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Grouping Guide

How to group with kingdom players, share experience, earn generated loot, and play role-based group combat.

LAST UPDATED: 2026-06-29

Legends of War is built around role-based kingdom groups. Solo play teaches your class, but the game becomes much deeper when players from the same kingdom move together, call targets, protect each other, and combine class tools.

This guide covers how to form a group, how group experience and generated loot work, and how group-only combat tools such as rescue, guard, target, and retreat fit into real play.

Quick Start

To join another kingdom player’s group:

  1. Stand in the same room as the group leader.
  2. Type follow <leader>.
  3. The leader types group <your name>.
  4. Type group to check the group list.
  5. Use gt <message> or ; <message> to talk to the group.

Example:

follow aranel
group
gt ready when you are

Leader example:

group thoran
group
gt assist my target

You cannot follow enemy kingdom players in ordinary play. The code checks player side before allowing player-to-player following outside scrimmage contexts.

Core Group Commands

CommandUse it for
follow <player>Start following a player in the room. This is the first step before being grouped.
follow selfStop following and leave your current follow relationship.
groupShow your group list, group luck, member health/mana/move, and guard assignments.
group <player>As leader, add a follower to the group. If they are already grouped with you, this removes them.
disbandAs leader, dissolve the group.
gt <message>Send a message to your group.
; <message>Shortcut for group talk.
split <silver> <gold>Split coins with grouped players in the same room.

Grouping is leader-based. The player who runs group <name> becomes the leader, and grouped members are stored under that leader.

Restrictions And Raid Groups

The default code separates ordinary PK-sized groups from raid groups:

Group typeDefault threshold
PK-sized groupUp to pk_group_size, currently 4.
Raid groupLarger than the PK group threshold, up to the raid group threshold, currently 5.

Raid groups have stricter movement and structure rules:

  • Raid group structure cannot change outside kingdom walls.
  • Starting to follow a raid-sized group is restricted outside kingdom walls.
  • Dropping out of or disbanding a raid group is restricted outside kingdom walls.
  • Quitting from raid groups is restricted outside kingdom walls.

There is also a level-range check when adding a player to a group. The code prevents grouping players who are 10 or more levels above or below the leader.

Experience In Groups

When a mob dies, grouped experience is not simply copied to everyone everywhere.

The code uses these rules:

  • The killer’s group is considered.
  • Group members must be connected, grouped, not NPCs, and in the same area as the killer to receive XP.
  • The level check is based around the leader. Members 10 or more levels above or below the leader are rejected for XP.
  • The group-level total used for the split is calculated from grouped characters in the killer’s room.
  • If only one member is present, solo XP math is used.
  • If multiple members are present, grouped XP math is used.
  • NPC kill XP is capped at level 54.
  • Normal NPC XP can be zero for raid groups outside kingdom walls; inside kingdom walls, raid groups can receive an NPC XP bonus.

Practical takeaways:

  • Stay in the same area if you expect XP.
  • Stay in the same room for the cleanest group XP calculation.
  • Keep the group near the leader’s level.
  • Do not expect normal mob grinding to carry you past level 54.
  • Use group often so the leader can see health, mana, move, and guard state.

Generated Loot In Groups

Generated loot is evaluated per eligible player. It is not a single item that the group rolls on.

A player is eligible for generated loot from a mob kill when:

  • The killed target is an NPC.
  • The player is in the killer’s group.
  • The player is not an NPC.
  • The killer is always eligible.
  • Other eligible group members must be in the same room as the mob.
  • Other eligible group members must be fighting that mob.
  • If a pet gets the kill, the pet’s owner is treated as the killer.

Each eligible player gets their own adaptive loot profile. The system checks that player’s level, gear score, luck, weak slots, weapon needs, and the mob’s loot economy. If a generated item is awarded, it goes directly into that player’s inventory.

Practical takeaways:

  • If you want generated loot credit, be in the room and fighting the mob.
  • Do not stand outside the fight and expect adaptive gear rolls.
  • Grouped players can each receive their own generated rewards from the same kill.
  • Classic corpse loot is still separate, so coordinate with your group before taking authored corpse items.

Group luck also matters. The group display shows luck, and the code averages the luck of grouped players in the same area for group luck calculations.

Role-Based Group Play

LowMUD is a role-based group MUD. Classes are not meant to be identical damage packages. A strong group works because different players handle different jobs.

Common group roles include:

RoleWhat the group needs
Front lineStarts fights, holds pressure, survives rescue/guard duty, keeps enemies controlled.
DamageKills priority targets quickly and follows the group’s target calls.
SupportKeeps allies alive, removes pressure, buffs, heals, and stabilizes bad pulls.
ControlInterrupts, disables, blinds, slows, forces retreats, and disrupts enemy positioning.
Scout or callerReads the map, chooses targets, watches exits, and calls movement or retreat.

Your class determines which of these jobs you are naturally good at. A warrior-like character might be expected to protect others. A caster may bring damage, healing, buffs, or control. A rogue, assassin, ranger, or monk may matter most when they disrupt the right enemy at the right time.

Group Combat Skills

rescue

rescue <player> lets you pull an ally’s attacker onto yourself.

The code requires:

  • You know the rescue skill and meet its level requirement.
  • The target is in the room.
  • The target is a player, not an NPC.
  • The target is currently fighting.
  • You are not already directly fighting that target or being fought by them.
  • The skill roll succeeds.

On success, the enemy stops fighting your ally and starts fighting you. Use this when a healer, caster, wounded ally, or important target caller is being pressured.

Example:

rescue elowen

guard

guard <player> assigns you as that player’s guard. It only works on grouped player characters.

The code requires:

  • Both players are not NPCs.
  • You are grouped with the target.
  • You are not guarding yourself.
  • The target is not already guarded.
  • The target is not guarding someone else.
  • You can see the target, are awake, are in the same room, and pass the guard skill check when an attack lands.

When guard triggers, the guard intercepts the incoming attack and the attacker is redirected onto the guard.

Useful commands:

guard meris
guard none
guard dismiss

Use guard before the pull or before entering dangerous PvP routes. It is a proactive protection tool, while rescue is a reactive emergency tool.

target

target <enemy> is a combat skill for focusing melee attacks onto a new target in the room.

The code requires:

  • You know the target skill and meet its level requirement.
  • The target is in the room.
  • The target is not safe from attack.
  • The skill roll succeeds.

If you are already fighting, a successful target stops your current fighting state and starts you onto the new victim. This is useful when the caller switches focus to a healer, vulnerable damage dealer, or dangerous control class.

Example:

target priest

trg And $$

trg <name> is a separate convenience command. It stores a target name on your character. Later commands can substitute $$ with that stored target.

Example:

trg orc
cast 'blindness' $$
target $$

This helps groups coordinate quickly when everyone is trying to act on the same called target.

retreat

retreat <direction> is a group withdrawal command.

The code requires:

  • A valid direction: north, east, south, west, up, or down.
  • The group leader must issue it.
  • The leader must have a group.
  • Members must be in the same room and in the leader’s group.
  • The destination must be open.
  • The destination cannot contain enemy players.
  • Some effects can block retreat, including being held or webbed.

The leader withdraws grouped members in the room, then withdraws themselves.

Example:

retreat west

Use this when the group needs to leave together. Calling flee individually can scatter the group; retreat is for controlled movement.

Group Habits That Matter

  • Choose one leader and follow their movement.
  • Use gt for short, concrete calls.
  • Set targets before the pull when possible.
  • Keep protectors near the players they guard.
  • Call rescue needs early, not when the target is already dead.
  • Use retreat <direction> instead of chaotic fleeing when the group needs to reset.
  • Let generated loot happen automatically, then coordinate corpse loot manually.
  • Keep levels close enough that everyone earns useful XP.

Read These Next

PageUse it for
First Time MUD Player GuideLearning basic movement, map reading, and commands.
Progression GuideUnderstanding when grouping matters during leveling, midgame, and endgame.
Gear & LootUnderstanding generated gear, loot drops, and crafting.
Kingdom PvP & Outpost ScrimmagesBroader PvP context and kingdom conflict.