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

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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.

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
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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.
 * 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.

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 has an Effects Phase check 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.

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.

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".

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)