Code:
//Filter Format -
//Name of Filter: property1,property2 :Group Name
//
//Name of Filter: Must be a unique name.
//Properties: May use logical-or (|) and logical-and (,). Use properties and operations below.
//Group Name: Category a filter belongs to.
//Available properties:
////String (name) properties:
//// classname
//// basename
//// path
//// name
//// desc
////Numerical properties:
//// itemquality
//// rarity
//// ilvl
//// tier
//// numberofsockets
//// veiled
//// fractured
////Boolean properties:
//// identified
//// corrupted
//// influenced
//// Elder
//// Shaper
//// Crusader
//// Hunter
//// Redeemer
//// Warlord
//// blightedMap
//Available operations:
////String (name) operations:
//// != (not equal)
//// = (equal)
//// ^ (contains)
//// !^ (not contains)
////
////Numerical operations:
//// != (not equal)
//// = (equal)
//// > (bigger)
//// < (less)
//// <= (less or equal)
//// >= (bigger or equal)
////
////Boolean operations:
//// ! (not/invert)
//Misc Stuff
Divination: ClassName=DivinationCard :Default Tabs
Prophecy: BaseName=Prophecy :Default Tabs
//Stackable Currency. Currency Tab is catch-all.
Delirium Orb: ClassName=StackableCurrency,BaseName^Delirium Orb :Default Tabs
Simulacrum Splinter: ClassName=StackableCurrency,BaseName=Simulacrum Splinter :Default Tabs
Meta Samples: ClassName=MetamorphosisDNA :Default Tabs
Catalysts: ClassName=StackableCurrency,BaseName^Catalyst :Default Tabs
Oils: ClassName=StackableCurrency,BaseName^Oil :Default Tabs
Incubators: ClassName=Incubator :Default Tabs
Beasts: ClassName=StackableCurrency,BaseName=Imprinted Bestiary Orb :Default Tabs
Fossils: ClassName=StackableCurrency,BaseName^Fossil :Default Tabs
Resonators: ClassName=DelveStackableSocketableCurrency,BaseName^Resonator :Default Tabs
Vials: ClassName=StackableCurrency,BaseName^Vial of :Default Tabs
Essences: ClassName=StackableCurrency,BaseName^Essence|BaseName^Remnant of Corruption :Default Tabs
Splinters: ClassName=StackableCurrency,BaseName^Splinter :Default Tabs
Blessings: ClassName=StackableCurrency,BaseName^Blessing of :Default Tabs
Currency: ClassName=StackableCurrency :Default Tabs
//Vendor Recipes
//20Q Chisel: BaseName=Stone Hammer|BaseName=Rock Breaker|BaseName=Gavel,ItemQuality=20 :Vendor Recipes
//00Q Chisel: BaseName=Stone Hammer|BaseName=Rock Breaker|BaseName=Gavel,Rarity=Normal :Vendor Recipes
Normal Gems: ClassName^Skill Gem,ItemQuality=0 :Vendor Recipes
Quality Gems: ClassName^Skill Gem,ItemQuality>0 :Vendor Recipes
Flasks: ClassName^Flask,ItemQuality=0 :Vendor Recipes
Quality Flasks: ClassName^Flask,ItemQuality>0 :Vendor Recipes
//Chance Items
//Sorcerer Boots: Rarity=Normal,BaseName=Sorcerer Boots :Chance Items
//Leather Belt: Rarity=Normal,BaseName=Leather Belt :Chance Items
//Gold Amulet: Rarity=Normal,BaseName=Gold Amulet :Chance Items
//Influenced Item Dump (unidentified)
Elder: Elder :Influenced Items
Shaper: Shaper :Influenced Items
Crusader: Crusader :Influenced Items
Hunter: Hunter :Influenced Items
Redeemer: Redeemer :Influenced Items
Warlord: Warlord :Influenced Items
Other: influenced :Influenced Items
//Veiled Item Dump
Veiled: Veiled>0 :Veiled Items
//Chaos Recipe LVL 2 (unindentified rares ilvl 60 or above)
//CR-Weapons: !identified,Rarity=Rare,ilvl>=60,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Chaos Recipe
//CR-Amulets: !identified,Rarity=Rare,ilvl>=60,ClassName=Amulet :Chaos Recipe
//CR-Rings: !identified,Rarity=Rare,ilvl>=60,ClassName=Ring :Chaos Recipe
//CR-Belts: !identified,Rarity=Rare,ilvl>=60,ClassName=Belt :Chaos Recipe
//CR-Helmets: !identified,Rarity=Rare,ilvl>=60,ClassName=Helmet :Chaos Recipe
//CR-Chests: !identified,Rarity=Rare,ilvl>=60,ClassName=Body Armour :Chaos Recipe
//CR-Boots: !identified,Rarity=Rare,ilvl>=60,ClassName=Boots :Chaos Recipe
//CR-Gloves: !identified,Rarity=Rare,ilvl>=60,ClassName=Gloves :Chaos Recipe
// Non-Chaos Recipe Rares (eg. indentified)
//Idd-Weapons: identified,Rarity=Rare,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Rares
//Idd-Amulets: identified,Rarity=Rare,ClassName=Amulet :Rares
//Idd-Rings: identified,Rarity=Rare,ClassName=Ring :Rares
//Idd-Belts: identified,Rarity=Rare,ClassName=Belt :Rares
//Idd-Helms: identified,Rarity=Rare,ClassName=Helmet :Rares
//Idd-Body Armours: identified,Rarity=Rare,ClassName=Body Armour :Rares
//Idd-Boots: identified,Rarity=Rare,ClassName=Boots :Rares
//Idd-Gloves: identified,Rarity=Rare,ClassName=Gloves :Rares
Idd-Clusters: identified,Rarity=Rare,ClassName=Jewel,BaseName^Cluster Jewel :Rares
Idd-Jewels: identified,Rarity=Rare,ClassName=Jewel :Rares
Idd-Abyss Jewels: identified,Rarity=Rare,ClassName=AbyssJewel :Rares
// Craftable stuff
//Craft-Weapons: Rarity=Normal|Rarity=Magic,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Crafting
//Craft-Amulets: Rarity=Normal|Rarity=Magic,ClassName=Amulet :Crafting
//Craft-Rings: Rarity=Normal|Rarity=Magic,ClassName=Ring :Crafting
//Craft-Belts: Rarity=Normal|Rarity=Magic,ClassName=Belt :Crafting
//Craft-Helms: Rarity=Normal|Rarity=Magic,ClassName=Helmet :Crafting
//Craft-Chests: Rarity=Normal|Rarity=Magic,ClassName=Body Armour :Crafting
//Craft-Boots: Rarity=Normal|Rarity=Magic,ClassName=Boots :Crafting
//Craft-Gloves: Rarity=Normal|Rarity=Magic,ClassName=Gloves :Crafting
//Craft-Clusters: Rarity=Normal|Rarity=Magic,ClassName=Jewel,BaseName^Cluster Jewel :Crafting
//Craft-Jewels: Rarity=Normal|Rarity=Magic,ClassName=Jewel :Crafting
//Craft-Abyss Jewels: Rarity=Normal|Rarity=Magic,ClassName=AbyssJewel :Crafting
// Uniques
//Uniques-Weapons: identified,Rarity=Unique,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Uniques
//Uniques-Amulets: identified,Rarity=Unique,ClassName=Amulet :Uniques
Uniques-Rings: identified,Rarity=Unique,ClassName=Ring :Uniques
//Uniques-Belts: identified,Rarity=Unique,ClassName=Belt :Uniques
//Uniques-Helms: identified,Rarity=Unique,ClassName=Helmet :Uniques
//Uniques-Chests: identified,Rarity=Unique,ClassName=Body Armour :Uniques
//Uniques-Boots: identified,Rarity=Unique,ClassName=Boots :Uniques
//Uniques-Gloves: identified,Rarity=Unique,ClassName=Gloves :Uniques
//Uniques-Clusters: identified,Rarity=Unique,ClassName=Jewel,BaseName^Cluster Jewel :Uniques
//Uniques-Jewels: identified,Rarity=Unique,ClassName=Jewel :Uniques
//Uniques-Abyss Jewels: identified,Rarity=Unique,ClassName=AbyssJewel :Uniques
// Sacrifices
Dawn: ClassName=MapFragment,BaseName^Dawn :Sacrifices
Dusk: ClassName=MapFragment,BaseName^Dusk :Sacrifices
Noon: ClassName=MapFragment,BaseName^Noon :Sacrifices
Midnight: ClassName=MapFragment,BaseName^Midnight :Sacrifices
// Maps & Stuff
Blighted: ClassName=Map,blightedMap :Maps & Stuff
Maps: ClassName=Map :Maps & Stuff
Scarabs: ClassName=MapFragment,BaseName^Scarab :Maps & Stuff
Breachstones: ClassName=MapFragment,BaseName^Breachstone :Maps & Stuff
Fragments: ClassName=MapFragment :Maps & Stuff
Labyrinth: ClassName=LabyrinthMapItem :Maps & Stuff