Path of Exile 2 Patch Notes 0.5.3: fixing Delirium, Breach and Abyss

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Article de Kami

0.5.3: The Stabilization Patch That Repairs Delirium, Breach and Abyss

Published on June 24 by Grinding Gear Games, patch 0.5.3 is the shortest of the season: 100 lines, against 759 for the full notes of May's expansion. Its territory isn't new, that's exactly what it fixes. 41 of the 100 lines retouch the three end-game mechanics most reshaped by 0.5.0 (Delirium, Abyss and Breach), and 35 more are pure bug fixing. The note's only real new content is a rework of the Grand Expedition chest system.

Version 0.5.3 Date 2026-06-24
  • THE HEADLINE CHANGEOut of 100 lines, 41 retouch Delirium (17), Abyss (13) and Breach (11): this patch fixes what May's big expansion got wrong rather than adding new content. The 35 bug-fix lines alone make up more than a third of the patch.
  • A BUG, ADMITTEDDelirium Simulacrums never scaled past 100% Deliriousness the way they were designed to: Grinding Gear Games admits it in black and white, and now makes them start straight at 100%, capped at 200%.
  • GRAND EXPEDITIONS REWORKEDBasic Weapon and Armour chests disappear from Grand Expeditions in favor of Currency items, Uniques and Waystones, with 15 Explosives to place instead of 20 to tighten the encounter.
  • FARMING DISCOURAGEDReplaying an already-completed Map now earns 50% less Experience, on top of the existing penalty on loot: a clear push to vary your Maps rather than repeat the same one.

Official patch notes published by Grinding Gear Games on June 24, 2026, on the official forum thread for the 0.5.3 patch notes. Official GGG patch notes

▲ Buff for the player ▼ Nerf for the player ◆ Neutral change (rework, replacement)

Table of contents

🐺 World

🏆 League

Runes of Aldur Changes

9

The note reworks Grand Expeditions in depth: basic Weapon and Armour chests disappear in favor of Currency items, Uniques and Waystones, and the number of placeable Explosives drops from 20 to 15 to tighten the encounter. Runic Monster modifiers see their rewards doubled in most cases, and Runeforging high-level Armour now loses about 20% less Defences than before, with already-Runeforged items automatically updated to the new values. Transcendent Alloy becomes usable on Foci and Wands again, and Styrn now always drops his Expedition Logbook.

Fixes and additions

  • The maximum number of Remnants in a Grand Expedition now increases per Waystone Tier, with the highest number of Remnants possible to be found in Tier 15+ Maps.
  • Grand Expedition chests have been greatly improved:
  • All the basic Weapon and Armour chests have been removed. Now you should find an abundance of Chests which drop Currency, Unique Items and Waystones. Additonally there are now mysterious chests that drop regular items and trinket chests both of which drop items with a very high Rarity bonus.
  • You can now place 15 Explosives (from 20) in a Grand Expedition to reduce the length of the encounter, combined with the higher value chests and increased number of Remnants your decisions will also be more important.
  • Styrn, Fallen Knight of Aldur in the Tomb of the Fallen Knight now always drops an Expedition Logbook.
  • The Runic Modifiers on Monsters granted by Runic Inscriptions now improve the rewards of the Monsters more significantly. These have in most cases been doubled, in some cases significantly more.
  • Transcendent Alloy can once again be applied to Foci and Wands, granting the same effects as when applied to Staves but at lower values.
  • Lowered the amount of defences lost when Runeforging high level non-Unique Armour base types by approximately 20%, the amount of Runic Ward gained remains the same. Existing items will be automatically updated to the new higher values.
  • Improved the performance of Fragments of the Past's mortar explosion effect and reduced the amount of blur used by the effect.

🌌 Endgame Overhaul

Endgame Changes

2

Only two lines, but the first one weighs heavily on repeat farming: replaying an already-completed Map now earns 50% less Experience, a penalty stacked on top of the one already hitting item rewards. The second is more of a footnote: Followers of the King in the Mists have taken up residence in the maze of the Crux of Nothingness, and try to kill the player attempting to escape it.

Fixes and additions

  • Previously attempted Maps now additionally have 50% reduced Experience earned on top of the already penalised Item Rewards.
  • Followers of the King in the Mists have taken up residence within the maze in the Crux of Nothingness, and aim to kill you as you try to escape the maze.

Delirium Changes

17

The note's biggest section behind the bug fixes: 17 lines that overhaul Delirium's pacing in depth. The most notable point is an admission: Simulacrums never scaled past 100% Deliriousness the way they were designed to, they now start straight at 100% and can climb to 200%. Delirium Fog's progression is halved for early end-game, offset by a bonus that grows with the number of Delirium Tablets used at once: with three Tablets, you land back on the pre-change value. The toughness of normal and magic enemies in Delirium is halved a second time to match that of rare enemies, and three long-standing bugs are fixed, including normal Shards no longer spawning past 150% depth.

What changes

  • Simulacrum Maps are no longer spawned immediately when spreading Delirium fog on the Atlas. Instead, they are now spawned when reaching 100% Deliriousness in the fog bank.
  • The Are you sure you want to do that? Notable Delirium Atlas Passive Skill no longer grants Tablets have double Effect in areas with a Grand Mirror, instead now granting Areas with Grand Mirrors also have a Delirium Mirror. It also now provides 20% chance Shards within Simulacrums allow multiple selections.

Fixes and additions

  • Simulacrums now start at 100% Delirious, scaling up to 200%. This was previously intended to be 0% scaling up to 100%, but was actually not working at all.
  • Maps with Fog on the Atlas now have their special Mirror Shards shown on the Delirium Progress bar, with a player distance indicator and slight visual changes to indicate the player is in fog anywhere in the map. This is purely a visual change.
  • The You can't just wake up from this one Notable Delirium Passive Skill now also provides Simulacrums now spawn Shards between Waves, allowing a single selection:
  • Escalating Threats: Adds an additional Modifier to the area. These modifiers generally add danger and reward.
  • Apex Predators: Adds an additional Boss to the Encounter.
  • Pure Emotions: Adds additional monster packs to the encounter.
  • The You thought you were free? Notable Delirium Passive Skill has had its wording updated to 25% chance an additional Simulacrum is transformed when Delirium Fog reaches 100% Deliriousness. This change is just to reflect the overall changed functionality and will result in the same number of Simulacrums.
  • The scaling of Delirium Fog has been halved to make Delirium not as difficult when encountering it early in the Endgame. To make up for this, Delirium Tablets now scale the effect of the Delirium Fog when using multiple Tablets, including Maps with Grand Mirrors or those within Fog Banks. When using three Delirium Tablets the scaling will be at its previous value.
  • Improved Delirium Pure Escalation shards, these will now enhance all normal shards to release Pure Emotion Delirium Monster packs, as opposed to just the special Shards that were on the Bar. You can now also see when these shards are enhanced as they are imbued with a purple glassy energy.
  • Added additional Monsters to the Loathsome Mire.
  • Summoning Circle encounters now pause Delirium Fog. It is paused when starting the encounter, and paused again when defeating the boss spawned by the Summoning Circle.
  • Further reduced the toughness scaling on specifically Normal and Magic Monsters in Delirium to be identical to Rares.
  • Fixed a bug preventing normal Shards spawning above 150% Delirious depth. This accounted for at least thirty packs of monsters.
  • Fixed a bug that prevented Delirium Elites from spawning as Rares or Magic Monsters.
  • Fixed an issue where Delirium fog would sometimes not spread to the correct number of Maps.

Breach Changes

11

The Breach Stronghold grows in size on the infinite Atlas to get closer to the one found near the Ziggurat, and consuming Breach Fruits in bulk becomes bearable thanks to a Ctrl+Click that hands them over automatically one at a time. Two modifiers drop from the pool, the one affecting Ailith's Skill damage and the one boosting the chance to find a specific Wombgift, replaced by new ones: every Monster spawned in Breach Hives is now at least magic, and Ailith can create three new skills (Dreamer's Sight, Otherworldly Nemesis, Xesht's Fervour), on top of an existing skill that now summons two packs of magic Monsters instead of a small handful.

Fixes and additions

  • Increased the number of Maps that spawn in Breach Strongholds. The size of the Stronghold in the infinite Atlas should now be approximately the same size as the one encountered near the Ziggurat.
  • Improved the user experience when consuming Breach Fruits in large quantities. You can now Ctrl+Click the button that normally births a Wombgift to activate the cursor into a mode where you can rapidly click all the Wombgifts in your inventory and drop the items.
  • Adjusted the Modifiers that are applied to Maps in a Breach Stronghold when using an additional Breachstone with the Tear Open the Rift Breach Atlas Passive Skill:
  • The Modifier to Ailith Skill Damage can no longer roll.
  • Modifiers to the chance to find specific Wombgift types can no longer roll.
  • Added the following new Modifiers:
  • All Monsters spawned in Breach Hives are at least Magic.
  • Ailith can create Dreamer's Sight. A new skill which creates a zone that upgrades the Rarity of Monsters that enter it.
  • Ailith can create Otherworldly Nemesis. A new skill which adds an additional Pack with a Rare Monster to the start of each wave.
  • Ailith can create Xesht's Fervour. A new skill which increases the Effectiveness of all monsters spawned in the Breach Hive.
  • Additionally the Ailith Skill which previously spawned a small amount of Magic Monsters now adds 2 Packs of Magic Monsters to the start of each wave.

Abyss Changes

13

Conquering the Vessel of Kulemak, killing Tasgul or Vandroth, or clearing the final Large Abyssal Trove in the Abyssal Depths now guarantees loot in Desecrated Currency items. The Grip of Kulemak Unique Ring gains 13 new Abyssal Wasting modifiers, while several of its older modifiers are merged or removed: existing items can be updated with a Divine Orb to pick up the new values. One staff suffix gets a straight buff, Amanamu's Block Chance modifier climbing from 12-16% to 20-25%, and two brand-new modifiers appear, a suffix and a prefix, while the Unique Staff The Unborn Lich loses the Spirit cost on its signature skill.

What changes

  • The His Grave Command Skill granted by The Unborn Lich Unique Staff no longer has a Spirit cost (previously a percentage based Spirit Reservation similar to Tame Beast). Quality on His Grave Command now grants 0-20% more Minion Life (previously 0-20% increased Reservation Efficiency).

Fixes and additions

  • Conquering the Vessel of Kulemak now has a chance to drop Ancient Jawbones, Ancient Ribs and Ancient Collarbones.
  • Tasgul, Swallower of Light will now always drop Desecrated Currency.
  • Vandroth, Blackblooded Enslaver will now always drop Desecrated Currency.
  • The final Large Abyssal Trove in Abyssal Depths will now always contain Desecrated Currency.
  • Improved the visuals of the Abyss Strongboxes.
  • The Close to the Surface Abyss Atlas Passive Skill now additionally has Abyss Tablets also grant Abyssal Depths 25% increased chance for Monsters to have Abyssal Modifiers, 25% Abyss Tablets also grant Abyssal Depths increased chance for Monsters to have Lichborn Modifiers, and Abyss Tablets also grant Abyssal Depths 4% increased Pack Size.
  • Added 13 new Abyssal Wasting Modifiers for the Grip of Kulemak Unique Ring.
  • The 'of Amanamu' Staff Suffix Modifier granting +12-16% to Block Chance now grants +20-25% to Block Chance.
  • Added a new 'of Kurgal' Staff Suffix Modifier granting +3-4 Maximum Stacks of Puppetmaster.
  • Added a new 'Amanamu's' Staff Prefix Modifier granting Gain 40-50% of Damage as Extra Chaos Damage.
  • Many of the Grip of Kulemak Desecrated Modifiers have been combined into a single Modifier, increased numerically, or disabled. Existing items can be updated using a Divine Orb to receive the new values, however new Modifiers will only generate on new versions of the item.
  • Fixed a bug where Abyssal Depths areas sometimes did not contain a Rare Monster with an Abyss modifier at the end of the area.

🐺 World

Temple Changes

2

Only two lines, but both reorganize how Temple Currency is obtained rather than adding or removing any. The "Offerings to the Queen" Notable trades its bonus loot chances for automatically corrupting a rare or unique Monster whenever Vaal Beacons are activated, keeping the Temple as the real source of Temple Currency. The frequency of Atziri's Temple Biome Restricted Rooms is reduced, but combined with the "Royal Prerogative" Notable, it now guarantees a net positive number of uses.

What changes

  • The Offerings to the Queen Notable Temple Atlas Passive Skill no longer provides 50% chance Rare Vaal Beacon chests contain an additional random Temple Currency Item, or 25% chance Vaal Beacon Unique Monsters drop an additional random Temple Currency. Instead, it now provides a Rare or Unique Monster in the Area is Corrupted when Vaal Beacons are activated. This change is to ensure the Temple is the source of Temple Currency, while providing a new mechanism for players to interact with Monsters outside of the Temple.

Fixes and additions

  • Reduced the frequency of Atziri's Temple Biome Restricted Rooms enabled by the Secrets of the Ancients Notable Temple Atlas Passive Skill. This combined with the Royal Prerogative Notable now always results in a net positive number of Restricted Room uses.

🔧 Misc

General Changes

1

The section opens with GGG's own framing for the whole patch: a wide range of end-game improvements meant to make investment feel more rewarding across the board, improve scaling for late-game players, and give each mechanic clearer risk-and-reward opportunities. It's a summary line rather than a specific change, and the real substance follows in the sections below.

Fixes and additions

  • This patch contains a wide range of improvements to the endgame, making investment feel more rewarding across the board, improving scaling for late game players, and ensuring that each mechanic has clearer opportunities for risk and reward.

General Changes and Improvements

10

Ten lines of quality-of-life and minor tweaks: Build Planner files can now show a clickable link to a description page, currently limited to a whitelist of allowed domains, the search box in the Currency Exchange now gets focus by default, and the "Staunch Deflection" Notable grants Deflection Rating equal to 8% of Evasion Rating. Rogue Exiles no longer drop Corrupted items, and the damage of three skills in the Geonor boss fight (Moonbeam, and Reverse Cleave across both versions of the fight) is reduced. The rest adjusts minor comforts: Act 2 navigation hints, improved ground-targeting against Zalmarath, the Colossus, and various improvements to The Market UI on controller.

Fixes and additions

  • Build Planner files can now contain a "link" field, which will present a button for users to click on the build description info. Currently only a subset of domains are whitelisted to appear in the client.
  • When opening the "I Want" or "I Have" currency selectors in the Currency Exchange, the search box will now have immediate focus when using Mouse and Keyboard.
  • The Staunch Deflection Notable Passive Skill now additionally grants Gain Deflection Rating equal to 8% of Evasion Rating.
  • Rogue Exiles no longer drop Corrupted items.
  • Reduced the damage, area of effect and freeze build-up of Geonor, The Putrid Wolf's Moonbeam skill in all versions of this Boss Fight.
  • Reduced the damage of Count Geonor's Reverse Cleave skill in all versions of this Boss Fight.
  • Reduced the damage of Geonor, The Putrid Wolf's Reverse Cleave skill in all versions of this Boss Fight.
  • When interacting with the Waypoint in Act 2, hovering over the icons used to navigate the Caravan now instruct you to go to the Desert Map near Asala to do so.
  • Improved the behaviour of ground-targeted Skills when used against Zalmarath, the Colossus.
  • Made various improvements to The Market UI when playing with a controller.

Bug Fixes

35

35 fixes, more than a third of the patch: the note's biggest block. Most of it covers reliability and quality-of-life bugs, from the "City Biome: Tablet Effect" Passive Skill that stayed non-functional, to Sorcery Ward, whose barrier value can no longer exceed 32,000 so it can't amplify Hit damage instead of reducing it, a point GGG already says it plans to revisit. The rest covers the usual range: support gems applying incorrectly, wrong boss animations, and three more client crashes fixed.

Fixes and additions

  • Fixed a bug where the City Biome: Tablet Effect Atlas Passive Skills were not functional.
  • Fixed a bug where Dormant Constructs from the Mechanical Guardians Doryani Atlas Master option made it impossible to complete a Ritual if they were revived in one.
  • Fixed a bug where using Olroth's, Uhtred's, Vorana's, or Medved's Boons in 10 slot Runic Inscriptions could hide the incorrect option from future 10 slot Runic Inscriptions, allowing you to choose the same Boon twice, which caused the selected option failing to drop the second time.
  • Fixed a bug where socketed Jewels would not be preserved when Runeforging an item.
  • Fixed an issue where Styrn, Fallen Knight of Aldur could sometimes fail to emerge.
  • Fixed a bug where Unique Expedition Chests could fail to drop a Unique Item.
  • Fixed a bug where Verisium Remnants could sometimes spawn enemies on the opposite side of walls.
  • Fixed a bug that prevented the Delirium Progress bar from showing when it was paused under some circumstances.
  • Fixed a bug where completed events on the Delirium progress bar would appear uncompleted upon leaving and re-entering the instance.
  • Fixed a bug where events on the Delirium progress bar would not reveal for party members.
  • Fixed a bug where town portals were not appearing after completing waves in Simulacrum.
  • Fixed a bug where the Atlas Map could get stuck with a black loading screen.
  • Fixed bug where the Gathering Storm shockwave from exploding Tempest Bell wasn't hitting Enemies.
  • Fixed a bug where Minions created by Ravenous Swarm could be damaged.
  • Fixed a bug where the Chaos Attunement Support's non-Chaos Damage penalty only applied to Attack Damage.
  • Fixed a bug where the Damage of the Spiralling Conspiracy Skill, granted by the Raven's Flock Unique Staff, would not always update immediately based on your stats changing.
  • Fixed a bug where sources that granted a random Shrine Buff were almost always granting Greed Shrines.
  • Fixed a bug with Sorcery Ward where if enough defences contributed to the value of the barrier it could become negative and amplify hit damage, this value now cannot exceed 32,000. We will be reviewing Sorcery Ward in a future patch.
  • Fixed a bug where "Using a Mana Flask grants Guard equal to 100% of the Flask's Recovery amount for 4 seconds" Modifier found on the Glowswarm Unique Ring did not calculate correctly if the value was not 100%, which is possible when found on the Loreweave Unique Body Armour.
  • Fixed an issue where the "red flash" effect was missing on Vorana, Last to Fall's unblockable Cyclone skill.
  • Fixed a bug where Vorana, Last to Fall was using an incorrect animation.
  • Fixed a bug where you could sometimes become stuck in unwalkable terrain when returning from the Loathsome Mire.
  • Fixed a bug where the Delirium Bar would not always correctly indicate when the fog progression was paused.
  • Fixed an issue where the entrance to Qimah Reservoir wouldn't remain visible when returning to Qimah.
  • Fixed an issue where some players were not granted the waypoint for Qimah Reservoir when having Jado open the entrance to Qimah Reservoir.
  • Fixed a bug where the lake drain animation on the Act 3 World Map was not playing.
  • Fixed a rare issue where you had to manually select any of the "Tome" dialogue options with Farrow for "The Runeseeker" quest to advance in any of the subareas.
  • Fixed an issue where you could not Ctrl + Left-Click on an item in your inventory to assign it as the "I Want" item when using the Currency Exchange.
  • Fixed a bug where the stat filter field in The Market panel was not being cleared upon selecting a stat.
  • Fixed an issue where you could not exchange Rings for a Grasping Mail item when playing with a controller.
  • Fixed an issue where Quick Move was not available when using the Grasping Mail exchange window when playing with a controller.
  • Fixed a bug where "additional_text" on Skill Gems from build planner files were not showing.
  • Fixed an issue where the audio could become distorted when playing on PlayStation.
  • Fixed a client crash that could occur when highlighting a Map on the Endgame Map that contained an invalid Rogue Exile.
  • Fixed three other client crashes.

0.5.3 doesn't add new content: it closes out the work opened by 0.5.0, with a bug admission on Delirium and a quiet rework of Grand Expeditions. The following patches, 0.5.4 and then the Forbidden Rites expansion in September, would pick the pace of denser content back up.

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