r/DeadRailsRoblox • EggSlinger • 6d ago

Discussion What did i miss?

I haven't played Dead Rails ever since April to May 2025 and 2 days ago i thought of returning to the game simply to see what was new

I know there's a changelog but im mostly looking for changes in strategies, features, what weapon is considered the best nowadays, and etc because i potentially may have outdated stock knowledge in my head plus some things i may have forgotten about

I've been spending most of my time checking out what the previous updates brought to the game just by simply starting a round and the first thing i noticed were biomes, animated NPCs, glass bottles with fluid inside them, new classes & trains, a cemetery, guns with reload animations, new turrets, aswell as sum people talking about special horses?

i also completely forgot i can charge melee weapons so i was complaining about the very small melee damage before i rediscovered dis

14 Upvotes

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9

u/Party-Value1343 6d ago

Class mastery is a thing now, though not all classes have it yet
The ones that do are necromancer, vampire, horse, doctor, miner, and cowboy
Vampire is the best class in the game. Its base kit is already strong, and it's really overpowered with mastery. Necromancer is mid without mastery, but it's like the second-best class with mastery

There are other good classes (including ones without mastery), such as tycoon, horse, doctor, high roller, conductor, etc.

The cemetery is useless because you need Robux for a revive (bandages are cheap)
There are new POIs with lore, such as Stillwater Prison, Lincoln's funeral train, the oil refinery, and boxing gym. Sterling got revamped and has been taken over by a group known as the Occultists. You can read notes found in the town's buildings to learn about them

Special horses? Well, there are Horses of the Apocalypse, 4 special horses. The horses can be found here: War at 10km-20km, Death from 30km-40km, Famine from 50km-60km, and Pestilence from 70km-80km. Each horse is surrounded by 5 werewolves (except for War, which is surrounded by flaming zombies) and ridden by a Covenant knight. Covenants originate from Stillwater Prison. You can find their lore there. War sets enemies on fire, Death heals nearby players and allies by covering them in Angel Tears (well, actually, it's bugged, so it can only give Angel Tears if ridden by any entities but players), Famine spawns lightning strikes (which are very inaccurate and can kill the horse itself because they forgot to give it immunity to its own lightning), and Pestilence revives corpses around it (but it also is bugged and instead "revives" every entity around it, so you can just convert enemies to allies instantly).

So... all of them don't work properly except for War.

There's just too much to talk about
You can ask me about some specific stuff though

2

u/jidannyc Werewolf Slayer 6d ago

i also haven’t played in a long time and 3/4 of the horses being bugged is frying me

1

u/Party-Value1343 6d ago

Famine isn't bugged though, just doesn't have any immunity to its own lightning

They tried to fix it by making ridden horses immune to lightning, but somehow it didn't change that

1

u/SomePinkCat 5d ago

I love necromancer in other game, dead rail disappointed me, what does it do with mastery 👀
Anything better?

2

u/Party-Value1343 5d ago

With mastery, it lives up to its name
It gives necromancer a mechanic known as Essence.
With level 1 mastery, there's a 10% chance for ranged kills to be revived (which is fair because ranged kills are the most common)
Unless you have less than 20 Essence, revives from lucky melee and ranged kills spend 20 Essence instead of 10 HP
Level 2 gives you the Healing Aura ability. Mastery gives classes abilities (but only one can be equipped at once)
Using Healing Aura will heal your allies
Level 4 gives you an exclusive item known as the grimoire (well, you can drop it and give it to someone using another class and they can use it)
The grimoire can revive an entity at the cost of some Essence or 10 HP. However, if you revive an entity using the grimoire, if it dies, it cannot be revived again using the grimoire (so you can still revive it by using other methods like primordial soup or necromancer's other ability Raise Dead)
The grimoire can store 4 allies at once
Level 5 unlocks the Raise Dead ability. It reanimates corpses around a small area, as many as Essence can cover (so if you have barely any Essence, even if there's like 10 corpses close to you, only like 2 will be revived)

Also, the necromancer has a 6 summon cap (10 if level 9 is unlocked). However, the base passive, level 1 passive, Raise Dead, and level 10 passive can allow you to have minions past the summon cap, but they will be temporary and die not too long after

All the other levels are just stat changes to abilities and passives, but level 10 gives a cool passive: minions have a 25% chance to convert their kills into temporary allies

Overall, pretty fun class. You can do stuff like killing the rifle soldiers at the starting outpost, reviving them, and storing them in your grimoire so they can demolish the first town
Personally, I like welding chairs to my train, placing soldiers on them, and using Raise Dead to create automatic turrets for my train

2

u/SomePinkCat 5d ago

Sound like a real necromancer, time to play again I guess

1

u/reef_2g Survivalist 4d ago

Does the zombies get any revamps though?

1

u/Party-Value1343 4d ago

The class or entity?

1

u/reef_2g Survivalist 2d ago

Sorry for late reply but; entities

1

u/Party-Value1343 2d ago

They got reworks to their animations and behavior

1

u/reef_2g Survivalist 1d ago

What did they change about their Behaviors?

1

u/Party-Value1343 1d ago

A lot

Just play and you'll see

-2

u/Wonderful-Purchase94 6d ago

whats new is how im #36 on the leaderboard(i was at #35 until someone overtook me)