Mule Rules - Battle.net: member contribution required I hear a lot about needing second computers or XP for user switching (there's a thread on this forum explaining the procedure), or just having a trustworthy friend available, to safely switch items from character to character, account to account. That isn't always the case, though, as it's completely possible to lose items without them ever hitting the ground. I'm sure many people will claim this isn't possible, but - if you do - make sure you provide more than anecdotal evidence since this thread will be the first draft of what and what not to do when muling, and how to do it. I'll start off with the most important issue, individual item transfer. The difference between Diablo and Diablo 2, with regard to saving characters, is not being able to save a snapshot any time in a game without exiting, and since exiting games in 1.10 and beyond on Battle.net extends the character use time requirements, doing such often within a short frame of time can have severe consquences. Autosaves occur every five minutes in single-player, and it's likely the same on Battle.net, but you must exit a game to have all items on a character locked down, otherwise. Follow this common example for ground transferring: You enter a game and stabilize the rejoin safety (five minutes or more), drop an item, leave, then come back with another character and immediately pick the item up. You feel the item is safely in your hands and no longer in danger, but less than five minutes later the server stops responding and you receive an interrupted connection. Because the autosave didn't kick in, and because you didn't manually 'save and exit,' the item won't be on the character the held it when the gamekill occurred. Likewise, since the character who dropped it did save and exit, his snapshot doesn't include the item; the item is lost. Now, many people believe it was because the item was on the ground when no one was in the game, but I've tested this theory (completely by accident, of course) and found it happens when trading character-to-character, as well. This example shows how: Both characters enter a game, not worrying about the rejoin safety, and one initiates a trade. He places the item in the trade screen, confirms, then saves and exits. At this point, his first character is saved without the item. Whether he enters and successfully receives the item back with a second character is irrelevent if a gamekill begins before he or the intervening character saves and exits with it, themselves. If this occurs before autosave has kicked in for the intervening character, he and the second character are rolled back to the last save, neither of which has the item in question; the item is lost. I don't know of any appending save that occurs during trading, or whether such may be responsible for the rumor of perming runes (I don't believe it either way), the only way to make sure an item has been successfully stored on a character is to time the autosaves or save manually by leaving the game before a gamekill befalls that server. Since timing the autosave, or knowing the exact point a gamekill will/started to occur, is very difficult, every person transferring items in any way, shape or form assumes some risk. I know that statement comes as a shock to many, but - from my experience - it's true. What I'd like to know is if there's a way around this, if I've missed something, if it's dead on or if there's an easier way to time autosaves (assuming the information about them is still the same) or such. If it's on the mark, then feel free to confirm or add another piece of advice for muling. Eventually, I'd like to combine all muling procedures in SP (mostly ATMA) and B.ent with the XP user switching thread and other forms of quick networking with regards to Diablo 2, but that's up to the members and their responses, so post up!