DOFUS Touch 1.73 beta for the Labyrinth

Beta 1.73: The Labyrinth

The 1.73 beta is now playable, and the official Labyrinth release comes with new rewards, tales, updated interfaces, and a lot of balance work.

News / Info
Guides team
7 min read

The 1.73 beta is finally live, which means we can now see the full shape of the Labyrinth in its official release form. This is not a tiny patch. It adds new rewards, tales, old coins, new scroll types, champions, sets, interface upgrades, and a very long list of balance changes.

Honestly, this is one of those updates where it really helps to read more than just the headline, because several systems shift in a meaningful way for anyone who was already playing the early access version.

The key reminder stays the same: the Labyrinth is content for 1 or 2 players, only for level 200 characters, and the entrance is in Mount Nula [-24,-24].

The biggest changes in the beta

The first headline is the official Labyrinth release. On top of that, the beta introduces tales, which work like a dedicated achievement layer for the mode, with rewards that include kamas, experience, items, and even a new companion.

The coin system also changes. Extracted dusty coins now become old coins, which can be spent outside the mode. And, as expected, extraction limits are now clearly tied to depth, with a hard cap per run.

  • Permanent tales and single-run tales.
  • Dusty coin conversion into old coins.
  • Uncertain and reliable extra stat scrolls.
  • New champions and challenge rooms.

Rewards, scrolls, and the mode economy

One of the most notable changes is the arrival of additional stat scrolls. The uncertain ones can push extra stats from 100 to 150 with a chance to fail, while the reliable ones always work but are much rarer and depend on the depth you reach.

Early access tokens are also going away. Bronze, Silver, and Gold tokens had to be spent before launch, and the related cosmetics now move over to the old coin economy at a much steeper price.

What changes in gameplay

The beta adds 36 new spells, seven new trinkets, and a large batch of tweaks to gems, suffixes, monsters, and guardians. Monster level progression also gets adjusted in some depths so the difficulty curve feels less abrupt.

Quick take: this beta does not just "open the Labyrinth." It turns it into a much more complete and much more serious endgame mode.

Interfaces are getting better too

There is a new exploration stats interface, another for tales, map improvements, more fragmentation slots, better fusion filters, and several visual fixes. That matters a lot because the mode was already starting to ask for clearer UI in a few places.

If you care about the Labyrinth, this post works as the main roadmap. And if you have not touched it yet, it shows clearly that the mode no longer feels like a loose experiment.