basic knowledge
Crafting

Liquid Emotions — Amulet Instilling and Jewel Crafting

Basic KnowledgePublishedUpdated

Liquid Emotions from Delirium behave unlike any other currency. They don’t roll affixes on gear — they carve an entire Notable passive onto an amulet, or stamp a guaranteed modifier onto a jewel. Think of them less as “make a better item” and more as pulling things off the passive tree and onto your gear.

Patch 0.5 changed how you use them substantially. The old flow of right-clicking one in your inventory anywhere is gone, and an entirely new use — jewel crafting — was added. Follow an older season’s guide and you’ll be stuck at step one.

The types of Liquid Emotion

There are 26 Liquid Emotions in total, in four groups.

1. The base ten, which form a ladder — three of one reforges into the next. Each also carries a Waystone/area effect.

EmotionDeliriousSecondary effect
Diluted Liquid Ire7%20% increased Magic Monsters
Diluted Liquid Guilt9%8% increased Pack size
Diluted Liquid Greed10%8% increased Rarity of Items found
Liquid Paranoia12%15% increased Rare Monsters
Liquid Envy15%30% increased Waystones found
Liquid Disgust18%30% increased Tablets found
Liquid Despair20%30% increased Simulacrum Splinter stack size
Concentrated Liquid Fear22%Rare Monsters have 25% chance of an additional modifier
Concentrated Liquid Suffering25%Unique Monsters gain 1 additional Rare modifier
Concentrated Liquid Isolation50%none

The naming trips people up constantly: “Diluted” and “Concentrated” are not tiers. They’re permanent parts of those specific items’ names. There is no such thing as “Concentrated Liquid Ire.”

2. Potent (3)Potent Liquid Melancholy · Potent Liquid Ferocity · Potent Liquid Contempt. New in 0.5, all at 50% Delirious. They drop only from Delirious map bosses, and they carry jewel modifiers outside the normal pool plus 16 new Notables that don’t exist on the tree at all.

3. Ancient (10) — no area effect whatsoever. Their only purpose is crafting Time-Lost Jewels.

4. Ancient Potent (3) — the Potent modifiers, applied to Time-Lost Jewels.

Use 1 — Instilling a Notable onto an amulet

Every Liquid Emotion carries the line “Can be used at The Withered Willow to Instil Amulets with a Notable Passive Skill.” That’s the part 0.5 changed.

  • The location is now fixed. You used to right-click from your inventory anywhere; now you use a device at The Withered Willow, the hub to the south-west of your Atlas starting position. Elder Madox unlocks it after you defeat five Delirium map bosses.
  • Exactly three emotions, in a specific order. Order changes the result. Ire, Guilt, Ire is not the same as Guilt, Ire, Ire.
  • To find a recipe, open the passive tree in game (P), hover the Notable you want, and hold Alt — the required combination appears. There are 864 instillable passives, so use this rather than memorising lists.
  • Instilling a Notable you’ve already allocated on the tree does nothing extra. The whole point is grabbing nodes that are far away or unreachable for your build.
  • One instil per amulet; re-instilling overwrites it. Can’t be used on corrupted, mirrored, or sanctified items.

A few exceptions exist. The unique amulet Strugglescream can have 3 additional instilled modifiers. The two amulet bases from the Loathsome Mire (below) grant two instilled Notables at the cost of −1 prefix or −1 suffix. And since 0.5, some non-amulet Delirium uniques drop with the Raven-Touched modifier, which makes them instillable.

Use 2 — Jewel crafting (new in 0.5)

Added in 0.5, and in practice this is the more frequent use. Right-click the emotion, then left-click a Rare jewel. No bench required.

It behaves like a Greater Essence: it removes one random modifier and adds one guaranteed crafted modifier. Which means the “one crafted modifier per item” rule covered in Basic Currency Crafting applies here too.

The detail most people miss: the jewel’s base determines which modifier you get. It isn’t random. The same emotion gives different guaranteed modifiers on Ruby, Sapphire, and Emerald.

EmotionRubySapphireEmerald
Diluted Ire10–20% increased Armour10–20% increased maximum Energy Shield10–20% increased Evasion Rating
Diluted Guilt5–15% increased Fire Damage5–15% increased Cold Damage5–15% increased Lightning Damage
Diluted Greed5–15% increased Global Physical Damage7–13% increased Chaos Damage5–15% increased Elemental Damage
Paranoia5–15% increased Attack Damage2–4% increased Cast Speed2–4% increased Attack Speed
Envy4–6% of Mana Costs converted to Life Costs5–15% increased Spell Damage3–5% increased Cooldown Recovery Rate
Disgust5–10% increased Life RegenerationRecover 1–2% max Mana on KillRecover 1–2% max Life on Kill
DespairGain 1 Rage on Melee Hit5–15% increased Crit Chance for Spells6–16% increased Crit Chance for Attacks
Conc. Suffering+1–2 to Maximum Rage4–6% increased Area of Effect1–2% increased Movement Speed
Conc. Isolation+1% Maximum Fire Resistance+1% Maximum Cold Resistance+1% Maximum Lightning Resistance

Concentrated Isolation also works on Diamond for +1% Maximum Chaos Resistance. Concentrated Liquid Fear’s jewel modifiers are currently missing from public data, so they’re omitted here rather than guessed — check in game if you need them.

The Potent three add modifiers that don’t exist in the normal jewel pool. Two of them are the reason people chase Delirium bosses at all:

  • Potent Liquid Ferocity — as a prefix, “40–60% increased Effect of Suffixes”; as a suffix, “40–60% increased Effect of Prefixes.”
  • Potent Liquid Contempt — as a prefix, “+1 Suffix Modifier allowed”; as a suffix, “+1 Prefix Modifier allowed.”

Ancient emotions convert the same modifiers into radius-scoped versions for Time-Lost Jewels — e.g. Ancient Liquid Paranoia gives “Small Passive Skills in Radius also grant 1–2% increased Attack Damage.”