DIABLO IV · FIELD MANUAL

ROGUE

THE COMPLETE BUILD GUIDE
SEASON 14 · DEATH AWAKENINGPATCH 3.1.3LAST VERIFIED AUG 17, 2026

Two knives and a crossbow you never seem to swap, three little dots over the skill bar, weapons dripping poison for exactly two attacks, an eyeball floating over one enemy in the pack. This chapter answers the questions a new Rogue actually has — which weapon am I even using, what are the dots for, and what the hell is the eye? — then gives you four complete builds, every skill point from level 2 to 70, respecs included.

MARKSMAN CUTTHROAT POISONER TRAPPER
HOME ROGUE CODEX
ROGUE COVER
PART I Understanding the Rogue 10 MIN · START HERE

THE CLASS IN FIVE IDEAS

1 · THREE WEAPONS, ZERO SWAP BUTTONS
Two one-handers and a bow or crossbow, all equipped at once. The SKILL picks the weapon automatically — and the ones you never swing still contribute their stats and Aspects full-time. Part II is the whole doctrine.
2 · SPECIALIZATIONS — THE CLASS MECHANIC
A level-15 quest unlocks three combat rhythms — Combo Points, Inner Sight, Preparation — one active at a time. They change how you PLAY, not what you own. Part III teaches all three.
3 · ENERGY — FAST IN, FAST OUT
Your resource refills quickly on its own; Basics top it up; Core skills drain it in bursts. The class is throughput, not hoarding — and every build here names the exact point where its Energy problem ends.
4 · IMBUEMENTS — DIP THE BLADES
Press Poison, Shadow or Cold and your next two eligible attacks carry the element. Same skills, three different builds — Part IV maps what consumes a charge and what never does.
5 · POSITION IS A STAT
The game constantly tracks Close and Distant; daggers pay Close, bows pay Distant, and half your gear votes on where you stand. Every build chapter has a WHERE YOU STAND panel — because on this class, footwork is an affix you cannot temper.

ROGUE, BARBARIAN OR SORCERER?

TL;DR
Three damage-dealers. The Rogue is the one that fights with position and timing: fast, fragile, playing both melee and ranged from the same bar, killing with setups rather than trades. The Barbarian argues with his health bar; the Sorcerer argues from the back row; the Rogue declines the argument and files an accident report.
ROGUE
BARBARIAN
SORCERER
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THE QUESTIONS EVERYONE ASKS FIRST

Is Rogue melee or ranged? Yes. The class carries both at all times and the skill picks the weapon. Build I is fully ranged, II and III are fully melee, IV fights from a vantage and lets traps do the touching.
Do I ever swap weapons myself? Never — no swap button exists. If that sentence surprises you, Part II will save you a week of confusion.
What are the three dots over my bar? Combo Points — the first Specialization. Basics bank them, your Core skill spends them. Part III prints the rhythm.
What is the eyeball on that enemy? Inner Sight's mark. Hitting the marked enemy fills a meter; full meter = ~4 seconds of unlimited Energy. Build III is built on it.
Why are my weapons dripping green? A primed Imbuement — your next two eligible attacks carry the element. What counts as eligible is the most useful table in Part IV.
Is Rogue fragile? Statistically, yes — cloth and daggers. Practically, it has the best mobility in the game and half its kit removes you from danger. Fragile, not helpless: every build names its escape button.
Is Rogue beginner-friendly? Build I genuinely is — one rhythm, one line, level 15 and it's rolling. IV is the hard one; it is also the strongest thing this class does this season.
What is the class bad at? Standing still, taking hits on purpose, and doing anything before its unlocks land (quest at 15, Preparation at 30). Its weaknesses are all patience-shaped.

READING THE SKILL TREE

The budget. 69 points from levelling (one per level, 2 through 70) plus 14 bonus points — Season Rank on a seasonal character, Renown on Eternal. Total 83. Every build accounts for all 83; none ends with "spend the rest wherever".
No Key Passive slot. The Lord of Hatred tree format removed capstones across all classes — the old Rogue key passives (Victimize, Momentum era) live on as ordinary passive nodes. The class's real "key passive" is the Specialization panel, which costs zero points.
Upgrades per skill. Each active carries MAJOR variants (one active at a time — they often rewrite the skill) and MINOR riders. Every filled diamond in these trees is explained; the deliberately skipped ones are named.
Categories: Basic, Core, Agility, Subterfuge, Imbuement, Ultimate — plus the big passive clusters these builds budget as blocks (the tree offers them in whatever order; the chapters say what to read for).
The class's real trap: tag-blindness. Marksman gear does nothing for Cutthroat skills, Close bonuses do nothing at range, and an Imbuement charge wasted on a non-imbueable button is simply gone. The tags are printed on every skill card in this codex precisely because the game prints them in a tooltip nobody reads.

WHAT DOES THIS WORD MEAN?

The terms this codex leans on. The same definitions appear as hover tooltips everywhere else on the page — on mobile, tap them.

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ADVANCED · {{g.adv}}
PART II Why Am I Carrying Three Weapons? THE PART EVERY NEW ROGUE NEEDS
BEGINNER TL;DR
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THE STAT STICK — A WEAPON YOU NEVER SWING

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THE DOCTRINE
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BOW vs CROSSBOW
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CROSSBOW
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DAGGERS vs SWORDS
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PART III Specializations — Three Rhythms THE CLASS MECHANIC
BEGINNER TL;DR
One short quest at level 15, then a choice of three combat RHYTHMS — build-and-spend, mark-and-unload, or spend-to-reset. It does not change which skills you own; it changes what your hands do with them. Free to switch out of combat, forever. Pick the rhythm your build's chapter names, and switch ON SCHEDULE — two of this codex's builds change theirs at 20 and 30.
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THE THREE RHYTHMS — WHAT YOUR HANDS ACTUALLY DO

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THE MECHANIC · {{o.mech}}
YOUR HANDS · {{o.hands}}
WHAT IT ASKS OF YOU · {{o.give}}
USED BY · {{o.used}}
COMBO POINTS
INNER SIGHT
PREPARATION
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THE SIMPLE RULE · {{specRule}}
PART IV Energy, Imbuements & Field Craft EVERY MECHANIC, PLAINLY

UNDERSTANDING ENERGY

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UNDERSTANDING IMBUEMENTS

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ONE IMBUEMENT, START TO FINISH — ONE PICTURE
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THE THREE BOTTLES — SHADOW · POISON · COLD

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THE RIDER · {{m.rider}}
IN PACKS · {{m.packs}}
ON BOSSES · {{m.boss}}
WHAT SCALES IT · {{m.scale}}
USED BY · {{m.used}}

MARKSMAN vs CUTTHROAT

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Every skill card in the build chapters carries its weapon flag — 🏹 RANGED or 🗡 MELEE — plus an IMBUEABLE flag. The two most useful labels in the codex.

CROWD CONTROL & BOSS STAGGER

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VULNERABLE · CRITICAL STRIKE · LUCKY HIT

VULNERABLE
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CRITICAL STRIKE
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LUCKY HIT, WITHOUT THE NONSENSE
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WHERE SHOULD I ACTUALLY STAND?

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MOBILITY — ENGAGE vs ESCAPE
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TRAPS — AND WHERE TO PUT THE THING
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PART V · CHOOSE YOUR PATH

FOUR ROGUES

Four genuinely different characters, not four flavours of one list. One kills whole corridors with a single arrow, one carves packs with blades that come back, one is a walking poison storm, and one schedules accidents for a living. Each chapter is complete: every point 2 → 70, respecs printed, Specialization and Imbuement by level, gear with honest "until then" answers.

BUILD {{b.num}} · {{b.difficulty}}
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BUILD {{bd.num}} {{bd.name}} · {{bd.sub}} {{bd.difficulty}} · {{bd.school}}
ONE-SCREEN VERSION EVERYTHING BELOW IS OPTIONAL DETAIL
YOUR JOB
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PRESS
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YOUR CLASS SETUP
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WHO DEALS THE DAMAGE
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PRIMARY · {{bd.whoPrimary}}
SECONDARY · {{bd.whoSecondary}}
SUPPORTING · {{bd.whoSupporting}}
MAIN DEFENCE · {{bd.osDefense}}
MOST IMPORTANT STAT · {{bd.osStat}}
NO ENERGY? · {{bd.osFaith}}
WATCH FOR · {{bd.osBuff}}
ABOUT TO DIE? · {{bd.osDying}}
DON'T WORRY ABOUT YET · {{bd.osLater}}
BUILD {{bd.num}} · {{bd.school}}

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DIFFICULTY · {{bd.difficulty}}
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This build is for you if: {{bd.tagline}}

WHAT IT FEELS LIKE

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MAIN DAMAGE SOURCE · {{bd.mainDamage}}
MAIN DEFENSIVE MECHANIC · {{bd.mainDefense}}
RESOURCE ENGINE · {{bd.resourceMech}}
WEAPON SETUP · {{bd.weaponSetup}}
YOU MAINTAIN · {{bd.maintainLine}}
BIGGEST STRENGTH · {{bd.strongest}}
BIGGEST WEAKNESS · {{bd.weakest}}
RATINGS
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BEST FOR
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THE SIX BUTTONS — WEAPON, IMBUE FLAG, AND WHETHER TO SPAM IT
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WHEN · {{k.when}}
WHY IT'S ON THE BAR · {{k.why}}
SYNERGISES WITH · {{k.syn}}
BEFORE YOU UNLOCK IT · {{k.before}}
YOUR CLASS SETUP — SPECIALIZATION · IMBUEMENT · WEAPONS
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Specialization changes are free and instant out of combat — the level selector below tracks when each piece of this setup arrives on the way up.
MAINTAIN THIS — THE STATES THAT CAN ACTUALLY LAPSE
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HOW · {{m.how}}
HOW YOU KNOW IT'S ON · {{m.tell}}
IF IT FALLS OFF · {{m.drop}}
WHY IT MATTERS · {{m.why}}

EVERY POINT, LEVEL BY LEVEL

One point per level-up, 2 → 70, plus 14 bonus points at the end. Set your level to see exactly what you should own at that moment, what to buy next, and where your Specialization, Imbuement and weapons stand.

LEVEL
LVL {{bd.lvl}} · {{bd.spentPts}} PTS
SPECIALIZATION
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IMBUEMENT
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WEAPONS
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NEXT IMPORTANT UNLOCK
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REMOVE · {{bd.rspRemove}}
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SPEND YOUR NEXT POINT HERE ➤ {{bd.nextName}}
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+14 BONUS POINTS (SEASON RANK · OR RENOWN ON ETERNAL) — SPEND AS THEY ARRIVE
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YOUR BAR AT LEVEL {{bd.lvl}}
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QUEST · SPEC · GEAR PLAN BY LEVEL {{bd.lvl}}
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THE LEVELLING STORY, 2 → 70 (READ ONCE BEFORE YOU START)
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LEVELLING → ENDGAME

The same character, before and after. When a build "feels wrong", the usual reason is that it's still being played as the left-hand column.

LEVELLING BUILD
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ENDGAME BUILD
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THE BUILD COMES ONLINE HERE ➤ {{bd.trMoment}}
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YOUR ENERGY ENGINE

What pays for this build, what its second currency is, and the loop. If your rotation feels broken, it is nearly always one of these paragraphs.

ENERGY — HOW THIS BUILD PAYS FOR ITSELF
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IF IT STILL RUNS DRY
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HOW THIS BUILD SURVIVES

Four jobs, and what on this bar does each of them.

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STAT PRIORITY

In order, with what each one actually affects. Stats not listed are not worth a roll on this build.

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AFFECTS
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GEAR — AND WHAT TO DO UNTIL IT DROPS

Every slot has a best answer and an honest "until then" answer — including all three weapon slots. No build in this codex requires a unique item to reach level 70.

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UNTIL THEN · {{g.until}}

Legendary Aspects

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WITHOUT IT · {{a.missing}}

Uniques — With & Without

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WITHOUT · {{u.without}}

"I don't have that"

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WHAT DO I ACTUALLY PRESS?

NORMAL ENEMIES
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ELITES
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BOSSES
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IF THINGS GO WRONG
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WHY IS THIS BUILD GOOD?

The engine, start to finish. Break any link and the damage sags — which is how the troubleshooting below diagnoses it.

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TROUBLESHOOTING

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PARAGON, AFTER 70
Board order: {{b.t}}
Glyphs: {{g.t}}
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RESEARCH & SOURCES FOR THIS BUILD
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Synthesized (my ordering and framing): {{bd.srcSynth}}
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DECIDE Which Rogue Is Mine? SIDE BY SIDE · 1 MIN
I · THE NEEDLE
II · THE SHADOW WALTZ
III · THE APOTHECARY
IV · THE SNARE
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I want to use a bow → Build I · The Needle
I want to stab things → Build II · The Shadow Waltz
I want poison → Build III · The Apothecary (Build I carries it too, at range)
I want traps → Build IV · The Snare
I want the least button-intensive Rogue → Build III — hold one button and steer (with I right behind it)
I want the easiest Rogue → Build I, without hesitation
I want the strongest current endgame Rogue → Build IV · Death Trap — the cross-site consensus top build this patch, with Poison Pen Shot the S-tier runner-up
Honesty note ×2: the Rogue sits at the TOP of the class tier lists this season (Barbarian beside it) — and Death Trap's very top end rides an Eyes-in-the-Dark interaction that is community-reported as bugged, with hotfix risk. Build IV is written to be S-tier without it. Both readings were checked in August 2026.
PART VI Unlocks, Paragon & The Endgame Map TORMENT · PARAGON · TALISMANS
CLASS UNLOCKS — DO NOT MISS THESE
LEVEL 2
First skill point. Energy exists from the start and refills fast — the class is throughput from minute one.
LEVEL 15 · TRUE POTENTIAL
The Specialization quest — short, easy, easy to miss. Do it the level it appears; Combo Points unlock with it.
LEVEL 20 · INNER SIGHT
The second rhythm joins the panel automatically. Build III switches to it here — its chapter prints the reminder twice.
LEVELS 25–30 · ULTIMATES + PREPARATION
Ultimates land through the late 20s, and Preparation completes the panel at 30 — the level Build IV becomes itself.
LEVEL ~48 · THE CHASE ERA
Scoundrel's Leathers, Eyes in the Dark and Cube crafting come into reach — two builds print their texture-change here.
LEVEL 60 · TALISMAN SEAL
A Legendary Seal with +1 Charm Slot: six slots fits a five-piece set plus one Unique Charm.
LEVEL 70 · THE PIT
Paragon, glyph levelling and Torment climbing start. Your build doesn't change; your items do — and your 14 bonus points land.
THE LADDER
Difficulty runs Normal → Hard → Expert → Penitent, then Torment 1–12. Torment is where endgame loot lives.
The Pit (unlocks at 70) is the gate: clear around tier 10 to open Torment 1, then keep climbing as your glyphs grow.
Each Torment tier applies a resistance penalty — Armor 1,000 and all Resistances 70%+ before damage shopping, even on the dodge-flavored class. Positioning is a defence; it is not a resistance.
PARAGON — BEGINNER VERSION
Past 70, XP becomes Paragon points, shared across your realm's characters. You attach up to five boards; each exists to reach a Legendary node and socket a Glyph.
First board: Starter. First path: straight at the Legendary node, ignoring everything else. First glyph: whichever reads your build — Combat (crit), Exploit (Vulnerable), Control (vs-CC) or Chip (traps).
What Paragon is doing for you: the boards ARE your late multipliers — each chapter names its board order and the rare nodes worth detouring for.
ADVANCED PARAGON & GLYPHS
Per board: Legendary node → glyph socket → rare nodes inside the glyph radius → filler. A board with no glyph is worth roughly half of one with.
Level Glyphs by clearing The Pit — radius grows with rank and a Legendary Bonus unlocks near max; attempts can fail, so upgrade at tiers you clear comfortably.
The Rogue's working set: Combat, Exploit, Control, Chip, Versatility, Canny. Tag-specific beats generic, always: a Marksman glyph does nothing for a knife storm.
TALISMAN · TEMPER · MASTERWORK
Talisman: the Rogue sets that matter — Sicarai's Aim (Marksman · I), Vhezan's Waltz (Cutthroat · II), Vitriol Vials (poison · III), Mechanist's Web (traps · IV). Seal with +1 Charm Slot first, always; Condemnation and Skyhunter work as Unique Charms.
Tempering: the golden manuals are +skill ranks to your Core, imbuement charges/CDR, trap cooldown and tag damage. Temper cheap items early; a respec can strand a tag temper — re-read before crying nerf.
Masterworking: +ranks to everything, big bonus every fourth step. Aim crits at each chapter's first-listed stat (I: crit pair · IV: CDR), only on keepers.
SEASON 14 NOTES — WHAT CHANGED FOR ROGUE
Top of the class lists — the Rogue leads the Season 14 tier boards with the widest spread of viable builds in the game (Barbarian beside it)
Death Trap S(+) — the consensus #1 Rogue build; its very top end rides an Eyes-in-the-Dark re-arm interaction reported as bugged, with hotfix risk. Build IV assumes the honest version
Poison Pen Shot S-tier — the season's premier levelling-into-endgame line; Build I is its teaching cut
Dance of Knives & Twisting Blades A-tier — both comfortably endgame-viable; Builds II and III
Mobility untouched — Dash, Shadow Step and Concealment remain the best movement kit in the game; no balance changes this patch
Mythic 3.0 — craft chase Uniques with Pandemonium Fragments (4 per upgrade since 3.1.1): Skyhunter, Asheara's Khanjar, Andariel's, Eyes in the Dark are the usual first crafts
Patches 3.1.1–3.1.3 — 3.1.1 (July 14) was the last balance pass; 3.1.2 and 3.1.3 are bug-fix only. A build verified early in the season is still current, and this codex is dated 3.1.3 out loud
Old-guide hazard — launch-era Rogue advice (Vulnerable-stacking above all, key-passive builds, manual weapon-swap myths) predates the Lord of Hatred tree format entirely
PART VII Research & Sources WHAT'S VERIFIED, WHAT ISN'T

Everything here targets Season 14 · Death Awakening · patch 3.1.3, checked against live sources on August 17, 2026. The Rogue is a launch class with three years of reworks behind it — most guides a search returns describe a Rogue that no longer exists.

THE BIGGEST STALENESS RISKS · Three of them. (1) Launch-era Vulnerable dogma — "stack Vulnerable Damage first" predates two rebalances; apply-then-crit is the current order. (2) Key-passive builds — the Lord of Hatred tree format removed capstones; guides built around Victimize-the-capstone describe a dead tree. (3) Weapon-swap myths — no manual swap has ever existed, yet the advice persists; Part II is the antidote.
OFFICIAL / PATCH-LEVEL · Season and patch baseline (Season 14 · Death Awakening · 3.1.3), the 69 + 14 skill-point budget, Specialization unlock levels (quest at 15 · Inner Sight 20 · Preparation 30), Mythic 3.0 and Pandemonium crafting, and the 3.1.1–3.1.3 patch cadence.
CURRENT BUILD SOURCES · Icy Veins' and Maxroll's Season 14 Rogue guides (Penetrating Shot, Twisting Blades, Dance of Knives, Death Trap — updated June–August 2026), Mobalytics' S14 Rogue builds, and the cross-site tier consensus that places the Rogue atop the class lists with Death Trap S(+) and Poison Pen Shot S — used for bars, Specialization picks, gear, sets, rotations and tier placements.
MECHANICS REFERENCE · The three-weapon rules (auto-selection by tag; stats/tempers/Aspects always active; weapon damage, speed and implicits NOT shared; 2H double-roll on the ranged slot), Specialization mechanics (3-pip Combo, Inner Sight's mark/meter/~4s window, Preparation's spend-to-shave + full reset), Imbuement charge rules (2 base, per-cast consumption, eligibility tags), Energy generation figures, implicit table (dagger Close · sword Crit · bow Distant · crossbow Vulnerable), and skill databases for base costs.
MINE, NOT TRANSCRIBED · The level-by-level point orders (no published guide gives one; each sums to 69 + 14 and lands on the sourced final tree), Build IV's Barrage crutch and printed level-33 respec, the printed spec switches (III at 20 · IV at 30), the count-out-loud and stagecraft teaching frames, priority labels, star ratings, engine diagrams, maintain panels, troubleshooting trees, and every "until then" fallback.
UNCERTAIN · FIVE HONEST GAPS · (1) Preparation's exact figures — published as both "5s per 75 Energy" and "4s per 100"; the loop is verified, the decimals are not. (2) The Eyes-in-the-Dark interaction behind Pit-150 clears is COMMUNITY-REPORTED as bugged with hotfix risk — Build IV assumes the honest version. (3) Charm-set bonuses (Sicarai's, Vhezan's, Vitriol, Mechanist's) are each quoted from one source. (4) Dance of Knives' base charge count is listed as 12 and 14 in different databases. (5) Advanced Twisting Blades' shave is printed at 0.25s/enemy; one database still shows the launch 0.1s.
▶ PLAY MODE
ACTIVE BUILD

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LEVEL
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SPEND YOUR NEXT POINT HERE ➤ {{pb.nextName}}
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WHAT CHANGED · {{nw.changed}}
WHAT SHOULD I DO · {{nw.act}}
FOR THIS BUILD · {{nw.buildAct}}
WHY NOW · {{nw.why}}
HOW THIS CHANGES PLAY · {{nw.play}}
IF YOU ARE NOT READY · {{nw.ifnot}}
ADVANCED · {{nw.adv}}
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WHAT IT IS FOR
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THIS BAR · {{pb.pp.barNote}}
CURRENT ROTATION{{pb.pp.rotSummary}}
ORDINARY ENEMIES
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ELITES
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BOSSES
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EMERGENCY
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POINT ALLOCATION{{pb.pp.ptsSummary}}
THIS LEVEL’S POINT · {{pb.pp.ptsThis}} ({{pb.pp.ptsThisKind}})
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SPENT SO FAR · {{pb.pp.ptsTotal}} of {{pb.pp.ptsCap}} — {{pb.pp.ptsSpent}} from levels, {{pb.pp.ptsBonus}} bonus
REMAINING · {{pb.pp.ptsLeft}} {{pb.pp.ptsLeftLabel}}
BONUS-POINT ASSUMPTION · {{pb.pp.ptsNote}}
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CLASS MECHANIC{{pb.pp.mechState}}
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WHAT YOU HAVE · {{pb.pp.mechHave}}
THIS BUILD’S SETUP · {{pb.pp.mechBuild}}
WHAT IT CONTRIBUTES · {{pb.pp.mechGives}}
NEXT · {{pb.pp.mechNext}}
ADVANCED · {{pb.pp.mechAdv}}
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THE ENGINE · {{pb.pp.resChain}}
KEEP THESE ACTIVE{{pb.pp.keepCount}}
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GEAR PRIORITIES NOW
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IF YOU’RE DYING
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DEFENSIVE LAYERS · {{pb.pp.defense}}
ASPECTS AT THIS STAGE
USEFUL NOW
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OPTIONAL
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IF YOU DO NOT HAVE THEM · {{pb.pp.aspMiss}}
WHERE TO PLAY{{pb.pp.actDiff}}
DIFFICULTY · {{pb.pp.actDiff}} ({{pb.pp.actKind}})
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THIS BUILD · {{pb.pp.actBuild}}
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ADVANCED · {{pb.pp.actAdv}}
FOCUS FOR THIS STAGE{{pb.pp.stageBand}}
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ADVANCED · {{pb.pp.stageAdv}}
BUILD TRANSITION
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BEFORE · {{tr.before}}
CHANGE · {{tr.change}}
AFTER · {{tr.after}}
WHY · {{tr.why}}
IF YOU CANNOT YET · {{tr.ifnot}}
WHEN THIS HAPPENSnot level-based
WHEN · {{cd.when}}
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DO · {{cd.act}}
IF YOU DO NOT HAVE IT · {{cd.ifnot}}
WHY · {{cd.why}} {{cd.play}}
PROGRESSION RESEARCH AND VERIFICATION{{pb.pp.patch}}
SEASON · {{pb.pp.season}}  PATCH · {{pb.pp.patch}}  LAST VERIFIED · {{pb.pp.verified}}
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PRIMARY SOURCES
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BUILD-GUIDE AND MECHANIC SOURCES
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UNRESOLVED DISAGREEMENTS
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ASSUMPTIONS
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RECOMMENDATIONS, NOT HARD UNLOCKS
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Play Mode answers four questions at the level on the slider: what your character should look like, how to play it, what just changed, and what to work toward. The full chapter — every point, gear tables, troubleshooting — is one EXIT away.

CODEX OF SANCTUARY
THE WANDERER’S GUIDE TO DIABLO IV

Codex of Sanctuary is an independent, unofficial Diablo IV fan resource and is not affiliated with or endorsed by Blizzard Entertainment.

Research and verification notes live in each chapter’s Sources part. Season 14 · Patch 3.1.3 · Last verified AUG 17, 2026.

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