Hero tiers
- Adventurer
- Adept
- Veteran
- Epic
- Mythic
- Ascendant
- Eternal
- Transcendent
- Celestial
A hero’s level and training track their growth. In PvP, all heroes use equal training and equipment budgets; tier adds no stat bonus.
THE MUDSLINGERS FIELD GUIDE
Every champion carries a world behind them. Discover the peoples, disciplines and unfinished stories that meet in the Ink Arena.
01 / THE INK BETWEEN
Imagine every text world leaving a trace: a command spoken into darkness, a city remembered after its gates close, a character who still has something to prove. In MUDSlingers lore, those traces meet in the Ink Between—a crossroads of memory and possibility. The Ink Arena gives their champions a place to face one another.
A race tells you something about a hero’s ancestry. A class describes the discipline they bring to a fight. Neither tells the whole story. The 221 champions in the current roster make those inheritances their own, through distinctive lineages, loyalties and ambitions.
This is original MUDSlingers lore for InkAndAnsi’s tribute heroes. It does not define the canon or character rules of the MUDs that inspired them.
02 / CHOOSE A DISCIPLINE
Different beginnings. Different answers to the same challenge.

The oath at the threshold
Explore class
The instant that changes everything
Explore class
Those who ask the world how
Explore class
The keepers of a second chance
Explore class
The door nobody guarded
Explore class
A voice that does not yield
Explore class03 / ANCESTRY & IDENTITY
Thirty histories. Countless ways to live them.

The unfinished story
10 heroes
Keepers of the long season
10 heroes
The weight of a promise
10 heroes
The road remembers kindness
10 heroes
A question with moving parts
10 heroes
The voices beneath the drum
10 heroes
Stories older than the road
10 heroes
A shelter large enough
1 hero
Where the horizon walks
3 heroes
Nothing is only scrap
3 heroes
The smallest door
2 heroes
Inheritance without obedience
10 heroes
The keeper and the hoard
3 heroes
A thousand ways to belong
10 heroes
The currents carry names
9 heroes
Many forms, many voices
6 heroes
The maker’s last assumption
10 heroes
Beyond the familiar stars
10 heroes
A force that learned a name
7 heroes
The burden of radiance
10 heroes
A name reclaimed
8 heroes
What remains to be said
10 heroes
After the last page
10 heroes
Roots that choose a road
7 heroes
The truth beneath a face
10 heroes
At the edge of an agreement
8 heroes
The memory of distance
1 hero
The way chosen inward
2 heroes
The song after the feast
1 hero
The slow work of becoming
10 heroesExplore a race or class, then open a hero’s profile for their story, skills and eligible worlds.
Starter heroes are included when you sign in and complete your profile. Earn other heroes by playing an eligible MUD through InkAndAnsi, or purchase an available early unlock. Time accumulates across visits to one eligible game; time from different games is not combined.
Use the loadout to train stats and abilities and equip gear. Arena battles are turn-based duels against live players worldwide. Matchmaking prefers similar hero levels, widening after 15 seconds. Every new PvP duel uses level 10, 20 allocated stat points, standard class gear with no enhancements, and all four abilities at rank 3. Rarity grants no stat bonus. Choose Balanced, Assault or Ward before queueing; every player has all three styles. Class, race and elemental identity remain. These temporary builds never change your collection. Computer battles use your earned levels, training and equipment. If no suitable player is found within 30 seconds, you face a Computer opponent. Live turns last 60 seconds; two consecutive missed turns forfeit. Canceling before a match refunds the reserved charge. Choose actions yourself or use Auto-battle, set your pace, and use earned XP and resources to develop your champion.
PvP Ansi Points and the 3% defeated-hero unlock chance require at least three combat actions from each player. Only the first three qualifying duels against the same account in a rolling 24 hours award these rewards. Further rematches still earn combat XP. Changing heroes does not reset the limit.
Earn XP for taking combat actions, landing hits, damage dealt relative to your opponent’s maximum health, effective skills and actual healing. Combat earns up to 20 XP, with a 5 XP victory bonus. Defeat and draws keep earned XP; retreat keeps 50%, rounded down. Every battle is eligible. Category caps prevent stalling and healing loops from farming XP; overkill adds nothing. XP boosts double the final reward. Level costs rise by 60 XP per level: 60 to reach level 2, 120 more for level 3, and 600 from level 10 to 11.
05 / READ YOUR COLLECTION
A hero’s tier, an item’s rarity and a reward book’s category describe different things. None replaces the selected, owned or equipped indicator.
A hero’s level and training track their growth. In PvP, all heroes use equal training and equipment budgets; tier adds no stat bonus.
Rarity describes the item. “Equipped” means it is in your active build. Selecting an item only opens its details; it does not equip it.
Mythic and higher heroes do not appear in books. See the reward archive for odds and duplicate rules.
Visit Books of fortune