Deep beneath the surface of Wraeclast, in chambers lit by guttering torches and lined with spinning blades, lies the ultimate test of character. The Lord's Labyrinth is not merely a dungeon. It is a proving ground, a crucible where players earn the power that defines their endgame potential. Completing the labyrinth and claiming an Ascendancy is the moment when a character in POE 1 truly comes into its own.
The path to the Labyrinth begins with six trials scattered throughout the campaign. These hidden rooms introduce the traps and puzzles that await: spinning blades that eviscerate the unwary, poison darts that drain life, crushing pillars that demand precise timing. Completing these trials is mandatory before the first labyrinth run. For new players, they are a warning. For veterans, they are a chore, the price of admission to true power.
Each labyrinth run is a gauntlet. Players navigate trap-filled corridors, solve simple puzzles, and face Izaro, the labyrinth's creator and final guardian. Izaro is not a trivial opponent. His attacks hit hard, and the traps in his arena can kill careless players in seconds. Defeating him requires mechanical skill, build viability, and patience. Many players die on their first attempts. Learning from those deaths is part of the experience.
The reward for completing a labyrinth run is an Ascendancy point. These points are spent on the Ascendancy skill tree, a secondary tree unique to each class that offers build-defining power. A Witch can become an Elementalist, mastering the elements with bonuses to shock, ignite, and freeze. A Marauder can become a Juggernaut, gaining unstoppable durability and immunity to slows. A Shadow can become an Assassin, specializing in critical strikes and devastating poisons. The Ascendancy choice shapes every aspect of how a character plays.
There are four labyrinth difficulties, each unlocked at specific points in progression. The normal labyrinth after act 3 offers the first two points. The cruel labyrinth after act 6 adds two more. The merciless labyrinth after act 8 adds another two. The eternal labyrinth, available in the epilogue, offers the final two points and the most challenging version of Izaro yet. Each run requires a fresh offering to the goddess, an item that drops from specific content.
For players pushing the limits of their builds, the labyrinth offers more than just Ascendancy points. Treasure rooms at the end of runs contain enchantment fonts that can add massive power to specific skills. A correctly enchanted helmet can double the damage of a build, making labyrinth farming a profitable endgame activity. The chase for the perfect enchantment keeps players running the labyrinth long after they have earned all their points.
The Ascendancy system in POE 1 Items represents a core philosophy: that power should be earned through challenge. Ascendancy points are not handed out for leveling or completing simple quests. They are locked behind traps, boss fights, and death. Claiming them means proving you deserve them. It is a system that respects the player's skill while rewarding their dedication.
In the dark world of Wraeclast, the Labyrinth is where legends are born. Every character who reaches the endgame has walked its halls. Every build that conquers Uber bosses was forged in its fires. The Labyrinth is not just content. It is a rite of passage, the moment when a character stops being a survivor and becomes a champion. For those who love POE 1, there is no more meaningful milestone.
