WoW Midnight Labyrinths Guide

Labyrinths are a new mega-Delve game mode added in WoW Midnight Patch 12.1.5. They combine several Delve-style chambers into one large run with scalable rewards, exploration, a separate Journey, Hero and Myth gear, and a Nemesis boss. In this guide, I’ll explain how the whole system works and why it’s especially useful for gearing alts.

Learn Everything About Labyrinths in WoW Midnight With This Guide

WoW Midnight Labyrinths Quick Summary:

  • Labyrinths are basically much larger Delves divided into separate chambers.
  • You can leave before finishing the entire run and still collect rewards for the chambers you completed.
  • In the current Labyrinth, every three chambers work like one normal Delve for rewards and Great Vault credit.
  • Deeper progression leads to a Nemesis boss with extra rewards you get upon defeating them.

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What Are Labyrinths in WoW Midnight?

I think of Labyrinths as mega Delves where you take multiple smaller Delve-like objectives and a Nemesis boss waiting for you at the end. The main difference from normal Delves is that you have a huge area to go through and explore. You get rewards for exploring even a small part of the entire mega-dungeon, but this will get bigger as you complete more rooms.

The first and currently available version is The Labyrinth of Kindo’jan. It has nine chambers, and most of the exact numbers in this guide come from that 12.1.5 implementation rather than me assuming every future Labyrinth will work exactly the same way.

How to Unlock Labyrinths

Your first Labyrinth starts with a short introductory questline. The tutorial sends you inside for a limited run where you clear a few chambers and learn how movement between them works. You’re then forced to leave rather than being allowed to complete the whole place immediately.

Once the introduction is done, you gain access to the full Labyrinth. The current quest begins through The Labyrinth and then takes you to The Labyrinth of Kindo’jan. This one is located at Zeb'tela Ruins in Eversong Woods, north of Amani Pass. You can find its entrance by following these coordinates /way 63, 72. I’ve checked it already and can confirm that finishing this introduction unlocks the activity Warband-wide.

I’ve done the tutorial on my main first, and then it’s become available on my alts, too. Now, I’m working on higher-tier rewards, secrets, and the Nemesis boss at the very end.

How Labyrinth Runs Work

I would describe Labyrinth as a huge Delve, which consists of several chambers. Each of these chambers is basically a mini Delve. You complete one chamber, earn your current reward, and then new paths open for you to go to. And what I’ve liked most is that you don’t have to spend too much time and clear a full run right away. You can do it exactly how you want and still get rewarded.

If you want to leave early, the current Labyrinth lets you speak to an NPC or use a toy earned from its opening quests. You’re then taken to the reward room and can collect whatever your completed chambers qualified you for.

I personally like this format a lot because it suits the time I spend in WoW sometimes. I don’t always have enough time to be in an instance for hours, and clearing just a few chambers might be a good decision once in a while.

Labyrinth Chambers and Reward Scaling

The current Labyrinth has nine chambers, and rewards increase after every three you finish. The game treats three chambers as one Delve in terms of what rewards you get. Completing another three gives you another set of rewards, and doing all nine gives roughly three Delves worth before the Nemesis is counted.

Chambers Completed

Approximate Progress

3

About 1 Delve

6

About 2 Delves

9

About 3 Delves

Nemesis

Additional reward and Great Vault credit

Each three-chamber milestone can add Heavy Trunks, a Bountiful Coffer, and Great Vault progress. A full nine-chamber Kindo’jan clear currently gives up to 6 Bountiful Heavy Trunks and 3 Bountiful Coffers. Completing three chambers can unlock the next Delve difficulty in the same way finishing a normal Delve would. If Tier 8 is your current maximum, completing the required chambers there can push progression toward Tier 9.

Exploration and Secrets in Labyrinths

What I like about Labyrinths is that they’re full of secrets to explore. You’ll have to uncover hidden rooms, special keys, sturdy boxes, Mislaid Curiosities, Mislaid Treasures, and temporary power-ups scattered throughout the Labyrinth.

One system unlocks a Keeper of the Key somewhere in the run. Kill it, and you get a key, and a locked door appears in another chamber. Find the door, and you can access a bonus room filled with extra treasures and Curiosities. There are also Elemental Hexmasks to discover. Once activated, they follow you through the Labyrinth and help in combat. Finding all three is also connected to an achievement.

I’d explore pretty thoroughly during your first few runs. When you’ve collected the permanent stuff, there’s much less reason to check every corner on every character.

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Labyrinth Journey Explained

Labyrinths have a separate Journey progression track tied specifically to the activity. The current Kindo’jan Journey has nine ranks, and you progress mainly through completing chambers and finding treasures. I’ve tested and seen that progression is fairly quick: one full Tier 11 clear already pushed one tester to around Rank 5 without even searching every corner. The Journey unlocks things like these:

  • Rank 5 Curios
  • Locked treasure rooms
  • Elemental Hexmasks
  • Access through special Loa-sealed doors
  • Fast travel between chambers you already completed
  • Powerful temporary Loa buffs
  • Reusable glove enchants
  • Easier direct travel to the Labyrinth

For me, Rank 5 Curios are one of the main reasons to progress the Journey early. Ordinary Delves can provide Curios up to Rank 4. The Labyrinth unlocks Rank 5 versions through its reward chests once the required Journey rank is reached. There are also two new Curios obtainable through the current Labyrinth.

The Journey contains several Loa Favor ranks as well. These let you pass matching seals inside the Labyrinth and reach new reward rooms containing chests, temporary bonuses, cosmetics, toys, and special glove enchants.

Labyrinth Temporary Buffs

One of the more useful later Journey unlocks adds Loa Spiritual Conduits around the Labyrinth. These give short but very powerful combat buffs. I remember a moment where one effect repeatedly dealt enough Fire damage to practically erase normal enemies for around two minutes. The recommendation there is pretty simple: if you find one of these buffs, don’t waste it.

Your existing Delve-related progression and applicable character buffs also matter inside the Labyrinth. You’d better check your loadout before going into a high-tier run.

Labyrinth Gear and Rewards

Most Labyrinth loot still follows normal Delve rules. You can get Champion gear, Warbound items, currencies, Mistcrests, Curios, and the usual Delve-style rewards. The big difference is the amount you can earn from a full run. The two special gearing systems mentioned heavily in the transcripts are Heroic Soul Fragments and Mythical Soul Fragments.

Heroic Soul Fragments

Heroic Soul Fragments come from Labyrinth reward chests and some one-time treasures. Collect three Heroic Soul Fragments, and you can create an additional Hero-track item from the normal Delve reward pool. The released version gives a random Hero 2/6 item at level 308. There’s no special raid or Tier loot hiding here. It’s basically bonus Delve gear.

That still makes it pretty useful, especially for alts. You’re already getting your normal chamber rewards, then Soul Fragments give another chance to fill a weak gear slot.

Mythical Soul Fragments

Mythical Soul Fragments are the more interesting reward because they provide access to Myth-track Delve gear. These are limited weekly requests with catch-up if you missed previous ones. Each task asks you to clear a particular chamber on Tier 8 or higher and awards one Mythical Soul Fragment.

Combine three fragments, and you get a Venerated Loa Armament, which provides a Myth 1/6 item at item level 318. Unlike the Heroic Soul Fragment reward, this one lets you select an eligible slot, though you’re not choosing the exact item itself. Weapons and trinkets aren’t part of that selection.

Labyrinth Nemesis Bosses

The Labyrinth also ends with a Nemesis challenge. In the current version, that boss is Kindo’jan. The first time you want to fight him, you need to clear the entire current Labyrinth on Tier 8 or higher. Once that initial unlock is done, you no longer need another nine-chamber clear every time. You can instead clear enough chambers to reach his area and head toward the boss from there.

Yet nothing too impressive in terms of rewards here for many. I’ve got just extra Crests, cosmetics, achievements, a title, and a special solo reward. But what I’m after is the Loa-Blessed Victory toy, and solo Tier 11 rewards the Loa-Blessed Wayfarer mount.

 

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Are Labyrinths Good for the Great Vault?

In the current Labyrinth, every three completed chambers count as one Delve completion at the tier you ran. This means completing a run can currently provide up to four Delve activity completions toward the Great Vault. You get to do one longer run instead of jumping between several ordinary Delves, and also work on the Journey and Soul Fragment rewards.

And, of course, you’ll be running Labyrinths with Valeera. Make sure she’s fully leveled up and ready for battle. This is especially important when playing on your alts. She’ll help you more than you think.

Who Should Run Labyrinths?

I’d definitely run them on your main first. You want to unlock the activity, push the Journey, find the major one-time treasures, open access to Rank 5 Curios, and unlock the current Nemesis. After the first round of progression, though, I think alts are where Labyrinths become especially good.

The mode gives you a lot of Delve gear in one place, extra Hero-track chances through Soul Fragments, Warbound rewards, currencies, Great Vault credit, and eventually access to Myth gear.

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F.A.Q.

What are Labyrinths in WoW Midnight?

 

Labyrinths are large Delve-style activities made from multiple connected chambers. You can complete only part of a run for smaller rewards or continue deeper for additional treasure, progression, and a Nemesis encounter.

How do Labyrinths work in WoW?

 

You can clear one chamber and then choose from the routes that become possible. Your reward gets bigger after you complete three chambers, and yet you can leave the Labyrinth any time to get what you already have.

Can you get Hero gear from Labyrinths?

 

Heroic Soul Fragments can be collected from Labyrinth rewards, and three combine into a random Hero-track item from the Delve loot pool.

Are Labyrinths good for gearing alts?

 

This is one of the best activities to run on your alts once Labyrinths are unlocked on your main character. They have multiple Bountiful reward opportunities, Soul Fragments, Warbound gear, currencies, Curios, and Great Vault progress in one activity.

Do you have to complete the entire Labyrinth?

 

You can end a run at any point and get the rewards that you’ve earned by this time. A full clear simply provides the largest payout and is required for certain first-time progression unlocks.

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