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Path of Exile Wiki
See also: item filter

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).

I wrote the original guide while the BETA for Path of Exile: The Awakening was running, and through that time I edited in new options etc as they became available.

As requested via my Original Thread on Path of Exile I have now made it available here.

Item Filters - The How To Guide

Using an existing filter

Step 1
Go to: %USERPROFILE%/Documents/My Games/Path of Exile/
For example:
Step 2
Locate an existing filter, i.e. from List of item filters or elsewhere.
Step 2A - Copying file
If the item filter is supplied as downloadable file with the .filter extension, you can simply download it and save it in the folder.
Step 2B - Copying Contents
Create a text file with the name you want your Filter to have. When you Save this file, be sure to select 'Save As' and set the file type to "All Files (*.*)". Copy the contents of the filter into the file.
Then save the file as: filtername.filter
It should look like this if done correctly
If you cannot see your file extension, Show/Hide File extensions in Windows
Step 3
Go to the in-game Options menu and click on the UI tab. You should see this new option, located at the very bottom of the list:
If your Filter is not a .filter file, or it is not located in the same folder as your production_Config.ini file, you won't see this option.
Step 4
Clicking 'Reload' will display this message if the Filter is working correctly:

Creating your own

To create a Loot filter, you generally need to use a text editor such as NOTEPAD Some versions of NOTEPAD++ Do work, but most do not from reports. 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.
    BaseType Flask
    Quality < 10
    BaseType Flask
    Rarity >= Rare
    DropLevel >= 70
    BaseType "Scroll of Wisdom"
    Class Map Currency
    Class Gem
    PlayAlertSound 4 75
    Quality 20
    SetTextColor 0 0 255
    Sockets 6
    SetBorderColor 255 0 0 
    LinkedSockets >= 5
    SetFontSize 45

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.




  • 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.
Name Valid Values Notes
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, Unique Rarity of the item.
Class <Class> Full or partial item class name The 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 name The 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 name The 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, W Supports 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, W Does 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 name Filter by mods on an item by name. For example: [HasExplicitMod "Tyrannical" ] (Tyrannical=Local Physical Damage 155 to 169%)
AnyEnchantment <Boolean> True or False If an item has any enchantment from the Labyrinth.
HasEnchantment <Value> Full or partial name of enchantment Filter by enchantments
EnchantmentPassiveNode <Value> Full or partial name of enchantment Filter 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 False If an item has alternate quality or not. Note: This is applicable to Alternate Gems introduced in 3.12.
Replica <Boolean> True or False If an item is an Replica or not. Note: This is applicable to Replica Unique introduced in 3.12.
Identified <Boolean> True or False If an item is identified or not.
Corrupted <Boolean> True or False If 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 False If 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 False If an item is an Elder item or not.
ShaperItem <Boolean> True or False If 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.

FracturedItem <Boolean> True or False If an item is fractured or not
SynthesisedItem <Boolean> True or False If an item is synthesised or not
ElderMap <Boolean> True or False If the map is elder or not.
ShapedMap <Boolean> True or False If the map is shaped or not.
BlightedMap <Boolean> True or False If the map is blighted or not.
MapTier [Operator] <Value> Numeric Tier (1-17) The map tier of the map.


Name Valid Values Notes
SetBorderColor <Red> <Green> <Blue> [Alpha] 0-255 Sets 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] 0-255 Sets 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] 0-255 Sets 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.
DisableDropSound Disable the drop sound. This is a separate sound from PlayAlertSound.
EnableDropSound Enable 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.

List of Item Classes

You can specify any from this list:

Item classInternal IDCategory
Life FlasksLifeFlaskFlasks
Mana FlasksManaFlaskFlasks
Hybrid FlasksHybridFlaskFlasks
ClawsClawOne Handed Weapon
DaggersDaggerOne Handed Weapon
WandsWandOne Handed Weapon
One Hand SwordsOne Hand SwordOne Handed Weapon
Thrusting One Hand SwordsThrusting One Hand SwordOne Handed Weapon
One Hand AxesOne Hand AxeOne Handed Weapon
One Hand MacesOne Hand MaceOne Handed Weapon
BowsBowTwo Handed Weapon
StavesStaffTwo Handed Weapon
Two Hand SwordsTwo Hand SwordTwo Handed Weapon
Two Hand AxesTwo Hand AxeTwo Handed Weapon
Two Hand MacesTwo Hand MaceTwo Handed Weapon
Active Skill GemsActive Skill GemGems
Support Skill GemsSupport Skill GemGems
Body ArmoursBody ArmourArmor
Stackable CurrencyStackableCurrency
Quest ItemsQuestItem
SceptresSceptreOne Handed Weapon
Utility FlasksUtilityFlaskFlasks
Critical Utility FlasksUtilityFlaskCritical
Fishing RodsFishingRod
Map FragmentsMapFragmentOther
Hideout DoodadsHideoutDoodad
Divination CardDivinationCardOther
Labyrinth ItemLabyrinthItem
Labyrinth TrinketLabyrinthTrinket
Labyrinth Map ItemLabyrinthMapItem
Misc Map ItemsMiscMapItemOther
Pantheon SoulPantheonSoul
Abyss JewelAbyssJewelOther
Incursion ItemIncursionItem
Delve Socketable CurrencyDelveSocketableCurrency
Shard HeartUniqueShardBase
Rune DaggersRune DaggerOne Handed Weapon
WarstavesWarstaffTwo Handed Weapon
Delve Stackable Socketable CurrencyDelveStackableSocketableCurrency
Atlas Region Upgrade ItemAtlasRegionUpgradeItem
Metamorph SampleMetamorphosisDNA
Harvest SeedHarvestSeed
Seed EnhancerHarvestPlantBooster
Heist GearHeistEquipmentWeapon
Heist ToolHeistEquipmentTool
Heist CloakHeistEquipmentUtility
Heist BroochHeistEquipmentReward
Heist TargetHeistObjective
Expedition LogbookExpeditionLogbook

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

    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

    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.

    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.

    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 such as in MSPaint


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:

Preview RGB Note
  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:

Preview RGB
  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.

    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

    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"

    Class Dagger Wand "Hand" Bow Stave Sceptre

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

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


  • 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 Tab in game
  • Select your filter from the "List of Item Filters" at the bottom of the UI Page.


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

    BaseType Sai

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

    Class Dagger
    BaseType Sai

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

Thanks to Antnee for the helpful Code Breakdown description!

Thanks to SayyadinaAtreides For the explanation on Using Quotation Marks for Classes.

I hope that helps!




  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.