Current loot rule

Together uses shared world loot rather than automatically duplicating every drop for every player. The member who picks up an item owns that instance. Trading is therefore the normal tool for moving a useful weapon, armor piece, material, or currency to the character who needs it.

This system rewards communication and punishes silent vacuum-looting. Agree on the rule before the first boss chest.

A fair pickup policy

For ordinary drops, one player can pick up and identify items, then announce anything build-relevant. For rare, named, quest, or boss rewards, pause and inspect before pickup when the game allows it.

A practical priority order is:

  1. Player who can equip and use it immediately.
  2. Player whose declared build uses the scaling or weapon family.
  3. Shared crafting or research need.
  4. Alternate build project.
  5. Sale or dismantling value.

Do not award by rarity color alone. A facet downside, requirement, or total weight can make a lower-rarity base more useful.

How to trade

Stand near the intended player and use the direct player-interaction prompt—the same interaction family Patch 1 uses to expose the Duel option. Open Trade, place the agreed items or currency, inspect both sides, and confirm only after every participant reads the final exchange.

Break large transfers into understandable groups. One weapon and its related rune or materials are easier to verify than an inventory dump.

Items to announce immediately

  • A weapon that matches another player's damage lane or declared family.
  • Rings with a build-defining current roll.
  • Rare Embers, especially Essence, Radiant, or Sublime projects.
  • Torn materials reserved for upgrades or Effigies.
  • Quest keys and one-time progression items.
  • Materials needed to finish an agreed town project.

Use the weapon database and materials database to identify exact names before deciding.

Shared storage versus personal inventory

Use shared storage for agreed project materials, spare build bases, and items awaiting a member who is offline. Keep active gear, respec currency, and a clearly assigned crafting project on the responsible character.

Do not put an irreplaceable quest item into an experimental storage workflow. Persistent Realm state and asynchronous members make “I thought it was spare” an expensive misunderstanding.

Avoid co-op resource traps

  • Opening every container while others are loading or in a cutscene.
  • Spending common-looking materials without checking a town project.
  • Trading a weapon without its intended quiver, rune, or requirement context.
  • Hoarding every high-rarity item on the pickup character.
  • Assuming increased party size automatically creates proportional loot.

If the group cannot agree, use a rotating first-choice system for boss rewards or separate personal farming Realms. The Realms guide explains how to keep those purposes separate.