Basic Skills
Archery is an RNG based system that rewards luck more than skill. Archers rely primarily on Magnum for single target damage and crash shot for area clearing. Human archers also have a unique skill that can allow them to juggle enemies and react better to unexpected situations, while elves get reduced load times on magnum and mounted archery.
Playstyle
Archers excel at hitting things that cant hit them back, and have the highest single target damage in the game when properly equipped. They are one of the better classes at clearing rooms quickly as they have much faster load times than mages and alchemists, and can often notch and fully aim their first arrow before a single charge can be readied. Archers really shine in groups when they can hit things that others will handle stuns or knockdowns for should they miss so they can maximize damage without being at risk of dying. When playing solo they rely more heavily on pets than any other class as otherwise they would die much more often than other classes.
Scaling
Archery scales with Weapons, Dex, and Max Damage Enchants, and crit
Stamina allows for some quality of life
Drawbacks
Since your damage and survivability are largely decided by your RNG you will often die with little reason on your part, wasting revivals more quickly than other classes
Added weapons have all been downgrades of existing weapons with little room for allowing unique modifiers without simply buffing the skill
While not as bad as melee, desync will often kill you by representing incorrect aim numbers or having monsters teleport next to you and instantly hit you
Solo play is much less viable than other classes for extended periods of time
Reasons for Scores
Damage per Second: When they're in their peak condition and are able to aim at unmoving targets to 99% without fear of dying archers have the highest single target damage per second. This realistically never happens however, and often they'll fall behind melee and mage in dps in fights, being outperformed by mages in longer fights and losing to warriors' damage off the bat.
Teamplay: They rely very heavily on others assisting them and often have a pet out or available to summon due to their inability to prevent damage after missing a shot. They can also provide allied melee fighters with a damage boosting debuff on enemies that has a long duration stun to set people up for smash.
Reactiveness: Archers have very good ability to react to changing situations due to low load times on skills. This does not mean however that their reaction will work necessarily, as they'll probably still die if and when their arrows miss.
Survivability: Extraordinarily low. If they miss they get shit on, simple as that. You dont have complete control over your ability to survive, and if you cant handle that then this class isn't for you
Ease of Access: Very hard. This class requires most of the life skills (Weaving, Tailoring, Blacksmithing, Refining, Enchanting, and so on) as they all give dex. These skills are notoriously grindy and unfun. Their first good starter weapon is fairly easy to obtain as its store bought, however they also need the same enchants warriors get as all bows have low base damage.
Quality of life: They've gotten a few new bows since server start, however most of these are exorbitantly expensive to repair sidegrades that are almost as hard to get as the original best in slot items (IE wingbow/HLB/Ring Ego). AR buffs have been asked for since server start and they still haven't been added so human archery is pretty bad, and elves have bugs with their damage formula on mirage missile while their ego skill is much worse than the giant counterpart.
Basic Skills
Magic has a plethora of skills, however most of them are unlocked later on. Early game Firebolt, a high damage single target fire element magic skill, is the best to use. Later on most people use Fireball, Thunder, or Hailstorm primarily, however they take a while to unlock and fully empower
Playstyle
Magic takes time to load in this game, a long time to load that is. If you're hit while loading you can lose anywhere from a single charge to the entire spell so you have to choose where and how to load very carefully. That said when a mage is properly set up and isn't interrupted, their area damage potential is the highest in the game and they can easily dispatch mobs much faster than second place, archery, due to their lack of aim times.
Scaling
Damage from magic is entirely flat, and damage numbers are entirely enhanced through multipliers. MAttack, which is grown by int, is the one you have to build into your gear and enchants, while others come from passives such as elemental masteries and titles and lastly crit.
Drawbacks
First and foremost Mana Wait, they added mana potions to shops, created insane mana cost reduction items, and buffed meditation?
Hmm, but equipment repairs were costly... oh nevermind this server has double gold and staves dont lose durability so that isn't a problem
Then....then....charge time! ... oh I just heard they gave chaincasting to fireball on staves...
Then that advanced magic has such a short rang...oh hailstorm got its range almost doubled
Hmm I guess the only drawback is if you're trying to melee monsters ¯\_(ツ)_/¯
In all seriousness though, they can still be interrupted while channeling their initial casts, and if your spells dont clear a room you'll get multi aggro'd though that almost never happens with a decent amount of investment because the numbers are so overtuned. They also are restricted in movement in order to maximize their damage per second, so they're strongest in places like shadow missions and caverns and weaker in things like dungeons.
Its definitely the strongest real skillset at the moment though for sustained area damage, and has massive areas for that damage unlike most other skillsets with a lot of versatility without changing too much gear.
Reasons for Scores
Damage per Second: Their DPS is the highest in any group larger than 1 or even 1 under non-ideal conditions for archers (IE it can hit them back due to adv heavy, aoe skills, ect.)
Teamplay: They have multiple large aoe knockbacks or stuns, multiple massive aoe damage skills to clean up large mobs, and the ability to change to quick auto-knockback single target damage should it be needed.
Reactiveness: Depending on the arsenal of magic weapons being carried, this can be higher. Some staves that allow fast charging and chaincasting of magic can be used with say, a wand with mana reduction offhanding a spell focus jewel in your side slot if you have mana potions and evap prevention stones. This can allow the mage to regenerate mana while using thunder reactively while throwing out fireballs every once in a while on 2(3) charges to nuke the room. Normally however if a mage gets interrupted while channeling they'll die though if not fully spec'd into preventing that.
Survivability: Usually pretty high if they're not attempting to play solo without barrier spikes or a golem and pet. They have massive aoe damage to clear rooms and can adapt to any situation given the high number of skills available
Ease of Access: Rather high given that the only thing you need to max to get to close to end game is a cc+4 fire wand and mp 10 potions you can buy from a vendor. Alternatively theres an herb pig you can buy and bring to the alby battle arena to abuse it for infinite mana and infinite herbs.
Quality of life: Extraordinarily high. As mentioned before in the shitpost that is downsides, every weakness devcat decided to program into the game has been repealed save cast time.(I hope I didn't just jinx snap cast into existence with that) They've reworked meditation so its more active during the daytime by switching it from a % to a flat amount, but the kicker is that you regenerate more mana at night too because the flat number is so high. Additionally as mentioned above they have easy access to a previously highly limited resource (mana herbs and potions) which can allow for stockpiling for missions to take much less time. They've also added tons of new upgrades (yes direct upgrades, not sidegrades) with either low repair costs, insane special abilities, or otherwise useless but in a niche super strong upgrade paths. Magic has gotten more attention than any other class by far, partially because two of the biggest content developers for the server are mages.
Alright enough with the overpowered skillsets, lets move on to... shit not again.
Basic Skills
Golem is the first of the 4 alchemy types, earth/clay, and is entirely built around using golems. Usually this is used as a bridge to higher level content before switching to another class, however it can also be used alongside another class
now that a special someone distributed an ai that allows the Golem to control itself. This results in it almost always being worthwhile to have a golem active if you really care about maintaining PEAK performance
read:Metahumping. The summon golem skill creates a golem that essentially uses the combat skillset. For direct playstyle and drawbacks consult that section, this section will focus on the golemancer's life
Playstyle
The manual playstyle is identical to warrior, consult above, however due to how clunky the golem is its slightly slower than an actual warrior in base clear. The upside to playing golem is that while slightly slower it requires nearly no investment. With only maxing 3 skills and getting a single unenchanted weapon a player can compete at a similar if only slightly lower level than someone who has mastered entire classes and has spent hundreds if not thousands of hours grinding gear.
Scaling
Scaling is almost entirely from skills, with the only equipment you need to fully enable your golem is the AI script saved in your data folder and a fully upgraded earthquake cylinder
Drawbacks
If micromanaging the golem, it can feel clunky and the original player can be attacked and damaged ruining the skill. These are both however nullified by the golem AI. It does however fall off in damage eventually when compared to fully enchanted warriors, but again you can use it while also happening to BE a warrior at almost no cost.
Reasons for Scores
Damage per Second: Outclassed by a fully skilled fully geared player of any other class, but requires 1/100th the investment for 90% of the value
Teamplay: Low, see Melee. This is however unless you're spec'd into a second class as well
Reactiveness: If your golem isn't down you cant really react. If it is you can, see warrior.
Survivability: High given that if your golem dies you just make another one. The caster shouldn't die unless they're a big ol' dum dum.
Ease of Access: Super super simple. You hit end game on your second rebirth. See above
Quality of life: They haven't nerfed it yet which is close enough to continuously buffing it, so this gets near full marks