Responder ManualNMRiH2 · Unofficial

Database · 47 entries

No More Room in Hell 2 Skills

Search 47 recorded skills, filter by skill focus and requirement tier, and compare declared fields without turning the collection into an unsupported ranking.

47 entries

Acquired Immunity

Acquired Immunity is a medical & resilience skill. Its listed base effect is: You are less likely to become infected by zombies. The Expert version requires account level 74.

Adrenaline Rush

Adrenaline Rush is a medical & resilience skill. Its listed base effect is: At critical health, you consume less stamina . The Expert version requires account level 4.

Athlete

Athlete is a stamina & mobility skill. Its listed base effect is: Increased stamina. The Expert version requires account level 72.

Averaging

Averaging is a firearms skill. Its listed base effect is: Headshots deal less damage but body shots deal increased damage . The Expert version requires account level 62.

Builder

Builder is a inventory & utility skill. Its listed base effect is: Utility items have reduced weight . The Expert version requires account level 71.

Butcher

Butcher is a melee & control skill. Its listed base effect is: Easier to dismember zombies. The Expert version requires account level 56.

Caravan

Caravan is a inventory & utility skill. Its listed base effect is: You can carry more weight , but your stamina and health are reduced . The Expert version requires account level 54.

Deprived

Deprived is a medical & resilience skill. Its listed base effect is: Your max weight limit is reduced but you have more health and stamina. The Expert version requires account level 58.

Doorbreaker

Doorbreaker is a melee & control skill. Its listed base effect is: Kicks deal more damage to doors and barricades. The Expert version requires account level 46.

Eagle Eye

Eagle Eye is a firearms skill. Its listed base effect is: Damage falloff on heavy rifles is reduced . The Expert version requires account level 28.

Foreman

Foreman is a melee & control skill. Its listed base effect is: Kicks deal damage to zombies. The Expert version requires account level 50.

Grenadier

Grenadier is a inventory & utility skill. Its listed base effect is: Throwables have reduced weight . The Expert version requires account level 10.

Guts

Guts is a stamina & mobility skill. Its listed base effect is: You recover faster from being out of stamina. The Expert version requires account level 34.

Hard Blow

Hard Blow is a melee & control skill. Its listed base effect is: More stagger damage from two-handed melee attacks. The Expert version requires account level 40.

Headblown

Headblown is a firearms skill. Its listed base effect is: Handguns deal increased headshot damage . The Expert version requires account level 12.

Headhunter

Headhunter is a melee & control skill. Its listed base effect is: Increased melee headshot damage. The Expert version requires account level 80.

Healing Item Stack

Healing Item Stack is a inventory & utility skill. Its listed base effect is: Medical items have reduced weight . The Expert version requires account level 52.

Heavy Shoves

Heavy Shoves is a melee & control skill. Its listed base effect is: Shoving deals damage. The Expert version requires account level 64.

Hellfire

Hellfire is a firearms skill. Its listed base effect is: Increased hip-fire accuracy with rifles. The Expert version requires account level 84.

Hitman

Hitman is a melee & control skill. Its listed base effect is: One-handed melee attacks consume more stamina but do more damage. The Expert version requires account level 24.

Icarus

Icarus is a firearms skill. Its listed base effect is: Increased shotgun range. The Expert version requires account level 14.

Limbo

Limbo is a medical & resilience skill. Its listed base effect is: You survive longer when down. The Expert version requires account level 16.

Locked On

Locked On is a firearms skill. Its listed base effect is: SMG's have reduced recoil . The Expert version requires account level 31.

Longer Battery

Longer Battery is a inventory & utility skill. Its listed base effect is: Greater lifespan for flashlight batteries. The Expert version requires account level 20.

Lucky Pathogen

Lucky Pathogen is a medical & resilience skill. Its listed base effect is: You take less damage while infected. The Expert version requires account level 42.

Marathon Runner

Marathon Runner is a stamina & mobility skill. Its listed base effect is: Running consumes less stamina . The Expert version requires account level 18.

Mohawk

Mohawk is a firearms skill. Its listed base effect is: Rifles penetrate more targets . The Expert version requires account level 22.

Mule

Mule is a inventory & utility skill. Its listed base effect is: Increased backpack weight capacity. The Expert version requires account level 92.

Overkill

Overkill is a firearms skill. Its listed base effect is: Shotguns fire more pellets. The Expert version requires account level 96.

Penetrating Shot

Penetrating Shot is a firearms skill. Its listed base effect is: Heavy rifles penetrate more targets. The Expert version requires account level 60.

Quiet Steps

Quiet Steps is a stamina & mobility skill. Its listed base effect is: Reduced noise from movement. The Expert version requires account level 36.

Resident Genes

Resident Genes is a medical & resilience skill. Its listed base effect is: You heal when using pills . The Expert version requires account level 38.

Resilience

Resilience is a medical & resilience skill. Its listed base effect is: Reduced damage from environmental sources. The Expert version requires account level 75.

Rush

Rush is a stamina & mobility skill. Its listed base effect is: Two-handed heavy melee attacks use less stamina . The Expert version requires account level 2.

Scavenger

Scavenger is a inventory & utility skill. Its listed base effect is: Increased ammo from pickups. The Expert version requires account level 8.

Skilled Medic

Skilled Medic is a medical & resilience skill. Its listed base effect is: Heal yourself and others more . The Expert version requires account level 88.

Stayin' Alive

Stayin' Alive is a medical & resilience skill. Its listed base effect is: Revive other Responders faster . The Expert version requires account level 6.

Steady Hand

Steady Hand is a firearms skill. Its listed base effect is: Handgun spread is reduced . The Expert version requires account level 49.

Steady Shot

Steady Shot is a firearms skill. Its listed base effect is: Rifle recoil is reduced . The Expert version requires account level 76.

Steel Chamber

Steel Chamber is a firearms skill. Its listed base effect is: Heavy rifles deal increased damage. The Expert version requires account level 44.

Sturdy Body

Sturdy Body is a medical & resilience skill. Its listed base effect is: Reduced damage from attacks. The Expert version requires account level 100.

Tedy Bear

Tedy Bear is a melee & control skill. Its listed base effect is: Blunt weapons deal much more stability damage but less direct damage. The Expert version requires account level 66.

Thick Skin

Thick Skin is a medical & resilience skill. Its listed base effect is: Increased Maximum Health. The Expert version requires account level 48.

Tight Shot

Tight Shot is a firearms skill. Its listed base effect is: Shotgun pellets have reduced spread. The Expert version requires account level 68.

Vulture

Vulture is a inventory & utility skill. Its listed base effect is: Ammunition has reduced weight. The Expert version requires account level 32.

Wicked

Wicked is a firearms skill. Its listed base effect is: Handguns deal more limb damage. The Expert version requires account level 49.

Winged

Winged is a firearms skill. Its listed base effect is: SMG's have increased range, The Expert version requires account level 27.

Read the No More Room in Hell 2 skill fields

Each row represents one published skill record. Skill focus and requirement tier are the compact comparison fields shown in the table; the detail route retains base effect, expert effect, requirement, expert requirement, and game-version fields when the captured record supplies them. A blank field remains unavailable, which is different from saying that a requirement or effect does not exist in the game.

Filter first, then compare selected records

Use text search for a skill name, alias, or indexed attribute, then narrow the result with the two declared filters. Comparison is limited to selected local records and the fields configured for this collection. Clearing filters restores the full list while preserving the current comparison selection, so a reader can change the candidate pool without silently rewriting the records being examined.

Keep skill conclusions inside the source boundary

The skill inventory comes from a captured specialist reference and is reconciled only at the broad release boundary with official Armageddon information. The manual retains names, requirements, and clearly stated effects; it does not convert that capture into a tier list, popularity score, damage calculation, or claim that one skill is universally best. Check the record date before relying on a patch-sensitive value.

Use the five recorded skill-focus groups

Across the 47 published files, the focus filter contains fifteen Firearms records, eleven Medical and resilience records, eight Inventory and utility records, eight Melee and control records, and five Stamina and mobility records. Those totals state how this local inventory is classified. They do not measure how often a focus appears in a run, how much value an effect provides, or which group a player should choose.

Narrow by the three requirement bands

The broad requirement filter divides the inventory into sixteen records at account levels 2 through 32, eighteen at levels 34 through 64, and thirteen at levels 66 through 100. Open an individual detail route for its exact base and Expert requirement strings. The band is a browsing field, not a promise that every skill inside it unlocks at the first level named by the label.

Continue through each stored skill relation

Thirty-nine skill records point to the Build Planner, while eight point to the melee-combat guide. That split comes from the relations arrays stored on the current files. A link identifies the site route maintained beside a record; it does not establish an optimal Build, combine separate effects, or turn the linked guide into evidence for an unstated Expert value.