Difference between revisions of "Experience"

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'''Experience''' is earned by killing [[monster]]s and finishing [[quest]]s. Nothing is yet known of the formulas used in [[Diablo III]], but it's assumed that the process will work roughly as it did in [[Diablo II]].
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[[Image:Levelingsplash.jpg|thumb|250px|The level up display.]]
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'''Experience''' is earned in Diablo 3 by killing [[monster]]s and completing [[quest]]s. Players wish to gain experience in order to achieve level ups; which make their characters stronger, unlock new abilities, and enable the use of better equipment. It is confirmed that the new Reaper of Souls Expansion will increase the level cap from 60 to 70. Also new in the expansion is unlimited [[Paragon]] levelling (up from a cap of 100).
  
 +
Experience is gained primarily from killing monsters, though quests grant experience bonuses as well. Experience can be gained more quickly by increasing your game difficulty (Up to the maximum of Torment VI), and using equipment with +experience bonuses (such as the [[Hellfire Ring]]).
 +
 +
The game is balanced where the monsters in the game dynamically level up as you do, so your experience gains will always be rising from killing higher level monsters. On higher difficulties, the experience bonus increases the amount you obtain. With a help of a friend, you could potentially skip the gear requirements of the higher difficulties and gain even higher experience rates by letting your friend kill things for you, potentially leveling to 60 in 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 1-70, 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).
 +
 +
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.
 +
 +
 +
==Sharing Experience==
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[[File:Expshare1.jpg|thumb|250px|Experience sharing radius.]]
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[[File:Expshare2.jpg|left|thumb|250px|Experience sharing radius.]]
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Killing [[monster]]s is the main source of experience in Diablo 3, and the only source for Paragon levels. Experience isn't actually "shared" since all characters within range when a monster dies earn their full possible experience, the same amount they would earn while playing solo, whether they scored the kill or not.
 +
 +
Characters must be fairly close together to "share" in the experience for a monster kill. The range is about 2/3 of the [[minimap]], or a bit more than the visible screen (this varies depending on your [[resolution]]).  Refer to the images for a visual representation, or see [http://diablo.incgamers.com/blog/comments/the-radius-of-experience-sharing the original news post].
  
__TOC__
 
 
==Gaining Experience==
 
==Gaining Experience==
Killing [[monster]]s of about the same [[Character level|level]] as your [[character]] will gain your character more experience, while monsters are worth a decreasing percentage of their full value as they get further above or below your character's level. It's likely that experience will be gained from [[quest]]s as well, similar to how it works in [[World of WarCraft]].
 
  
Play testers from the [[BlizzCon 2008]] demo build (October) reported that the level up speed, from 5-10, was about the same as it is in [[Diablo II]], or perhaps even a bit faster. How well the progress rate in that demo of the game will correspond to the final game is not known.
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The experience gained per monster kill is based on the monster's level. Characters should be within 5 levels of a monster's level to earn the full experience bonus. Killing monsters much higher or lower than your character's level reduces the % of possible experience awarded, however the experience per monster increases so dramatically on higher levels that the fastest way to level up for a low level character is to share in the kills made in Hell or Inferno games, on higher Monster Power settings.  
 +
 
 +
Experience gain per kill can be greatly increased in a number of ways, 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 +41% 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]]).
 +
* When multiple players are in the same game their experience gain is multiplied by 10% for each extra player except the first one. (The bonus goes up to 30% with a full party of 4).
  
===Experience Rewards===
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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 (120%) would earn a total bonus of (25 + 7 + 120) * 1.75 = 266% experience gain.
  
Experience is often given as a quest reward, in Diablo III. In previous games experience came only from killing monsters, plus the huge bonus from the Ancients quest in Diablo 2. In Diablo 3 lots of quest rewards, at least in the early going (which is all anyone outside of Blizzard has gotten to test yet), grant an item and something like +7500 experience. In many early quests, the experience reward is worth many times more than the experience gained from killing the monsters required to finish the quest, making these rewards an essential part of leveling up a character.
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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.
  
 +
After patch 1.0.7 the importance of experience enhancing items was reduced when playing on high MP settings since the MP bonus was greatly increased. The bonus from items and the one from MP are additive. Thus on MP0 (0% bonus xp) experience enhancing items are very powerful, while on MP10 (510% bonus xp) their effectiveness is reduced.
  
==Maximum Character Level==
 
  
During most of Diablo III's development, the max level was said to be 99 or 100. The [[D3 Team]] seemed set on repeating how that was handled in Diablo II.
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===Fastest Level-Up Strategy===
  
That changed during development in 2010, and in September of that year the developers announced that level 60 would be the highest level possible to attain in the initial release version of the game.  This is the same as World of Warcraft allowed in the initial version, before adding 10 to the level cap in each of the first two expansions, and 5 in the third. It seems a fairly safe bet that the Diablo III team has something similar in mind for their planned expansions.
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Players seeking the fastest possible leveling up speed must balance their +experience gear and MP with their killing speed. Higher MP levels and more exp gear yields more experience per kill, but if the killing speed is much slower (due to higher monster hit points and lower DPS created by wearing the +exp gear) then the total experience earned over time might be lower, even with more exp per monster. Not to mention that fewer/slower monster kills means fewer item drops.
  
The explanation of the level 60 change was quite lengthy; here's a partial quote. [http://diablo.incgamers.com/blog/comments/diablo-iiis-maximum-level-announced-60]
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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 MP level, then record the total time of the game and your ending experience. After a few trials the data should make clear which strategies are yielding the best experience over time.
  
::The 60 level cap we’re working with came from a lot of time and thinking about our content and how we want the experience to feel at every level. It so happens that it works for us really well.
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==Calculating the bonus experience percentage==
  
::Of course it all comes down to an XP curve. We could, for instance, say the level cap in Diablo III is 60 and then pace that curve and gain out over what we estimate it took someone to reach 99 in Diablo II. Of course we wouldn’t do that but it should help illustrate that the time from 1-60 in Diablo II does not equal the amount of time it will take to reach 60 in Diablo III. 60 levels versus 99 levels doesn’t mean less content or less powerful characters, etc. These aren’t uniform levels of power that move from game to game. And in fact we are pushing a longer game than Diablo II and I’d argue our characters feel way more powerful.  
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Formula is as follows:
 +
[100% (base) + bonus from MP + items] * [1 + Up to 0.75 from NV + Up to 0.30 for multiplayer + 0.25 experience shrine]
  
::The leveling experience is always going to stop somewhere because the real game is the item hunt. So, instead of letting it drag out to a less meaningful 80 or so levels like most people saw in Diablo II we have 60 levels of awesome; at every level you’ll get a meaningful and noticeable increase in power. It has a ton of other benefits and fixes a lot of problems a higher cap causes.
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Note: base XP, MP bonus and item bonuses are all additive with each other and are multiplied by the sum between NV stacks, multiplayer bonuses and XP shrines.
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Following this formula we can determine that on MP10 (510 bonus) with a full party (30% bonus) and 5 NV stacks (75% bonus) we get:
 +
610% * 2.05 = 1250.5% (if we remove the base xp we get 1150 - the value that will be displayed in the game)
  
The design theory behind this change (besides allowing them to include a higher level cap as a feature in expansions), is that characters gained very little from the last 10 or 15 or 20 levels in Diablo II. A character was basically done with their growth by 80 or 85, and levels after that took a long time to achieve and didn't provide much character benefit or change. Lowering the max to 60 allows the developers to make every level up feel important and valuable.
 
  
The theory on character progression is something like 30/50/60, when ending Normal/Nightmare/Hell difficulty. This means the highest level will be achievable without endlessly repeating areas. The developers are also promising extra content, beyond simply replaying earlier areas.
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==Special Experience Bonuses==
  
::[[Bashiok]]: We also have types of content that Diablo II did not have. That’ll remain mysterious for now.
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All quests on Normal, Nightmare, and Hell difficulty levels grant experience bonuses, which are in preset amounts. These bonuses do not exist on Inferno, or for any character who has reached level 60 (even if they are on a lower difficulty level).  
  
  
==Level Up Bonus==
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===Kill Streaks and Massacres===
[[Image:Level-up2.jpg|thumb|300px|Level up display.]]Characters gain 1 skill point and 5 [[attribute]] points (which are automatically distributed) when they level up in [[Diablo III]]. Other bonuses are added as well, including gains in [[mana]], [[life]], damage, to/hit, and more. Details are not yet known (or finalized, with the game still in development).
 
  
 +
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.
  
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.
+
This feature was bigger in anticipation than in actuality; pre-game fans were very interested and excited by the concept and the exp bonuses, and during the Beta test some players made huge efforts to rack up the highest totals possible (as well as working on [[destruction bonus]]es. In the final game, these features are largely a novelty, since the experience rewarded is a tiny fraction of what is earned from the kills themselves.
  
 +
There are numerous types of experience bonuses in Diablo 3. Click to any of the specific articles for more details.
 +
* [[Massacre]] (AKA "Kill Streak" -- Lots of monsters in a sequence without any long pauses between each kill. These can stretch out for 30 or more seconds in very crowded areas.
 +
* [[Mighty Blow]] -- Lots of kills in a second or less. (Can be from one attack or multiple attacks going off simultaneously.)
 +
* [[Destruction|Destruction bonus]] -- When a character breaks multiple destructibles (barrels, urns, gravestones, etc) in rapid succession.
 +
* [[Pulverize|Pulverize bonus]] -- Bonuses awarded for killing multiple monsters with the environment, such as dropping a wall or [[chandelier]] on them.
  
==Experience Combo Bonuses==
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There are a number of [[achievements]] triggered by special experience bonuses. The most notable is [[Light Entertainment]] which is achieved by killing 666 monsters with falling chandeliers. Since chandeliers are only found in the Catacombs in Act One and they don't generally do enough damage to kill a monster that's not already wounded, this one can take some doing.
A new feature in Diablo III grants experience bonuses for multiple kills in rapid succession. Characters score the usual experience for each kill, and then get a bonus on top of that for any long series of kills. The player is informed of this bonus by text popping up on the screen whenever a character mows down five or more monsters in a row.
 
  
In the [[BlizzCon 2008]] build, characters were allowed a few seconds between kills to keep the bonus counting. For instance, if there were a dozen [[zombie]]s on the screen, at least one needed to go down every 3 or 4 seconds for the bonus to keep adding up. Once there were no kills made for about 5 seconds, the bonus would display in big flashing letters and numbers.
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[[Image:Expbonus.jpg|center|thumb|600px|A few experience tooltips from early in the game.]]
  
Multiple bonuses could be wracked up in succession; if the aforementioned screen of a dozen zombies yielded 6 quick kills, a pause, and then the other 6, two six-kill combos would be scored. Those would be worth less than a single 12-kill combo, though.
 
  
Players who tested this feature in the BlizzCon 2008 demo noted that the experience bonuses were not massive, but they did seem noticeable. It's hard to judge such things the first time playing the game, when no one is sure how much experience anything is worth, or how long it takes to level up, so more thorough testing will be required in the future.
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==Maximum Character Level==
  
In an interview from BlizzCon 2008 [http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/], [[Jay Wilson]] said there was a maximum hard cap for the experience bonus, but that he'd set it so high he didn't think anyone would ever achieve it. {{iw|Secret_Cow_Level Secret Cow Level}} style mobs would be required?
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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. 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.
  
::Q: Is there any caps on the Killing Spree combo?<br>
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After the Paragon system went in, players generally refered to their level as "P#", as in "P32" = Paragon level 32.
::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.
+
* See the [[Paragon]] article for full details on the bonuses provided by P levels.
  
  
Jay also said that there would be other bonuses (of unspecified types) to be had in Diablo III, and that they're going to look into how to make the bonuses more equitable for slower-killing character types.  
+
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 [[maximum level]] 60 change was 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 level from clearing out all of the basic content, and do not need to endless grind the same areas to keep leveling up. That theory was a big change from Diablo 2, and an unsuccessful one, as the Paragon level system largely restored the long term level grinding system from Diablo 2.
  
  
  
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[[category:Basics]]
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[[category:experience]]
 
[[category:Character]]
 
[[category:Character]]
 
[[category:Calculations]]
 
[[category:Calculations]]

Latest revision as of 11:46, 30 September 2015

The level up display.

Experience is earned in Diablo 3 by killing monsters and completing quests. Players wish to gain experience in order to achieve level ups; which make their characters stronger, unlock new abilities, and enable the use of better equipment. It is confirmed that the new Reaper of Souls Expansion will increase the level cap from 60 to 70. Also new in the expansion is unlimited Paragon levelling (up from a cap of 100).

Experience is gained primarily from killing monsters, though quests grant experience bonuses as well. Experience can be gained more quickly by increasing your game difficulty (Up to the maximum of Torment VI), and using equipment with +experience bonuses (such as the Hellfire Ring).

The game is balanced where the monsters in the game dynamically level up as you do, so your experience gains will always be rising from killing higher level monsters. On higher difficulties, the experience bonus increases the amount you obtain. With a help of a friend, you could potentially skip the gear requirements of the higher difficulties and gain even higher experience rates by letting your friend kill things for you, potentially leveling to 60 in a few hours.


Leveling Up[edit | edit source]

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 1-70, 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).

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.


Sharing Experience[edit | edit source]

Experience sharing radius.
Experience sharing radius.

Killing monsters is the main source of experience in Diablo 3, and the only source for Paragon levels. Experience isn't actually "shared" since all characters within range when a monster dies earn their full possible experience, the same amount they would earn while playing solo, whether they scored the kill or not.

Characters must be fairly close together to "share" in the experience for a monster kill. The range is about 2/3 of the minimap, or a bit more than the visible screen (this varies depending on your resolution). Refer to the images for a visual representation, or see the original news post.

Gaining Experience[edit | edit source]

The experience gained per monster kill is based on the monster's level. Characters should be within 5 levels of a monster's level to earn the full experience bonus. Killing monsters much higher or lower than your character's level reduces the % of possible experience awarded, however the experience per monster increases so dramatically on higher levels that the fastest way to level up for a low level character is to share in the kills made in Hell or Inferno games, on higher Monster Power settings.

Experience gain per kill can be greatly increased in a number of ways, 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 +41% experience gain.
      • Experience gain equipment on Followers 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).
  • When multiple players are in the same game their experience gain is multiplied by 10% for each extra player except the first one. (The bonus goes up to 30% with a full party of 4).

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 (120%) would earn a total bonus of (25 + 7 + 120) * 1.75 = 266% 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.

After patch 1.0.7 the importance of experience enhancing items was reduced when playing on high MP settings since the MP bonus was greatly increased. The bonus from items and the one from MP are additive. Thus on MP0 (0% bonus xp) experience enhancing items are very powerful, while on MP10 (510% bonus xp) their effectiveness is reduced.


Fastest Level-Up Strategy[edit | edit source]

Players seeking the fastest possible leveling up speed must balance their +experience gear and MP with their killing speed. Higher MP levels and more exp gear yields more experience per kill, but if the killing speed is much slower (due to higher monster hit points and lower DPS created by wearing the +exp gear) then the total experience earned over time might be lower, even with more exp per monster. Not to mention that fewer/slower monster kills means fewer item drops.

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 MP level, then record the total time of the game and your ending experience. After a few trials the data should make clear which strategies are yielding the best experience over time.

Calculating the bonus experience percentage[edit | edit source]

Formula is as follows: [100% (base) + bonus from MP + items] * [1 + Up to 0.75 from NV + Up to 0.30 for multiplayer + 0.25 experience shrine]

Note: base XP, MP bonus and item bonuses are all additive with each other and are multiplied by the sum between NV stacks, multiplayer bonuses and XP shrines. Following this formula we can determine that on MP10 (510 bonus) with a full party (30% bonus) and 5 NV stacks (75% bonus) we get: 610% * 2.05 = 1250.5% (if we remove the base xp we get 1150 - the value that will be displayed in the game)


Special Experience Bonuses[edit | edit source]

All quests on Normal, Nightmare, and Hell difficulty levels grant experience bonuses, which are in preset amounts. These bonuses do not exist on Inferno, or for any character who has reached level 60 (even if they are on a lower difficulty level).


Kill Streaks and Massacres[edit | edit source]

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 tooltips that display the kill total and the experience bonus.

This feature was bigger in anticipation than in actuality; pre-game fans were very interested and excited by the concept and the exp bonuses, and during the Beta test some players made huge efforts to rack up the highest totals possible (as well as working on destruction bonuses. In the final game, these features are largely a novelty, since the experience rewarded is a tiny fraction of what is earned from the kills themselves.

There are numerous types of experience bonuses in Diablo 3. Click to any of the specific articles for more details.

  • Massacre (AKA "Kill Streak" -- Lots of monsters in a sequence without any long pauses between each kill. These can stretch out for 30 or more seconds in very crowded areas.
  • Mighty Blow -- Lots of kills in a second or less. (Can be from one attack or multiple attacks going off simultaneously.)
  • Destruction bonus -- When a character breaks multiple destructibles (barrels, urns, gravestones, etc) in rapid succession.
  • Pulverize bonus -- Bonuses awarded for killing multiple monsters with the environment, such as dropping a wall or chandelier on them.

There are a number of achievements triggered by special experience bonuses. The most notable is Light Entertainment which is achieved by killing 666 monsters with falling chandeliers. Since chandeliers are only found in the Catacombs in Act One and they don't generally do enough damage to kill a monster that's not already wounded, this one can take some doing.

A few experience tooltips from early in the game.


Maximum Character Level[edit | edit source]

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. 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.


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 maximum level 60 change was 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 level from clearing out all of the basic content, and do not need to endless grind the same areas to keep leveling up. That theory was a big change from Diablo 2, and an unsuccessful one, as the Paragon level system largely restored the long term level grinding system from Diablo 2.