Responder ManualNMRiH2 · Unofficial

Database · 26 entries

No More Room in Hell 2 Equipment

Review 26 equipment records through their declared type and requirement fields, with missing effects left visible as unknown rather than guessed.

26 entries

12 Gauge Ammunition

12 Gauge Ammunition is categorized as ammunition. Supplies ten buckshot shells for the Fierra DB12 and 590A1. Its listed unlock requirement is account level 38.

.308 Win Ammunition

.308 Win Ammunition is categorized as ammunition. Supplies ten .308 Winchester rounds for the Hunter 85 and M14. Its listed unlock requirement is account level 43.

.357 Magnum Ammunition

.357 Magnum Ammunition is categorized as ammunition. Feeds both the Model 13 revolver and Rochester lever-action rifle with ten high-power cartridges. Its listed unlock requirement is account level 18.

.45 ACP Ammunition

.45 ACP Ammunition is categorized as ammunition. Packs ten heavy pistol cartridges dedicated to the M1911 handgun. Its listed unlock requirement is account level 26.

5.56 Ammunition

5.56 Ammunition is categorized as ammunition. Provides a ten-round NATO cartridge box used exclusively by the semi-automatic MC-15. Its listed unlock requirement is account level 61.

6.8x51mm Ammunition

6.8x51mm Ammunition is categorized as ammunition. Supplies ten high-power 6.8x51mm rounds for the M7A1. Its listed unlock requirement is account level 68.

9mm Ammunition

9mm Ammunition is categorized as ammunition. Stocks ten compact cartridges shared by the M93A3 sidearm and MP5 submachine gun. Its listed unlock requirement is account level 53.

Adrenaline Shot

Adrenaline Shot is categorized as passive gear. Greatly raises the carrier's stamina capacity. Its listed unlock requirement is account level 78 and character level 40.

Ammo Box

Ammo Box is categorized as general gear. Carries assorted firearm ammunition for group sharing. Its listed unlock requirement is account level 73 and character level 20.

Bandages

Bandages is categorized as medical gear. Offers a lightweight moderate heal for routine injuries and early loadouts. Its listed unlock requirement is account level 8.

Barricade Stack

Barricade Stack is categorized as general gear. Provides five wood boards for barricading entry points. Its listed unlock requirement is account level 17.

Body Armor

Body Armor is categorized as passive gear. Reduces incoming damage while carried. Its listed unlock requirement is account level 86, character level 40, nightmare level 3.

Deployable Radio

Deployable Radio is categorized as general gear. Creates a loud portable distraction after deployment. Its listed unlock requirement is account level 58.

Deployable Worklight

Deployable Worklight is categorized as general gear. Places a self-powered halogen light in dark spaces. Its listed unlock requirement is account level 28.

Flashlight Batteries

Flashlight Batteries is categorized as general gear. Replaces depleted flashlight batteries during a mission. Its listed unlock requirement is account level 13.

Frag Grenade

Frag Grenade is categorized as throwable gear. Uses a 3.6-second fuse and has a lethal radius of roughly five meters. Its listed unlock requirement is account level 47, character level 40, nightmare level 1.

Gene Therapy

Gene Therapy is categorized as medical gear. Provides an experimental one-use treatment synthesized for the user's DNA. Its listed unlock requirement is account level 100, character level 40, nightmare level 50.

Mass Casualty Kit

Mass Casualty Kit is categorized as medical gear. Contains two Pills, four Bandages, and one Medkit for group treatment. Its listed unlock requirement is account level 76 and character level 20.

Medkit

Medkit is categorized as medical gear. Delivers a much larger health recovery when severe damage makes a stronger treatment worthwhile. Its listed unlock requirement is account level 22 and character level 20.

Nailer

Nailer is categorized as passive gear. Reduces the time required to build barricades. Its listed unlock requirement is account level 56.

Pills

Pills is categorized as medical gear. Temporarily slows infection and can only be used after infection. Its listed unlock requirement is account level 42, character level 20, nightmare level 15.

Pipe Bomb

Pipe Bomb is categorized as throwable gear. Attracts nearby zombies before a destructive timed detonation. Its listed unlock requirement is account level 33 and character level 20.

Proximity IED

Proximity IED is categorized as throwable gear. Detonates when movement enters its planted trigger area. Its listed unlock requirement is account level 11.

Ranger Boots

Ranger Boots is categorized as passive gear. Reduces the noise generated while moving. Its listed unlock requirement is account level 66 and character level 20.

Revive Syringe

Revive Syringe is categorized as medical gear. Revives the user at full health after consumption. Its listed unlock requirement is account level 95, character level 40, nightmare level 20.

Satchel

Satchel is categorized as passive gear. Expands the Responder's available inventory space. Its listed unlock requirement is account level 92, character level 40, nightmare level 30.

Navigate the No More Room in Hell 2 equipment records

This collection groups ammunition, medical supplies, deployables, protective items, explosives, and other recorded equipment without forcing them into one performance scale. Search covers the item name, aliases, and indexed attributes. Equipment type and requirement class drive the filters, while the row comparison uses equipment type and the recorded requirement so unlike items are not presented as if they share a single numeric metric.

Separate a recorded effect from an inferred outcome

An equipment detail can expose type, effect, requirement, requirement class, and game version when those fields exist. The text reports what the source record declares; it does not infer inventory frequency, ideal timing, map availability, or a universal loadout rule. If the interface displays Not listed, that label marks a data boundary and should not be read as a negative gameplay fact.

Trace equipment back to dated records

The local inventory is derived from the captured specialist database and checked against the Armageddon release boundary only at the collection level. It intentionally excludes unsupported quantities and rankings. Use the detail date as the maintained snapshot when an effect or requirement may have changed, and compare the related Build record separately when you need to see where a preset references the item.

Use the five recorded equipment groups

The 26 files divide into seven Ammunition records, six Medical gear records, five General gear records, five Passive gear records, and three Throwable gear records. These are the exact values exposed by the Equipment type filter. They help a reader reduce the table to a named group without implying a shared effect, inventory slot, acquisition method, or performance level across every item in that group.

Interpret requirement classes literally

Fourteen records use Account only, six use Account plus Character, and six use Account plus Character plus Nightmare as their requirement class. The detail page retains the full requirement text attached to an item. The hub does not simplify those strings into a recommended progression path or infer that satisfying a class label alone unlocks every item grouped under it.

Follow equipment relations by record type

Twenty equipment records relate to the Build Planner, while the six medical records relate to the infection-and-treatment guide. Use the destination to continue the question in its proper context: planner records resolve stored role inputs, and the health guide explains its dated treatment boundary. A relation does not establish drop location, required use, or comparative value for the linked equipment.