Time Twister

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

—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.

Not My Time Yet

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! Tooltip
 * Whenever you revive naturally, all your cooldowns tick down 2 additional turns.
 * Whenever you revive naturally, all your cooldowns tick down 2 additional turns.

Category: Buff
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Effect

 * Upon reviving naturally (by reaching It's Good To Be Alive, reaching Reincarnate after getting 4 or 5 Karma, or reaching the Pity subevent of FSM Afterlife), all of your items and skills currently on cooldown have their cooldowns lowered by 2.

Steady Progression

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


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Standard Use

 * Target any player: They gain 1 Round of Steady Progression. This effect can be extended.
 * Note that Steady Progression has a Round counter at default -1 any time the effect isn't applying.
 * Steady Progression: Speed is not counted for movement when rolling in the Roll Phase while this effect is active. Steady Progression can only wear off in the Effects Phase of a turn where the player reaches the Roll The Dice page and also begins the Effects Phase while alive.

Event Use

 * Use against the Big(ger/gest) Golem of the Archaeology Dig.

Lock Time

 * TBD

Bend_Space.png Bend Space
All other players within 8 spaces of a chosen space are moved to that space. This skill cannot be used on your current space. Cooldown: 6 turns.

Strengths

 * Manipulates other players from anywhere on the board.
 * Can lock variables to self benefit.
 * Reasonable cooldowns on Time Twister's skillset.

Weaknesses

 * Cannot inflict statuses on other players, such as Incapacitation or Death.
 * Cannot move self, only other players.

Strategies

 * Early game, it may not be a bad idea to lock your rupees when purchasing life insurance at the Bank. This will effectively make it cost only 2 rupees for you.
 * If you can see that an opponent is about to get a massive number of spaces on their next dice roll (say, from Enchanted 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.

Dual-Class Synergies
(to be done later when other classes have their own pages)