Guide:Item filter guide | PoE Wiki (2024)

Guide:Item filter guide | PoE Wiki (1)

This is a guide on the subject of creating item filters.

Last updated on September 11, 2018‎.

Guide:Item filter guide | PoE Wiki (2)

It has been suggested that information about item filter creation from Item filter be split from it and merged into this guide.

Reason: This guide should be used to go into specifics about creating item filters

Proposed since March 4, 2022

With the release of Path of Exile: The Awakening (version 2.0.0), item filters were introduced as an optional feature for players to customize what they see when items drop in the game.

There are multiple options from colors, text size, borders and even sounds

Although the game does offer a default filter, there is no in-game system for editing them; end users can write and tailor their own filter using a text editor. (Though there are several scripts out there that can do the hard work for you).


  • 1 Creating your own
    • 1.1 Code Breakdown
    • 1.2 Sample Filter
  • 2 Syntax
    • 2.1 Terminology
    • 2.2 Basic Syntax
    • 2.4 Blocks
    • 2.5 Values
    • 2.6 Comparison operators
    • 2.7 Conditions
    • 2.8 Actions
    • 2.9 Examples
      • 2.9.1 Example 1
      • 2.9.2 Example 2
  • 3 Known issues
    • 3.1 Item filters not found
      • 3.1.1 Solution A
      • 3.1.2 Solution B
    • 3.2 List of item classes
    • 3.3 Using Quotation Marks for Classes
    • 3.4 Condition Adjustment
    • 3.5 Color Options
  • 4 Cutting your code down to size!
    • 4.1 Cutting short your Class Types
    • 4.2 ItemLevel Code and Process
  • 5 Saving your Filter
  • 6 Troubleshooting
  • 7 References

Creating your own

To create a Loot filter, you generally need to use a text editor, like Notepad. Alternatively, a code editor that supports item filter syntax (for example, via plug-ins) - like Visual Studio Code - can be used for better ergonomics.Currently the Encoding must be ANSI or UTF-8

Currently if any part of the file directory contains a non-english character it will not work - this includes your computer username

You can Edit your filter with the game still running. All you need to do is Open it, edit it and save it then press reload in the client.

The basic idea is a list of Show and Hide "blocks" that each specify certain conditions by information provided in each line. Anything matched by a Show block will be shown and anything matched by a Hide block will be hidden. If there are multiple conditions in a block then all of them must be matched for the block to match an item.

Code Breakdown

A section is defined as a *collection of blocks*, typically with a general purpose in mind. For example, the section outlined in red is designed to highlight certain gems. All sections in a script should begin with a 4-digit header code, which can be used to quickly jump from place to place within the script.

A block is defined as a *collection of lines*, which have a singular purpose. In the block in orange, rare gems such as Empower are highlighted. A block must begin with a "Show" or "Hide" line. A block ends when another line containing Show or Hide is read by the client.

A line is used to give instructions *to the block in which it is contained*. The line highlighted in yellow gives a blue-green background to quality gems, but does not affect the block below it, which affects only rare gems.

Sample Filter

# You can add comments in filters by placing them behind a # on a new line.# This is a comment - The client will ignore this.Hide BaseType Flask Quality < 10Show BaseType FlaskShow Rarity >= RareShow DropLevel >= 70Hide BaseType "Scroll of Wisdom"Show Class Map CurrencyShow Class Gem PlayAlertSound 4 75Show Quality 20 SetTextColor 0 0 255Show Sockets 6 SetBorderColor 255 0 0 Show LinkedSockets >= 5 SetFontSize 45Hide

This Filter shows

  • All Flasks with 10% or more quality
  • Rare and unique items
  • Base items equal to and above level 70
  • Currency except Wisdom Scrolls
  • Maps
  • All Gems A sound will play
  • Normal and Magic Items with 20% quality This has blue text
  • 6 Socketed Items This has a Red Border
  • Items with 5 or more links This is shown with much larger text

Everything else will be hidden unless you press ALT

The most important thing to note is that blocks are read from top to bottom in the file by the client, The highest block takes priority, which means that you need to have the block that hides the scrolls, above before the line that shows the currency, because scrolls would also match the currency block.

This is why flasks come first in this list, They can not be rare and their droplevel is below 70.

An empty block matches all items, which means that the Hide at the end of the file effectively hides everything that wasn't specifically shown.


See for the official page of filter rules.


Please consider the following when reading this wiki page:

  • Replace the values in the brackets with a single value
  • x-y (i.e. 0-255) is used to show a range of valid values
  • Values enclosed with [] are optional; remove the []
  • Values enclosed with <> are required; remove the <>

Basic Syntax

The basic syntax of a script is a collection of Show and Hide blocks that each specify conditions. Anything matched by a Show block will be shown and anything matched by a Hide block will be hidden. If there are multiple conditions in a block then all of them must be matched for the block to match an item.

Every block must start with either Show or Hide, and any conditions in that block must start on the next line; indentation is optional. A line with only Show or Hide with no conditions is an "empty block," and matches ALL items, which means that a Hide at the end of the file effectively hides everything that wasn't specifically shown.

The blocks are prioritized in the order they come in the file, meaning that condition blocks that appear earlier in the file take precedence, applying their effects even if their conditions overlap with later blocks. Effectively, the script reads the filter file until it finds the first block that matches the item in question, follows that block's instructions, and then terminates.

# For example, the following would hide all normal rarity items, but fail to show currencies:Hide Rarity NormalShow Class Currency# To fix this, move more specific blocks earlier in the file, and save the most general for last. This would show currencies, but hide other normal rarity items:Show Class CurrencyHide Rarity Normal


A line starting with # will be considered a comment and will be ignored.


ShowIf all conditions are matched, show the item and do any actions specified.
HideIf all conditions are matched, hide the item and do any actions specified
ContinueContinues block to other match.

This is a special flag that indicates that the filter rule matching should not stop when an item matches this block.

Note that if an item matches a Hide block that Continues, then later matches a Show block, it will use the most recently matched Show or Hide flag, and thus show. If an item matches and Continues and then never matches any further blocks, it will also show or hide based on the most recently matched block.


NumericLike: 20. No quotation marks.-1,[0-9]
StringText with quotation marks, but not in all condition, as example is Class or BaseType where values could be strings separated by space only[a-zA-Z]
NoneWhen argument is string None must be in quotation marks like "None""None", None
EmptyNo value

Comparison operators

The following comparison operators are used to write conditions. Note that the equal operator (=) is always optional; if no operator is specified, the condition is assumed to be comparing equality.

!Not equal
<Less than
<=Less than or equal to
>Greater than
>=Greater or equal to
==Exact match



  • Ranges in parentheses are plausible values, but not enforced.
  • Every condition can have multiple values separated by a space.
  • If a multi-word value contains whitespace, it must be encapsulated in quotation marks, or else it will be parsed as separate (and possibly invalid) values.
NameValid ValuesNotes
AreaLevel [Operator] <Value>Numeric Level (0-100)Filters for items dropped in a particular Monster level of the current area. This is probably the most relevant of the filters, as it allows enabling/disabling filters dynamically depending on leveling.
ItemLevel [Operator] <Level>Numeric Level (0-100)The item level the item was generated at.
DropLevel [Operator] <Level>Numeric Level (0-100)The level that the item starts dropping at.
Quality [Operator] <Quality>Numeric Quality (0-20)The amount of quality on the item.
Rarity [Operator] <Rarity>Normal, Magic, Rare, UniqueRarity of the item.
Class<Class>Full or partial item class nameThe item class. Specifying part of a class name is allowed and will match any classes with that text in the name. So for example "One Hand" will match both "One Hand Sword" and "One Hand Axe"
BaseType <Type>Full or partial item nameThe base type of the item. Specifying a part of a base type name is allowed and will match any of the base types with that text in the name.
Prophecy <Type>Full or partial prophecy nameThe prophecy name. Specifying a part of a prophecy name is allowed and will match any of the prophecies with that text in the name. Prophecies have the Class type "Stackable Currency".
LinkedSockets [Operator] <Links>Numeric Number of Links (0-6)The size of the largest group of linked sockets that the item has.
SocketGroup [Operator] <GroupSyntax>Numeric Number of Linked Sockets followed by R, G, B, D, A, WSupports a list of groups that each one represents linked sockets containing a specific set of colors, at least one group must be matched for the condition to pass.

Each group is composed by an optional number and a sequence of letters. The number specifies the longest link which contains the following color sequence described by the letters. Each letter is short-hand for the colour ([R]ed, [G]reen, [B]lue, [W]hite) or Special ones ([D]elve Socket, [A]byss Socket). For example, 5RRG will match any group that contains two red sockets linked with a green socket in a 5-link group. Delve and Abyss cannot be in the same group as any other, as they cannot be linked.

If a comparison operator is used, it will apply to the numeric portion, so a ">= 5GGG" will match a 5 or more linked group with 3 green sockets.

SocketGroup with A and D socket has no effect. For example "SocketGroup RGBA" or "SocketGroup DD". As Abyss and Delve sockets are never linked.

Sockets [Operator] <GroupSyntax>Numeric Number of Sockets (0-6) followed by R, G, B, D, A, WDoes the exact same thing as SocketGroup but does not require the sockets to be linked. So the same example ">= 5GGG" will match 5 or more sockets not necessarily linked, with at least 3 green sockets anywhere.

Unlike SocketGroup, this condition does allow for mixing and using Delve and Abyss sockets, for example, a Resonator with 3 sockets would be "DDD".

Height [Operator] <Value>Numeric number of slots (1-4)The number of slots the item takes on the Y-axis (verical axis), i.e. the height of the item.[1]
Width [Operator] <Value>Numeric number of slots (1-2)The number of slots the item takes on the X-axis (horizontal axis), i.e. the width of the item.
HasExplicitMod <Value>Full or partial item nameFilter by mods on an item by name. For example: [HasExplicitMod "Tyrannical" ] (Tyrannical=Local Physical Damage 155 to 169%)
AnyEnchantment <Boolean>True or FalseIf an item has any enchantment from the Labyrinth.
HasEnchantment <Value>Full or partial name of enchantmentFilter by enchantments
EnchantmentPassiveNode <Value>Full or partial name of enchantmentFilter Cluster Jewels by enchantment type.
EnchantmentPassiveNum [Operator] <Value>Numeric number of slots (0-n)Filter Cluster Jewels by the number of enchantments. Only checks the "Adds X passive skills" modifier.
StackSize [Operator] <Value>Numeric number of slots (1-n)Currency stack size
GemLevel [Operator] <Value>Numeric number of slots (1-21)Gem Level
GemQualityType <Value>Superior




Gem Quality Type
AlternateQuality <Boolean>True or FalseIf an item has alternate quality or not. Note: This is applicable to Alternate Gems introduced in 3.12.
Replica <Boolean>True or FalseIf an item is an Replica or not. Note: This is applicable to Replica Unique introduced in 3.12.
Identified <Boolean>True or FalseIf an item is identified or not.
Corrupted <Boolean>True or FalseIf an item is corrupted or not.
CorruptedMods [Operator] <Value>Numeric number of corrupted mods (0-n).How many corrupted mods are present.
Mirrored <Boolean>True or FalseIf the item is a Mirrored item or not. Does not drop normally, except when opening a Strongbox with the "Contains Mirrored Items", or via the Prophecy Kalandra's Craft.
ElderItem <Boolean>True or FalseIf an item is an Elder item or not.
ShaperItem <Boolean>True or FalseIf an item is a Shaper item or not.
HasInfluence <Type>Shaper, Elder, Crusader,

Hunter, Redeemer, Warlord, None

If an item has Influence of a certain type. Note that this also affects Maps that are influenced.

If want item that has no Influence, choose value as None.

HasSearingExarchImplicit [Operator] <Value>Modifier tier (0-6)If an item has a Searing Exarch implicit modifier of a certain tier.

1-6 for Lesser to Perfect, or 0 for none.

HasEaterOfWorldsImplicit [Operator] <Value>Modifier tier (0-6)If an item has a Eater of Worlds implicit modifier of a certain tier.

1-6 for Lesser to Perfect, or 0 for none.

FracturedItem <Boolean>True or FalseIf an item is fractured or not
SynthesisedItem <Boolean>True or FalseIf an item is synthesised or not
ElderMap <Boolean>True or FalseIf the map is elder or not.
ShapedMap <Boolean>True or FalseIf the map is shaped or not.
BlightedMap <Boolean>True or FalseIf the map is blighted or not.
MapTier [Operator] <Value>Numeric Tier (1-17)The map tier of the map.
HasImplicitMod <Boolean>True or FalseIf the item has an implicit modifier or not.
HasCruciblePassiveTree <Boolean>True or FalseIf the item has an crucible passive skill tree or not.


NameValid ValuesNotes
SetBorderColor <Red> <Green> <Blue> [Alpha]0-255Sets the border colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255
SetTextColor <Red> <Green> <Blue> [Alpha]0-255Sets the text colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255
SetBackgroundColor <Red> <Green> <Blue> [Alpha]0-255Sets the colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255
SetFontSize <FontSize>18-45 (default: 32)Sets the font-size of item text.[2]
PlayAlertSound <Id> [Volume]Disable:
  • None


  • [1-16] Ingame Sounds


  • [0-300]
Plays the specified Alert Sound with optional volume when dropped. Only one sound can be played at a time.
PlayAlertSoundPositional <Id> [Volume]Disable:
  • None


  • [1-16] Ingame Sounds


  • [0-300]
Work as PlayAlertSound with Sound Volume relative to distance where Item dropped. Could be usable with low Tier Items to smooth Sounds.
DisableDropSoundDisable the drop sound. This is a separate sound from PlayAlertSound.
EnableDropSoundEnable the drop sound. This is a separate sound from PlayAlertSound.
CustomAlertSound <FileName | FileFullPath>local path to the file (with quotation marks):
  • "None" (disable)
  • [reative path]
  • [absolute path]
Plays the specified custom sound when a specified item drops. (almost all of the common file extensions should be supported)
MinimapIcon <Size> <Color> <Shape>Disable:
  • -1


  • 0 (largest)
  • 1 (medium)
  • 2 (small)


  • Red
  • Green
  • Blue
  • Brown
  • White
  • Yellow
  • Cyan
  • Grey
  • Orange
  • Pink
  • Purple


  • Circle
  • Diamond
  • Hexagon
  • Square
  • Star
  • Triangle
  • Cross
  • Moon
  • Raindrop
  • Kite
  • Pentagon
  • UpsideDownHouse
Displays an icon on the minimap for specified items.
PlayEffect <Color> [Temp]Disable:
  • None


  • Red
  • Green
  • Blue
  • Brown
  • White
  • Yellow
  • Cyan
  • Grey
  • Orange
  • Pink
  • Purple

Beam Visualization [Temp]:

  • Empty (no value, instantly)
  • Temp (temporary)
Displays a coloured beam of light above an item highlighted by an item filter.

Use the Temp parameter to have a beam only appear as the item drops.
Otherwise, it will be permanently visible.

A list of the default RGB codes used in-game can be found in the corresponding item filter guide section.


Example 1

  • Shows all items with a red, green and blue linked socket
  • Changes the text color to a light blue one
Show SocketGroup RGB SetTextColor 127 127 255

Example 2

  • Shows all items that match the following conditions
    • Item class is either Ring or Amulet
    • Item basename contains "Gold"
    • Item has the "Rare" rarity level
    • Item level is 75 or higher
  • Effectively, this means rare Gold Rings and Gold Amulets with item level 75 or higher will be shown
  • Changes the border to a yellow border
Show Class Ring Amulet BaseType Gold Rarity Rare ItemLevel >= 75 SetBorderColor 255 255 0

Known issues

Known issues with workaround. Use at your own risk.

Item filters not found

Solution A

  • Check that the filter has the correct ending (.filter, .ruthlessfilter for Ruthless)
  • Check whether the item filter is placed in the correct folder

Solution B

Currently (beta) item filters may not load for users who use a non-ASCII userpath. As a work around you can move your documents folder to a location which does not contain non-ASCII letters. To do so:

 Go to your user folder (%USERPROFILE%) -> right click on My Documents -> properties -> path -> move... -> select a new location to move to -> apply

List of item classes

You can specify any item classes from this list using the values from the internal name column:

Item classInternal nameInternal ID
Instance local itemInstance Local ItemsInstanceLocalItem
Incursion itemIncursion ItemsIncursionItem
Mana flaskMana FlasksManaFlask
One-handed axeOne Hand AxesOne Hand Axe
Quest itemQuest ItemsQuestItem
ResonatorDelve Stackable Socketable CurrencyDelveStackableSocketableCurrency
Cosmetic itemMicrotransactionsMicrotransaction
Body armourBody ArmoursBody Armour
VoidstoneAtlas Upgrade ItemsAtlasUpgradeItem
Rogue's cloakHeist CloaksHeistEquipmentUtility
Miscellaneous map itemMisc Map ItemsMiscMapItem
Thrusting one-handed swordThrusting One Hand SwordsThrusting One Hand Sword
Monster organ sampleMetamorph SamplesMetamorphosisDNA
Divination cardDivination CardsDivinationCard
Sanctified relicSanctified RelicsSanctumSpecialRelic
Ember of the AllflameEmbers of the AllflameNecropolisPack
One-handed swordOne Hand SwordsOne Hand Sword
Map fragmentMap FragmentsMapFragment
Life flaskLife FlasksLifeFlask
Rogue's broochHeist BroochesHeistEquipmentReward
Rogue's toolHeist ToolsHeistEquipmentTool
Two-handed swordTwo Hand SwordsTwo Hand Sword
Two-handed maceTwo Hand MacesTwo Hand Mace
Vault keyVault KeysVaultKey
Two-handed axeTwo Hand AxesTwo Hand Axe
Sanctum researchSanctum ResearchItemisedSanctum
Currency itemStackable CurrencyStackableCurrency
Expedition logbookExpedition LogbooksExpeditionLogbook
Item piecePiecesUniqueFragment
Hybrid flaskHybrid FlasksHybridFlask
One-handed maceOne Hand MacesOne Hand Mace
Corpse itemCorpsesItemisedCorpse
Skill gemSkill GemsActive Skill Gem
Abyss jewelAbyss JewelsAbyssJewel
Rogue's gearHeist GearHeistEquipmentWeapon
Rune daggerRune DaggersRune Dagger
Heist targetHeist TargetsHeistObjective
Captured soulPantheon SoulsPantheonSoul
Labyrinth trinketLabyrinth TrinketsLabyrinthTrinket
Support gemSupport GemsSupport Skill Gem
Labyrinth keyLabyrinth ItemsLabyrinthItem
Hideout decorationHideout DoodadsHideoutDoodad
Fishing rodFishing RodsFishingRod
Utility flaskUtility FlasksUtilityFlask

If you specify part of a name it will match all that contain that part of the name.For example "Skill Gems" will match both "Active Skill Gems" and "Support Skill Gems"

Using Quotation Marks for Classes

An example of why you should always use quotes for multi-word classes, consider the following:

I want to find all one-handed swords, thrusting and otherwise. So, I include the line

Show Class One Hand Swords

When an item drops, this first looks for any class which includes "One." This will mark: One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces

If it doesn't match those, it'll attempt to match on "Hand." This will mark: Two Hand Swords, Two Hand Axes, Two Hand Maces

Failing both of those, it'll attempt to match on "Swords." This will not mark anything additional, because One Hand Swords, Thrusting One Hand Swords, and Two Hand Swords have already been included.

Now, whatever styling you include will be applied to all of the above classes of weapons. If you really only want One Hand Swords and Thrusting One Hand Swords, use

Show Class "One Hand Swords"

Condition Adjustment

Font Size Adjustment is 18-45 (32 is normal)

SetFontSize 40 

Volume Adjustment is 0-300 (yet to find out normal value)

PlayAlertSound 7 59

Height and Width You can set the height and width for an item to be for your filter to apply. This would work well in the RGB linked items section where you might not want to be picking up RGB items such as 2hs that take up alot of space in your inventory.

Show Width 1 Height >2 SocketGroup RGB 

This would show any rgb linked items that are 1 space wide and 3-4 high, eg. Daggers, Wands, Thrusting 1h Swords, 1h Swords. Note that the height condition is obsolete since all these items with the RGB link are by definition 3 or 4 squares high.

Show Width 2 Height <= 3 SocketGroup RGB 

Would show Helmets, Boots, Gloves, Claws, Bows, Scepters, Body Armours and some 1h weapons. Here the second line is almost obsolete, as it only excludes Wands, Daggers and some 1h Swords.

Size conditions should be handled with care when dealing with many weapons, especially swords, and shields, as these occur in several differently sized types.

Color Options

Use a color picker, for example Google Color Picker

Any RGBA combo can be used for the color combinations 0 0 0 0 to 255 255 255 255

The A is the Alpha Channel which controls opacity/transparency. For the Alpha Channel I would recommend not using lower than 150 as it gets too hard to see.

Colors used in game:

200 200 200 Normal item
136 136 255 Magic item
255 255 119 Rare item
175 96 37 Unique item
27 162 155 Skill gem
170 158 130 Currency
74 230 58 Quest item
14 186 255 Divination card
127 127 127 Default text
255 255 255 Value text
136 136 255 Augmented value text
150 0 0 Fire damage
54 100 146 Cold damage
255 215 0 Lightning damage
208 32 144 Chaos damage
184 218 242 Crafted mod
210 0 0 Corrupted
180 96 0 Supporter pack new item
163 141 109 Supporter pack item
255 200 0 Nemesis mod
255 40 0 Nemesis mod outline
210 0 220 Bloodline mod
74 0 160 Bloodline mod outline
50 230 100 Torment mod
0 100 150 Torment mod outline
231 180 120 Title
170 158 120 Favour
255 192 203
30 144 255

Premium stash tab colors:

124 81 50
191 91 0
254 191 128
38 0 86
88 0 179
192 128 254
98 128 0
191 244 0
239 254 128
86 0 0
191 0 0
254 128 128
0 0 128
0 0 254
128 179 254
254 170 0
254 213 0
254 254 153
114 0 83
204 0 154
254 128 222
0 73 0
0 191 0
128 254 128
42 42 42
135 135 135
221 221 221

Cutting your code down to size!

While most people are happy to put in the effort to make sure they haven't missed anything in their filter code, There are shortcuts to be taken without compromising your filter.

Cutting short your Class Types

For instance, while you might just want to see everything else that you haven't specifically listed you can simply put


At the end of your file, which works the same way as Hide would.

You could want to see everything except Claws

This is where you could type out the whole list as below

Option 1:This option here could take you quite a while to type out.

Show Class "Daggers" "Wands" "One Hand Swords" "Thrusting One Hand Swords" "One Hand Axes" "One Hand Maces" "Bows" "Staves" "Two Hand Swords" "Two Hand Axes" "Two Hand Maces" "Sceptres" 

But you do have options to make it easier!

Option 2: This option here cuts down on clutter within your code

Show Class Dagger Wand "One Hand" Bow Stave "Two Hand" Sceptre 

Further, as the client doesn't need to have the entire group of items in quotation marks, "One Hand Swords" "Thrusting One Hand Swords" "One Hand Axes" "One Hand Maces" Would all be condensed down to "One Hand" or even "One" The same goes for Two Handed items "Two" - You could even show both of these, by quoting "Hand"

Show Class Dagger Wand "Hand" Bow Stave Sceptre

Option 3:You could take a much easier approach to hiding a single class of item.

Hide Class "Claws"

ItemLevel Code and Process

If you wanted to see rare items, rare items between ilvl60 and ilvl74 and then rare items with an itemlevel of 75+

# A Yellow border for Chaos recipe itemsShow ItemLevel >= 60 ItemLevel <= 74 Rarity Rare SetBorderColor 255 200 0# A blue border for regal recipe itemsShow ItemLevel >= 75 Rarity Rare SetBorderColor 30 144 255Show Rarity Rare

Even this code above has a line that is unnecessary. If you swap the first 2 blocks around, you can eliminate an entire line of code.

# A blue border for regal recipe itemsShow ItemLevel >= 75 Rarity Rare SetBorderColor 30 144 255# A Yellow border for Chaos recipe itemsShow ItemLevel >= 60 ItemLevel <= 74 # this line is now obsolete; Rarity Rare SetBorderColor 255 200 0# Show all other rare itemsShow Rarity Rare 

By doing this it does not need to check that it is ilvl74 or below for the Chaos recipe items, as it already knows from the previous block to show ilvl75+ items with a blue border. It then reads that for items with an item level of 60+ to put a yellow border around them.

Saving your Filter

Once you have compiled you filter you then need to save it.

This example is named Highlight.filter (replace .filter with .ruthlessfilter for Ruthless compatibility.)

  • It needs to go into My Documents/My Games/Path of Exile folder
  • production_Config.ini must be in this folder
  • You must change the "Save as type" to All Files
  • When you name the file, you must type .filter after your file name.

Once you have saved your filter:

  • Open the Options Menu in game
  • Select your filter from the "List of Item Filters" at the "Game" Tab.


My filter is not working, what do I do?

Make sure your filter file is located in the same folder as your production_Config.ini file.If it is, then you need to make sure you've actually created a 'filter' file, and not a 'text' file with '.filter' in the name. To check this, right-click the filter and click Properties, if the file type is 'text', you did not change the file extension correctly. If you can not see your file extension, Show/Hide File Extensions in Windows

Do you have non-ASCII characters in your PC username?

Base Item name changes 19th May 2015

If you were to specify the following block It would show anything with Sai in the Items basetype, Such as Sai, Saint's Hauberk, Saintly Chainmail and Mosaic Kite Shield

Show BaseType Sai

You only wanted to see Sai so you need to narrow it down by adding a Class

Show Class Dagger BaseType Sai

This will now show Sai, but NOT Saint's Hauberk, Saintly Chainmail and Mosaic Kite Shield as it did before


  1. (12 May 2015). "Item Filter Suggestions; Identified items, corrupted items, and grid sizes.". Reddit. Retrieved 12 May 2015.
  2. (2 May 2015). "PSA: You can change the font size in item filters.". Reddit. Retrieved 2 May 2015.

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