DISCIPLINES OF THE ARENA · 44 HEROES

Trickster

The door nobody guarded

The inventive infiltrator. Dexterity, Intelligence and Charisma reward misdirection and resourcefulness.

Trickster traditions began with people who could not win by accepting the terms offered to them. Couriers learned hidden routes, stage performers learned attention, and infiltrators learned that certainty can be an opponent’s weakest defense. Their schools preserve methods through riddles, demonstrations and stories with a suspiciously useful missing detail.

Resourcefulness is broader than dishonesty. A trickster champion may be a liberator, an investigator or someone who simply enjoys making a grand plan stumble. The arena rewards their ability to interrupt a rhythm and exploit the hesitation that follows. Every obvious move invites the question: what else could happen here?

Meet the Trickster heroes ↓

IN THE ARENA

How to play a Trickster

Disrupt the opponent’s offense. The signature can weaken damage, while the spell can weaken and stun on failed saves. Spend mana deliberately; an opening is useful only if you can follow it with pressure.

Core attributes: Dexterity, Intelligence & Charisma

Try this class in free Computer practice — no battle charge, XP or collection changes.

Trained signature

Strike your opponent with your weapon; a failed Wisdom save reduces their damage by 30% and gives weapon attacks disadvantage for their next 2 turns.

Trained spell

Blast your opponent with magic. Failed Wisdom and Constitution saves can reduce their damage by 30% (with weapon-attack disadvantage) for 2 turns and stun them for 1 turn.

Hero ability names vary. Train them in the loadout; the descriptions above reflect the current class mechanics.

FIND YOUR NEXT CHAMPION

Trickster heroes

Read their stories, open their profiles, or unlock a new favorite.

Original MUDSlingers setting lore. These classifications describe InkAndAnsi’s tribute heroes, not the rules or canon of their source MUDs. Explore the rest of the guide →