No More Room in Hell 2 — Items, Supplies & Equipment

NMRIH2 has two item layers: Supply Items you scavenge mid-mission (the economy engine) and Equipment you buy for your loadout. Here's how both work.

What Are Supply Items?

Supply Items are the glowing pickups scattered across every map — bright white-and-blue with a white outline. Unlike every other item, they take up no inventory space, so grab every one you see.

  • Regular Supply Items (Small/Medium/Large) are auto-pooled with the team and don't use bag space.
  • Critical Supplies (e.g. Test Tubes) are the exception: they do take a small inventory slot, but a successful extraction is worth a huge point bonus.

Supply Item Types & Point Values

TierSupply PointsExamples
Small2Carabiners, Wire Spool, Inhaler, Phones, Ethernet Cables, Fastener Jar
Medium5Graphics Cards, Tablets, Temperature Readers, Medical Gloves, Long Ethernet Cables, Power Bars
Large10Computer Cases, Hospital Mask, Medical Containers, Water Filters
Critical500Test Tubes (takes inventory space; carry to extraction)

There are no fixed spawns — they appear denser in shops, buildings and high-risk objective areas, and in containers (car trunks, weapon boxes, supply drops).

How Supply Points Become XP & Credits

At final extraction, the team's collected Supplies are pooled and converted:

  • Character XP — drives your Responder level (shared across the squad's haul).
  • Credits — spent in the loadout shop on gear, cosmetics and re-rolls.

Because Supplies are pooled, a teammate who dies reduces everyone's reward — so protecting the group's loot matters. Early extraction grants only a small Credit share and no character progression.

Equipment & the Loadout Shop

Equipment is bought with Credits (never real money) and equipped to a Responder before a match, once they meet level requirements. Categories include:

  • General gear — wood boards (barricades), D-Cell batteries, deployable work light, AM/FM radio (distraction), ammo crate.
  • Ammo — caliber-specific boxes (.357, 9mm, 12GA, 5.56, .308, 6.8x51, etc.) shared with your squad.
  • Passive gear — Nailer (faster barricading), Ranger Boots (less noise), Adrenaline Shot (stamina), Body Armor (less damage), Satchel (more inventory).
  • Medical — Bandage, Medkit, Phalanx Pills (delay infection), Mass Casualty Kit, Frontline revive, Gene Therapy cure.
  • Throwables — pipe bombs, IEDs, Molotovs, frag grenades.

Purchased items are character-specific and lost on death (permadeath) — you re-buy them for the next Responder.

Flashlight & Ballistic Mask

  • Flashlight — a default/offhand tool; one-handed melee lets you keep it lit while fighting. (Some weapons, like the MP5, have a built-in light.) Batteries replenish it.
  • Ballistic Mask — the Battered Ballistic Mask is a craftable/loot protective item; it's one of the many equipment pieces you can start a run with once unlocked.

Looting Tips

  • Don't hoard — Supply Items are pooled, so grabbing everything helps the whole squad's XP and Credits.
  • Scavenge, don't sprint — rushing objectives misses hidden stashes and rare items.
  • Share ammo by caliber — route the right ammo to the player who uses it; concentrated ammo lasts longer than everyone carrying a little.
  • Critical Supplies are worth the slot — 500 points easily outweighs the bag space they cost.

Related: See Weapons Tier List for firearms and attachments, Best Builds for loadouts, and Beginner Guide for your first extraction.