No More Room in Hell 2

No More Room in Hell 2

56 ratings
Info Compendium (0.5.0)
By SchwarzFenrir and 1 collaborators
If you've ever wanted to know the true values for skills and got annoyed with the "Increased/Greatly/Vastly/More" descriptors on them, then you've come to the right place. The sheet will have all the answers and be updated as needed with patches.
6
6
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
Here's all the raw values within the sheet to answer your questions & more:

https://docs.google.com/spreadsheets/d/e/2PACX-1vRYRiLDS0qkszc2GgVRzTiNy46i-JaatWB2qbgsufwzwpCbyZCBqcaQ3avoYnLEAiif-ZYJLD-OD5rW/pubhtml

I figured it would be best to have another way to find the sheet anyways for those who aren't in the NMRiH discord.


The sheet itself will always have the most up to date stats and extra info, while the steam guide will contain the most pertinent information.

Sheet as of now includes:
  • True Perk values
  • Profession Starting Skills
  • Exp Table
  • Difficulty Modifiers
  • Passive Item values
  • Firearms & Melee values
  • Zombie Stats
  • Explosives/Misc/Sound values
  • Map/Objective Info
  • Critical Supply Spawns
  • Early Extraction Locations
  • Music
  • Tips
  • Patch Changelogs

If there's ever any stats I missed or you'd want to see included, just let me know.

Thanks for stopping by and I hope the sheet solves some woes!
Official NMRIH Discord: https://discord.com/invite/nmrih

Sheet Last Updated: July 21st
Perks (pt1)
Icon
Perk
Description
Notes
Unlock lvl
Acquired Immunity
You are less likely to be infected by zombies.

50% Infection Resistance
Value is Additive
--
Acquired Immunity - Expert
You are much less likely to be infected by zombies.

75% Infection Resistance
Value is Additive
74
Adrenaline Rush
At critical health you consume less stamina.

25% Less Stamina Consumption
Value is Multiplicitive

You're considered 'Critical Health' at 20 HP and below
--
Adrenaline Rush - Expert
At critical health you consume much less stamina.

50% Less Stamina Consumption
Value is Multiplicitive

You're considered 'Critical Health' at 20 HP and below
4
Athlete
Increased stamina.

20% Increased Total Stamina
Value is Multiplicitive
--
Athlete - Expert
Greatly increased stamina.

30% Increased Total Stamina
Value is Multiplicitive
72
Averaging
Headshots deal less damage, but body shots deal increased damage.

50% reduced Headshot damage
20% more Body shot damage
Value 1 is Multiplicitive
Value 2 is Additive
--
Averaging - Expert
Headshots deal less damage, but body shots deal greatly increased damage.

50% reduced Headshot damage
30% more Body shot damage
Value 1 is Multiplicitive
Value 2 is Additive
62
Builder
Utility items have reduced weight.

25% less Weight of Boards
25% less Weight of Batteries
Value is Additive
--
Builder - Expert
Utility items have greatly reduced weight.

50% less Weight of Boards
30% less Weight of Batteries
Value is Additive
71
Butcher
Easier to dismember zombies

50% Increased Melee Damage to Limbs
Value is Multiplicitive

Value applies to Strong and Charged attacks as well
--
Butcher - Expert
Dismember zombies with great ease.

100% Increased Melee Damage to Limbs
Value is Multiplicitive

Value applies to Strong and Charged attacks as well
56
Caravan
You can carry more weight, but your stamina and health are reduced.

+2kg Carry Weight
20% reduced Health and Stamina
Value 1 is Multiplicitive
Value 2 is Additive
--
Caravan - Expert
You can carry more weight, but your stamina and health are reduced.

+3kg Carry Weight
20% reduced Health and Stamina
Value 1 is Multiplicitive
Value 2 is Additive
54
Deprived
Your max weight limit is reduced, but you have more health and stamina.

-2kg Carry Weight
20% Increased Total Health and Stamina
Value 1 is Multiplicitive
Value 2 is Additive
--
Deprived - Expert
Your max weight limit is greatly reduced, but you have more health and stamina.

-2kg Carry Weight
30% Increased Total Health and Stamina
Value 1 is Multiplicitive
Value 2 is Additive
58
Doorbreaker
Kicks deal more damage to doors and barricades.

50% Increased Damage
Value is Multiplicitive
--
Doorbreaker- Expert
Kicks deal much more damage to doors and barricades.

200% Increased Damage
Value is Multiplicitive
46
Eagle Eye
Damage falloff on Heavy Rifles is reduced.

30% more Range with Heavy Rifles
Value is Additive
--
Eagle Eye - Expert
Damage falloff on Heavy Rifles is greatly reduced.

80% more Range with Heavy Rifles
Value is Additive
28
Perks (pt2)
Icon
Perk
Description
Notes
Unlock lvl
Foreman
Kicks deal damage to zombies.

+30 Damage with Kicks
Value is Additive
--
Foreman- Expert
Kicks deal significant damage to zombies.

+45 Damage with Kicks
Value is Additive
50
Grenadier
Throwables have reduced weight.

20% reduced Weight of Throwables and Deployables
Value is Additive

**Applying to radios as well.
--
Grenadier - Expert
Throwables have greatly reduced weight.

30% reduced Weight of Throwables
Value is Additive

**Internal value referring to old stack sizes instead of weight, devs have to fix for it to apply to radios
10
Guts
You recover faster from being out of stamina.

25% faster start of Stamina Regen
Value is Multiplicitive
--
Guts - Expert
You recover much faster from being out of stamina.

50% faster start of Stamina Regen
Value is Multiplicitive
34
Hard Blow
More stagger damage from two-handed melee attacks.

20% Increased Stagger Damage
Value is Multiplicitive
--
Hard Blow- Expert
Significant stagger damage from two-handed melee attacks.

40% Increased Stagger Damage
Value is Multiplicitive
40
Headblown
Handguns deal increased headshot damage.

20% Increased Headshot Damage
Value is Multiplicitive
--
Headblown- Expert
Handguns deal greatly increased headshot damage.

30% Increased Headshot Damage
Value is Multiplicitive
12
Headhunter
Increased melee headshot damage.

10% Increased headshot Damage with Melee
Value is Multiplicitive
--
Headhunter - Expert
Greatly increased melee headshot damage.

20% Increased headshot Damage with Melee
Value is Multiplicitive
80
Healing Item Stack
Medical items have reduced weight.

20% reduced Weight
Value is Additive
--
Healing Item Stack - Expert
Medical items have greatly reduced weight.

30% reduced Weight
Value is Additive
52
Heavy Shoves
Shoving deals damage.

+10 Damage with Shoves
--
Heavy Shoves - Expert
Shoving deals heavy damage.

+20 Damage with Shoves
64
Hellfire
Increased hipfire accuraccy with Rifles.

25% less Spread while hipfiring with Rifles
Value is Multiplicitive
--
Hellfire - Expert
Greatly increased hipfire accuraccy with Rifles.

50% less Spread while hipfiring with Rifles
Value is Multiplicitive
84
Hitman
One-handed melee attacks consume more stamina, but do more damage.

25% Increased One-handed Damage
25% Increased Stamina consumed
Value is Multiplicitive

Does not apply to charged attacks
--
Hitman - Expert
Greatly increased one-handed melee damage at the cost of more stamina..

50% Increased One-handed Damage
25% Increased Stamina consumed
Value is Multiplicitive

Does not apply to charged attacks
24
Perks (pt3)
Icon
Perk
Description
Notes
Unlock lvl
Icarus
Increased shotgun range.

30% more Range with Shotguns
Value is Additive
--
Icarus - Expert
Greatly increased shotgun range.

50% more Range with Shotguns
Value is Additive
14
Limbo
You survive longer when down.

70% Increased Down Time
Value is Multiplicitive
--
Limbo - Expert
Greater endurance when down.

150% Increased Down Time
Value is Multiplicitive
16
Locked On
SMG's have reduced recoil.

30% less Recoil with SMG's
Value is Multiplicitive
--
Locked On- Expert
SMG's have greatly reduced recoil.

50% less Recoil with SMG's
Value is Multiplicitive
31
Longer Battery
Greater lifespan for flashlight batteries.

60% less Battery Drain
Value is Multiplicitive
--
Longer Battery- Expert
maximize lifespan for flashlight batteries.

90% less Battery Drain
Value is Multiplicitive
20
Lucky Pathogen
You take less damage while infected.

20% Damage Resistance while Infected
Value is Additive

Value specifically refers to "Resistance"
--
Lucky Pathogen - Expert
You take much less damage while infected.

30% Damage Resistance while Infected
Value is Additive

Value specifically refers to "Resistance"
42
Marathon Runner
Running consumes less stamina.

50% less Stamina Drain while Sprinting
Value is Multiplicitive
--
Marathon Runner - Expert
Running consumes no stamina.

No Stamina Drain while Sprinting
Value is Multiplicitive
18
Mohawk
Rifles penetrate more targets.

+2 targets Penetrated
30% Less Damage Falloff per Penetration
Value is Additive
--
Mohawk- Expert
Rifles penetrate many more targets.

+4 targets Penetrated
50% Less Damage Falloff per Penetration
Value is Additive
22
Mule
Increased backpack weight capacity.

+1kg Weight
Value is Additive
--
Mule - Expert
Greatly increased backpack weight capacity.

+2kg Weight
Value is Additive
92
Overkill
Shotguns fire more pellets.

50% more pellets per shot
Value is Multiplicitive
--
Overkill - Expert
Shotguns fire a lot more pellets.

100% more pellets per shot
Value is Multiplicitive
96
Penetrating Shot
Heavy Rifles penetrate more targets.

+2 targets Penetrated
30% Less Damage Falloff per Penetration
Value is Additive
--
Penetrating Shot - Expert
Heavy Rifles penetrate many more targets.

+4 targets Penetrated
60% Less Damage Falloff per Penetration
Value is Additive
60
Perks (pt4)
Icon
Perk
Description
Notes
Unlock lvl
Quiet Steps
Reduced noise from movement.

60% less Noise while Walking
50% less Noise while Crouching, Jumping and Running
Values are Multiplicitive
--
Quiet Steps - Expert
Reduced noise from movement.

80% less Noise while Walking
70% less Noise while Crouching, Jumping and Running
Values are Multiplicitive
36
Resident Genes
You heal while using Pills.

+50 hp Heal
Must be infected to consume pills
--
Resident Genes - Expert
You heal while using Pills and Gene Therapy.

+50 hp Heal
Must be infected to consume pills

Pointless upgrade? May be fixed in future
38
Resilience
Greatly reduced damage from environmental sources.

30% Damage Resistance to Fire, Poison, Electricity, Water
Value is Additive
--
Resilience - Expert
Greatly reduced damage from environmental sources.

50% Damage Resistance to Fire, Poison, Electricity, Water
Value is Additive
75
Rush
Two-handed melee attacks use less stamina.

25% less Stamina for Charged and Strong Two-handed melee
Value is Multiplicitive
--
Rush- Expert
Two-handed melee attacks use much less stamina.

40% less Stamina for Charged and Strong Two-handed melee
Value is Multiplicitive
2
Scavenger
Increased ammo from pickups.

25% increased Ammo looted
Value is Multiplicitive
--
Scavenger - Expert
Greatly increased ammo from pickups.

50% increased Ammo looted
Value is Multiplicitive
8
Skilled Medic
Heal yourself and others more.

50% Increased Healing
Value is Multiplicitive

Bandages heal 25hp base
Medkit heals 100hp base
--
Skilled Medic - Expert
Heal yourself and others much more.

100% Increased Healing
Value is Multiplicitive

Bandages heal 25hp base
Medkit heals 100hp base
88
Stayin' Alive
Revive other Responders faster.

50% faster Revive speed
Value is Multiplicitive

Bonus also applies to yourself while using Revive Syringes
--
Stayin' Alive- Expert
Revive other much faster.

100% faster Revive speed
Value is Multiplicitive

Bonus also applies to yourself while using Revive Syringes
6
Steady Hands
Handgun spread is reduced.

25% less Spread with Handguns
Value is Multiplicitive
--
Steady Hands - Expert
Handgun spread is greatly reduced.

50% less Spread with Handguns
Value is Multiplicitive
49
Steady Shot
Rifle recoil is reduced.

30% less Recoil with Rifles
Value is Multiplicitive
--
Steady Shot - Expert
Rifle recoil is greatly reduced.

60% less Recoil with Rifles
Value is Multiplicitive
76
Steel Chamber
Heavy Rifles deal increased Damage.

30% Increased Damage with Heavy Rifles
Value is Multiplicitive
--
Steel Chamber - Expert
Heavy Rifles deal vastly more Damage.

50% Increased Damage with Heavy Rifles
Value is Multiplicitive
44
Perks (pt5)
Icon
Perk
Description
Notes
Unlock lvl
Sturdy Body
Reduced damage from attacks.

20% less Damage taken
Value is Additive

Value specifically refers to "DamageMitigationModifier"
--
Sturdy Body - Expert
Greatly reduced damage from attacks.

30% less Damage taken
Value is Additive

Value specifically refers to "DamageMitigationModifier"
100
Teddy Bear
Blunt weapons deal much more Stability Damage, but deal less Direct Damage.

25% Increased Stability Damage
25% less Direct Damage
Values are Multiplicitive
--
Teddy Bear - Expert
Blunt weapons deal significantly more Stability Damage, but deal less Direct Damage.

50% Increased Stability Damage
25% less Direct Damage
Values are Multiplicitive
66
Thick Skin
Increased maximum Health.

20% Increased total HP
Value is Multiplicitive
--
Thick Skin - Expert
Significantly increased maximum Health.

30% Increased total HP
Value is Multiplicitive
48
Tight Shot
Shotgun pellets have reduced spread.

25% less Spread with Shotguns
Value is Multiplicitive
--
Tight Shot - Expert
Shotgun pellets have greatly reduced spread.

50% less Spread with Shotguns
Value is Multiplicitive
68
Vulture
Ammunition has reduced weight.

20% reduced Weight for Ammo
Value is Additive
--
Vulture - Expert
Ammunition has greatly reduced weight.

30% reduced Weight for Ammo
Value is Additive
32
Wicked
Handguns deal more limb damage.

25% Increased Damage to Limbs with Handguns
Value is Multiplicitive
--
Wicked - Expert
Handguns deal much more limb damage.

50% Increased Damage to Limbs with Handguns
Value is Multiplicitive
48
Winged
SMG's have increased range.

25% more Range for SMG's
Value is Additive
--
Winged - Expert
SMG's have greatly increased range.

50% more Range for SMG's
Value is Additive
27
Professions


Most professions have two perks they may start with. It's random as to which you'll roll.

Profession
Perk 1
Perk 2
Army Reservist
Hellfire
Mohawk
Baseball Rookie
Hard Blow
Teddy Bear
Bear Hunter
Penetrating Shot
---
Bird Hunter
Icarus
---
Courier
Mule
Caravan
Coast Guard Veteran
Limbo
---
Deer Hunter
Quiet Steps
Averaging
Deputy
Tightshot
Wicked
Detective
Head Blown
Locked On
Designated Marksman
Steel Chamber
---
Engineer
Longer Battery
---
Football MVP
Adrenaline Rush
Marathon Runner
Hockey Player
Rush
Foreman
Lumberjack
Headhunter
Resilience
Martial Arts Master
Heavy Shoves
Guts
MMA Fighter
Sturdy Body
---
Marine Veteran
Steady Shot
Winged
Nurse
Skilled Medic
Acquired Immunity
Prepper
Scavenger
Builder
Prop Master
Grenadier
---
Paramedic
Stayin' Alive
Resident Genes
Police Sniper
Eagle Eye
---
Quartermaster
Vulture
Deprived
Rescue Specialist
Healing Item Stack
Lucky Pathogen
Sheriff
Overkill
Steady Hand
Spinal Surgeon
Hitman
---
Sous Chef
Butcher
---
Swim Captain
Thick Skin
---
Track Star
Athlete
Doorbreaker
Combat Misc Info
Walker (Normal Zombies) have 100hp
Shamblers (Screamer Zombies) have 70hp
Prime (Bloody Zombies) have 130hp

Construction/Firefighter Helmets = 50hp
Riot Helmet = 100hp
National Guard Helmet = 150hp
Shield = 400hp
Limbs = 60hp

You do NOT deal Headshot Damage values to helmets.

Zombie's Riot Vest gives 50% Dmg Resistance for Gunshot Dmg/Stability Dmg to the body


Suppressors reduce range by 20% and increase spread by 20%.
Crouching does lower spread on firearms



Stability Damage Thresholds
  • 0 - 19 = Flinch
  • 20 - 49 = Interrupt
  • 50 - 99 = Stagger
  • 100 = Knockdown
When a zombie is knocked down, it takes 100% increased damage from all sources.


There are three (3) types of melee swings: Light, Strong, and Charged. The damage type, in brackets, correlate to the values on the melee weapon stats.
  • Light Attack (Damage Value) = lmb or rmb click
  • Strong Attack (Strong Damage Value) = x2 lmb or 2x rmb
  • Charged Attack (Charged Damage Value) = hold lmb or rmb

Hold G to throw an item.



Responder base movement speed is 240

Responders have 100 HP and 100 Stamina baseline
You're considered 'Critical Health' at 20 HP and below

Bandages heal 25hp base
Medkit heals 100hp base



While Stamina Starved you deal:
  • 30% decreased Damage
  • 50% decreased Limb Damage & Stability Damage
  • 15% slower Melee swing speed

Weapons: Firearms (pt1)
Name & Type
Weapon
Stats
Double Barrel

DB12
DT11



Shotgun
Damage
13
Headshot Damage
20
Limb Damage
80
Stability Damage
12
Damage Falloff per Pen
10%
Stability Damage Falloff per Pen
5%
Base # Penetration
1
Pellets
8
Ammo Capacity
2
Ammo Type
12ga Shells
Range
3000
Sound Range
5000
M590A1


Shotgun
Damage
13
Headshot Damage
25
Limb Damage
80
Stability Damage
12
Damage Falloff per Pen
10%
Stability Damage Falloff per Pen
5%
Base # Penetration
1
Pellets
8
Ammo Capacity
8
Ammo Type
12ga Shells
Range
3000
Sound Range
5000
X12 Super


Shotgun
Damage
15
Headshot Damage
25
Limb Damage
80
Stability Damage
12
Damage Falloff per Pen
10%
Stability Damage Falloff per Pen
5%
Base # Penetration
1
Pellets
8
Ammo Capacity
6
Ammo Type
12ga Shells
Range
3000
Sound Range
5000
M9A3


Handgun
Damage
25
Headshot Damage
50
Limb Damage
50
Stability Damage
40
Base # Penetration
0
Ammo Capacity
15+1
Ammo Type
9mm
Range
5000
Sound Range
5000
Model 13


Handgun
Damage
35
Headshot Damage
100
Limb Damage
50
Stability Damage
60
Base # Penetration
0
Ammo Capacity
6
Ammo Type
.357 Magnum
Range
5000
Sound Range
5000
M1911


Handgun
Damage
35
Headshot Damage
100
Limb Damage
70
Stability Damage
60
Base # Penetration
0
Ammo Capacity
7+1
Ammo Type
.45ACP
Range
5000
Sound Range
5000
Gruber MK VII

Handgun
Damage
25
Headshot Damage
50
Limb Damage
50
Stability Damage
60
Base # Penetration
0
Ammo Capacity
10+1
Ammo Type
.22 LR
Range
5000
Sound Range
5000
MP5A4


SMG
Damage
25
Headshot Damage
100
Limb Damage
30
Stability Damage
30
Base # Penetration
0
Ammo Capacity
30+1
Ammo Type
9mm
Range
15000
Sound Range
5000
Weapons: Firearms (pt2)
Name
Weapon
Stats
MC15


Rifle
Damage
35
Headshot Damage
100
Limb Damage
30
Stability Damage
40
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
1
Ammo Capacity
30+1
Ammo Type
5.56NATO
Range
15000
Sound Range
5000
Gruber Ranch Rifle


Rifle
Damage
35
Headshot Damage
100
Limb Damage
30
Stability Damage
40
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
1
Ammo Capacity
10+1
Ammo Type
5.56NATO
Range
15000
Sound Range
5000
M7A1


Rifle
Damage
50
Headshot Damage
100
Limb Damage
30
Stability Damage
40
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
1
Ammo Capacity
20+1
Ammo Type
6.8x51mm
Range
15000
Sound Range
5000
Gruber 922

(Ruger 10/22)


Rifle
Damage
25
Headshot Damage
50
Limb Damage
30
Stability Damage
50
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
1
Ammo Capacity
25+1
Ammo Type
.22LR
Range
15000
Sound Range
5000
Rochester 1873


Heavy Rifle
Damage
30
Headshot Damage
100
Limb Damage
50
Stability Damage
80
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
2
Ammo Capacity
13+1
Ammo Type
.357 Magnum
Range
15000
Sound Range
5000
Hunter 85


Heavy Rifle
Damage
75
Headshot Damage
150
Limb Damage
50
Stability Damage
80
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
2
Ammo Capacity
5+1
Ammo Type
.308WIN
Range
15000
Sound Range
5000
M14 Battle Rifle


Heavy Rifle
Damage
75
Headshot Damage
150
Limb Damage
75
Stability Damage
60
Damage Falloff per Pen
15%
Stability Damage Falloff per Pen
10%
Base # Penetration
2
Ammo Capacity
20+1
Ammo Type
.308WIN
Range
15000
Sound Range
5000
Weapons: One-Handed Blunt Melee
Name
Weapon
Stats
Claw Hammer
Damage
20
-Strong Damage
25
-Charged Damage
40
Headshot Damage
40
-Strong Headshot Damage
50
-Charged Headshot Damage
80
Stability Damage
20
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Pipe (Small)
Damage
18
-Strong Damage
20
-Charged Damage
35
Headshot Damage
30
-Strong Headshot Damage
40
-Charged Headshot Damage
60
Stability Damage
15
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Wrench (Small)
Damage
18
-Strong Damage
20
-Charged Damage
35
Headshot Damage
30
-Strong Headshot Damage
40
-Charged Headshot Damage
60
Stability Damage
15
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Tire Iron
Damage
18
-Strong Damage
20
-Charged Damage
35
Headshot Damage
30
-Strong Headshot Damage
40
-Charged Headshot Damage
60
Stability Damage
20
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Mallet
Damage
18
-Strong Damage
20
-Charged Damage
35
Headshot Damage
30
-Strong Headshot Damage
40
-Charged Headshot Damage
60
Stability Damage
15
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Crowbar
Damage
20
-Strong Damage
25
-Charged Damage
40
Headshot Damage
40
-Strong Headshot Damage
50
-Charged Headshot Damage
80
Stability Damage
20
-Strong Stability Damage
40
-Charged Stability Damage
60
Range
220
Weapons: Two-Handed Blunt Melee
Name
Weapon
Stats
Rebar
Damage
20
-Strong Damage
25
-Charged Damage
35
Headshot Damage
34
-Strong Headshot Damage
50
-Charged Headshot Damage
80
Stability Damage
20
-Strong Stability Damage
60
-Charged Stability Damage
100
Range
250
Wrench (Large)
Damage
20
-Strong Damage
30
-Charged Damage
35
Headshot Damage
34
-Strong Headshot Damage
50
-Charged Headshot Damage
80
Stability Damage
40
-Strong Stability Damage
60
-Charged Stability Damage
100
Range
250
Baseball Bat
Damage
20
-Strong Damage
30
-Charged Damage
35
Headshot Damage
34
-Strong Headshot Damage
50
-Charged Headshot Damage
80
Stability Damage
40
-Strong Stability Damage
60
-Charged Stability Damage
100
Range
250
Pipe (Large)
Damage
30
-Strong Damage
45
-Charged Damage
50
Headshot Damage
50
-Strong Headshot Damage
70
-Charged Headshot Damage
100
Stability Damage
40
-Strong Stability Damage
60
-Charged Stability Damage
100
Range
250
Sledge Hammer
Damage
30
-Strong Damage
45
-Charged Damage
50
Headshot Damage
50
-Strong Headshot Damage
70
-Charged Headshot Damage
100
Stability Damage
40
-Strong Stability Damage
60
-Charged Stability Damage
100
Range
250
Weapons: One-Handed Bladed Melee
Name
Weapon
Stats
Kitchen Knife
Damage
20
-Strong Damage
30
-Charged Damage
35
Headshot Damage
20
-Strong Headshot Damage
30
-Charged Headshot Damage
40
Limb Damage
20
-Strong Limb Damage
30
-Charged Limb Damage
30
Stability Damage
10
-Strong Stability Damage
15
-Charged Stability Damage
30
Range
220
Cleaver
Damage
20
-Strong Damage
25
-Charged Damage
35
Headshot Damage
20
-Strong Headshot Damage
30
-Charged Headshot Damage
40
Limb Damage
20
-Strong Limb Damage
30
-Charged Limb Damage
30
Stability Damage
15
-Strong Stability Damage
30
-Charged Stability Damage
50
Range
220
Hatchet
Damage
20
-Strong Damage
25
-Charged Damage
40
Headshot Damage
40
-Strong Headshot Damage
50
-Charged Headshot Damage
55
Limb Damage
20
-Strong Limb Damage
30
-Charged Limb Damage
30
Stability Damage
15
-Strong Stability Damage
30
-Charged Stability Damage
50
Range
220
Machete
Damage
20
-Strong Damage
25
-Charged Damage
40
Headshot Damage
40
-Strong Headshot Damage
50
-Charged Headshot Damage
55
Limb Damage
20
-Strong Limb Damage
30
-Charged Limb Damage
60
Stability Damage
15
-Strong Stability Damage
30
-Charged Stability Damage
50
Range
220
Weapons: Two-Handed Bladed Melee
Name
Weapon
Stats
Shovel
Damage
30
-Strong Damage
35
-Charged Damage
45
Headshot Damage
25
-Strong Headshot Damage
34
-Charged Headshot Damage
60
Limb Damage
30
-Strong Limb Damage
30
-Charged Limb Damage
60
Stability Damage
19
-Strong Stability Damage
20
-Charged Stability Damage
31
Range
250
Fire Axe
Damage
30
-Strong Damage
35
-Charged Damage
45
Headshot Damage
35
-Strong Headshot Damage
40
-Charged Headshot Damage
75
Limb Damage
30
-Strong Limb Damage
60
-Charged Limb Damage
60
Stability Damage
30
-Strong Stability Damage
30
-Charged Stability Damage
60
Range
250
Treetrimmer
Damage
30
-Strong Damage
35
-Charged Damage
45
Headshot Damage
25
-Strong Headshot Damage
34
-Charged Headshot Damage
60
Limb Damage
30
-Strong Limb Damage
30
-Charged Limb Damage
60
Stability Damage
30
-Strong Stability Damage
30
-Charged Stability Damage
60
Range
250
Weapons: Other
Name
Weapon
Stats: Thrown
Stats: Detonated
Notes
M67

Frag Grenade
Damage
300
Stability Damage
180
Explosion Radius
1000
Minimum Radius
400
Fragmentation Radius
0.3
Partial Dismemberment Radius
0.5
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
3.5s
Damage
300
Stability Damage
180
Explosion Radius
750
Minimum Radius
400
Fragmentation Radius
0.3
Partial Dismemberment Radius
0.5
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
---
Uses the explosion sound stimuli values
Pipe Bomb
Damage
200
Stability Damage
120
Explosion Radius
750
Minimum Radius
600
Fragmentation Radius
---
Partial Dismemberment Radius
0.5
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
5.0s
Damage
200
Stability Damage
120
Explosion Radius
500
Minimum Radius
---
Fragmentation Radius
---
Partial Dismemberment Radius
0.5
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
---
Uses the Pipebomb sound stimuli values while thrown, explosion values when detonated
IED

Proximity Explosive
Damage
300
Stability Damage
200
Explosion Radius
800
Minimum Radius
400
Fragmentation Radius
0.15
Partial Dismemberment Radius
0.4
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
0.25s
Damage
300
Stability Damage
200
Explosion Radius
800
Minimum Radius
400
Fragmentation Radius
0.15
Partial Dismemberment Radius
0.4
Max Limbs Lost to Partial Dismemberment
2
Fuse Timer
---
Uses the explosion sound stimuli values
Oxygen Tank
Damage
Stability Damage
200
Explosion Radius
Minimum Radius
45
Fragmentation Radius
Partial Dismemberment Radius
Max Limbs Lost to Partial Dismemberment
Fuse Timer
4.1s
Items: Consumable
Name
Item
Stats
Notes
Radio
Duration
30s
Weight
0.75kg
Continually pulses the Radio sound stimuli for its duration


Ammo Crate
Weight
1.00kg
Contents when placed:
  • 12 randomized ammo boxes
Med Crate
Weight
1.00kg
Contents when placed:
  • 1 Medkit
  • 2 Phalanx Pills
  • 4 Bandages


Bandage
Heal Amount
25
Weight
0.35kg
Med Kit
Heal Amount
100
Weight
0.50kg
Phalanx Pills
Heal Amount
50**
Uses
3
Weight
0.35kg
Stalls infection for ~4minutes at a time, consuming when first seeing veins.

**Only heals with Resident Genes perk, and while infected
Gene Therapy
Heal Amount
50**
Weight
1.00kg
Can be used to grant infection immunity or clear infection to 1 player.

Use once to analyze your blood sample, wait a small period and inject.
You do not need to be infected beforehand.

**Only heals with the Resident Gene - Expert perk.
Revive Syringe
Weight
0.50kg
Used to revive yourself while downed.
Items: Passive
Name
Icon
Description
Notes
Unlock lvl
Nailer
Passive Item: Electric Nailer to drive framing nails for construction.
Reduces Barricading time.

300% faster Barricading time
Effect Value is Additive
AccLvl28
Ranger Boots
Passive Item: High quality all weather hiking boots.
Reduces noise generated from moving.

50% less Noise from all Movement actions
Effect Value is Multiplicative
AccLvl33
Adrenaline Shot
Passive Item: Epinephrine injector that provides a heafty increase to your maximum Stamina.

25% Increased total Stamina
Effect Value is Multiplicative
AccLvl39
Charlvl20
NMlvl3
Body Armor
Passive Item: Aramid fiber vest with ballistic protection.
Can protect wearers body from damage.

25% less Damage taken from Zombies
Effect Value is Additive

Value specifically refers to "ZombieSwipeResistance"
AccLvl43
Charlvl20
MNlvl5
Satchel
Passive Item: A small bag.
Increases inventory space.

25% Increased total Carry Weight
Effect Value is Multiplicitive
AccLvl52
Charlvl25
NMlvl20
Zombies
Name
Picture
Stats
Notes
Walker

(Zombie)
HP
100
Movement Speed
100
Basic Damage
10 | 150 Range
Heavy Damage
15 | 150 Range
Lunge Damage
20 | 150 Range
Periodic Grab Damage
7
Grab Range
80
Prime

(Bloody)
HP
130
Movement Speed
100
Basic Damage
15 | 150 Range
Heavy Damage
20 | 150 Range
Lunge Damage
20 | 150 Range
Periodic Grab Damage
7
Grab Range
80
Prime zombies are unmistakenly coated and darkened with blood.

Prime zombies have new low guttural noises to separate them from Walkers.
Runner

(Sprinter)
HP
100
Movement Speed
400
Basic Damage
25 | 130 Range
Heavy Damage
10 | 225 Range
Lunge Damage
10 | 175 Range
Periodic Grab Damage
10
Grab Range
140
Listen for their unique screams and footsteps to hear them coming up on you.

They have really easy to spot power stance when they're idle/not aggro'd
Shambler

(Screamer)
HP
70
Movement Speed
78
Basic Damage
10 | 150 Range
Heavy Damage
15 | 150 Range
Lunge Damage
40 | 150 Range
Periodic Grab Damage
3
Grab Range
160
If allowed to complete their scream a runner will spawn.

The gas cloud from the body can infect you.

Other zombies can get a gas aura from walking through it which gives them higher infection chances

Tips
You can use a gene therapy before you're infected. Doing so will prevent you from becoming infected for the rest of the mission.
Gene therapy must be used twice. First use is to draw blood. There will be a small waiting time while it analyzes to create anti-virus. Second use is to clear infection/make immune.



If you're in a hurry, you can shoot pad locks to skip the minigame.
Padlocks have 25hp.


Passive items do not stack. (eg 2 satchels)
If you find extras, share with teammates.



You are unable to get the prompt to heal other responders if they have meds in their inventory.



Flashlights don't seem to affect zombie aggro/detection.



If a doorway is congested with zombies, try a window. Dropping from a second floor is better than dying to a zombie.



Locked wooden doors can be destroyed with a single kick (hold F).



Jump-Crouching is one of the most valuable techniques to employ; allowing you to reach higher places and also negate the climbing animation



In the options, you can set objectives to always show, so you don't have to continually hit C to see what to do next.



Running is a valid option.
If an objective is overrun, leave and circle back to thin the horde.



Don't tunnel vision on killing, as spawns are infinite.
Attack to create space for objectives, or to make exits.



If you shove* right before interacting with a valve/reviving a teammate, you can keep your weapon out to keep yourself safe.
*this can be done with other animations besides shove
**Will more than likely be fixed in future



Once you're below 50% of your HP, you have a chance to get infected. This chance goes up the less HP you have, so stay healthy!



If you get grabbed below 15% Stamina it will turn into an instant bite which infects you no matter your current HP.



Keep in mind where you find Passive Items, you can regularly find them in those locations.



Some objectives have objects that can slow you down (like train ties or tool kits). You can throw them ahead of you, which also helps to juggle multiple.



Teammates name cards (hidden in Nightmare mode. Can turn to always on in option, or hold C in game) will dynamically change based on their HP. The bloodier, the lower HP they're at. When a responder is incapacitated, a plus sign will appear by their name, indicating they need rescuing.
There is an audible sound effect that plays when a responder goes down. Run towards the direction of the sound, or hit C/check map to look for their icon.
Music
Most ambient tracks are created by ThoughT Music, and can be found here: https://soundcloud.com/thoughtmusic/sets/no-more-room-in-hell-2
https://www.youtube.com/playlist?list=PLlB44It0EfJPTprlXXG11cgFSrc5PEfUE

Radio Songs
Artist
Song
Link
B-Coe
Something Lethal
SPEARFISHER
Stop Drop Smile and Roll
Saucy Yoda
Boys
Saucy Yoda
Park
Soulstice
Apocalypse
Yellen
Fever
Just Pete/Pete James Johnson
Don't Wanna
Cemetery Men
Set These Hills On Fire
Kidpenny
Hello Stranger
Superfluous U
Afterglow
Superfluous U
Hind Sight
Handsome Harlot
Whiskey and Cigarettes
The Lonely Wild
Right Side of the Road
Kyle Cox
This World
Kerry Bullis
Drunk Imbecile
Wes Harris
Easy
Jacob Rose
Hand of A God
Lone Wild
Danger Cat
Ryan Prewett
Hit The Ground Running
Silverberg
So Good To Be Alive
Looceedee
Fast Food
Erez Zobary
Starlight
Go Hawaii
Daydream Kansai
Debonair Dirtbags
Fleeting
FAYV
Vámanos
Marscott
Fine Moves
Jamie Little
Loser Lap
Jamie Little
Wood Chuck
Jamie Little
Confused Mailman


9 Comments
JAA_007 18 Jul @ 2:17pm 
Nicely organized, solid archive, and refreshing, you got my seal of CRC approval :D
SchwarzFenrir  [author] 15 Jul @ 1:29pm 
As of the latest patch no, Professions will always give you the standard version of the perk. Maybe they'll change it in the future, but in August we'll be getting Perk Upgrade & Reroll system anyways
Sir Kim Cision 15 Jul @ 12:43pm 
If you unlock the expert version of a perk, doe new characters start off with the expert version. For example, Sheriff's first perk being Steady hand expert instead of the regular steady hand?
Smonkey 14 Jul @ 11:16am 
THX, almost max level and I didn't even know about strong attacks. I will have to try that next time I play.
SchwarzFenrir  [author] 14 Jul @ 10:50am 
Added a section to the Combat Misc Info explaining the 3 different melee attack types, hopefully the tutorial gym explains this as well but:

Light Attack (Damage Value) = lmb or rmb click
Strong Attack (Strong Damage Value) = x2 lmb or 2x rmb
Charged Attack (Charged Damage Value) = hold lmb or rmb
Smonkey 14 Jul @ 6:56am 
The melee charts have Damage, Strong Damage, and Charged Damage. How and what is Strong Damage? I thought there was just click and swing (Damage) and click and hold (Charged) swing.
Yulimoon 7 Jul @ 1:50am 
Niceee information!
墨缇絲 21 Jun @ 7:27am 
nice job bro:steamthumbsup:
hi, i really find this info compendium guide very helpful, and i have been reading it a lot lately, for me knowledge is power, this makes the game much more understandable and thus giving me confidence exploring these zombie infested world, honestly when i purchased this game i have no clue of so what am i gonna do to survive this game my first runs where the worst almost and always being killed or left behind, because no one will teach you its brutal specially if you are a noobie, and so to keep you armed and ready for this game better read this guide at least you will survive even by your own or at least 2 or more survivors with you

to all beginners and even advance and expert players this guide is really a must read, i myself is quite maze how concise the details of information you got for NMRIH2, please do keep it up and update as many info as you can, to all contributors for this guide, kudos to you guys and thank you! :steamthumbsup: