The Let's Play Archive

Final Fantasy III

by Cool Ghost

Part 77: Job Profile: Evoker

Job Profile: Evoker




In-Game Description posted:

Evokers are initiates of summoning magic, able to randomly draw either the light or dark power of summoned beasts.

Unlocked: Water Crystal
Weapons: Staves, Rods
Shields: No
Armour: Robes
Magic: Level 1-8 Low Summon

Stats (Level 50):
Str 34 Agi 29 Vit 26 Int 38 Mnd 38

Stats (Level 99):
Str 63 Agi 52 Vit 45 Int 71 Mnd 71

Let's get one thing out of the way here real quick: there is no reason to use an Evoker ever. They use a brand new type of magic, Summon Magic, which you might know from other games, but here's the catch: the Evoker's spells have a random effect from two options, a "support" effect and an "offence" effect. The support effects come out as a poor man's White Magic, but you can't control them, so you still need a dedicated healer around in any sort of dangerous situation. The offence is a little better, but there are still better options for attacking than casting, and only doing it half the time doesn't help. I will admit, the spells these guys can sling are pretty high-powered, but it's still a crapshoot, and it's still limited by MP.

As far as stats go, Evokers are alright, but not stellar. Their Strength is superfluous, so getting up to a 63 there is wasted, and the low Agility and Vitality scores aren't bringing anything to the table. Their Intelligence and Mind are balanced, though, which is nice because it makes their random effects equally powerful. The only really noteworthy thing about Evokers is that they have a lot of MP. In fact, they've taken a boost to MP over the NES version at almost every spell level at every growth point. It's too bad that there's no way to control your summons, which shuts them down for any serious boss strategy, so these guys end up just being another menu-filler.