The Evoker

"'I have learned many tricks in the Dungeon. You stand no chance.'"The Evoker is one of the classes in Emerald Chambers. His potent item management abilities and his enchanting power can make him one of the most powerful characters to play as, if done correctly. Because no Item Resource is off-limits, weapons can potentially deal extra damage or even heal, and large amount of extra resources can be recovered, the Evoker works best when exploring and preparing for raging combat.

His drawback is that many of his abilities require you to sacrifice something in exchange for using them, whether it's Magic or your collection of items. Too many or wrong trades will result into loss of resources or item limitations, and even with extra damage, combat is not suitable when unprepared.

Backstory

Abilities Strategy

The Evoker can be as powerful as he is weak. Unlike the other contestants, he has no direct combat advantage, except for the passive +25% damage bonus. However, he makes up for this by his ability to easily get a large amount of items. The Magic Magnet gives more loot for a cheap price, and with the Transmute Spell, he can bend these items to his will and current situation. After the first few floors, you'll have so many items you can practically do with them whatever you want. Add to this the Enchant ability, which does grant a (sometimes very large) combat bonus, and a late-game Evoker can be a steamroller.

Of course, his large drawback is not just his early-game (though that is also a tricky part); it's the lack of advantage. You cannot identify items early or heal quickly like the Spirit, and you also cannot punch through defenses or go all-powerful like the Blaze. You'll have to face each enemy one by one, slowly whittling down the floors, and carefully using your resources. Like the Spirit, any careless spending or positioning could cause an easy death.