Dead Rails classes
Last verified 2026-11-03. Sources are listed at the bottom.
Tier list
These are community-documented costs and mechanics, not an official RCM balance sheet. Prices are Bonds, not Robux.
| Class | Price (Bonds) | Starting gear / passive use | Availability |
|---|---|---|---|
| None | 0 | Shovel; no passive. Required for Scorched Earth. | Free starter |
| The Alamo | 50 | Helmet, metal and wire for train defense. | Tailor |
| Ironclad | 100 | Full armor; movement penalty. | Tailor |
| Miner | 15 | Pickaxe, light and two coal; mining and fuel economy. | Tailor |
| Cowboy | 50 | Revolver, ammo and a tamed horse. | Tailor |
| Knight | 75 | Sword and armor; works with King teammates. | Tailor |
| Munitions Expert | 35 | Extra ammunition for the team. | Tailor |
| Doctor | 15 | Healing supplies; three no-bandage revives at a health cost. | Tailor |
| Arsonist | 20 | Molotovs, fire immunity and increased fire damage. | Tailor |
| Priest | 75 | Holy weapons and lightning immunity. | Tailor |
| High Roller | 50 | More money from bags; greater lightning risk. | Tailor |
| Conductor | 50 | Two coal and faster driving; no starting melee weapon. | Tailor |
| Vampire | 75 | Fast melee and blood healing; sunlight damages you. | Tailor |
| Survivalist | 75 | Gun bonus; stronger attacks as health drops. | Tailor |
| Zombie | 75 | Corpse healing; cannot use normal bandage or Snake Oil self-healing. | Tailor |
| Musician | 15 | Banjo heals teammates, not the musician. | Tailor |
| Necromancer | 35 | Melee kills may reanimate allies at a health cost. | Tailor |
| Packmaster | 35 | Three wolves; bite-taming reported broken. | Tailor |
| Werewolf | 50 | Nighttime damage, speed and health boost; weaker by day. | Tailor |
| Milkman | 75 | Milk coverage buffs melee, health, speed and regeneration. | Tailor |
| President | 75 | Death summons a soldier; detected farther away. | Tailor |
| Demolitionist | 75 | Explosive supplies and damage advantages. | Tailor |
| Hunter | 75 | Crossbow and traps; wolves replaced by werewolves. | Tailor |
| Tycoon | 75 | Health and damage scale with carried money. | Tailor |
| King | 75 | Benefits depend on Knight teammates. | Tailor |
| Corrosioneer | 35 | Acid equipment and acid immunity. | Tailor |
| Frankenstein | 100 | One automatic revival per run. | Tailor |
| Ghost | 100 | Projectile avoidance; vulnerable to melee. | Tailor |
| Elf | 75 | Frost grenades; freezing effect on death. | Tailor |
| Cursed | 50 | Starts weaker; stats grow over time. | Tailor |
| Alien | Mode unlock | Ray Rifle, ammo and four alien guards; Alien Desert. | Complete Alien Mode |
| Horse | Event unlock | Horse form and cart use; large hitbox, no natural healing. | Historical Horsing Around reward |
| Eggslinger | Event unlock | Eggs hatch random friendly units. | Historical Eggstravaganza reward |
| Santa | Event unlock | Christmas biome and presents; no starting gear. | Past Christmas reward |
| Krampus | Gifting (historical) | Christmas biome; allied Krampus Prime on death. | Current unlock unconfirmed; wiki conflicts |
| Situation | Suggested class | Reason / trade-off |
|---|---|---|
| First purchase | Miner or Doctor | Both cost 15; fuel and mining versus team healing. |
| Solo melee | Vampire | Speed and healing, but sunlight punishes mistakes. |
| Duo / team | Doctor + damage class | Revive coverage supports a Vampire, Werewolf or other fighter. |
| Fast completion | Conductor | Useful only if fuel, gear and survival are already covered. |
| Nightmare | Vampire or Doctor | Active healing matters without passive regeneration. |
What changed in Act 3
Act 3 shipped on 31 October 2026 with Zombie and Werewolf mastery tracks. It did not add a new purchasable class: both roles were already in the 35-entry table. Shop Drop 3 contents were still undocumented on 3 November 2026.
Topic guides


Questions
How many classes are there?
35 documented entries: 29 Bond-priced classes, None, Alien and four event roles. Not all are currently obtainable.
What is the best class?
Our budget picks are Miner and Doctor; Vampire is a conditional solo-melee pick. These are editorial judgments, not official ranks.
Which classes have mastery?
Eight: Cowboy, Doctor, Miner, Vampire, Necromancer, Horse, Zombie and Werewolf.