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For the similar system in Diablo IV, see Paragon Board.

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

Diablo Immortal[]

Paragon System-immortal2

The first five Paragon trees

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.[1] Each Paragon Level requires 3,500,000 XP.

Each server has a World Paragon Level that rises by 10 levels each week. Once a player has reached max level (currently 60), if their Paragon Level is below the World Paragon Level, they will gain increased experience. If the player is more than four levels above the World Paragon Level, their experience is penalized.[1] 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. Difficulty settings above Normal have a recommended Paragon level range.

The Paragon system in Immortal is divided into multiple trees. Each tree contains 15 skills. The skills come with persistent attributes: +10 Armor, Armor Penetration, Potency, Resistance, +80 Damage and +800 Life. These are applied regardless of whether the skill is active or not.

Each skill costs 4 Paragon points to unlock. Each tree has 3 root skills that can be unlocked immediately, and each of those branches into two paths of two skills each, which require the previous skill on the path to be unlocked first.

Only one tree may be active at a time, and players may switch freely among them.[2] Players can reset their Paragon points at any time. There is no in-game cost to do so.[3] From the active tree, the player can select 5 skills to activate.

After unlocking the Inferno I difficulty, Legendary Paragon Skills are unlocked. These skills must be unlocked for 80 Paragon Points, and come with a passive bonus of +10 Armor, Armor Penetration, Potency, Resistance, +240 Damage and +2400 Life. Only one Legendary Paragon Skill can be active, and it goes into a separate slot from regular Paragon skills.

Tree Details[]

Vanquisher[]

Vanquisher skills:

  • Wrath: +0.5% damage per monster killed for 6 seconds, stacking up to 10 times
  • Zeal: +0.5% attack speed per monster killed for 6 seconds, stacking up to 10 times
  • Heart of Wrath: Wrath and Zeal now stack up to 15 times
  • Exorcism: +5% damage to monsters
  • Judgment: Guaranteed Critical Hit after killing 5 enemies

Treasure Hunter skills:

  • Lucky: 50% increased globe drop rate from monsters.
  • Treasure Find: 50% increased equipment drop rate from Elite monsters.
  • Greed: Increases the bonuses granted by Treasure Find and Lucky from 50% to 75%.
  • Swift Learner: 50% more experience gained from defeating Elite monsters.
  • Gold Find: 50% extra gold from monsters.

Massacre skills:

  • Boundless Strides: During a Kill Streak, every 10 kills grants you 3% increased Movement Speed up to a maximum of 15%.
  • Tenacity: During a Kill Streak, every 10 kills grants you 1% damage reduction up to a maximum of 5%.
  • Combat Trance: Increases the maximum bonus of Boundless Strides to 30% and Tenacity to 10%.
  • Aggression: During a Kill Streak, every 10 kills grants you 3% increased Primary Attack Speed up to a maximum of 15%.
  • Delaying the Inevitable: Your Kill Streak timer now expires 10% slower and picking up items will refresh the Kill Streak duration.

Gladiator[]

Gladiator skills:

  • Trapper: Wheneve you drop below 30% Life, you will lay a Trap beneath your feet every 5 yards you travel over the next 6 seconds. Cannot occur more often than once every 240 seconds.
  • Uncontrollable: When struck by an effect which causes loss of control of your character, you are Immune. Cannot occur more often than once every 30 seconds.
  • Rapid Recovery: Reduces the cooldowns of Trapper and Uncontrollable by 10 seconds.
  • Quick Witted: Reduces the duration of loss of controls effects against you by 10%.
  • Cheat Death: Fatal attacks from players instead reduce you to 1 Life while making you immune to damage and Stunning you for 3 seconds. After 3 seconds, you recover to 60% Life. Cannot occur more often than once every 120 seconds.

Soldier skills:

  • Battle Morale: Each enemy player killed within 15 yards by one of your party members increases your damage by 3% for 10 seconds, stacking up to 4 times.
  • First Aid: Whenever you drop below 15% Life while party members are within 5 yards, you will gain First Aid, recovering 15% of your maximum Life per second for 3 seconds. Cannot occur more often than once every 300 seconds.
  • Combat Veteran: Battle Morale can now stack up to 8 times, and the cooldown of First Aid is reduced to 180 seconds.
  • Hold Formation: Each party member within 15 yards reduces the damage you take by 2.5%.
  • Sacrifice: Your death grants 15% additional damage reduction to all party members within 15 yards for 6 seconds. Cannot occur more often than once every 60 seconds.

Champion skills:

  • Grizzled Veteran: When fighting a player, you deal 4% more damage and take 4% less damage.
  • To the Victor: When you defeat a player, your Grizzled Veteran bonus increases to 12% for 10 seconds. The effect does not stack, but will refresh if another player is defeated.
  • Swift Strikes: For every player you defeat, your Attack Speed increases by 3%, stacking up to 5 times. All stacks clear when you are defeated.
  • Overpower: For every player you defeat, your Critical Hit Chance increases by 3%, stacking up to 5 times. All stacks clear when you are defeated.
  • Juggernaut: When you defeat 6 enemies without being defeated, you become empowered and your Life is fully replenished. While empowered, your size increases by 10% and you gain 20% increased Movement Speed. These effects are lost upon defeat. This skill is not active in Challenge of the Immortal.

Survivor[]

Survivor skills:

  • Stalwart: 35% increased Block chance for 6 seconds below 30% Life (60 second cooldown)
  • Escape Artist: 35% movement speed + unhindered movement through enemies for 6 seconds below 30% Life (60 second cooldown)
  • Precognition: Cooldowns of Escape Artist and Stalwart reduced to 45 seconds
  • Unyielding: 1.2% damage reduction per 10% missing Life
  • Indestructible: Fatal attacks reduce Life to 1 point, gain immunity to all damage for 3 seconds (120 second cooldown)

Mastermind skills:

  • Coordinated Assault: All party members within 5 yards of you gain 3% increased damage while your party has members from 4 different classes. This effect is not cumulative from multiple sources.
  • Mutual Defense: All party members within 5 yards of you gain 3% additional damage reduction while your party has members from 4 different classes. This effect is not cumulative from multiple sources.
  • Super Coordination: Radius of Coordinated Assault and Mutual Defense increased to 10 yards.
  • Covert Operations: Increases your Critical Hit Chance by 2.5% for each different class present in your party.
  • Find Weakness: While your party has members from 4 different classes, your attacks have a 5% chance to make Bosses vulnerable for 3 seconds. Damage taken by vulnerable targets is increased by 20%.

Apothecary skills:

  • Regeneration: Whenever you drop below 30% Life, you will regenerate 3.5% of your maximum Life per second for every nearby party member for 6 seconds. Cannot occur more often than once every 120 seconds.
  • Battlefield Efficiency: Increases the recharge rate of your Healing Potions by 20% for each party member within 12 yards of you.
  • Resilient: The bonus of Regeneration is now increased to 5% and the bonus of Battlefield Efficiency is now increased to 30%.
  • Recuperate: Increases the healing you receive from Health Globes by 15% for each party member within 12 yards of you.
  • Always Be Prepared: You and each party member within 12 yards of you will have your Healing Potions recharged to maximum capacity whenever you or a party member damages an uninjured Boss. Cannot occur more often than once every 120 seconds.

Brawler[]

Brawler skills:

  • Close Quarters: Primary Attacks that damage Elite monsters within 2 yards grant you stacks of Close Quarters, reducing your damage taken from Elite monsters by 1%. Close Quarters stacks up to 10 times and is removed if no Elite monsters remain within 2 yards. Close Quarters does not stack from multiple sources.
  • Bolster Ranks: All party members within 20 yards benefit from your Close Quarters, reducing damage taken from Elite monsters.
  • Rapid Remedy: While Close Quarters is active, dealing damage has a 10% chance to reset the cooldown of Healing Potion.
  • Extended Reach: Close Quarters radius increased from 2 yards to 3 yards.
  • Stand Firm: Reduces the duration of loss of control by 20% from effects applied to you by Elite monsters.

Executioner skills:

  • Chase Down: Increases your Movement Speed by 35% for 6 seconds when an enemy player's Life falls below 30% within 12 yards of you. Cannot occur more often than once every 30 seconds.
  • Debilitate: Dealing damage to an enemy player below 30% Life will disable them and Slow them by 35% for 4 seconds. Cannot occur more often than once every 30 seconds.
  • Bravery: The duration of Chase Down is increased to 9 seconds and the duration of Debilitate is increased to 6 seconds.
  • Finishing Touch: Your damage is increased by 250% whenever you deal damage to an enemy player below 20% Life. Cannot occur more often than once every 30 seconds.
  • Insanity: When you defeat an enemy player, the cooldowns of Chase Down, Debilitate and Finishing Touch are reduced by 9 seconds.

Warden skills:

  • Heavy Armor: Every enemy within 5 meters reduces the damage you take by 2%, stacking up to 4 times. Enemy players provide 2 stacks, but the upper limit is unchanged.
  • Rugged: Your size and maximum Life increase by 5%.
  • Combat Expertise: The effect of Heavy Armor increases from 2% to 3%. The effects of Rugged increase from 5% to 8%.
  • Combat Tricks: While Heavy Armor is active, you can move through enemies freely and enemies within 5 meters of you have their damage reduced by 5%.
  • Defender of Sanctuary: When you are attacked 5 or more times within 3 seconds, you gain an absorb shield equal to 15% of your maximum Life. For every enemy within 5 meters, the shield increases by 25% (enemy players increase the shield by 50%). The shield cannot be increased beyond 100%, or 30% of your maximum Life. Cannot occur more often than once every 30 seconds.

Slinger[]

Duelist skills:

  • Bloodthirst: Using a skill while in combat increases the damage you deal to monsters by 1% for 10 seconds. Bloodthirst stacks up to 5 times, but all stacks are removed when you take damage.
  • Fury: Using a skill while in combat increases your Critical Hit Chance by 1% for 10 seconds. Fury stacks up to 5 times, but all stacks are removed when you take damage.
  • Superiority: Boodthirst and Fury now stack up to 10 times.
  • Deadly Intent: Damage increased by 2%.
  • Static Discharge: When Bloodthirst and Fury are removed from taking damage, you discharge lightning damaging up to 5 targets within 5 yards. Cannot occur more often than once every 30 seconds.

Weaver skills:

  • Unseen Dynamism: You now gain a stack of Unseen Dynamism as you hit enemies with either a Primary Attack or Skill and the attacks must alternate between a Primary Attack or Skill to build stacks. Unseen Dynamism increases your damage by 1% for every stack, up to a maximum of 10 stacks, for 3 seconds.
  • Spell Surge: Gaining 3 stacks of Unseen Dynamism within 3 seconds empowers your next 3 Primary Attacks, causing them to unleash chain lightning that arcs through nearby enemies and deals 34% base damage. Cannot occur more often than once every 30 seconds.
  • Uncanny: While you have 10 or more stacks of Unseen Dynamism, you will gain Uncanny, which increases your Critical Hit Chance by 6.5%.
  • Impulsive: Unseen Dynamism no longer loses all stacks when it expires, but instead will lose 4 stacks every 3 seconds.
  • Gifted: Unseen Dynamism can now stack up to 15 times.

Ranger skills:

  • Careful Aim: For every meter you are from an enemy, your damage against them increases by 2%, up to 8%.
  • Sharp Eye: For every meter you are from an enemy, your Critical Hit Chance against them increases by 2%, up to 8%.
  • Precision: The effects of Careful Aim and Sharp Eye are increased from 2% to 3% per meter.
  • Lone Wolf: Your Movement Speed is increased by 10% while you have no enemies within 3 meters.
  • Killing Blow: When you perform 3 attacks in a row while Careful Aim and Sharp Eye are at maximum bonus, you enter the Killing Blow state for 10 seconds. For the duration, you benefit from the maximum effects of Careful Aim, Sharp Eye, and Lone Wolf. Cannot occur more often than once every 30 seconds.

Harbinger[]

Skill group 1:

  • Quickstep: Dash Skill cooldowns recover 10% faster.
  • Savage Urge: Citical Hit Chance increases by 10% of your Movement Speed.
  • Illusory Strides: You move unhindered through monsters and barriers or traps created by skills.
  • Spree: Increases your Movement Speed by 3% for 5 seconds when you kill a monster, stacking up to 15%.
  • Fatal Urge: The Critical Hit Chance bonus from Savage Urge increases from 10% to 20% of your Movement Speed.

Skill group 2:

  • Chosen One: After leaving combat, you become the Chosen One, granting you 40% damage reduction for 2 seconds. Cannot occur more often than once every 30 seconds after the effect ends.
  • Self Reliance: Chosen One grants an absorb shield equal to 22.5% of your maximum Life when it ends.
  • Unbreakable Will: Chosen One also makes you immune to the next 3 loss of control effects.
  • Stand Strong: You are immune to all knockback effects during Chosen One.
  • Renewed Courage: The duration of Chosen One is increased from 2 to 4 seconds.

Skill group 3:

  • Blur: Dash Skills cause you to become invisible for 5 seconds or until you attack. Cannot occur more often than once every 30 seconds after the effect ends.
  • Ambush: When Blur ends, your damage increases by 30% for 5 seconds.
  • Honed Steel: Ambush also increases your Critical Hit Chance by 20%.
  • Shackle: When Blur ends, your next attack will also Slow enemies, reducing their Movement Speed by 50% while also preventing the use of Dash skills for 3 seconds.
  • Fate: While Ambush is active, killing an enemy refreshes the cooldown of Blur.

Legendary Paragon Skills[]

  • Roaring Strike: Generate energy while moving or using a Primary Attack, and when full, your next Primary Attack will knockback enemies. Cannot occur more often than once every 10 seconds. Primary attacks generate 5% energy. Each yard of movement generates 1.25% energy.
  • Lightning Rod: Dealing damage to an enemy 10 times within 3 seconds causes lightning to strike them dealing damage to all nearby enemies. Cannot occur more often than once every 30 seconds.
  • Benefactor: Using a Buff skill grants a shield to nearby allies, absorbing damage equal to 15% of your maximum Life for 6 seconds. Cannot occur more often than once every 30 seconds.

Development[]

Paragon System-immortal

The first four Paragon trees

The Paragon system in Immortal was designed from scratch. It was designed to reflect the intent to support the game for years.[2]

Originally there was a seven-day cooldown for resetting Paragon points. The timer began as soon as the reset occurred.[4]

Originally there were 15 Paragon Trees, each with 5 skills. Only one tree could be active and that would activate all 5 skills in the tree. The persistent attributes were not tied to skills but were separate nodes in the tree. The skill nodes cost 1 Paragon point, while the persistent attributes cost 1 per level, adding up to 100 points to fully unlock the whole tree. Different trees offered different amounts of bonuses to each attribute. On May 23 2024 in the Unending Storm update, Paragon levels were compressed from a maximum of 1399 to 299. A one-time reward of Legendary Crests and Rare Crests was given out based on the level players reached.[5]. The trees were merged in the following way:

  • Vanquisher <- Vanquisher, Treasure Hunter, Massacre
  • Survivor <- Survivor, Mastermind, Apothecary
  • Gladiator <- Gladiator, Soldier, Champion
  • Brawler <- Brawler, Warden, Executioner
  • Slinger <- Duelist, Weaver, Ranger

This update also tied the persistent attributes to unlocked skills, standardized the amounts of persistent attributes per skill, and made the cost of each skill 4 Paragon points.

The Harbinger tree and Legendary Paragon Skills were added with the Nightmare Manifest update.

Diablo III[]

Paragon was added to the game after release, to provide more end-game content for players who had reached the level cap.[6]

Paragon 1.0[]

Tome This page contains obsolete content
This article contains information that is no longer relevant to gameplay.
For the currently used system, see the Paragon 2.0 section.
Diablo-3-Paragon-Progress-Borders

Paragon Portraits 1-100

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.[7] If one took into account every class/gender combination in the game, then a player could reach "Paragon 1000."[8] 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.[7] Two extra portraits were available at levels 98 and 99.[9] To support the system, Nephalem Valor provided a 15% experience bonus per stack, applicable toward Paragon levels,[7] 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.[10] 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.
  • Players now earn one Paragon point 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.

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.

  • 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.
  • Offensive: The Offensive tab serves as the major source of increasing a hero's damaging prowess in combat.
  • 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—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.

Portraits

Paragon portraits 200-800

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).

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Season journey portraits

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—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.[11]

Diablo IV[]

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

References[]

  1. 1.0 1.1 2022-02-23, DIABLO IMMORTAL: CLOSED BETA LEARNINGS. Blizzard Entertainment, accessed on 2022-03-30
  2. 2.0 2.1 2021-02-21, BlizzConline 2021 - Diablo Immortal: Alpha and Beyond. YouTube, accessed on 2021-03-03
  3. 2022-05-24, DIABLO IMMORTAL PRE-LAUNCH PRESS EVENT ROUNDUP. Blizzplanet, accessed on 2022-05-27
  4. 2022-05-24, Diablo Immortal Changes and Latest News. YouTube, accessed on 2022-05-30
  5. https://news.blizzard.com/en-us/diablo-immortal/24096019/command-wind-and-sea-as-the-tempest
  6. 2013-09-20, Diablo 3′s Paragon 2.0 system will remove the Paragon level cap. Games.on.net, accessed on 2013-09-23
  7. 7.0 7.1 7.2 2012-08-20, Introducing the Paragon System. Blizzard Entertainment, accessed on 2013-09-22
  8. 2013-09-19, Player Spotlight: Glow's Quest for “Paragon 1000”. Blizzard Entertainment, accessed on 2013-09-22
  9. 2012-12-16, Diablo 3 - Paragon 99 Special Portrait!. YouTube, accessed on 2014-04-17
  10. 2014-03-03, Diablo 3 updates to 2.0.1, introduces new Loot and Paragon systems. Games.on.net., accessed on 2014-04-06
  11. 2022-05-16, Wyatt Cheng Twitter. Twitter, accessed on 2022-05-24
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