equipment

Path of Idle Inventory & Vault Management Guide

A patch 1.1.4 guide to batch chest opening, Grade-scaled Corrupt Affixes, Soulcleansing Tear, equipment locks, filters, and safer item decisions.

Last Updated: 2026-10-15Checked against Patch 1.1.47 min read

Quick Answer

  • βœ“Patch 1.1.4 adds batch chest opening: with more than 100 chests, right-click opens the batch interface; one batch is limited to 1000 chests and stops if your bag becomes full.
  • βœ“Soulcleansing Tear removes all Corrupt effects, and every Divine Tower Endless floor always drops one.
  • βœ“A full Vault auto-replaces lower-level equipment since 1.0.7; reserve space before long idle sessions.
1

Batch Chest Opening in Patch 1.1.4

Opening large numbers of chests no longer requires one right-click at a time. When you have more than 100 chests, right-click opens the batch-opening interface, similar to Rune Pouch batch opening. Because opening many chests at once is performance-heavy, a single batch is limited to 1000 chests. If your bag becomes full during opening, opening stops automatically. Prepare before a batch: clear enough Inventory space, decide whether new drops should flow into the Warehouse review group, and inspect results after the batch instead of assuming every new item is safe to auto-filter. The announcement does not name chest types beyond the general mechanic or extra batch rewards.

Continue with: review the full 1.1.4 change logset safe auto-sell filters before batching

Source: Official version 1.1.4 announcement β†—

2

Corrupt, On-Kill Recovery and Stele in Patch 1.1.3

Equipment Grade now affects Corrupt Affixes, reversing the original 1.1.0 rule that Grade did not affect them. New Fine Affixes and Divine Tower Divine Power can no longer roll On-Kill Recovery; existing affixes are unchanged, while Slaughter, Harvest and Bloodthirst were adjusted. The Stele interface now includes Soulcleansing Tear and shows Corrupt Affix levels. The patch does not publish the Grade formula, reroll old items, name every adjusted value or guarantee retroactive repair. In 1.1.4, Doom Stages 6 and 7 add rewards that can lock Corrupt Affixes; quantities and odds remain unpublished.

Continue with: check the Divine Tower Stele routeread the full 1.1.4 change log

Source: Official version 1.1.3 inventory changes β†—

3

Fine Affixes and Unique Equipment in Patch 1.1.2

Fine Affix strength increases by 20%. A new Market upgrade can prevent Fine Affix levels from falling below 2, 4, or 6, while other upgrades can improve the chance of three sockets on Common equipment and Perfect Grade on Vault equipment. Unique equipment now starts dropping only after Chapter 10; the first 60 Market Order stages no longer require it, and Unique Vault upgrades were repositioned. The developer also says Unique power and usefulness will be improved later, without a date. Do not infer exact odds, costs, minimum-tier mapping, a guaranteed post-Chapter-10 drop, or future item effects from this note.

Continue with: review the corresponding town upgradescheck the Chapter 10 progression gate

Source: Official version 1.1.2 announcement β†—

4

Corrupt and Soulcleansing Tear in Patch 1.1.0

Corrupt adds one random Corrupt Affix at level 1, 3 or 5. Version 1.1.0 originally said Equipment Grade did not affect its strength, but version 1.1.3 supersedes that rule and makes Grade affect Corrupt Affixes. Equipment Corrupted before 1.1.0 keeps its existing effects until a Soulcleansing Tear removes them. Every Divine Tower Endless floor always drops one Tear. The current Grade formula, target selection, roll odds, partial removal and restoration are not published.

Continue with: check Endless floor and Gazing Eye rulescompare Grade and Affix values separately

Source: Official version 1.1.0 notes β†—

5

Grade Automation and Class-Based Unique Categories

Patch 1.1.0 adds Equipment Grade to Market auto configuration and groups Unique Equipment categories by class in both the Codex and Warehouse Vault. Use the Grade field to narrow a Market rule, then test one short cycle before leaving it unattended. Use the class categories to find candidates, not as proof that an item is automatically best for that class. The note does not prescribe Grade thresholds, a full-text search, or a safe universal auto-buy rule.

Continue with: review Market and town automation

Source: Official version 1.1.0 notes β†—

6

Equipment Grade and Dark Star in Patch 1.0.13

Equipment dropped on version 1.0.13 rolls one of three Grades: Normal, Superior, or Perfect. The official note says the Grade determines the main-attribute and Affix values instead of rolling those values inside ranges: Normal adds 0%, Superior 20%, and Perfect 35%. Existing Equipment was upgraded into the new data structure, and the Equipment filter now includes Grade. Use Grade to narrow a review queue, then still check weapon requirements, useful Affixes, sockets, granted skills, and set bonuses. Dark Star no longer follows its obsolete pre-1.0.13 use; it now reshapes Rare Affixes without changing their Affix levels. The note does not publish outcome odds or a guaranteed best reshaping sequence.

Continue with: test Grade changes with the stats and Affixes workflow

Source: Official version 1.0.13 notes β†—

7

Use the New Affix Total Level Filters in Patch 1.0.12

Version 1.0.12 adds Fine Affix Total Level and Rare Affix Total Level to Equipment filters. Use them as review controls, not as a universal quality formula: the official note names the fields but does not publish ideal thresholds or say that a higher total always fits every build. Lock important items, test a conservative setting over one short loot cycle, and compare what the filter kept against the active character's requirements and role.

Source: Official version 1.0.12 notes β†—

8

Vault, Codex, Corrupt, and Order Changes in 1.0.12

Patch 1.0.12 improves Warehouse Vault category display, Equipment Codex sorting, and the colors used for Fine, Rare, and Set Affixes. It also fixes Corrupt lowering Affix values, Orders not syncing after an Equipment lock, incorrect main-attribute ratios on some high-rarity Equipment, and Legendary Silver Sting affix configuration errors. Update and retest before using an older workaround; the notes do not promise recovery for an item already changed before the patch.

Source: Official version 1.0.12 notes β†—

9

Lock Equipment Before You Change Filters in Patch 1.0.11

Version 1.0.11 adds Equipment locking with middle-click and Mythic Equipment filtering. Lock every equipped piece, planned set piece, unfamiliar Mythic, and build-enabling item before testing a broader filter. Then run one short loot cycle and inspect what remains. The official note confirms the control and filter category, but it does not document every action a lock blocks, so verify the lock icon and current confirmation behavior before selling, replacing, or using an item in another system.

Source: Official version 1.0.11 notes β†—

10

Use the New Codex Categories and Collection Progress

Patch 1.0.11 adds category display and collection progress to the Equipment Codex, and fixes scroll-wheel control and incorrect auto-sync indicators. Use categories to narrow the review set and collection progress to identify what the Codex has recorded. This is organization, not a confirmed full-text search feature: the patch note does not say that a search box was added. Keep using the Inventory filter for item handling and the Codex for recorded knowledge.

Source: Official version 1.0.11 notes β†—

11

What Patch 1.0.10 Changes in Your Inventory Workflow

Unique Equipment now supports affix-count filtering, and the Wallet has been expanded to 35 slots. The patch also improves quick Market equipment placement priority, changes Mythic Chest Omen to Set Chest Omen, and fixes an incorrect effect description for Wicked Bone Boots. Re-open saved filters after updating, protect unfamiliar Unique items until reviewed, and use the current Wicked Bone Boots tooltip rather than an older screenshot or copied description.

Source: Official version 1.0.10 notes β†—

12

Why Inventory Management Matters

Path of Idle generates a constant stream of equipment, runes, currencies, and crafting materials. Without a clear workflow, players lose build-enabling items to a full Vault, miss set breakpoints because a piece was auto-sold, or waste review time on confirmed duplicates. Version 1.0.7 added Warehouse batch take-out and made a full Vault replace lower-level equipment automatically. Version 1.0.8 fixed left-click comparison switching in the Vault. Version 1.0.9 added bulk Rune Bag opening. These changes make automation more powerful, but also more dangerous if the filter was built before the full interaction was understood.

13

The Keep-or-Sell Triage Rule

Use three buckets. KEEP FOR REVIEW: Mythic items, unfamiliar Legendary effects, set pieces near a breakpoint, high-socket items, and anything granting a skill your roster cannot currently produce. These items should go into a temporary review group until their interaction is tested. SELL OR FILTER: confirmed duplicates and low-level items whose effect, set, sockets, and skill source add nothing to any active or planned line. TEST NOW: items that match an active character's weapon, damage family, useful attributes, and an immediate survival or damage bottleneck. Do not judge review-group pieces by the level of your strongest character; a second combat line may value a different requirement entirely.

14

How the Vault Auto-Replacement Works

Since version 1.0.7, a full Vault can replace lower-level equipment automatically. This saves time but also deletes items silently. Before enabling aggressive auto-filters or starting a long idle session, confirm that the Vault has enough free space to preserve your review group. A safe practice is to clear 20–30% of Vault capacity before leaving the game unattended, then inspect what was replaced on return. If a build-enabling item disappeared, the filter was too tight. Adjust one category at a time rather than disabling automation completely.

15

Warehouse Batch Take-Out Workflow

Version 1.0.7 added Warehouse batch take-out, which lets you move multiple reviewed items back to Inventory at once. The practical loop is: run a short idle session, move dropped items to the Warehouse review group, inspect each piece for set effects, granted skills, sockets, and useful affixes, then batch-take the keepers back to Inventory for comparison and equipping. Sell the confirmed duplicates from the Warehouse directly. This separates review from active gear and prevents the Inventory clutter that makes comparison difficult.

16

Where the Equipment Filter Actually Lives

A common early-game confusion is looking for the equipment filter in the Codex. The developer confirmed that the filter is in the Inventory, not the Codex. The Codex manages knowledge such as Preferred Skills and Affix Seals. If a Monument or tutorial task asks you to view the filter, open the Inventory screen instead. Keeping these two jobs separate prevents the loop of clicking the Codex while the objective refuses to complete.

17

Set Auto-Sell Filters Gradually

Start with the narrowest safe filter and observe at least one complete cycle before widening it. A conservative first filter might protect everything Mythic, Legendary, set, socket-rich, and above a certain level threshold. After one idle session, check what was kept, what was replaced, and whether any unfamiliar item was lost. Tighten the filter only when the previous setting produced no surprises for several sessions. Never enable a new auto-filter before a long idle session without a short test run first.

18

Rune and Material Storage

Version 1.0.9 added bulk Rune Bag opening for inventories above 100 bags. Before processing a large batch, confirm free capacity and test a smaller batch. Currencies and crafting materials also hit caps; the 1.0.8 notes warned that resource-cap issues still needed a later fix. Before logging out, spend or make room for capped resources, and note the resource required for the next town upgrade. On return, check what hit a cap before assuming a low reward was an automation failure.

19

A 10-Minute Inventory Review Routine

Step one: empty 20–30% of Vault space. Step two: run one short idle cycle. Step three: move all new drops to the Warehouse review group. Step four: inspect each item for class fit, weapon requirement, useful attributes, set bonus, sockets, and granted skills. Step five: batch-take keepers back to Inventory. Step six: equip clear upgrades and compare candidates on the same test stage. Step seven: sell confirmed duplicates. Step eight: tighten the auto-filter by one category if no surprises occurred. Repeat after every major unlock or patch because new systems can change which items are valuable.

Related Guides

Evidence Sources

Revision note: checked against the sources above on 2026-10-15. Recheck in-game tooltips after every balance update.

Frequently Asked Questions

How do I open many chests at once in Patch 1.1.4?

With more than 100 chests, right-click opens the batch-opening interface. A single batch is limited to 1000 chests, and opening stops automatically if your bag becomes full.

How do I remove Corrupt effects in Patch 1.1.0?

Use Soulcleansing Tear. Every Divine Tower Endless floor always drops one, and previously cleared Endless floors receive matching compensation after updating. The official note does not describe the delivery interface or partial removal.

Does Equipment Grade strengthen Corrupt Affixes?

Yes as of Patch 1.1.3. This supersedes the 1.1.0 rule. The official note does not publish the Grade formula or say that old items are rerolled.

What are Normal, Superior, and Perfect Equipment Grades?

They are the three Grades added in version 1.0.13. The official note assigns main-attribute and Affix value bonuses of +0%, +20%, and +35% respectively; Grade alone does not prove build fit.

What does Dark Star do in Patch 1.0.13?

It reshapes Rare Affixes and keeps their Affix levels unchanged. Public notes do not provide reshaping odds or a guaranteed outcome.

What Equipment filters were added in Patch 1.0.12?

Fine Affix Total Level and Rare Affix Total Level. The official note does not prescribe thresholds, so test conservative settings against your own keep list.

How do I lock Equipment in Path of Idle?

On patch 1.0.11, middle-click the Equipment to lock it. Confirm the visible lock state before changing filters or selling anything.

Can I filter Mythic Equipment?

Yes. Official version 1.0.11 adds Mythic Equipment filtering; check the current Inventory interface for the available filter fields.

What inventory filters changed in Patch 1.0.10?

Unique Equipment can now be filtered by affix count. The Wallet also has 35 slots, and quick Market equipment placement priority was improved.

What should I do when my Vault is full?

Clear 20–30% of capacity before long idle sessions. Review new drops after each session, and adjust auto-filters one category at a time rather than letting the Vault auto-replace items blindly.

Where is the equipment filter?

It is in the Inventory, not the Codex. The developer confirmed this location after a confusing tutorial task.

Should I enable auto-sell immediately?

No. Start with a narrow filter, observe one complete cycle, check what was kept and lost, then tighten gradually. Never enable a new filter before a long idle session without a short test.