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 or during Party Time.

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.

Neutral Effect
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Standard Use

 * Target any player: They gain 1 turn of Steady Progression.
 * Note that Steady Progression has a turn counter at default -1 any time the effect isn't applying.
 * Steady Progression: 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 begins the Effects Phase while alive.

Event Use

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

Lock Time

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! 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
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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) 12 spaces towards the locked space; if you targeted another player, Lock Time moves them (up to) 24 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) ; 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 permanent Speed towards the locked Rupee value by (up to) 8; if you targeted another player, Lock Time increases or decreases your Rupees towards the locked Rupee value by (up to) 16. (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.

Event Use

 * None

Standard Use

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

Event Use

 * Use at the Catapult; launch yourself 25-30 spaces, then all other players within an 8-space radius of the landing spot are moved to the landing spot if possible:
 * If at least 1 other player is moved: You kill all of them and survive.
 * If no other player is moved: You die.

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)