Paragon

The Paragon System is a gameplay feature of Diablo Immortal and Diablo III.

Diablo Immortal
Once the player reaches their max level, they may start earning Paragon levels, which improve their loot, and allows the player to progress along Paragon Trees, making one's character more powerful and customized.

The Paragon system in Immortal is divided into multiple trees. Trees have "Persistent Attributes," denoted by circle nodes, which grant players permanent bonuses, and "Specialization Skills," represented by square nodes, which grant bonuses only when that tree is active.

Some nodes can only have one point added, while others can have multiple points added. When a node can take multiple points, that node must be maxed out before the later ones unlock. However, when multiple paths to a node exist, only one path must be completed to activate it.

Only one tree may be active at a time, and players may switch freely among them. Initially, only two trees—Vanquisher and Survivor—are available; the others unlock at higher Paragon levels. More trees will be added over time. Players can reset their Paragon points every seven days. There is no in-game cost to do so, and the timer begins as soon as the reset occurs.

Each server has a World Paragon Level that rises by two levels each day. Once a player has reached max level (currently 60), if their Paragon Level is below the World Paragon Level, they will gain increased experience. The bonus starts at 10% for being 1–2 levels below, and increases by 10% for every two levels beyond the first (e.g., a player 9–10 levels below will receive a 50% bonus). If the player is more than four levels above the World Paragon Level, their experience is penalized. The XP bonus does not apply to characters as they level up.

In addition, as Paragon level increases, the attributes on items (Strength/Intelligence, Willpower, Fortitude, Vitality) that drop tend to increase, although the damage and Legendary attributes do not.

List of Trees

 * Vanquisher: unlocks at Paragon 1, aids in defeating enemies
 * Survivor: unlocks at Paragon 1, grants defensive benefits
 * Treasure Hunter: unlocks at Paragon 50, gives greater rewards from battle)
 * Gladiator: unlocks at Paragon 50
 * Mastermind: unlocks at Paragon 150, based on group play such as Warbands
 * Soldier: unlocks at Paragon 150

Tree Details
Deeper Pockets: The first and third points grant +1 row to the general inventory, while the second and fourth points grant +1 row to the gem inventory. The fifth point grants +1 row to each, for a total of 3 to each.

Development
The Paragon system in Immortal was designed from scratch. It was designed to reflect the intent to support the game for years.

Diablo III
Paragon was added to the game after release, to provide more end-game content for players who had reached the level cap.

Paragon 1.0

 * For the currently used system, see the Paragon 2.0 section.



In Paragon 1.0, after a player reached level 60, any further experience gained counted towards Paragon levels, of which there were 100, calculated independently and separately for each character. If one took into account every class/gender combination in the game, then a player could reach "Paragon 1000." Every Paragon level rewarded a player with core stats such as strength, dexterity, intelligence, and vitality in amounts similar to what they'd gain from a normal level, and 3% magic and gold find. A new frame in the character's portrait was earned every 10 levels to signify their paragon progression. Two extra portraits were available at levels 98 and 99. To support the system, Nephalem Valor provided a 15% experience bonus per stack, applicable toward Paragon levels, making Ruby gems in helm useful even at level 60.

Paragon 2.0
Paragon 2.0 is an updated version of the Paragon system released as part of the pre-patch to Reaper of Souls. It made the following changes:


 * There is no cap on Paragon levels. Players can now earn as many Paragon levels as they can, provided they contribute time. All that needs to be done is to simply fight monsters and complete quests with a hero already at lvl 70.


 * Paragon levels are now account-wide per game type. Normal characters on an account will share a Paragon level. Similarly, all Hardcore characters on an account will share a Paragon level. Any Paragon experience a player gains on their Normal or Hardcore characters will contribute to their account’s “Normal Paragon level” or “Hardcore Paragon level.” The same division exists for Seasonal and normal characters, for a total of four separate tallies per account.

The categories (and their stats) are listed below. Primary stat and Vitality have no cap, while all other stats are capped at 50 points each.
 * Players now earn one Paragon points each time they level up after reaching max level. These points can then be spent to boost up various stats in four different categories: Core Stats, Offensive, Defensive, and Utility. All characters on a player's account have their own version of the allocated points, which can be reallocated at any time. Points added cycle among the categories: the first Paragon point earned can be assigned to Core Stats, the second to Offensive, the third to Defensive, the fourth to Utility, and then repeating. After reaching Paragon 800, all stats in the latter three trees are maxed out, so all further Paragon points are assigned to Core Stats.
 * Core: The Core tab serves as the source of increasing a hero's basic statistics, which has a varying effect on some of the other Paragon tabs.
 * A class's Primary stat (Strength / Dexterity / Intelligence), at a rate of +5 per point.
 * Vitality, +5 per point.
 * Movement Speed, +0.50% per point (capped at +25%, which is maximum base bonus for most classes, making +Movement Speed affixes on items useless beyond that point)
 * Class maximum resource: Mana (+4 per point), Spirit, Fury, Essence (+1 per point), Wrath, Arcane Power, Hatred (+0.5 per point). Demon Hunters do not gain Discipline.
 * Offensive: The Offensive tab serves as the major source of increasing a hero's damaging prowess in combat.
 * Attack Speed, +0.2% per point (capped at +10%)
 * Cooldown Reduction, +0.2% per point (capped at +10%)
 * Critical Hit Chance, +0.2% per point (capped at +10%)
 * Critical Hit Damage, +1% per point (capped at +50%)
 * Defensive: The Defensive tab serves as the main source of making a hero harder to kill in battle.
 * Armor %, +0.5% per point (capped at +25%)
 * Life %, +0.5% per point (capped at +25%)
 * All Resistances, +5 per point (capped at +250)
 * Life Regeneration. +214.6 Life per second per point (capped at +10,730 Life per second)**
 * Utility: The Utility tab serves the sole purpose of providing secondary stats that, while not necessarily vital to a hero's success, serve to make their quest slightly easier.
 * Area Damage, +1% per point (capped at +50%)
 * Resource Cost Reduction, +0.2% per point (capped at +10%)
 * Life per Hit, +160.9 per point (capped at +8045)**
 * Gold Pickup Range, +0.1 yards per point (capped at +5 yards). Prior to 2.6.10, this was Gold Find, with +1 % per point (up to +50%).

** Life Regeneration and Life on Hit values increase with the hero's normal level; the listed values are for a level 70 character. In classic Diablo III, these values are divided by 4.

While it may seem that most stats have a cap on them that cannot be exceeded, there will always be some incentive, even if only a little, to attaining more Paragon levels. This allows the nephalem heroes an ever growing advantage that they can make use of to help ease the burden of tackling higher difficulty levels.

When the new system was implemented, previous Paragon experience (not levels) from the 1.0 version was added from all characters to assign new levels.

Under the system, if a character dies or is deleted, the amount of Paragon experience that character contributed is not lost&mdash;Paragon experience is shared by all characters on the account. Remember that Paragon levels for Hardcore and Softcore, and for Seasonal and Normal characters, are separate.

Paragon points can be reset at any time when not in combat. There is no cooldown or cost for doing so. To allocate points faster (10 points at a time), player can click them while holding the Shift button. As of patch 2.5.0, clicking them with Ctrl button will allocate 100 points at a time.

Paragon experience is only added when the character is at maximum level they can achieve (70). Normal experience earned while leveling does not count toward Paragon totals.

Paragon points are the only customizable attribute that is not stored and automatically changed via Armory.



As of patch 2.0.4., there are new paragon Portraits, granted every 100 levels past 100, i.e. 200, 300, 400 etc., up to 800.

In a sense, Paragon 2.0 is reminiscent of the character leveling systems of the first and second games, where class stat increases were at the player's discretion (in contrast to the system of Diablo III, where stats increase in a standard manner with each increase in level for each class).



As of patch 2.3, players can earn some new Paragon portraits for doing achievements in Season 4.

You can also earn new Paragon portraits by completing Seasonal objectives, gaining promotional materials or killing Sir William in Whimsyshire.

Development
The Paragon system was not initially planned for Diablo III. The decision to implement the system stems in part from lowering the level cap from 99 in Diablo II to 60 in Diablo III. This was done to make achieving max level more doable, but post-release, it was found that level 60 was much less rewarding. Furthermore, as the team was discussing the Paragon system, they realized it could solve a second problem&mdash;due to the effects of the repair costs it was very common to sit down for a session of Diablo III only to find at the end of the game session the player was further behind than where they started.

Diablo IV
The Paragon system does not appear in Diablo IV. Instead, the Paragon Board features.