip.
If you want a more deliberate approach, you can use a Delirium Precursor Tablet in a Lost Tower. The tablet’s implicit modifier determines how many nearby waystones become infected, while explicit modifiers apply to uncompleted maps within the tower radius.
That matters because Delirium is not equally good everywhere.
You want to infect maps you actually want to run. Linear layouts, good density, and clean boss routes are better than awkward maze maps where the fog makes you hate your choices.
You can also instill a Waystone directly with a Distilled Emotion to add Delirium layers. But there is a boundary here: this does not stack with a Delirium Mirror.
So do not waste both.
That kind of mistake hurts because it feels small, but Delirium farming is built from small margins. Save resources where the game does not reward you for spending them.
Here is one of those details that saves people hours:
Simulacrum Splinters only drop from Tier 11+ Waystones.
If you are farming lower-tier maps and expecting Simulacrum Splinters, you are not unlucky. You are in the wrong place.
That is the kind of information that should change your farming plan immediately.
| Your Goal | Minimum Practical Setup |
|---|---|
| Learn Delirium fog | Any comfortable map tier |
| Farm Distilled Emotions casually | Delirium maps you can clear consistently |
| Farm Simulacrum Splinters | Tier 11+ Waystones |
| Push Trial of Madness seriously | Build must handle Deliriousness scaling |
| Prepare for Tangmazu | Strong mapping plus reliable boss damage |
This is also where buying currency can make sense. If your build can almost handle Tier 11+ Delirium but lacks a key weapon, defensive upgrade, or resistance fix, you can Buy PoE 2 Currency on U4GM.com and speed up the gearing process.
Just do not confuse “I bought better gear” with “I am ready for 200% Deliriousness.”
Those are different things.
The 0.5.0 Delirium questline gives the mechanic more personality.
After the Journey’s End events where Tangmazu is released, your next Delirium Mirror encounter can trigger a meeting with Elder Madox. Madox is trapped inside a delusion and pulls you into the new Delirium progression structure.
From there, you move toward the Withered Willow, a hub surrounded by Delirium-afflicted maps. This becomes your base for the loop. It gives the mechanic a sense of place, which Delirium badly needed.
Then come Grand Mirrors.
Completing Delirium Mirrors can spawn a Grand Mirror on a nearby Atlas map. A Grand Mirror duplicates the map boss, forcing you into a double-boss situation. You need to kill both bosses to unlock the Trial of Madness.
This is the point where Delirium stops being only a clear-speed mechanic.
If your build has beautiful AoE but embarrassing single-target damage, Grand Mirrors will expose it.
| Problem | Why It Happens | Better Choice |
|---|---|---|
| You kill packs easily but fail the double boss | Your build is over-specialized for mapping | Add single-target support or swap setup |
| The reflected boss overwhelms you | You entered with poor resources or bad positioning | Clear around the arena and enter prepared |
| The fight takes too long | Boss damage is too low | Upgrade weapon, gems, or damage scaling |
| You die near the end | Greeding damage windows | Play the last 20% slower, not faster |
The Grand Mirror is not just a gate. It is a warning.
If you barely survive it, Simulacrum will probably be worse.
After Grand Mirror progression, you enter the Trial of Madness structure. Fog spreads across the Atlas from a chosen map. Every Delirious map starts at 10% Deliriousness.
Killing Rare monsters and map bosses pushes that number upward. The key breakpoint is 100% Deliriousness, which unlocks a locked Simulacrum. You can push further, up to 200% Deliriousness.
Should you?
Maybe.
But probably not immediately.
| Deliriousness | What It Means | Who Should Push It |
|---|---|---|
| 10% | Entry-level pressure | Anyone learning the system |
| 50% | Noticeable danger and better reward potential | Builds with stable defenses |
| 100% | Simulacrum unlock target | Players progressing seriously |
| 150% | High pressure, high punishment | Optimized builds |
| 200% | Extreme greed territory | Players who know exactly what they are doing |
The biggest mistake is treating 200% like a goal instead of a choice.
It is not mandatory.
It is not proof of skill.
It is a trade: danger for reward.
If your clear slows too much or deaths start appearing, the profit may be worse than a cleaner lower-percentage run.
Delirium has always understood greed better than players do.
To enter Simulacrum, collect 300 Simulacrum Splinters and place them in the Realmgate.
Then you survive 15 waves.
That sounds simple. It is not.
Each wave escalates enemy pressure and can apply rotating negative modifiers. After each wave, loot drops. You need to stash it before clicking the NPC to begin the next wave, because if you start the next wave carelessly, the previous loot can disappear.
This sounds like something no one would forget.
People forget it anyway.
| Wave Range | What Usually Matters | How to Play |
|---|---|---|
| 1–4 | Establish rhythm | Save major cooldowns unless needed |
| 5+ | Bosses like Omniphobia and Kosis can appear | Treat every wave as potentially lethal |
| Middle waves | Modifiers start stacking pressure | Kill dangerous rares before they control the arena |
| Late waves | Damage, defense, and recovery are all tested | Stop looting greedily; survive first |
| Wave 15 | Full build check | Use burst carefully and do not panic |
| Boss | Where | Threat Level | Practical Advice |
|---|---|---|---|
| Omniphobia | Simulacrum wave 5+ | Moderate | Manageable if you keep moving and avoid sloppy positioning |
| Kosis | Simulacrum wave 5+ | High | A real DPS and survival check; weak single-target builds suffer badly |
Omniphobia is the appetizer.
Kosis is the point where the game asks whether your build has been lying on its résumé.
If Kosis takes forever to kill, do not keep throwing Simulacrum attempts into the fire. Fix your damage. Fix your recovery. Then come back.
The Simulacrum removes corpses.
That matters a lot.
If your build depends heavily on corpse interactions, on-kill loops, or corpse-based recovery, test carefully before committing. Some builds that feel smooth in maps become awkward or broken in Simulacrum because the environment denies a core part of their engine.
This is why Simulacrum should not be judged by map performance alone.
A build can be good in fog maps and still feel wrong in the arena.
That is not a contradiction. It is a different test.
Completing all 15 waves grants 2 Delirium Passive Skill points and a Simulacrum-exclusive unique item.
A full run can also produce a large number of Distilled Emotions. Based on the provided Delirium data, a full 15-wave Simulacrum commonly yields 70+ Distilled Emotion drops, though actual results can vary depending on difficulty and modifiers.
Higher Simulacrum difficulties can bias drops toward specific uniques. For example, if you are chasing something like Melting Maelstrom, difficulty 3 or 4 may be more attractive. Lower difficulties, meanwhile, give more comfortable repeat attempts with less heartbreak.
That is the trade.
| Difficulty Choice | Best For | Reason |
|---|---|---|
| Lower difficulty | Learning and consistent farming | More attempts, fewer failed runs |
| Mid difficulty | Balanced farming | Better rewards without extreme risk |
| Higher difficulty | Targeting specific high-value uniques | More pressure, more heartbreak |
| Max greed | Strong, optimized builds | Only worth it if failures are rare |
The best difficulty is not the highest one you can enter.
It is the highest one you can clear reliably.
Everything in Delirium eventually points toward Distilled Emotions.
They drop from fog enemies, Simulacrum waves, and bosses. They are used for crafting, amulet anointments, Waystone Delirium layers, and later, Potent variants can unlock modifiers unavailable through other crafting paths.
That is why they matter.
Not because they are another collectible. Because they create choices.
| Use | Why You Choose It |
|---|---|
| Amulet Notable anointments | You can place a passive-tree Notable onto your amulet, which can be build-defining |
| Jewel crafting | Useful for targeted upgrades and specialized builds |
| Waystone Delirium layers | Adds difficulty and density when you want to farm harder maps |
| Trading | Valuable if your build does not need the specific Emotion |
| Potent variants | Post-quest progression can open unique modifier access |
| Distilled Emotion | Typical Role |
|---|---|
| Despair, Fear, Suffering, Isolation | Rarer options often tied to amulet Notables and jewel crafting |
| Greed, Guilt, Ire, Paranoia | Commoner options often used for Waystone modifiers and jewel prefixes |
| Disgust, Envy | Mid-tier options used across multiple applications |
The mistake is using a valuable Emotion because you are excited.
Do not do that.
Use Distilled Emotions on good bases. If you are anointing an amulet, make sure the amulet deserves it. If you are adding Delirium layers to a Waystone, make sure the map layout and modifiers deserve it.
A bad base with a good anoint is still a bad decision wearing jewelry.
You earn Delirium Atlas passive points by completing Delirium-afflicted maps. Simulacrum clears also grant points, with higher difficulty required as you pursue more Notable progression.
In 0.5.0, the Delirium Atlas tree was significantly restructured, and 0.5.1’s broader Atlas Passive additions make it even more important to think before clicking.
The best early Delirium Atlas choices are the ones that increase reward consistency without making your build collapse.
| Notable | Why It Is Valuable |
|---|---|
| You Can’t Just Wake Up From This One | Increases rewards with relatively low drawback pressure |
| Get Out Of My Head! | Improves Distilled Emotion drop opportunities, which supports both crafting and trade |
| They’re Coming To Get You | Improves overall encounter yield without directly sabotaging your damage flow |
The reason these are good is simple: they improve the thing you came for — rewards — without immediately turning every map into a punishment chamber.
Other notables may be strong, but read them carefully.
Some Delirium passives are not “bad.” They are bad for a build that is not ready.
That distinction matters.
Tangmazu is the architect behind this mess.
In the Delirium pinnacle encounter, Tangmazu appears alongside a reflected and empowered version of the map’s own boss. This is not subtle design. The game is telling you that Delirium is both a boss fight and a mirror fight. You are fighting the encounter, the boss, and your own build’s weaknesses at the same time.
The reward can include the Voices unique jewel, which is one of the major reasons serious players push this content.
But do not walk into Tangmazu with a pure mapping setup and optimism.
Optimism is not mitigation.
| Requirement | Why It Matters |
|---|---|
| Single-target damage | You must kill Tangmazu and the empowered reflected boss before the fight becomes unmanageable |
| Recovery | Small mistakes can stack into death if you cannot recover quickly |
| Mobility | Delirium boss pressure often punishes stationary play |
| Defensive layers | Raw life alone is rarely enough |
| Visual discipline | Fog, boss effects, and reflections can hide danger |
| Patience | Greeding damage windows gets players killed near the end |
Your first attempt should not be about proving you can win.
It should be about learning what the fight is asking.
Watch the reflected boss. Watch Tangmazu. Notice which attacks force movement. Notice whether you are dying to burst, attrition, bad positioning, or slow damage. Those are different problems with different solutions.
If you die and immediately re-enter without changing anything, you are not progressing.
You are donating attempts.
Use this rule:
If you cannot explain why you died, you are not ready to spend another expensive attempt.
Take a breath. Change gear. Change flasks. Adjust supports. Review the pattern. Then go again.
That is how serious bossing works.
The best Delirium builds are not necessarily the flashiest. They are the builds that keep working when the screen gets worse.
That means they need a blend of clear speed, survival, and boss damage.
| Build Trait | Why It Matters in Delirium |
|---|---|
| Fast movement | Fog rewards forward pressure |
| Strong AoE | Dense packs are your main reward source |
| Good single-target | Grand Mirrors, Kosis, and Tangmazu demand it |
| Reliable recovery | Delirium pressure comes repeatedly, not politely |
| Crowd-control protection | Getting slowed or stunned in fog can end the run |
| Damage uptime while moving | Stationary builds often lose value or die |
A build that clears fast but dies every third map is not efficient. It is just dramatic.
A build that survives everything but kills too slowly is also not efficient. It is safe, but poor.
Delirium rewards the middle ground: fast enough, tough enough, disciplined enough.
Here is a practical farming plan.
Do not begin by juicing everything. Run Delirium on maps where your build already feels strong.
The goal is to learn:
Once your build is stable, move into T11+ Waystones to farm Simulacrum Splinters.
Do not waste low-tier maps expecting splinters.
That mistake is avoidable.
Use Distilled Emotions on Waystones only when the map is worth investing in.
A good Waystone target has:
| Map Quality | Reason |
|---|---|
| Clean layout | Fog movement stays smooth |
| High density | Better reward conversion |
| Manageable modifiers | Avoid stacking danger you cannot handle |
| Reachable boss | Better Grand Mirror and progression value |
If your maps are messy, Simulacrum will be worse.
Wait until you can handle dense Delirium content with few deaths. Then enter.
Tangmazu is not just another mapping target. Swap supports if needed. Upgrade boss damage. Fix defenses. Bring the right setup.
Do not let pride decide your build.
There is a reasonable place for trading and currency buying in this loop.
If you need faster gearing, you can Buy PoE 2 Currency on U4GM.com to help purchase upgrades for Delirium, Simulacrum, or Tangmazu preparation.
That can be useful for:
| Upgrade | Why It Helps |
|---|---|
| Better weapon | Speeds up rare, boss, and Kosis kills |
| Defensive gear | Reduces random fog deaths |
| Resistance fixes | Makes mapping and bossing more consistent |
| Movement upgrades | Improves fog control |
| Build-enabling uniques | Can unlock a stronger farming setup |
| Gem/support improvements | Helps both clear and single-target |
But keep the boundary clear.
Currency helps you buy tools. It does not teach you when to click Red shards. It does not tell you when to abandon a bad fog route. It does not stop you from starting the next Simulacrum wave before stashing loot.
Buy power if you want.
Then play better.
Both matter.
Here is a practical framework you can use in every Delirium map. It is not official. It is not pulled from a tooltip. It is a decision system built around how Delirium actually punishes players.
Before pushing deeper, ask three questions:
| Question | If Yes | If No |
|---|---|---|
| Am I still moving forward? | Keep pushing | Stop chasing side content |
| Are rares dying quickly? | Increase greed slightly | Avoid shards and harder pulls |
| Is my recovery stable? | Continue | Leave or slow down immediately |
If all three are yes, you have permission to push.
If two are yes, push carefully.
If one is yes, finish safely.
If none are yes, leave.
This is verifiable because you can test it yourself. Track ten maps where you obey the rule and ten maps where you ignore it. Record deaths, time spent, and rewards.
Most players will notice the same thing: their worst Delirium runs were not unlucky. They were undisciplined.
That stings a little.
Good. It should.
| Mistake | Why It Hurts | Better Choice |
|---|---|---|
| Full-clearing during fog | Backtracking destroys momentum | Follow density forward |
| Clicking every shard | Some difficulty spikes are not worth it | Click only when your build is stable |
| Farming under T11 for splinters | Splinters do not drop there | Move to T11+ Waystones |
| Running Simulacrum too early | Arena pressure exposes weak builds | Test in harder Delirium maps first |
| Ignoring single-target damage | Grand Mirrors, Kosis, and Tangmazu punish you | Add bossing support or gear |
| Starting next Simulacrum wave too fast | Loot can be deleted | Stash after every wave |
| Using Distilled Emotions on bad bases | Wastes valuable crafting currency | Save them for meaningful upgrades |
The most expensive mistake is not dying.
It is refusing to learn why you died.
Use this before serious Delirium farming.
| Check | Done |
|---|---|
| I know whether this map layout is good for fog movement | ☐ |
| My loot filter is strict enough | ☐ |
| I am not expecting splinters below T11 | ☐ |
| I know whether I am farming rewards, quest progress, or Tangmazu access | ☐ |
| I can kill rares quickly enough | ☐ |
| I have enough single-target for Grand Mirrors | ☐ |
| I will stash Simulacrum loot after every wave | ☐ |
| I will not push 200% Deliriousness just because it exists | ☐ |
That last one is important.
A lot of players do not lose to Delirium.
They lose to the idea of what they think they should be able to do.
PoE 2 Delirium in 0.5.0 is one of the better endgame loops because it keeps asking you to make choices.
Do you click the shard?
Do you keep pushing?
Do you leave the rare behind?
Do you scale the Waystone?
Do you enter Simulacrum now or wait?
Do you fight Tangmazu with your current build, or fix the obvious weakness first?
There is no single correct answer for every character.
That is the point.
If your build is strong, Delirium becomes one of the most rewarding systems in the game. If your build is almost strong, it becomes a teacher. If your build is weak and you refuse to admit it, Delirium becomes a wall.
So respect the fog.
Farm T11+ when you need splinters. Use Distilled Emotions on items that deserve them. Take Atlas passives that match your actual build, not someone else’s showcase. Stash your Simulacrum loot. Prepare seriously for Tangmazu.
And if gearing is the bottleneck, you can Buy PoE 2 Currency on U4GM.com to speed up the process.
Just remember: the fog does not care how expensive your gear is if you stand still in the wrong place.