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Guide

Skills

Every No More Room in Hell 2 skill with exact values, ranked by tier, plus how the nine skill picks work and which ones are worth taking on Nightmare.

Updated

You do not spend skill points in No More Room in Hell 2. You get nine choices across a character's entire life, each one a pick from three offered options. Knowing which offers are worth taking is what this page is for.

How skill selection works

  • The game has 40+ skills. Your class grants a starting skill; beyond that you choose nine.
  • Choices trigger at character levels 5, 10, 15, 20, 30, 40, 50, 75 and 100.
  • Each is a choice of three, and you can re-roll for a different set — re-rolling costs Credits.
  • Expert variants unlock at higher levels: the same effect, stronger. Thick Skin's +10% health becomes +20%. Expert Marathon Runner removes sprint stamina drain outright rather than reducing it.
  • Skills belong to the character, not the account. Permanent death takes them with it.

Level 100 is genuinely far away. The global achievement rates make the shape of the curve clear:

AchievementRequirementGlobal completion
Expert ResponderA Responder reaches level 506.0%
Legendary ResponderA Responder reaches level 1001.0%
All-Star CastThree Responders at level 50 or above at once0.6%
Getting The Hang of ThisAccount level 501.5%
Apocalypse HobbyistAccount level 1000.1%

One player in a hundred has ever taken a Responder to the level where the ninth pick unlocks. Plan builds around the first six or seven choices.

What 1.0 changed

Added: Handgun Reloading, Rifle Reloading, Shotgun Reloading — each speeds up reloads for its matching firearm family. Removed: Averaging, Guts, Teddy Bear. Some published tier lists still do not include the three new Reloading skills, so cross-check anything you read against that.

The full skill list with values

Top tier

SkillEffect
Skilled MedicHealing self and others +50%
Stayin' AliveRevive others 50% faster
ButcherMelee damage +20%, easier dismemberment
Thick SkinMax health +10%
Sturdy BodyDamage taken −10%
AthleteTotal stamina +10%
Marathon RunnerSprint stamina cost −15%
HeadhunterMelee headshot damage +10%
HitmanOne-handed melee stamina cost +15%, damage +15%
ScavengerAmmunition pickups +15%
Resident GenesRestore 15 HP when taking pills
Lucky Pathogen10% damage resistance while infected
Quiet StepsWalk, crouch, jump and run noise −10%
Healing Item StackMedical item weight −20%
BuilderTool item weight −15%
GrenadierThrown and deployable weight −10%
VultureAmmunition weight −10%
MuleBackpack capacity up, max health −15%
CaravanCarry weight +2kg, max stamina −15%

Second tier

SkillEffect
Hard BlowTwo-handed melee consistent damage +15%
RushTwo-handed melee stamina −10%
Adrenaline RushMelee stamina cost −10% at critical health
HeadblownHandgun headshot damage +20%
Overkill15% more pellets per shotgun shell
MohawkRifles pierce one extra target, penetration falloff −30%
Penetrating ShotHeavy rifles pierce one extra target, falloff −50%
Locked OnSMG recoil −20%
LimboLast 15% longer while downed
ResilienceEnvironmental damage resistance +15%
Acquired ImmunityInfection resistance +10%
Longer BatteryFlashlight drain −25%

Third tier

SkillEffect
Steel ChamberHeavy rifle damage +30%
DoorbreakerKick damage to doors and barricades +50%
IcarusShotgun range +30%
WingedSMG range +25%
Eagle EyeHeavy rifle falloff −40%
Tight ShotShotgun pellet spread −15%
Steady HandHandgun spread −20%
Steady ShotRifle recoil −15%
HellfireRifle hipfire accuracy +15%
WickedHandgun limb damage +10%
Heavy ShovesShove damage to zombies +10
ForemanKick damage to zombies +10
DeprivedCarry limit −2kg, health +10%

Which to actually take

Take survivability over damage, every time. Thick Skin, Sturdy Body and Skilled Medic look boring next to +20% melee damage, but a dead character loses its level, its skills and its purchased loadout at once. Nothing recovers that.

Skilled Medic and Stayin' Alive are the squad picks. +50% healing effectiveness and 50% faster revives change what your squad can survive, not just what you can.

Butcher is the exception on the damage side. Melee damage +20% with easier dismemberment feeds directly into the leg-focused crowd control that carries higher difficulties, so it is doing two jobs.

Be careful with the trade-off skills. Mule, Caravan and Deprived all give with one hand and take with the other. Mule costing 15% of your max health and Caravan costing 15% of your stamina are real losses on Hard and Nightmare, where one bad grab ends the character. Carry capacity is a convenience; survival is not.

Firearm specialisations are for committed builds only. Steel Chamber's +30% heavy rifle damage is excellent if that is your character's identity and you buy that gun every run. It is worth nothing on a character that picks up whatever the map provides.