The Lord's Labyrinth

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The Lord's Labyrinth, with various traps visible on all sides.

Having proved your mettle in the Trials of Ascendancy, you earn the right to enter Izaro's Labyrinth. Centuries have passed, but its traps are as dangerous as the day its doors were first opened.

Description on the official Path of Exile website [1]

The Labyrinth is a randomly generated dungeon filled with traps, puzzles and monsters, culminating in a challenge against Izaro. Completing the Labyrinth for the first time unlocks a character’s Ascendancy class and points for the powerful Ascendancy skill tree. It also offers equipment enchantments and several unique items.

Overview

After completing the first six Trials of Ascendancy, the player can enter the Aspirant's Plaza through the Statue of the Goddess in the Sarn Encampment. The plaza has a waypoint that can be accessed from any act (it appears next to the hideout icon). The Plaza is where the player chooses which labyrinth to enter.

The Labyrinth must be completed in one run without dying.

Basic rules for all Labyrinths

  • Each variety of Labyrinth requires completing a series of steps to unlock the Labyrinth for the first time. Once these requirements have been met, that variety of Labyrinth can be run repeatedly.
  • Each Labyrinth contains a series of chambers connected by exits. Three of these chambers are Aspirant's Trials, where the players will battle Izaro. The first Trial ends when Izaro's life is reduced to 2/3 of full strength. The second Trial starts with Izaro's life at 2/3, and ends when Izaro's life is reduced to 1/3. The final Trial starts with Izaro's life at 1/3, and ends when Izaro is slain.
  • Completing all three Aspirant's Trials unlocks the Ascendancy Chamber, where the players receive their rewards for a successful Labyrinth completion.
  • There are no waypoints or checkpoints in a Labyrinth. Once a character leaves an active Labyrinth for any reason -- through death, logging out, exiting the game, disconnect, or crash -- the character cannot return, and must create a new Labyrinth instance in order to try again.
  • Players cannot use town portals to enter the Labyrinth; using a portal to leave the Labyrinth bars the character from returning. (When using a portal, a warning message will confirm the player's choice to abandon the current Labyrinth.)
  • Players can access their stash immediately before each Aspirant's Trial, and in the Ascendancy Chamber.
  • Players can normally keep any items in their inventory and stash when they leave the Labyrinth. Special items that can only be used in the Labyrinth -- such as keys, and items that modify the mechanics of the Aspirant's Trial -- can only be used in the active Labyrinth. Like quest items, these items cannot be traded or moved to a stash. Unused special items will be dropped when the player leaves the Labyrinth for any reason.
  • The layout of each variant of the Labyrinth is randomly regenerated each day, at midnight (00:00) UTC. All instances of a given Labyrinth during the day will have the same chambers arranged in the same way. If a Labyrinth chamber contains a special element, such as a key or a Mysterious Darkshrine, then all instances of that Labyrinth that day will have the same special element in the same chambers. This means that a given Labyrinth will be very similar if you run it multiple times on the same day; but it could be very different tomorrow.

Variations

Labyrinth Area level Trial locations Enchantment
The Labyrinth 33 The Lower Prison
The Crypt Level 1
The Chamber of Sins Level 2
The Crematorium
The Catacombs
The Imperial Gardens
Gloves
The Cruel Labyrinth 55 The Prison (Act 6)
The Crypt (Act 7)
The Chamber of Sins Level 2 (Act 7)
Gloves
Boots
The Merciless Labyrinth 68 The Bath House
The Tunnel
The Ossuary
Gloves
Boots
Helmets
The Eternal Labyrinth 75 End-game maps Gloves
Boots
Helmets (3 choices)
Eternal Labyrinth of Potential
(w/ Dedication to the GoddessDedication to the GoddessBefore the Goddess, nothing remains hidden.
Adversity reveals old flaws and new strengths.
Can be used in a personal Map Device.
)
83 End-game maps Gloves
Boots
Helmets (3 choices)
Belts
Eternal Labyrinth of Fortune
(w/ Tribute to the GoddessTribute to the GoddessYou may appeal to the Goddess for another verdict,
but justice favours only the truly worthy.
Can be used in a personal Map Device.
)
83 End-game maps Gloves
Boots
Helmets (3 choices)
Labyrinth rewards are enriched
Eternal Labyrinth of Opportunity
(w/ Gift to the GoddessGift to the GoddessThe Goddess abides a kingdom beyond compare,
should you meet her challenge.
Can be used in a personal Map Device.
)
83 End-game maps Gloves
Boots
Helmets (3 choices)
Divine Font can be used 6 additional times

The Labyrinth

The Statue of the Goddess closed entrance
The Statue of the Goddess opened entrance

Monster Level: 33

The first and easiest Labyrinth variation is simply called the Labyrinth. Accessing the Labyrinth for the first time requires the completion of six different trials: one in Act 1, two in Act 2, and three in Act 3. Once the Labyrinth has been opened in this way, it can be accessed an unlimited number of times in the future at no cost.

While the Labyrinth layout changes every day, some things are constant. The first chamber is always a Forgotten Reliquary, and there is only one exit, leading to the first Aspirant's Trial against Izaro. The exit from the Trial leads to a second room with two exits: one leading to directly to the second Aspirant's Trial, the other leading to an optional room for additional rewards. The path from the second to the third Aspirant's Trial always goes through two chambers. The third and final Aspirant's Trial against Izaro takes place with no traps, and with a limited number of Izaro fight mechanics.

Completing the Labyrinth for the first time gives a choice of Ascendancy Class, 2 Ascendancy Points, and one use of the Divine Font to add an implicit modifier to a pair of gloves. Each additional Labyrinth completion allows one more use of the Divine Font in the same way.

The Cruel Labyrinth

Monster Level: 55

The second Labyrinth variation is the Cruel Labyrinth. Accessing the Cruel Labyrinth for the first time requires: successfully completing the Labyrinth at least once; reaching character level 40; and completing three trials, one in Act 6 and two in Act 7. These requirements can be completed in any order. Once the Cruel Labyrinth has been opened in this way, it can be repeatedly accessed at no cost.

As in the normal Labyrinth, the first chamber in the Cruel Labyrinth is a Forgotten Reliquary and has an exit leading directly to the first Aspirant's Trial. The paths from the first Aspirant's Trial to the second, and from there to the third, require passing through two chambers each. The final Aspirant's Trial against Izaro now includes traps, and more and stronger Izaro fight mechanics.

Completing the Cruel Labyrinth for the first time gives 2 Ascendancy Points and one use of the Divine Font to add an implicit modifier to gloves or boots. The modifier to gloves has higher values than those in the normal Labyrinth. Each additional Cruel Labyrinth completion allows one more use of the Divine Font in the same way.

The Merciless Labyrinth

Monster Level: 68

The third Labyrinth variation is the Merciless Labyrinth. Accessing the Merciless Labyrinth for the first time requires: successfully completing the Cruel Labyrinth at least once; reaching character level 50; and completing three trials, one each in Act 8, Act 9, and Act 10. These requirements can be completed in any order. Once the Merciless Labyrinth has been opened in this way, it can be repeatedly accessed at no cost.

The paths to each of the three Aspirant's Trials require crossing at least two chambers. The chamber just before the first Aspirant's Trial is always a Forgotten Reliquary. The final Aspirant's Trial against Izaro now includes additional traps and all Izaro fight mechanics, many with stronger effects.

Completing the Merciless Labyrinth for the first time gives 2 Ascendancy Points and one use of the Divine Font to add an implicit modifier to gloves, boots, or helmets. The modifiers to gloves and boots have higher values than those in the normal and Cruel Labyrinths. Each additional Merciless Labyrinth completion allows one more use of the Divine Font in the same way.

The Eternal Labyrinth

Monster Level: 75

The fourth Labyrinth variation is the Eternal Labyrinth. Accessing the Eternal Labyrinth for the first time requires: successfully completing the Merciless Labyrinth at least once; reaching character level 68; and obtaining and using an Offering to the GoddessOffering to the GoddessIt is time for the Goddess to give her final verdict.
Your fate rests in her even hands.
Can be used in a personal Map Device.
, which is in turn obtained by completing a trial randomly found in maps with tier 6 or higher. Each time you use the Eternal Labyrinth, you must provide a new Offering to the Goddess.

The Eternal Labyrinth's layout rules are the same as for the Merciless Labyrinth. In the final Aspirant's Trial against Izaro, all Izaro fight mechanics are now at full strength.

The Labyrinth trials found in maps, and the Eternal Labyrinth itself, include a new trap type: Sentinel traps. These traps apply one of many effects to an area and can be temporarily deactivated by dealing damage to them.

Completing the Eternal Labyrinth for the first time gives 2 Ascendancy Points and one use of the Divine Font to add an implicit modifier to gloves, boots and helmets, with a choice between 3 modifiers for helmets. The modifiers to gloves, boots, and helmets have higher values than those in the previous Labyrinths. Each additional Eternal Labyrinth completion allows one more use of the Divine Font in the same way.

Enriched Eternal Labyrinth

Monster Level: 83

One Harvest crafting option allows you to enrich an Offering to the Goddess into one of three variants. Each variant will open a modified Eternal Labyrinth, which uses the same layout as the Eternal Labyrinth, but with more dangerous Labyrinth monsters, traps, and Izaro. Dedication to the GoddessDedication to the GoddessBefore the Goddess, nothing remains hidden.
Adversity reveals old flaws and new strengths.
Can be used in a personal Map Device.
(Eternal Labyrinth of Potential) lets you enchant belts; Tribute to the GoddessTribute to the GoddessYou may appeal to the Goddess for another verdict,
but justice favours only the truly worthy.
Can be used in a personal Map Device.
(Eternal Labyrinth of Fortune) gives greater rewards to Labyrinth chests; and Gift to the GoddessGift to the GoddessThe Goddess abides a kingdom beyond compare,
should you meet her challenge.
Can be used in a personal Map Device.
(Eternal Labyrinth of Opportunity) lets you use the Divine Font 6 additional times.

Labyrinth completion rewards

After defeating Izaro in the third and final Aspirant's Trial, players enter the final chamber of the Labyrinth, the Ascendancy Chamber. This room contains the Altar of Ascendancy, a Divine Font, and ten chests of Izaro's Treasure.

Completing a Labyrinth variant for the first time awards two Ascendancy skill points. Players must interact with the Altar of Ascendancy to choose their Ascendancy class (if needed) and receive their points.

In addition, every time players complete the Labyrinth, they may use the Divine Font to imbue one piece of equipment with an enchantment. If you gained additional Divine Font uses, the enchantment choices are rerolled after each use.

Each of Izaro's Treasure chests is equivalent to a random strongbox—for example, one may be filled with random loot, while another may contain only jewelry or currency. One Treasure KeyTreasure KeyThis item is required to open one of Izaro's Treasure Chests located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth. is required to open each chest. Keys are found throughout the Labyrinth and from Izaro himself. During the first two Aspirant's Trials, players may choose to focus on Izaro without disabling his extra buff/damage mechanics. If not disabled, these mechanics then carry over to the following Aspirant's Trial in that Labyrinth, making it more dangerous, but also more rewarding. Izaro will drop an additional key for each mechanic in place at the end of the fight. Additional Treasure Keys can be obtained by killing Argus or opening Curious Lockboxes.

Chambers

The Labyrinth is a series of connected areas. There are pedestals at each door of an area that display the map of the chambers already seen as well as the chamber on the other side of the doors. The path covered by the door is highlighted.

List of pedestal indicators
Name Sign Notes
Blank Blankzone.png
  • This chamber doesn't have any special rooms or features.
Aspirant's Trial AspirantTrialBefore.pngAspirantTrial.png
  • This chamber is where you fight Izaro.
  • It consists of two parts: the 'buffer' room with a stash (and possibly a crafting recipe, and the arena.
  • After entering the arena, backtracking to the buffer room is impossible until the Trial is completed.
Forgotten Reliquary Forgottenreliquary.png
  • This chamber contains one Decorative Chest with a Labyrinth Trinket inside the chest.
  • Labyrinth Trinkets are intended to make the next Aspirant's Trial easier by nullifying or instantly killing or removing one (of three) mechanic mobs/spawns of that fight.
  • A Forgotten Reliquary chamber can only be generated just before the first or second Aspirant's Trial chamber.
  • In every non-Eternal Labyrinth, the chamber just before the first Aspirant's Trial is always a Forgotten Reliquary.
  • In the normal and Cruel Labyrinths, the chamber just before the second Aspirant's Trial is always a Forgotten Reliquary.
Golden Door Golddoor.png
  • This chamber contains a Golden Door, which must be opened in order to proceed to the next chamber.
  • A Golden KeyGolden KeyThis item is required to open a Golden Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth. is required to open this door.
  • Golden Door chambers will block the path to the Aspirant's Trial, meaning that you must find the Golden Key and open the Door in order to complete the Labyrinth.
  • In non-Eternal Labyrinths, the Golden Key is always found somewhere in the Golden Door chamber.
  • There are sometimes two Golden Doors next to each other, leading to different chambers; only one can be opened since there is only one Golden Key.
Golden Key Goldkey.png
  • This chamber contains one Golden KeyGolden KeyThis item is required to open a Golden Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth. needed to open a Golden Door.
  • This chamber only appears in Eternal Labyrinths.
  • Golden Key chambers are always adjacent to the Golden Door chamber, and typically only have one entrance/exit, leading to the Golden Door chamber. Golden Key chambers can sometimes also be reached through a secret passage elsewhere.
Silver Cache Silvercache.png
  • This chamber contains a locked room that can only be accessed with a Silver KeySilver KeyThis item is required to open a Silver Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth.. The locked room contains a special chest, or a Mysterious Darkshrine that grants a random effect.
  • Unlike Golden Doors, accessing the locked room in the Silver Cache chamber is always optional.
  • In normal and Cruel Labyrinths, the Silver Key is always found somewhere in the Silver Cache chamber.
Silver Key Silverkeyzone.png
  • This chamber contains a Silver KeySilver KeyThis item is required to open a Silver Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth., that can be used to access the locked room in a Silver Cache chamber.
  • This chamber only appears in Merciless and Eternal Labyrinths.

Traps

There are many different traps in the labyrinth. The traps from the Trials of Ascendancy and few others are combined in gauntlets throughout the area. They can be deadly, usually dealing a percentage of the player's life or energy shield pool as physical damage. They deal damage that scales with the player's life and energy shield pool. Traps can also damage monsters, but they deal less damage to minions. The most common ones are introduced to the player in the Trials of Ascendancy.

Image Name Description
Cleaver traps
  • Cleaver traps are typically on narrow corridor paths, attached to the side.
  • They consist of a large blade and wooden holding mechanism, and the blade slams down onto the corridor path every few seconds.
  • They deal high amounts of physical damage on hit and apply a strong bleeding effect.
  • Carefully time the blades and get through safely.


Spike Trap screenshot.png Spike traps
  • Spike traps shoot out of the ground in a square area, either via a timer or when its pressure plate is stepped on, taking 1/4 of the player's effective hitpoints (including life pool and energy shield pool), apply bleeding, and locking them in place.
  • Spike traps are impassable and block movement while they are out.
  • Spike traps are showcased in the Trial of Piercing Truth, located in the Lower Prison.


Sawblade screenshot.png Sawblades
  • Sawblades run along a straight path, dealing a very large amount of physical damage over time on contact, enough to kill the player after one second of full contact.
  • Sawblades can often be switched on and off with nearby levers.
  • Sawblade traps are showcased in the Trial of Crippling Grief, located in the Chamber of Sins Level 2.
Spinning Blades screenshot.png Spinning blades
  • Spinning blades follow a set path along the ground and deals a very large amount of physical damage over time, enough to kill the player after one second of full contact.
  • Unlike sawblades, their paths go diagonally or take a turn.
  • They can sometimes be diverted from one track to another by using activating levers.
  • Spinning blades are showcased in the Trial of Swirling Fear, located in the Crypt Level 1.
Furnace Trap screenshot.png Furnace traps
  • Furnace traps periodically heat the floor with lava, dealing burning damage while standing over them, enough to kill the player after roughly four seconds (supposing the player has 75% fire resistance).
  • Furnaces are often filled with Immolators that spawn fire skeletons known as Ember Claimant.
  • These enemies do not take damage from the furnace.
  • Furnace traps are showcased in the Trial of Burning Rage, located in the Crematorium.
Blade Sentry screenshot.png Blade sentries
  • Blade sentries are very wide traps that move along set paths (either on the ground or flying above obstacles), dealing heavy physical damage over time, enough to kill the player after one second of full contact.
  • They deal more damage the closer you are to the center.
  • Blade sentries are showcased in the Trial of Lingering Pain, located in the Catacombs.
Dart Trap screenshot.png Dart traps
  • Dart traps are fixed on a wall or pillar, firing projectile periodically or when a hidden pressure plate is stepped on.
  • They deal physical damage on hit and apply poison, as well as greatly slowing the player's movement speed.
  • Dart traps are showcased in the Trial of Stinging Doubt, located in the Imperial Gardens.
Sentinel Trap screenshot.png Sentinel traps

Sentinel traps apply one of many effects to an area. Sentinel traps can be temporarily deactivated by dealing damage to them. They only appear in the endgame Labyrinth and in trials to endgame Labyrinth.

There are several variations of Sentinel Traps:

  • Endless Drought: removes flask charges.
  • Endless Hazard: casts multiple circles that deal physical damage equal to 20% of life + 12% of ES (if ES is protecting life) when a movement skill is used. The damage can be mitigated, but not avoided.[2]
  • Endless Pain: casts an aura that apply 50% increased damage taken.[3]
  • Endless Sting: causes bleeding.
  • Unending Fire: casts Fire Nova.
  • Unending Frost: casts Ice NovaIce NovaSpell, AoE, Cold, Nova
    Level: (1-20)
    Cost: (8-23) Mana
    Cast Time: 0.70 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 120%
    Radius: 30
    Requires Level 12A chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Area of Effect1.5% increased Damage with Hits against Chilled Enemies0.5% increased Cast Speed0.5% increased Effect of ChillDeals (18-518) to (26-762) Cold Damage
    Can expand from up to 2 Frostbolt Projectiles
    Adds (3-79) to (4-116) Cold Damage against Chilled Enemies
    20% less Area of Effect when Cast on Frostbolt
    +(0-4) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Ice Nova skill icon.png
    .
  • Unending Lethargy: casts a Temporal ChainsTemporal ChainsSpell, AoE, Duration, Curse, Hex
    Level: (1-20)
    Cost: (16-33) Mana
    Cast Time: 0.50 sec
    Radius: 22
    Requires Level 24Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Effect of CurseCurse has 2% increased Doom gain rate1% increased Curse DurationBase duration is (5-5.95) seconds
    Cursed Normal and Magic Enemies have (20-29)% less Action Speed
    Other effects on Cursed enemies expire 40% slower
    50% less Effect of Curse against Players
    Cursed Rare and Unique Enemies have (10-14)% less Action Speed
    Curse gains 10 Doom per second if you Cast this Spell yourself
    +(0-10) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Temporal Chains skill icon.png
    aura.
  • Unending Storm: casts Shock NovaShock NovaSpell, AoE, Lightning, Nova
    Level: (1-20)
    Cost: (12-23) Mana
    Cast Time: 0.70 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 120%
    Radius: 26 / 14
    Requires Level 28Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Shock Duration on enemiesRing has 2% chance to Shock
    Ring Shocks as if dealing 5% more Damage
    1% increased Lightning Damage
    Deals (34-371) to (102-1114) Lightning Damage
    20% chance to Shock enemies
    (20-39)% increased Effect of Shock
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Shock Nova skill icon.png
    .

Sentinel traps are showcased in the endgame trials, which can randomly be found in maps.

Tile Puzzle

A tile puzzle room will be opened by stepping on three tiles in sequence in front of it. The sequence of the tiles outside will then need to be used to cross a grid of tiles to the reward. For example, if it has Fire, Lightning, Ice outside, then you must step in tiles in that order: Fire, Lightning, Ice, Fire, Lightning, Ice, etc. Crossing all the way will open the door to the reward. Stepping on an incorrect tile triggers a dart trap and resets the puzzle sequence.

Argus

Argus is a boss monster found in the Merciless and Eternal Labyrinth. His location is constant within a given layout. Argus drops a Treasure Key on death.

Other traps

Various other traps appear in the Labyrinth, such as vertically moving spinning blades (often guarding an entrance) and others.

Unique items

The following unique items can be only found in the Labyrinth, appearing as occasional rewards from chests behind Silver Doors and Izaro's Treasure:

  • Chitus' NeedleChitus' Needle
    Elegant Foil
    One Handed Sword
    Physical Damage: (43.2-46.8) to (79.2-85.8)
    Critical Strike Chance: 5.50%
    Attacks per Second: 1.60
    Weapon Range: 16
    Requires Level 30, 101 Dex+25% to Global Critical Strike Multiplier+30 to Strength
    (140-160)% increased Physical Damage
    +30 to maximum Mana
    5% increased Movement Speed
    30% increased Elemental Damage
    +2 to Weapon Range
    "With this, I will weave the threads of fate
    into a noose for our 'glorious' emperor."
    - Chitus Perandus
  • Death's DoorDeath's Door
    Crusader Boots
    Armour: (363-417)
    Energy Shield: (75-84)
    Requires Level 64, 62 Str, 62 Int+(20-40) to Strength
    200% increased Armour and Energy Shield
    +(10-15)% to all Elemental Resistances
    25% increased Movement Speed
    +1 to Maximum Endurance Charges
    50% increased Elemental Ailment Duration on you
    Bleeding cannot be inflicted on you
    To extend your life as long as possible
    is to extend all the maladies that come with it.
  • GlitterdiscGlitterdisc
    Burnished Spiked Shield
    Chance to Block: 26%
    Evasion: (136-175)
    Energy Shield: (72-110)
    Movement Speed: -3%
    Requires Level 27, 37 Dex, 37 Int+5% chance to Suppress Spell Damage(120-140)% increased Evasion and Energy Shield
    +(20-30) to maximum Energy Shield
    +(30-50) to maximum Life
    10% increased Rarity of Items found
    25% chance to Avoid Fire Damage from Hits
    You always Ignite while Burning
    Izaro's insistence on using lava
    resulted in some surprising material discoveries.
  • Izaro's DilemmaIzaro's Dilemma
    Imperial Claw
    Claw
    Physical Damage: (63-72) to (161-184)
    Critical Strike Chance: 6.00%
    Attacks per Second: (1.76-1.84)
    Weapon Range: 11
    Requires Level 68, 131 Dex, 95 Int+46 Life gained for each Enemy hit by Attacks(40-60)% increased Physical Damage
    Adds 20 to 50 Physical Damage
    (10-15)% increased Attack Speed
    +(300-400) to Accuracy Rating
    100% increased Global Physical Damage while Frozen
    Izaro saw himself not as a man,
    but as a divine saviour trapped in a man's body.
  • Izaro's TurmoilIzaro's Turmoil
    Crimson Jewel
    (18-25)% increased Fire Damage
    (18-25)% increased Cold Damage
    2% chance to Ignite
    2% chance to Freeze
    The once-glorious emperor spent his final days
    imprisoned in his greatest creation;
    a tool to filter out the unworthy
    that pushed a monster to power.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • The Scales of JusticeThe Scales of Justice
    Chiming Spirit Shield
    Chance to Block: 23%
    Energy Shield: (42-48)
    Movement Speed: -3%
    Requires Level 49, 119 Int(10-15)% increased Spell DamageHas no Energy Shield
    +(40–70) to maximum Life
    +(40–70) to maximum Mana
    (3–4) to (7–8) added Fire Damage per 100 of Maximum Life or Maximum Mana, whichever is lower
    Unaffected by Ignite or Shock if Maximum Life and Maximum Mana are within 500
    You shall be weighed and measured. You shall be judged...
    and perhaps you shall be found worthy.
  • Spine of the First ClaimantSpine of the First Claimant
    Iron Sceptre
    Sceptre
    Physical Damage: (36-43.2) to (54-64.8)
    Critical Strike Chance: 6.00%
    Attacks per Second: (1.47-1.54)
    Weapon Range: 11
    Requires Level 20, 38 Str, 38 Int14% increased Elemental Damage(100-140)% increased Physical Damage
    40% increased Damage with Hits against Frozen Enemies
    +(25-35)% to Cold Damage over Time Multiplier
    (30-50)% increased Cold Damage
    (5-10)% increased Attack Speed
    (4-8)% increased Cast Speed
    5% chance to Freeze
    Thousands gazed upon the doors of the great labyrinth,
    at an Eternal Champion in steel and gold,
    The first to challenge its treacherous traps.
    To mark the occasion, Izaro had the Champion's remains gilded.
  • SteelwormSteelworm
    Broadhead Arrow Quiver
    Requires Level 526 to 12 Added Physical Damage with Bow AttacksGrants Call of Steel
    (30–60)% increased Evasion Rating and Armour
    Deal no Non-Physical Damage
    Attacks that Fire Projectiles Consume up to 1 additional Steel Shard
    Skills Fire 3 additional Projectiles for 4 seconds after you consume a total of 12 Steel Shards
    The dance of metal and flesh never ends.
  • Unyielding FlameUnyielding Flame
    Archon Kite Shield
    Chance to Block: 22%
    Armour: (156-179)
    Energy Shield: (32-37)
    Movement Speed: -3%
    Requires Level 68, 85 Str, 85 Int+12% to all Elemental ResistancesTrigger Commandment of Inferno on Critical Strike
    (50-70)% increased Global Critical Strike Chance
    +(60-80) to maximum Life
    +(20-30)% to Fire Resistance
    (8-12)% increased Attack Speed if you've dealt a Critical Strike Recently
    (8-12)% increased Cast Speed if you've dealt a Critical Strike Recently
    An Emperor must conquer his own darkness before he can act as a beacon of light.
  • Viper's ScalesViper's Scales
    Full Scale Armour
    Armour: (280-360)
    Evasion: (280-360)
    Movement Speed: -3%
    Requires Level 28, 43 Str, 43 Dex(80-100)% increased Armour and Evasion
    +(30-40) to maximum Life
    +(15-25)% to Cold Resistance
    5% increased Movement Speed
    20% chance to Poison on Hit with Attacks
    Cannot be Poisoned
    Swift and silent.
    One strike, one corpse.
  • Winds of ChangeWinds of Change
    Ancient Gauntlets
    Armour: (154-173)Requires Level 47, 68 Str+(30-60) to maximum Life
    30% increased Projectile Speed
    (10-5)% reduced Movement Speed
    10% chance to Knock Enemies Back on hit
    (30-50)% increased Projectile Damage
    Izaro was slow to see the treachery growing in his own court
    and powerless to stop it once he had;
    a captain sailing his own ship into rocks.
  • Xirgil's CrankXirgil's Crank
    Coiled Staff
    Warstaff
    Physical Damage: 27-57
    Critical Strike Chance: 6.20%
    Attacks per Second: 1.30
    Weapon Range: 13
    Requires Level 28, 43 Str, 43 Int+20% Chance to Block Attack Damage while wielding a Staff+15% Chance to Block Attack Damage while wielding a Staff
    (60-80)% increased Spell Damage
    +(70-100) to maximum Energy Shield
    +1 to Level of all Spell Skill Gems
    Reflects 1 to 150 Lightning Damage to Melee Attackers
    20% chance for Energy Shield Recharge to start when you Block
    "Since one with knowledge of machines
    might be able to bring the labyrinth to a standstill,
    Izaro had us place many boobytrapped decoys.
    But I know which switch brings the monster down."
    - Xirgil, Trapbuilder's final words.

It is currently unknown if they can be obtained using an Orb of ChanceOrb of ChanceStack Size: 20Upgrades a normal item to a random rarityRight click this item then left click a normal item to apply it.
Shift click to unstack.
while being outside of the Labyrinth.

Emperor's CunningEmperor's Cunning
Viridian Jewel
Limited to: 120% increased Global Accuracy Rating
3% increased Character Size
(4-6)% increased Dexterity
The greatest victories happen
before the battle has begun.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
, Emperor's WitEmperor's Wit
Cobalt Jewel
Limited to: 130% increased Global Critical Strike Chance
3% increased Character Size
(4-6)% increased Intelligence
The greatest victories happen
before the battle has begun.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
, Emperor's MightEmperor's Might
Crimson Jewel
Limited to: 110% increased Damage
3% increased Character Size
(4-6)% increased Strength
The greatest victories happen
before the battle has begun.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
, and Emperor's MasteryEmperor's Mastery
Prismatic Jewel
Limited to: 14% increased maximum Life
3% increased Character Size
5% increased Global Defences
(5-7)% increased Attributes
Learn as much as you can,
and surround yourself with people who know the rest.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
can only be found as rare rewards from Izaro's Treasure at the end of the Eternal and Enriched Eternal Labyrinth.

Chests

Name Location Notes
Silver Chest Contains a Silver KeySilver KeyThis item is required to open a Silver Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth.
Golden Chest Contains a Golden KeyGolden KeyThis item is required to open a Golden Door located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth.
Curious Lockbox Contains a Treasure KeyTreasure KeyThis item is required to open one of Izaro's Treasure Chests located in the Labyrinth. This item will drop on the ground when leaving the Labyrinth., assorted items (higher rarity)
Izaro's Treasure The end of the labyrinth Can be opened with a Treasure Key
Decorative Chest Forgotten Reliquary Contains a Labyrinth Trinket
Emperor's Charts Silver Cache Maps, only tier 1 and shaped tier 1
Emperor's Gifts Silver Cache Assorted items, higher rarity and quantity
Emperor's Trove Jewelry, jewels and currency
Emperor's Treasury Silver Cache Jewelry, jewels and currency
Emperor's Vault Silver Cache Jewelry, jewels and currency
Guard Vault Behind the locked door with puzzle Assorted items (probably higher rarity and quantity)
Guard Treasury Assorted items with some currency
Hidden Chest
Hidden Coffer Assorted items
Labyrinth Trove Same as Izaro's Treasure
Supply Cache Assorted items
Battle Supplies Assorted items
Ascendant's Treasure Assorted items
War Spoils Silver Cache Assorted items (probably higher quantity)
Warmonger's Cache Silver cache Weapons and currency

Secrets

Some chambers contain secret rooms or secret passages.

Secret rooms are visible on the chamber minimap, even when the room is closed. The Switch opening the room will not appear on the map but will have a white outline when mousing over it. Secret rooms can contain chests or a Mysterious Darkshrine.

Secret passages do not appear on the map and there may be no indication that the object is interactive; you'll have to blindly click on stuff to see if it'll react.

Achievements

There are 8 achievements available for completing the Labyrinth on the four difficulties in each of a softcore league and a hardcore league:

Name Achievement
Challenger
Breaking Free achievement icon.jpg
Complete the Labyrinth in a non-Hardcore League.
Leader
Ascension achievement icon.jpg
Complete the Cruel Labyrinth in a non-Hardcore League.
Lord
Vengeance achievement icon.jpg
Complete the Merciless Labyrinth in a non-Hardcore League
Emperor
Emperor achievement icon.jpg
Complete the Eternal Labyrinth in a non-Hardcore league.
Fearless
Fearless achievement icon.jpg
Complete the Labyrinth in a Hardcore League.
Dauntless
Dauntless achievement icon.jpg
Complete the Cruel Labyrinth in a Hardcore League.
Indomitable
Indomitable achievement icon.jpg
Complete the Merciless Labyrinth in a Hardcore League.
Untouchable
Untouchable achievement icon.jpg
Complete the Eternal Labyrinth in a Hardcore League.

Version history

Version Changes
3.16.0
  • Accessing the Eternal Labyrinth no longer requires the completion of Trials of Ascendancy found in Maps, only the completion of previous Labyrinths. It still costs one Offering to the GoddessOffering to the GoddessIt is time for the Goddess to give her final verdict.
    Your fate rests in her even hands.
    Can be used in a personal Map Device.
    to access.
  • The Eternal Labyrinth now requires a Character Level of 68 to access (previously 60).
  • Trials of Ascendancy can no longer spawn in White Maps, and the ability to consume an Offering to the Goddess in the Map Device to open portals to a random Trial of Ascendancy has been removed.
3.14.0
  • Consuming an Offering to the GoddessOffering to the GoddessIt is time for the Goddess to give her final verdict.
    Your fate rests in her even hands.
    Can be used in a personal Map Device.
    in the Map Device now opens portals to a random Trial of Ascendancy for the Eternal Labyrinth. Trials opened in this way will not award an Offering to the Goddess upon completion.
  • Interacting with the Divine Font will now display a window with the available enchantments. After completing the Eternal Labyrinth, a window will be displayed where you will have the option to pick one of three Helmet enchantments, or an enchantment for your Boots or Gloves. (a total of 5 available enchantments)
  • The Daily Labyrinth Ladder has been retired.
  • The Labyrinth unique Jewels that were previously obtainable by completing the Labyrinth the fastest in a certain difficulty can now be obtained as rare rewards from Izaro's Treasure Chests in the Eternal and Enriched Eternal Labyrinth.
3.8.0
  • Labyrinth Traps now deal 90% less bleeding damage to Minions.
3.6.0
  • Helena no longer follows the player into the Lord's Labyrinth to read crafting recipes, as she hasn't passed Izaro's trials. You'll have to pass that important crafting knowledge onto her yourself.
  • You can now teleport to party members waiting in the Aspirant's Plaza. Added an error message for when you attempt to teleport to a party member who has been in the Labyrinth long enough for the Aspirant's Plaza instance to close.
3.4.0
  • Fixed a bug where you could become stuck and incapable of advancing in the Labyrinth with the use of Lightning Warp.
  • Fixed weird Labyrinth quest states a dead hardcore character could find themselves in after transferring to Standard.
3.3.0
  • Fixed a bug where Izaro could introduce Argus after the player had already snuck in and killed Izaro's most loyal friend.
3.2.0
  • Fixed a bug where Izaro's curse pylons would say they cast an empowered curse on death in the Cruel Labyrinth when they would not.
  • Fixed a bug where Izaro's curse pylons would still use the old Vulnerability curse when casting their Empowered Vulnerability.
3.1.0
  • Added a new Darkshrine effect that can only be found in The Eternal Labyrinth.
  • Changed the requirements for some chests to appear. In general, chests should feel more rewarding and better suited for their level and difficulty.
  • Increased the total amount of items found on average from Silver Chests.
  • Fixed a bug which caused certain chests in the Labyrinth which were intended to drop only Jewellery to instead drop items of all kinds.
  • Fixed a bug with the bonus unique Labyrinth Shrine effect that would cause a huge lag spike when activated.
  • Fixed a bug where gaining multiple Shrine effects of the same type in the Labyrinth would stack, rather than replace each other.
  • Moved the Labyrinth Silver chests and other rewards away from walls, and locked their rotation. This should prevent items they spit out becoming inaccessible.
3.0.1b
  • Updated the Labyrinth to not be able to spawn Darkshrine effects that could overwrite a Darkshrine effect already in the Labyrinth.
  • Fixed a bug with Izaro mechanics which could lead to an incompletable Labyrinth.
3.0.0
  • Access to The Lord's Labyrinth has been reworked. Once unlocked, each Labyrinth can be accessed from the Aspirants' Plaza. Each of the four Labyrinths are named after the old difficulties: The Normal Labyrinth, the Cruel Labyrinth, the Merciless Labyrinth and the Endgame Labyrinth. The Cruel and Merciless Labyrinths now each require the completion of three trials, as well as the earlier Labyrinths. Access to the Endgame Labyrinth now requires completion of the three earlier Labyrinths.
  • Access to the Labyrinth has been changed. To access the Labyrinth the first time, you must complete the ordinary 6 prerequisite trials.
  • To access the Cruel Labyrinth, you must complete the Normal Labyrinth and 3 prerequisite trials, and be at least level 40.
  • To access the Merciless Labyrinth, you must complete the Cruel Labyrinth and another 3 prerequisite trials, and be at least level 50.
  • Access to the Endgame Labyrinth requires that you complete the Merciless Labyrinth and the 6 Map trials, and be at least level 60.
  • All Labyrinths are now accessed via the Aspirants' Plaza. A new user interface allows you to select which Labyrinth you wish to enter. This UI shows which trials you have and have not completed.
  • Added a waypoint to the Aspirants' Plaza which can be used to access the Plaza from any other waypoint.
  • Simplified and shortened the layout of the Normal and Cruel Labyrinths.
  • Rewards throughout all versions of the Labyrinth have been reworked and should be more rewarding for the time invested.
  • Reading the Labyrinth Map will reveal what the next chamber accessed from the nearby door contains, as opposed to just the current chamber.
  • Killing Izaro now immediately disables the traps in his room.
  • Secret Passages and Argus can now only be found in the Merciless and Endgame Labyrinths.
  • Additional Treasure Keys can be found in special chests throughout the Labyrinth. There are two keys guaranteed to appear in every Labyrinth run.
  • Removed the traps from Izaro's final room during the Normal Labyrinth.
  • The Achievements Breaking Free, Ascension, Vengeance have been renamed to Challenger, Leader and Lord, and are no longer gained by completing the story on various difficulties. Instead, these achievements are obtained by completing the first three Labyrinths.
  • The Achievements Fearless, Dauntless and Indomitable are no longer gained by completing the story on various difficulties in Hardcore. Instead, these achievements are obtained by completing the first three Labyrinths on Hardcore.
2.6.0
  • Fixed a bug where Labyrinth/Trial traps would do too much damage to you if your energy shield was protecting your mana instead of your life.
  • Removed the invulnerability buff applied to Izaro when he is waiting to flee from his arena. This fixes an issue where Izaro would attack, but couldn't be attacked back, preventing Life Leech.
2.4.0
  • Renamed the Labyrinth item "Orb of Elemental Essence" to "Orb of Elemental Dispersion" to avoid confusion.
  • Fixed a bug where Izaro couldn't be cursed by the same types of curses that his pylons could apply to him as an aura.
  • Fixed an issue where the Endgame Labyrinth entrance portal was consumed.
2.3.1
  • The Endgame Labyrinth treasure chest that drops Offering to the Goddess now only drops one rather than two.
  • The payload-like gauntlet in the labyrinth now caps monsters spawns past a reasonable time for completing the gauntlet.
  • Fixed various potential dead ends and progress blocking layouts in the Endgame Labyrinth.
2.3.0
  • Endgame Labyrinth and new jewel added.
2.2.2
  • Many improvements have been made to Labyrinth layouts.
2.2.1d
  • Fixed a bug where all Strongboxes in the Labyrinth were unable to generate as magic, rare or unique.
  • Fixed a bug where Maps dropped in the Merciless Labyrinth were capable of being higher than Tier 1.
2.2.1
  • A "You are here" hover has been added to the Labyrinth progress map.
2.2.0
  • Introduced to the game.

References

  1. Path of Exile. "Ascendancy Classes". Official Path of Exile website.
  2. Mark_GGG (July 19, 2016). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved July 19, 2016.
  3. Mark_GGG (May 17, 2017). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved May 18, 2017.

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