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The Lord's Labyrinth
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 
The Labyrinth is a randomly generated dungeon filled with traps, puzzles and monsters. 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, several unique items, and competitive leaderboards.
- 1 Overview
- 2 Rooms
- 3 Traps
- 4 Unique items
- 5 Chests
- 6 Leaderboards
- 7 Secrets
- 8 Achievements
- 9 Version history
- 10 References
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.
- The Labyrinth can be attempted as many times as desired.
- There are no waypoints. Upon death, players must resurrect in town and the current Labyrinth ends. Disconnecting, logging out, or exiting the game also ends the current Labyrinth. The Player will resurrect in the town of the act they came from.
- Players may not use town portals, except to leave. When using a portal, a warning message will confirm the choice to abandon the current Labyrinth. This portal will take the player to the Act 3 town, regardless of where it was entered.
- Any keys found must be used in the current Labyrinth. Like quest items, keys cannot be traded or moved to a stash. Unused keys will be dropped (destroyed) when leaving the Labyrinth.
- The stash is accessible before each encounter with Izaro, and in the Ascendancy Chamber.
|Labyrinth||Area level||Trial locations||Enchantment|
|The Labyrinth||33||The Lower Prison
The Crypt Level 1
The Chamber of Sins Level 2
The Imperial Gardens
|The Cruel Labyrinth||55||The Prison (Act 6)
The Crypt (Act 7)
The Chamber of Sins Level 2 (Act 7)
|The Merciless Labyrinth||68||The Bath House
|The Eternal Labyrinth||75||End-game maps||Gloves |
Monster Level: 33
The first Labyrinth requires six trials: one in Act 1, two in Act 2, and three in Act 3. While the layout changes every day, some things are constant. The first room is always a Forgotten Reliquary and there is only one path through it to the first Izaro fight. The second room can lead directly to Izaro, but there is an optional room too. The path to the final fight always has two rooms. The final fight takes place with no traps and there is a limited number of mechanics.
Completing the Labyrinth gives a choice of Ascendancy Class, 2 Ascendancy Points, and the chance to add an implicit modifier to a pair of gloves.
The Cruel Labyrinth
Monster Level: 55
The second Labyrinth requires three trials, one in Act 6 and two in Act 7, a minimum level of 40, as well as the completion of the first Labyrinth. Like the first Labyrinth, the first room is a Forgotten Reliquary and provides a straight shot to Izaro. The next two fights require two rooms each. Labyrinth traps appear with the final fight, with more and stronger mechanics than the first Labyrinth.
Completing the Cruel Labyrinth gives 2 Ascendancy Points and the chance to add an implicit modifier to gloves or boots. The modifier to gloves has higher values than those in the first Labyrinth.
The Merciless Labyrinth
Monster Level: 68
The third Labyrinth requires three trials, one each in acts 8, 9, and 10; a minimum level of 50; as well as the completion of the Cruel Labyrinth. Each fight with Izaro requires the player to cross at least two rooms to fight, but the room before the first Izaro fight is always a Forgotten Reliquary. All mechanics can be seen in the Izaro fights, many with stronger effects.
Completing the Merciless Labyrinth gives 2 Ascendancy Points and the chance to add an implicit modifier to gloves, boots and helmets. The modifier to gloves and boots have higher values than the previous Labyrinths.
The Eternal Labyrinth
Monster Level: 75
The final Labyrinth requires six trials, found through the map device, a minimum level of 60, as well as completion of the Merciless Labyrinth. Each run costs 1 Offering to the GoddessOffering to the GoddessIt is time for the Goddess to give her final verdict.
Your fate rests in her even hands.Travel to the Aspirants' Plaza and spend this item to open the Eternal Labyrinth. You must have completed the six different Trials of Ascendancy found in Maps in order to access this area.. The layout requirements are the same as the Merciless Labyrinth. All mechanics are at full strength for the Izaro fights.
The Eternal trials and Labyrinth 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 gives 2 Ascendancy Points and the chance to add an implicit modifier to gloves, boots and helmets. The modifier to gloves, boots, and helmets have higher values than the previous Labyrinths.
The rooms of the Labyrinth are still randomly generated but connections between rooms and content of rooms only change daily. All rooms exits will be in the same relative place and if room has a key, darkshrine or other element, all instances that day will have the same element. It is changed daily at midnight (00:00) UTC. When the Labyrinth is generated, keys to locked doors are placed behind traps, hidden passages are created that connect areas, and secret rooms are placed. Three times, the player encounters Izaro, and the fight will evolve depending on the player's actions in previous encounters. The first two fights end when Izaro's hitpoints are reduced to 2/3 and 1/3 respectively; the last one ends when Izaro is defeated.
After defeating Izaro, players enter the final room of the Labyrinth, the Ascendancy Chamber. This room contains the Altar of Ascendancy, a Divine Font, and ten chests of Izaro's Treasure.
Completing the Labyrinth on normal difficulty grants the player the ability to choose an Ascendancy class on top of receiving two points to spend on the Ascendancy skill tree. On completing the cruel, merciless and eternal Labyrinth the player again receives two points each. Players must interact with the Altar of Ascendancy to choose their class and receive their points.
In addition, every time the player completes the Labyrinth, they may use the Divine Font to imbue one piece of equipment with an enchantment.
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 Izaro encounters, players may choose to focus on Izaro without disabling his extra buff/damage mechanics. If not disabled these mechanics then carry over to the next phase of the fight 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.
There are daily leaderboards where players can compete to solve the Labyrinth the quickest. Players with the best results are rewarded in each difficulty.
The Labyrinth is a series of connected areas. There are pedestals at each door of an area that display the map of the areas already seen as well as the room on the other side of the doors. The path covered by the door is highlighted.
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.
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.
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.
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.
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 cremators that spawn fire skeletons. These enemies do not take damage from the furnace.
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.
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 and apply poison which greatly slows the player's movement speed.
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.
- Endless Pain: casts an aura that apply 50% increased damage taken.
- Endless Sting: causes bleeding.
- Unending Fire: casts Fire Nova.
- Unending Frost: casts Ice NovaIce NovaSpell, AoE, Cold
Mana Cost: (8-23)
Cast Time: 0.70 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 120%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:
0.5% increased Area of EffectDeals (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 radiusPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket..
- Unending Lethargy: casts a Temporal ChainsTemporal ChainsSpell, AoE, Duration, Curse
Mana Cost: (16-33)
Cast Time: 0.50 secRequires Level 24Curses all targets in an area, Slowing them, and making effects on them expire more slowly.Per 1% Quality:
Cursed Normal and Magic Enemies have 0.5% less Action SpeedBase 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
40% reduced Effect of Curse against Players
Cursed Rare and Unique Enemies have (10-14)% less Action Speed
+(0-7) to radiusPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. aura.
- Unending Storm: casts Shock NovaShock NovaSpell, AoE, Lightning
Radius: 26 / 14
Mana Cost: (12-23)
Cast Time: 0.70 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 120%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:
2% increased Shock Duration on enemiesDeals (34-371) to (102-1114) Lightning Damage
Ring deals 50% less Damage
20% chance to Shock enemies
(20-39)% increased Effect of ShockPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket..
Sentinel traps are showcased in the endgame trials, which can randomly be found in maps.
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 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.
Various other traps appear in the Labyrinth, such as vertically moving spinning blades (often guarding an entrance) and others.
The following unique items can be only found in the Labyrinth:
- Chitus' NeedleChitus' Needle
Elegant FoilOne Handed Sword
Physical Damage: (46.8-50.4)–(85.8-92.4)
Critical Strike Chance: 5.50%
Attacks per Second: 1.60
Weapon Range: 16Requires 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 BootsQuality: +20%
Energy Shield: 76Requires 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 youTo extend your life as long as possible
is to extend all the maladies that come with it.
Burnished Spiked ShieldQuality: +20%
Chance to Block: 26%
Energy Shield: (79-111)
Movement Speed: -3%Requires Level 27, 37 Dex, 37 Int4% chance to Dodge Attack Hits(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 when Hit
You always Ignite while BurningIzaro's insistence on using lava
resulted in some surprising material discoveries.
- Izaro's DilemmaIzaro's Dilemma
Physical Damage: (72-81)–(184-207)
Critical Strike Chance: 6.00%
Attacks per Second: (1.76-1.84)
Weapon Range: 11Requires 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 FrozenIzaro 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 FreezeThe 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.
- Spine of the First ClaimantSpine of the First Claimant
Physical Damage: (39.6-46.8)–(59.4-70.2)
Critical Strike Chance: 6.00%
Attacks per Second: (1.47-1.54)
Weapon Range: 11Requires Level 20, 38 Str, 38 Int14% increased Elemental Damage(100-140)% increased Physical Damage
40% increased Damage with Hits against Frozen Enemies
(30-50)% increased Cold Damage
(5-10)% increased Attack Speed
(4-8)% increased Cast Speed
5% chance to Freeze
+(25-35)% to Cold Damage over Time MultiplierThousands 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.
- Viper's ScalesViper's Scales
Full Scale ArmourQuality: +20%
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 PoisonedSwift and silent.
One strike, one corpse.
- Winds of ChangeWinds of Change
Ancient GauntletsQuality: +20%
Armour: 184Requires 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 DamageIzaro 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
Physical Damage: 28.8–58.8
Critical Strike Chance: 6.20%
Attacks per Second: 1.30
Weapon Range: 13Requires Level 28, 43 Str, 43 Int+20% Chance to Block Attack Damage while wielding a Staff+1 to Level of all Spell Skill Gems
+15% Chance to Block Attack Damage while wielding a Staff
(60-80)% increased Spell Damage
+(70-100) to maximum Energy Shield
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.
|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 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 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|
Players are ranked based on how quickly they have completed the Labyrinth. To be eligible for the leaderboard, players must enter the Labyrinth alone. The Labyrinth must be completed before the daily changeover to the next Labyrinth layout. There are leaderboards for all four labyrinths in each league.
- Players are timed from when they start the lab at the pedestal until they kill Izaro.
- To be eligible for the normal leaderboards, players must be level 40 or lower.
- To be eligible for the Cruel leaderboards, players must be level 60 or lower.
- There are no level restrictions for the Merciless and Eternal leaderboards.
At midnight UTC, the following prizes will be awarded to the players who finished the Labyrinth the quickest that day:
- Emperor's CunningEmperor's Cunning
Viridian JewelLimited to: 120% increased Global Accuracy Rating
3% increased Character Size
(4-6)% increased DexterityThe 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. will be rewarded to the top player in normal Labyrinth
- Emperor's WitEmperor's Wit
Cobalt JewelLimited to: 130% increased Global Critical Strike Chance
3% increased Character Size
(4-6)% increased IntelligenceThe 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. will be rewarded to the top player in Cruel Labyrinth
- Emperor's MightEmperor's Might
Crimson JewelLimited to: 110% increased Damage
3% increased Character Size
(4-6)% increased StrengthThe 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. will be rewarded to the top player in Merciless Labyrinth
- Emperor's MasteryEmperor's Mastery
Prismatic JewelLimited to: 14% increased maximum Life
3% increased Character Size
5% increased Global Defences
(5-7)% increased AttributesLearn 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. will be rewarded to the top player in the Eternal Labyrinth
There are 8 achievements available for completing the Labyrinth on the four difficulties in each of a softcore league and a hardcore league:
- Path of Exile. "Ascendancy Classes". Official Path of Exile website.
- Mark_GGG (July 19, 2016). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved July 19, 2016.
- Mark_GGG (May 17, 2017). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved May 18, 2017.
- RhysGGG (April 15, 2016). "Labyrinth Ladder times are messed up". Official Path of Exile subreddit. Retrieved May 28, 2016.