The Lock Function is an inventory feature added in Patch 1.04.00 whose documented scope is preventing selling or discarding the selected item. Earlier notes also described dropping and accidental-use protection. Keep those additional interaction claims separate from the official scope, including the earlier concern about selling rare drops or quest-flagged items by mistake, especially during cleanup runs after a long farming session.
Quick Information
Property | Value |
|---|---|
Patch added | |
Scope | The official note refers to the selected item; toggle and item-bound state details are earlier UI accounts. |
Persistence | Earlier claim: survives save and reload; not independently established by the selected patch notes. |
Affects | Selling and discarding are documented. Dropping and accidental-use/extra-confirmation behavior are earlier accounts. |
What it Does

Selling prevention is documented. Earlier notes additionally described vendor-window visibility, bulk-sell skipping and manual-sale rejection; those precise UI behaviors are retained as earlier observations.
Discard prevention is documented. Earlier notes also described drop/notification behavior; that exact prompt sequence remains an older account.
Earlier accidental-use account: items with a use action (consumables, recipe scrolls) were described as asking for extra confirmation while locked. The selected notes do not establish this for every use action.
Earlier icon observation: Visible icon. A small lock icon overlays the item in the inventory grid so the player can scan a tab and see at a glance which items are protected.
Patch 1.05.00 explicitly improved Embed Abyss Gear and Create Socket to support locked items, and changed Sell and Gift lists to grey out locked items. Those are named functions and UI changes. They do not mean a lock prevents every crafting or consumption action, nor do they establish that every other action can use a locked item.
How to Use It
Earlier contextual-menu and persistence workflow: Highlight an item in the inventory and trigger the lock action from the contextual menu (the same prompt used for sort, ungroup, and similar inventory actions). Triggering it again unlocks the item. The lock state is bound to the item itself, so locking a stack of arrows applies to the whole stack and persists when the stack moves between containers such as the new Sturdy Gatherables Chest or the wardrobe.
Earlier locking recommendations
Quest-grade weapons and key Abyss Gear sources. Locking the Sword of Starlight or unique Abyss Artifact drops keeps them safe during shop cleanups.
Refining and crafting reagents that have variable visual stack sizes. Locking the rare end of the stack avoids accidentally dumping it during a sell-trash run.
Gift items with set vendor recipients. Locked gift items will not be sold to a different vendor by mistake.
Rare materials accumulated for long projects, such as the late-game refinement pushes that consume bismuth-class resources.
Pairing with Other UI Changes
Patch 1.04.00 also added inventory category tabs with labels including All, Documents, Equipment, Food, Materials and Others. Sort settings persist after restarting, and shops show the owned quantity. These are separate UI changes from the Lock scope; the earlier article described their shared focus as changing from "sell faster" to "sell safely."
See Also
Inventory - inventory system overview.
Patch 1.04.00 - patch that introduced the feature.