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Points added cyclically among categories: that is, Core at Plvl 1, Offensive at Plvl 2, Defensive at Plvl 3, Utility at Plvl 4, and then again Core at Plvl 5, continuted by Offensive at 6, ad infinitum. All characters on a player's account have their own version of the allocated points, which can be reallocated at any time. These points can then be spent to boost up various stats in four different categories: Core Stats, Offensive, Defensive, and Utility.
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All that needs to be done is to simply fight monsters and complete quests with a hero already at lvl 70. Players can now earn as many Paragon levels as they can, provided they contribute time. Paragon 2.0 is an updated version of the Paragon system released as part of the pre-patch to Reaper of Souls. 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. Two extra portraits were available at levels 98 and 99. A new frame in the character's portrait was earned every 10 levels to signify their paragon progression. If one took into account every class/gender combination in the game, then a player could reach "Paragon 1000." Įvery 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. 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. This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.įor the currently used system, see the Paragon 2.0 section. Paragon was added to the game after release, to provide more end-game content for players who had reached the level cap. It was designed to reflect the intent to support the game for years. The Paragon system in Immortal was designed from scratch.