Reaching level 70 unlocks paragon. From then on all your XP goes into paragon levels, each worth one point to spend on a fixed list of stats. The first paragon level alone takes about 8% of the XP it took to get from 1 to 70.
Paragon XP is counted in reference kills: a paragon level needs a number of kills worth 790 XP each, the XP of a typical level 70 enemy. That number of kills follows a curve set in the game's config: 56,063 kills at paragon 1, climbing to 242,191 by 50, flat from there to 200, then rising again to 1,745,254 at 475 and by a fixed amount per level after that. The flat stretch from 50 to 200 is the cheapest run of points you will get.
| Paragon level | XP to next | Total XP to reach it |
|---|---|---|
| 1 | 44,289,770 | 0 |
| 10 | 49,937,480 | 421,196,400 |
| 20 | 145,378,170 | 1,350,050,750 |
| 50 | 191,330,890 | 6,377,699,230 |
| 100 | 191,330,890 | 15,944,243,730 |
| 200 | 191,330,890 | 35,077,332,730 |
| 300 | 449,017,830 | 66,965,886,550 |
| 400 | 615,599,600 | 120,113,428,060 |
| 475 | 1,378,750,660 | 194,519,958,050 |
| 600 | 2,650,650,660 | 445,721,590,550 |
| 1000 | 6,720,730,660 | 2,317,962,814,550 |
Every point adds a flat amount to one stat. 11 stats stop at a cap, 525 points between them; the rest never cap.
| Stat | Group | Per point | Cap | At cap |
|---|---|---|---|---|
| Strength | Core | + 1 | none | |
| Dexterity | Core | + 1 | none | |
| Intelligence | Core | + 1 | none | |
| Bonus Move Speed | Core | + 0.5% | 50 | +25% |
| Max Mana | Core | + 2 | 50 | +100 |
| Critical Hit Chance | Offense | + 0.1% | 50 | +5% |
| Critical Hit Damage | Offense | + 2% | 50 | +100% |
| Attack Speed | Offense | + 0.4% | 50 | +20% |
| Cooldown Reduction | Offense | + 0.2% | 50 | +10% |
| Bonus Armor | Defense | + 1% | 50 | +50% |
| Bonus Magic Resist | Defense | + 1% | 50 | +50% |
| Bonus Health | Defense | + 0.5% | 50 | +25% |
| Life Regeneration | Defense | + 4 | 50 | +200 |
| Life on Hit | Utility | + 5 | 25 | +125 |
| Health Potion Find | Utility | + 5% | none |
Where points do the most
A character's primary attribute (Strength for the Warrior, Intelligence for the Sorcerer, and Dexterity for the Hunter and Monk) scales every strike by 1 + primary / 100. Each paragon point therefore adds one percent of your base damage, offering significant value early on before diminishing as gear stacks the stat (for instance, at 400 primary, adding ten points yields around a 2% increase to your damage). Additionally, every point of Strength or Intelligence grants one point of Armor or Magic Resist respectively, regardless of class.
Capped attributes do not suffer diminishing relative value as your primary stat grows, making them high-priority investments once your base power is established. Critical Damage is the premier choice: investing all 50 points adds +100% on top of the baseline 150%, elevating critical hit damage from 2.5× to 3.5× before factoring in equipment. Critical chance yields a modest +0.1% per point and pools directly with gear toward the global 85% cap. Similarly, cooldown reduction obtained through paragon (+10% at max rank) counts toward the hard 80% cooldown cap.
After assigning all 525 capped attribute points, any remaining points should be funneled into either potion find or your primary stat. To estimate the time required to earn each level in your current farming zone, consult the XP and levels tool.