Diablo 4 Endgame

Paragon Board - Endgame Progression System

The Paragon Board unlocks at level 50 and will serve as an endgame progression system for your character. You will earn one Paragon point every 25% of experience (at 25%, 50%, 75%, and 100%), with a total of four Paragon points per level until Level 100. The Paragon Board will be capped after reaching Level 100.
You will start at the center of your class's intro board and make selections radiating outward, unlocking connecting tiles.

Paragon Board - Endgame Progression System

The different types of tiles are:

  • Normal - Provides a small stat boost (e.g. +5 Strength)
  • Magic - Provides a potent, more diverse set of benefits (e.g. +10% Fire Resistance)
  • Rare - Provides significant boosts in power (e.g. Grants 10 Fury per kill), with additional powers unlocking at certain primary stat tresholds (e.g. Requires 175 Strength, 125 Willpower: +8% Increased Maximum Fury)
  • Legendary - Provides a new Legendary power to the character (e.g. While your Fury is above 50% you deal 30% more damage.)
  • Socket - Insert Glyphs into Socket Tiles which provide various benefits based upon the number of active tiles within their radius (e.g. Magic Glyph (Level 3) - Radius size: Small, Grants 30% bonus to all nodes within range)
  • Gate - Select a new Paragon Board from the Paragon Board list (which can be rotated) to attach to the existing board after reaching a Gate Tile
The Paragon Board is intended to provide more depth and replayability than the Paragon system from Diablo III. Even when playing for a short period of time, putting time into the game will feel meaningful with this system in place.

Endgame D4

Diablo 4 Endgame

The last story mission is really the beginning of a whole different part of the journey. Now you’re set up for the endgame, and that endgame is rich with things to do that allow you to get more and more powerful.

Diablo 4 Endgame

We’ll also be testing features that enable players who have completed the game’s campaign to flag it as completed for new characters they create and allow characters on the eternal realm to contribute to seasonal progress.

End Game Offerings

Closing the final chapter of Diablo IV’s main story will be a monumental moment, but it will certainly not signify the end of your hero’s journey. We want players to see the end game of Diablo IV as a new beginning filled with quite a few decisions ahead on what to experience next. First, you might try to take on Nightmare Dungeons: transformed and teeming with enhanced demonic dangers and added difficulty in the form of new objectives and added afflictions to the dungeon. Perhaps you want to branch off into another direction, say, place down roots for your future. Look no further than the Tree of Whispers, an end-game system that will provide you with frequently cycling world objectives and bounties that reward you with Legendary gear, experience, crafting materials, and more!

In Sanctuary, there is unrelenting ever-present danger waiting for you at every turn. To best whatever the Burning Hells may throw your way, you must grow stronger. Once you reach max level, the Paragon Board will unlock, and with it, hundreds of optional paths to further customize your hero’s build.

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Endgame Dungeons

Keyed dungeons will offer a new endgame experience available to individual players as well as groups of up to four!

We’re also evolving endgame Dungeons by building them around three pillars: variety, strategic depth, and player agency. One new system we’re sharing today is what we’re calling Keyed Dungeons. By finding a key out in the world of Sanctuary, you can upgrade an existing Dungeon into a special endgame version with increased difficulty, greater rewards, and dungeon affixes. Between the natural randomization, knowing the strength and affixes you’re going to face, and choosing your skills and equipment in advance, we’re hitting all three of these pillars for a unique, ever-evolving endgame.


Endgame Difficulties

After reaching level 50 you can move up through more difficulty ranges. These require certain milestones to be achieved and offer more exclusive rewards the higher you go.

Nightmare Difficulty (World Tier III)

- Unlocked by completing the Cathedral of Light dungeon in World Tier 2: Veteran (Recommended Level 50)
- Champion monsters now have a chance to appear
- Sacred items now have a low chance of dropping
- Nightmare Sigils, which in turn unseal Nightmare Dungeons, are unlocked
- Players gain 100% XP bonus
- Non-Physical resistances are reduced by 20%.

Nightmare difficulty requires you to complete a specific dungeon to prove you are ready. Nightmare brings Champion monsters with it. Nightmare Dungeons are now available and require Nightmare Sigils to open them. Like in previous Diablo iterations, extra effort rewards more experience and drops. The latter being a new item type - Sacred items! Lastly, the game doesn't let you go full glass cannon, as you need to start overcoming resistance penalties.

Hell Difficulty (World Tier IV)

- Unlocked by completing the Fallen Temple dungeon in World Tier 3: Nightmare (Recommended Level 60)
- Sacred items drop more frequently
- Rare Nightmare Sigils unsealing more difficult challenges are unlocked.
- Players gain 150% XP bonus
- Non-Physical resistances are reduced by 30%.

Hell difficulty requires you to complete another specific dungeon to prove you are ready. Rarer Nightmare Sigils start dropping and you receive more bonus experience. Sacred items drop more frequently, rewarding you with better loot for defeating higher level monsters. Lastly, the game continues to increase the resistance penalties.

Torment Difficulty (World Tier V)

- Unlocked by completing the Archives of Issalia dungeon in World Tier 4: Hell (Recommended Level 70)
- Ancestral items have a low chance of dropping
- New Uniques items can be found
- Players gain 250% XP bonus
- Non-Physical resistances are reduced by 40%.

Torment difficulty requires you to complete a third specific dungeon to prove you are ready for the highest difficulty. You gain a huge bonus in experience. Ancestral items, yet another item class, start dropping along with new uniques! Lastly, the game ups the resistance penalties once again.


Endgame Progression System

We haven’t decided whether the character leveling and experience system should be finite or infinite. We’ve been discussing the pros and cons of both and would love to hear your thoughts. There seems to be some concern around infinite being worse because it will eventually overshadow all the power granted by other sources. However, we can control how much power each system gives, whether it’s infinite or finite.

For example, say we’re talking about thousands of hours of gameplay . . . within those thousands of hours, we could choose to create a finite system that grants 1,000,000 times more power than an infinite system, making it practically impossible for the infinite system to catch up in power.

Also, power increase doesn’t need to be linear throughout the ranks—it can slow down as players reach higher levels. We believe the more important question is what experience feels best for players, and we can playtest various approaches to tuning to find the power curve that makes the most sense.

We have a couple reasons for having a different experience system in addition to a level cap. A level cap gives us the ability to grant players a sense of completion. But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. We can also introduce additional depth through this system, because players will be more experienced with the game at this point. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame. 

In regards to item rarities on an endgame character, will every item rarity have a purpose in Diablo IV besides salvaging them for crafting materials or will we run around with only Legendaries equipped?

Joe Shely explained that they don't expect that Normal or Magic items will be powerful in themselves in endgame builds. The developers are interested in there being uses beyond salvaging for those items. Rare items will be important at endgame, partly because of their use as bases to upgrade them to Legendaries at the Occultist.

Normal and Magic items become more powerful as you unlock Ancestral and Sacred items at higher World Tiers, thus becoming relevant at early stages of those World Tiers.

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