[[Image:Levelingsplash.jpg|thumb|250px|The level up display.]]'''Experience''' is earned in Diablo 3 by killing [[monster]]s and finishing completing [[quest]]s. Nothing is yet known Players wish to gain experience in order to achieve level ups, which make characters stronger, unlock new abilities, and enable the use of better equipment. Characters in Diablo 3 can level from 1-60, and then start leveling up the formulas used in [[Diablo IIIParagon]], but itlevels from 1-100. It's assumed widely expected that the process [[expansion]] will work roughly increase the level cap as it did in has been done by each [[Diablo IIWorld of Warcraft]]expansion, but this is unconfirmed.
Experience is gained primarily from killing monsters, though quests grant experience bonuses as well, until the highest difficulty of [[Inferno]]. Experience can be gained more quickly by killing higher level enemies, using equipment with +experience bonuses (such as the [[Hellfire Ring]]), and playing on higher [[Monster Power]] settings.
__TOC__While the game is balanced for a new character to progress along an experience curve, hitting approximately level 30, 50, and 60 at the end of the first three difficulty levels, many players team up to subvert this process and level up much faster, chiefly with the help of a friend with a much higher level character. With good gear and assistance, it's possible to level a brand new character to the maximum level 60 in just a few hours. ==Leveling Up== Leveling up in Diablo 3 is a notable experience, with a loud sound effect and bright splash of light around the character. (Yellow for levels 1-60, blue light for Paragon level ups.) Upon each level up tooltips display the new skills and/or rune effects enabled, the attributes gained (+3 to [[mainstat]], +2 to [[vitality]], +1 each to the off stats), and for Paragon levels, the +3% Magic Find and Gold Find passive bonus. In addition to the visual display, a character's life and resource is entirely refilled and an explosion radiates out from the character, damaging and knocking back any nearby monsters. Many players have actually been saved from imminent death by hitting a level up just as things looked darkest... though this is obviously a difficult circumstance to obtain intentionally. ==Gaining Sharing Experience==
Killing [[monsterFile:Expshare1.jpg|left|thumb|250px|Experience sharing radius.]]s of about the same [[Character levelFile:Expshare2.jpg|levelthumb|250px|Experience sharing radius.]] as Killing [[monster]]s is the player will grant them more main source of experiencein Diablo 3, while monsters are worth and the only source for Paragon levels. Experience isn't actually "shared" since all characters within range when a decreasing percentage of monster dies earn their full value as possible experience, the same amount they would earn while playing solo, whether they get further above scored the kill or below the character's level. Experience is also gained from [[quests]], which are also very likely to be hit with diminishing returnsnot.
Play testers from Characters must be fairly close together to "share" in the experience for a monster kill. The range is about 2/3 of the [[betaminimap]] report reaching level 8 by , or a bit more than the time they've completed visible screen (this varies depending on your [[resolution]]). Refer to the beta testimages for a visual representation, which for many is roughly an hour and fifteen minutesor see [http://diablo.incgamers.com/blog/comments/the-radius-of-experience-sharing the original news post].
===Gaining Experience Rewards===
Experience The experience gained per monster kill is often given as based on the monster's level. Characters should be within 5 levels of a quest reward in Diablo III, and also from [[Sub-scenes|events]]monster's level to earn the full experience bonus. In previous games Killing monsters much higher or lower than your character's level reduces the % of possible experience came only from killing monstersawarded, plus the huge bonus from however the Ancients quest in Diablo 2 (and experience penalties per monster increases so dramatically on [[death]] occurred in higher difficulty levels). In Diablo 3, lots of quest rewards, at least in that the early going (which is all anyone outside of Blizzard has gotten fastest way to test yet), grant an item and level up for a specific amount of experience. In many early quests, the experience reward low level character is worth many times more than the experience gained from killing the monsters required to finish share in the questkills made in Hell or Inferno games, making these rewards an essential part of leveling up a characteron higher Monster Power settings.
Quests are likely to Experience gain per kill can be instrumental to Blizzard when it comes to balancing the leveling curvegreatly increased in a number of ways, particularly since quests can be repeated at the player's leisure.including:
* Kill monsters of a much higher level (party with a friend who has a max level character and let them do the work while you stay within the experience sharing range).
* Many items grant experience bonuses.
** At lower levels many items have +experience per kill. These are effective in the early going, but fade to insignificance at higher levels.
** Some [[Legendary]] items have +% experience gain properties, including the [[Hellfire Ring]], [[Leoric's Signet]] ring, and [[Cain's Honor]] item set.
** [[Rubies]] socketed in helms provide up to +33% experience gain.
*** Experience gain equipment on [[Follower]]s grants a benefit to the character, but only at 20% of the value. (Thus the 35% from a Hellfire Ring is worth 7% when equipped on a Follower.) Note that Followers can only equip weapons, rings, and amulets (shields as well on the [[Templar]]).
* Higher levels of [[Monster Power]] grant increased Magic Find, Gold Find, and larger experience bonuses per monster.
** On Normal, Nightmare, and Hell each MP level adds 10% experience, for a maximum of +100%.
** On Inferno (post-[[patch 1.0.7]], which increased these bonuses) each MP grants a 25% increase, up to +250% on [[MP10]].
* Once characters reach level 60 they generate [[Nephalem Valor]] stacks which award 15% bonus experience each. (The maximum number of stacks is five.)
All +percent experience gain adds up in a value shown on the character window, granting a grand total of increased experience that boosts the monster's base experience. Thus a level 60 character wearing a +25% Leoric's Signet, a Hellfire Ring on a Follower (35% / 5 =7%), 5 stacks (75%), and playing in Inferno on MP4 (100%) would earn a total bonus of 25 + 7 + 75 + 100 =Maximum Character Level==207% experience gain. It's not uncommon for well-equipped [[end game]] characters (Hellfire Ring + Leoric's Signet on the character and the Follower) to pull 200-300% bonus experience. More +experience isn't necessarily better, though.
During most of Diablo III's development, the [[D3 Team]] seemed set on repeating Diablo II's maximum level, and they said it would be 99 or 100. That changed during 2010, and in September of that year the developers announced that the maximum level would be... 60.
The design goal in Diablo III is similar to that of World of Warcraft; characters should read the maximum level from clearing out all of the basic content, on the highest difficulty level. This is a big change from Diablo I and Diablo II, where players had to [[grind]] through hundreds of boss runs to continue leveling up after they'd finished all the content on [[Hell]] difficulty. That was the whole point of the change, according to the developers. In their opinion, giving players nothing else to do but [[grind]] the same [[boss]]es or areas over and over again is a poor excuse for the [[end game]]. ===Fastest Level-Up Strategy===
Many players agreed Players seeking the fastest possible leveling up speed must balance their +experience gear and MP with that logictheir killing speed. Higher MP levels and more exp gear yields more experience per kill, but there was still quite a bit of debate over making if the maximum level so easy killing speed is much slower (due to reach; making it so essentially every character would get to 60. The developers acknowledge that, higher monster hit points and have said that lower DPS created by wearing the +exp gear) then the end game and player [[epeen]] will total experience earned over time might be acquired by things other than Clvl. [[Achievements]] and [[Arena]] rank at leastlower, even with perhaps other yet-unannounced features as wellmore exp per monster. Not to mention that fewer/slower monster kills means fewer item drops.
Skeptical fans also pointed out that Clvl 60 was For players serious about level up speed, it's a good idea to keep a log. Record the starting time of each game, note your equipment, [[build]], and the same maximum MP level cap that World of Warcraft offered, before raising that by 10 in each then record the total time of the first two expansions, game and 5 more in your ending experience. After a few trials the third. Since at least two expansions data should make clear which strategies are planned for Diablo III, that they're planning to enable a higher Clvl cap in yielding the expansions seems fairly obvious, although it has not been confirmedbest experience over time.
Blizzard offered numerous explanations for the change to Clvl 60; see the [[maximum level]] article for extensive [[blue]] quotes on the matter.
==Level Up BonusSpecial Experience Bonuses==
[[Image:Levelingsplash.jpg|thumb|300px|Level up display.]]Characters may possibly gain a [[skill]] or [[spell]] up to level 29All quests on Normal, Nightmare, and 5 [[attribute]] points (Hell difficulty levels grant experience bonuses, which are automatically distributed) when they level up in [[Diablo III]]preset amounts. Level 10These bonuses do not exist on Inferno, 20, and 30, the player also unlocks a slot to equip their or for any character with who has reached level 60 (even if they are on a [[passive]] abilitylower difficulty level).
The actual level up moment is displayed very vividly in Diablo III. Instead of just a sound effect, there's a bright visual graphic, as a funnel of orange light washes down over the player, exploding outwards. Any [[monster]]s in range are blasted by the level up bonus, which deals considerable damage. In addition to that, there is a (''very'') prominent splash graphic that appears over the screen informing the player that they have leveled up, and will also fade in and out with other prompts telling them which skills they have unlocked, if any at all.
===Kill Streaks and Massacres===
==Experience Combo Bonuses==A new feature in Diablo III grants experience bonuses for killing a lot of monsters at once ([[Massacre]]), or dealing steady damage and scoring regular kills over a long period of time ([[Kill Streak]]). These are announced with pop up [[tooltip]]s that display the kill total and the experience bonus.
A new This feature was bigger in Diablo III grants experience anticipation than in actuality; pre-game fans were very interested and excited by the concept and the exp bonuses for a ", and during the Beta test some players made huge efforts to rack up the highest totals possible (as well as working on [[Massacredestruction bonus]]es. In the final game," multiple kills in rapid succession. Characters score these features are largely a novelty, since the usual experience for each kill, and then get rewarded is a bonus on top tiny fraction of that for any long series of kills. The player what is informed of this bonus by text popping up on earned from the screen whenever a character mows down five or more monsters in a rowkills themselves.
Characters There are allowed a few seconds between kills numerous types of experience bonuses in Diablo 3. Click to keep any of the bonus countingspecific articles for more details. For instance, if there were * [[Massacre]] (AKA "Kill Streak" -- Lots of monsters in a dozen sequence without any long pauses between each kill. These can stretch out for 30 or more seconds in very crowded areas.* [[zombieMighty Blow]]s on the screen, at least -- Lots of kills in a second or less. (Can be from one needed to go down every 3 attack or 4 seconds for the multiple attacks going off simultaneously.)* [[Destruction|Destruction bonus to keep adding up]] -- When a character breaks multiple destructibles (barrels, urns, gravestones, etc) in rapid succession. Once there were no kills made * [[Pulverize|Pulverize bonus]] -- Bonuses awarded for about 5 secondskilling multiple monsters with the environment, the bonus would display in big flashing letters and numberssuch as dropping a wall or [[chandelier]] on them.
Multiple There are a number of [[achievements]] triggered by special experience bonuses could be wracked up . The most notable is [[Light Entertainment]] which is achieved by killing 666 monsters with falling chandeliers. Since chandeliers are only found in succession; if the aforementioned screen of a dozen zombies yielded 6 quick kills, a pause, Catacombs in Act One and then the other 6, two six-they don't generally do enough damage to kill combos would be scored. Those would be worth less than a single 12-kill combomonster that's not already wounded, thoughthis one can take some doing.
In addition to the massacre combo, there are other ways to gain additional [[Image:Expbonus.jpg|center|thumb|600px|A few experience through combat. The player may also use the environment against the enemy; springing a trap on monsters within a dungeon or out tooltips from early in the game world will net them a "Pulverize" bonus, and killing multiple monsters with one hit will grant them a mighty blow bonus.]]
For the pulverize bonus, the monster does not necessarily have to be killed by the environment. The player may finish them off within a short amount of time and still have it count towards the experience bonus.
Due to the nature of these bonuses, it seems highly likely that they will end up being tied to [[achievements]].==Maximum Character Level==
During most of Diablo III's development, the [[Image:ExpbonusD3 Team]] seemed set on repeating Diablo II's maximum level, and they said it would be 99 or 100.jpg|center|frame|Experience bonusesThat changed during 2010, and in September of that year the developers announced that the maximum level would be 60.This figure was modified shortly after release with the reveal of the [[Paragon]]system, which allowed players to gain up to 100 Paragon levels once they reached the maximum level of 60.
After the Paragon system went in, players generally refered to their level as "P#", as in "P32" = Paragon level 32.
* See the [[Paragon]] article for full details on the bonuses provided by P levels.
In an interview from BlizzCon 2008 [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/]The addition of Paragon levels seemed to contradict one of the main tenants of Diablo 3's design theory, as it was explained to players when the [[Jay Wilsonmaximum level]] said there 60 change was a first revealed in August 2010. As the developers explained it at the time, the design goal in Diablo III is similar to that of World of Warcraft; characters should reach the maximum hard cap for level from clearing out all of the basic content, and do not need to endless grind the experience bonussame areas to keep leveling up. That theory was a big change from Diablo 2, but that he'd set it so high he didn't think anyone would ever achieve itand an unsuccessful one, as the Paragon level system largely restored the long term level grinding system from Diablo 2. {{iw|Secret_Cow_Level Secret Cow Level}} style mobs would be required?
::Q: Is there any caps on the Killing Spree combo?<br>
::A: Yes, there is a maximum combination combo. It’s related to your level but I don’t think anyone can actually get it. It has a theoretical limit, but you are not likely to reach it.
[[category:Basics]]
[[category:experience]]
[[category:Character]]
[[category:Calculations]]