Time Twister

"Change variables and bend space to make your enemies fight each other!"

— Former Specialized Adventuring! Description

Time Twister is a class. It is only available during games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €12.50 or during Party Time.

Not My Time Yet

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * Whenever you revive naturally, all your cooldowns tick down 3 additional turns.
 * Whenever you revive naturally, all your cooldowns tick down 3 additional turns.

If the Class Talent is active: When you revive naturally, you will return to the space you died on if you're behind that space.

Category: Buff
 * }

Effect

 * Upon reviving naturally, all of your items and skills currently on cooldown have their cooldowns lowered by 3.
 * If the Class Talent is active: When you die, this effect locks onto your current space (overwriting any locked on space for a previous death.) Upon reviving naturally, you teleport to the locked on space if you are behind that space.

Standard Use

 * Target any player: They gain 1 turn of Steady Progression.
 * Steady Progression (standard): Passively grants Speedless Roll. This effect can be extended. This effect can only wear off in the Effects Phase of a turn where the player reaches the Roll The Dice page and also has an Effects Phase check while alive.


 * If the Class Talent is active: This skill's cooldown upon Standard Use is changed to be 4. Also, instead of giving 1 turn of standard Steady Progression to the target, you give them 2 turns of a Class Talent version of Steady Progression.
 * Steady Progression (Class Talent): Passively grants Speedless Roll, prevents you from having a natural Roll Streak, and removes all of your stacks of Empowered Dice right before it would activate in your Roll Phase. This effect can be extended. This effect can only wear off in the Effects Phase of a turn where the player reaches the Roll The Dice page and also has an Effects Phase check while alive.

Inherent Effect Tooltip

 * {| class="wikitable" style="text-align: left;

! Steady Progression (Neutral Effect) Tooltip
 * Standard version: Your Roll Phase will ignore Speed.
 * Standard version: Your Roll Phase will ignore Speed.

Class Talent version: Your Roll Phase will ignore Speed and prevent Roll Streaks.

Duration: X turn(s)

Neutral Effect
 * }

Event Use

 * Use against the Big(ger/gest) Golem of the Archaeology Dig.
 * If the Class Talent is active, this skill's cooldown upon this use is changed to be 4.


 * Use against The Bear!; move 3(?) spaces forward.
 * If the Class Talent is active, this skill's cooldown upon this use is changed to be 4.

Lock Time

 * {| class="wikitable" style="text-align: left;

! Lock Time (Neutral Effect) Tooltip
 * You have locked a variable in time. It will try to revert to its locked state when this effect triggers.
 * You have locked a variable in time. It will try to revert to its locked state when this effect triggers.

Neutral Effect
 * }

Standard Use

 * If you don't have the Lock Time effect: Choose one option, then afterwards target any player. You gain the Lock Time effect with an effect depending on the choice made:
 * [Space]: Lock Time is locked onto the current space of the target. When it activates, if you targeted yourself, Lock Time moves you (up to) 15 spaces towards the locked space; if you targeted another player, Lock Time moves them (up to) 30 spaces towards the locked space. (If already on the locked space, there is no movement.)
 * [Permanent Speed]: Lock Time locks the current permanent Speed of the target. When it activates, if you targeted yourself, Lock Time increases or decreases your permanent Speed towards the locked Speed value by (up to) 1; if you targeted another player, Lock Time increases or decreases your permanent Speed towards the locked Speed value by (up to) 2. (If already on the locked value, the Speed is unaffected.)
 * [Rupees]: Lock Time locks the current Rupees of the target. When it activates, if you targeted yourself, Lock Time increases or decreases your Rupees towards the locked Rupee value by (up to) 10; if you targeted another player, Lock Time increases or decreases your Rupees towards the locked Rupee value by (up to) 20. (If already on the locked value, the Rupees are unaffected.)


 * If you have the Lock Time effect: Activate Lock Time and lose the effect. This use can be used even if the skill is on cooldown, and it doesn't affect the skill's cooldown in any way.

Standard Use

 * Choose a space.
 * If you choose a space that you aren't on: All other players within an 8-space radius of the chosen space move to it.
 * If you choose your space: Nothing occurs besides this skill going on cooldown.


 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 7, and you can now use Bend Space on your own space to move all other players within an 8-space radius of your space to it.

Event Use

 * Use at the Catapult; in essence, you launch a fake "yourself" (which functions identically to a generic projectile for the Catapult) 25-30 spaces in the chosen direction; all other players within a 10-space radius of the "landing spot" are affected:
 * If at least 1 other player is within the effect radius: You kill all players in the radius, then all players in the radius move to the "landing spot", then the real "you" moves to the "landing spot".
 * If no other player is within the effect radius: You die, then the real "you" moves to the "landing spot".
 * If the Class Talent is active, Bend Space's cooldown upon use at the Catapult is changed to be 7.

Strengths

 * Manipulates other players from anywhere on the board.
 * Reasonable cooldowns on Time Twister's skillset.
 * Not My Time Yet can be very powerful if you have enough items/skills with cooldowns.
 * Steady Progression can prevent a huge amount of space gain by players with Empowered Dice (esp. Warlocks and Paladins) as well as players with Speed Boost, Hyper Hyper, etc. (esp. Enchanters).
 * Steady Progression can make your own negative Speed such as from Cocaine Burnout or Black Hole In A Box temporarily negligible.
 * Can lock variables to self benefit.
 * Locking Rupees when you're going to lose some is self explanatory.
 * Locking spaces can prevent losing spaces with the Time Bomb, with The United Nations, with The Bear!, with Saruman, with a bad guy or with the Indian chief in The Wild West, or if you are being shot at by a player with a Gun.
 * Locking Speed can prevent losing Speed due to Saruman The White, Ministry Of Silly Walks, Cursed Wounds, or a Diss Card.


 * Can lock variables to harm another player.
 * Locking Rupees can hurt especially badly in a duel by denying Rupees from Income or Diss Card: Steal Monies, and it can also deny Rupees from Caduceus, Liquidize, Life Insurance, Gold Rush! triggered by Ganesha, Ministry Of Silly Walks, Robin Hood from Cards Of Fate, Downie's Blessing at the Hall Of Heroes, and Wealth. (If timed just right, it can deny Rupees from a Pawn Shop sale, though this is risky and can backfire.)
 * Locking spaces can prevent a huge amount of space gain by Duct Tape, Slipstream Slingshot, Courier Flap, Deaf Genie, and Catapult, as well as the same players who are solid targets for Steady Progression. It can generally stall a swoop. It can also synergize very well with Cursed Wounds (potentially along with Bend Space.)
 * Locking Speed can prevent gaining Speed due to Gandalf, Speed Exchange, AmIKawaiiUguu's Blessing at the Hall Of Heroes, Lolrus!, Acceleration, Soul Speed, Momentum, or Overlord.


 * Bend Space can be used to force multiple enemy players onto the same space. If 1 of them has Pacman, Lightsaber, or to a lesser extent Sword, a death is likely to occur. A Paladin with a Holy Hammer can be used as a toy to knock nearby players many spaces back. 2 Paladins near each other can be forced into a Paladin Hammer Fight.
 * Bend Space can force players into range for an explosive such as into the kill radius for Defective Turret or a Sheep you've released.
 * The Archaeology Dig's Big Golem is typically difficult to beat, but Steady Progression can beat it.
 * Steady Progression is a low-cost reliable way to avoid losing spaces to The Bear!

Weaknesses

 * Cannot inflict statuses on other players, such as Incapacitation or Death.
 * Cannot move self, only other players.
 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * While working well in duels and games with many people, Time Twister can have trouble if the player count is "in-between". If enough players in a large game leave, you may not be able to stall the game long enough to build to a successful swoop.
 * Not My Time Yet won't trigger if you have an "unnatural" revival.
 * If you apply Steady Progression to a target, they can take the opportunity to do something like eating French Fries or Box Of Chocolates' Caramel Chocolate, Boomerangy Banana, or Boysenberry with diminished consequences.
 * You have to use Lock Time twice before it goes into effect. Performing the 1st use early can lock you out of locking a different variable if you change your mind. If you don't perform the 1st use early, it can be difficult to do Lock Time for spaces on reaction before a huge space gain is made.
 * If you Lock your own Rupees and don't unlock them fast enough, an enemy player could cast Wealth or kill you if you have Life Insurance, having your own Lock do the work of preventing your Rupee gain.
 * Movement prohibitors can interfere when locking spaces.
 * If you Lock an enemy's spaces, they could take the opportunity to dispose of an ACME Pogo-Stick or Space Capacitator.
 * If you Lock an enemy's Rupees, they could spend 25 Rupees to charge their Staff, use Lean Mean Caffeine Machine, use Vendroid, use Purchase, or pay for a Dys Action Figure option, all without even having to be at a shop.
 * If Bend Space same-spaces players who have Flash, Trick Or Treat, or Duct Tape with Fish, there can be unwanted side-effects.
 * The ability to lock your own Rupees diminishes in usefulness in games with Wealth spam.

Strategies

 * Early game, it may not be a bad idea to lock your Rupees when purchasing life insurance at the Bank, effectively making it free outside of cooldown.
 * If you can see that an opponent is about to get a massive number of spaces on their next dice roll (say, from Empowered Dice) then you could use Lock Time on their current space. Make sure to do it after your Effects Phase but before their roll.
 * Lock Time can reasonably protect you from opponents' Diss Cards, though not necessarily the full amount. Knockback, Speed Exchange, Ensnare, and Steal Monies can all be countered with this skill.  Being shot at with a gun can also be countered through Lock Time.
 * While Bend Space cannot put a player directly onto your space without the Talent, if you have an item such as a Pumpkin which always moves a player by a specific amount of spaces, you can combo them to get onto a player's space. Other options like Snowballs are less reliable but still useful.
 * If the Dr. Who reference event is chosen, Shady Dealer being available through the Arcane Portal makes Steady Progression more valuable.
 * If the Board Game Of Thrones reference event is chosen, Lock Time can prevent a player from gaining Rupees from becoming a Lannister, though they could choose another House.
 * If the Interdimensional Portal Gun reference event is chosen, Lock Time can prevent losing spaces while getting a reward from Fantasy World.
 * If you have a used up ACME Pogo-Stick or a Space Capacitator and you need to beat the Archaeology Dig Chasm, they can be comboed with Lock Time spaces in a pinch.
 * Lock Time spaces can make it more difficult for another player to beat the Archaeology Dig Chasm, escape an explosive radius (esp. Spider Mine), or escape a Sniper Rifle.
 * Bend Space is quite useful for killing enemies at The Tunnel O' Fun.

Dual-Class Synergies

 * Enchanter: Not My Time Yet works well with Condense Magic and Arcane Relocation cooldowns. Condense Magic can dispose of junk items like Jinxed Jewel Of Encumberment, covering one of Time Twister's weaknesses. It can also let you stockpile powerful items such as Light Scroll: Life Shield from Lovely Crystal and items from going to Cards Of Fate with Happy Crystal (esp. Shady Dealer and Wizard Shop items which can be purchased more reliably thanks to extra Rupees from Lock Time) and can give you Dark Scroll: Cursed Wounds from Night Crystal. Arcane Relocation, much like Steady Progression, helps with stalling by reducing the effectiveness of Speed, allowing more time for the stockpile.
 * Lawyer: Not My Time Yet works well with all Lawyer skills. Bend Space encourages killing for Sue.
 * Merchant: Not My Time Yet works well with Trade Routes' cooldown. Lock Time grants much needed funds for Purchase and general spending. Time Twister's stalling also allows for stockpiling with Banking/Trade Routes/Purchase.
 * Necromancer: Lock Time can be used to ensure you have enough Rupees. Bend Space related deaths can be capitalized upon with Drain Soul. Necromancer and Time Twister can both stall the game and will benefit from stalling the game by storing up more resources. However, Not My Time Yet and Ethereal Gloves revival don't synergize well, and even if it activates, Not My Time Yet doesn't do much for Necromancer's skill cooldowns.
 * Quantum Physicist: Not My Time Yet synergizes well with death due to Schrodinger's Box and works well with Schrodinger's Box and Quantum Quality cooldowns. Multiversal Flux can dispose of junk items like Jinxed Jewel Of Encumberment. Time Twister's stalling also allows for stockpiling with Multiversal Flux. This class combination is especially useful for Wild Mode: To Infinity And Beyond.
 * Saboteur: Not My Time yet works well with Sabotage and Tinker, allowing for faster Mechanical item generation for a stockpile. Tinker can dispose of junk items like Jinxed Jewel Of Encumberment. Also, Shift, Hinder, and Sabotage are effective at stalling the game.